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Bug Report | 7939 | No | Crashes | Critical | Could not Verify | Daevaorn | | Items keep randomly disappearing form containers in gui... | 22.12.2023 | | 1 |
Task Description
When I learned about the new transformation mode I took it upon myself to clean up our guildhouse.
In the process I removed many old items from the map and stored them in containers instead.
While I did this occasional crashes happened, which on returning seem to have deleted items stored in these containers. I have lost roughly 70% of player generated/crafted items, some of historical value this way, as well as many player crafted weapons and armours of highest quality.
A very alarming issue.
If my asumption is correct the server automatically deletes any item that it suspects to be involved in crashes. While this maybe desired behaviour in terms of the technical side of things, in terms of a persistent game world this is REALLY, REALLY bad, if true.
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Bug Report | 7807 | No | Quests | Critical | Unconfirmed | Joko | | Starting Menitas Puzzle Quest crashes the server | 19.11.2023 | | 1 |
Task Description
Talking to Menita and confirming the quest with “I will try” crashes the server.
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Bug Report | 7914 | No | Crafting | High | Could not Verify | Daevaorn | | Dropping an item in an occupied container slot doesn't ... | 07.12.2023 | | 2 |
Task Description
affected version: 0.7.38 (couldn’t be set yet as the version)
When trying to drop an item on an occupied container slot, the item remains “in limbo”, i.e. nothing happens.
This affects crafting severly: Shift-clicking a stack placed into a container, you have always been able to “fan out” stacks of items in containers for crafting processes that would individually change quality (thereby averaging the random factor of the process). This is no longer possible.
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Bug Report | 6397 | No | Inventory/Items | High | New | Venalan | | Loss of item crafting data and names | 04.06.2021 | | 3 |
Task Description
Players, Taya, and I have all seen that crafted items are suddenly missing them name of the crafter. There are also reports of missing names such as “finest”.
I was also able to craft a steel ingot and within a few minutes I managed to lose the information in the examine window which showed I was the crafter of the item.
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Bug Report | 4221 | No | Tools | High | Assigned | RlyDontKnow | TaladAngela | missing Terms of Service | 05.08.2010 | | |
Task Description
there aren’t any terms of service on the website and consistently the user doesn’t have to agree to them at any point.
this is a big issue in my opinion as the user isn’t strictly bound to such terms and therefore cannot be accordingly punished in case he’s causing really bad issues.
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Bug Report | 7851 | No | Quests | High | Unconfirmed | Thosor | | loss/restart of of completed or in process quest when q... | 29.10.2023 | | |
Task Description
Scenario: You have several in process quests, You go to NPC, look for list of quests. You pick, a quest offered by say Levrus, “more coal”. To you, it sounds like a new quest, so you click on it to see what it is. It then starts you over on that quest from the beginning. You completed and forgot that quest long ago, but it then gets deleted from your completed or in process quest list.
Unless you check all your completed or in process quests, you are doomed to repeat the entire quest.
If you have many quests done, you may think this is a new quest due to user memory loss, or similar titles of quests. In addition, quest notes are saved locally to a machine, so if you have several machines, or installing new OSs your notes don’t follow.
As an experienced player, I kept trying to please the guards for a pet for a long time before realizing this situation.
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Bug Report | 5790 | No | Quests Dynamics | High | New | Venalan | | Quest menus dissapear to quickly to click on responese. | 15.10.2014 | | |
Task Description
A general problem with the quest menu system at the moment is the speed at menu disappear. The problem occurs in the following situation.
All the following is within one step in the following format.
Player gives NPC 1 item. Menu: text. NPC: text. Menu: No. Menu: Yes. NPC: text. NPC: text. Give 1 Melorick's Scroll Case. Assign Quest.
You give the npc the item. The initial npc text appears. Once they have finished talking the next two menus appear, but before you are able to click on the menus the menus vanish. This results in you losing the item needed to trigger the quest/step and are unable to repeat it. This was only became a problem with the introduction of the 'bubble' menu system.
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Feature Request | 4398 | No | Sound | High | New | | Mathias | Set all volume but npc speech to 20% when npc is talkin... | 19.04.2010 | | 1 |
Task Description
When an npc talks the volume of the music ect makes it hard to hear them. Lets try setting all volume to 20% or so and see how that effects it.
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Feature Request | 5638 | No | Crashes | High | New | Mario Rohkrämer | | Overhaul errorlog.txt usage, make it contain useful con... | 02.08.2014 | | 5 |
Task Description
There are numerous (at least dozens) complaints in the forum that (especially under Windows) the errorlog.txt contains only uninteresting default errors which are not at all critical, but misses really useful and critical entries instead.
The whole “error console” concept is nonsense for Windows users. Windows builds don’t output anything useful in the console they are started from, and this would be the only console where output could be redirected to files.
If you call the client with the parameter “–console”, a new console is opened, but this one can’t be redirected with “>” or “2>”, you would have to mouse-select as much as you can keep in its history. Most PC users will not know enough about Windows to tweak this console window, maybe not even know how to select and copy from it. On Windows 7 it is even worse, when the client crashed, the new console is nearly disabled, so you almost cannot select and copy text from it after a crash.
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Bug Report | 6340 | No | Game Balance | High | New | nobody special | Davide Vescovini | Commanding pets gives no experience and little practice | 24.03.2014 | | |
Task Description
Commanding pets is similar to combat skills in that you get no experience for using them but in the case of of combat you get the experience for the kill. I could not get my pet to attack with my 30 empathy, I was able to get a message that my pet targeted successfully as well as a message that my pet needed a target to attack.
Practice seems to have a cool-down period where subsequent commands give no practice. I would think that the cool down period should just be for identical commands, when you need to target something before attacking both actions should give practice.
It would be good to have some information on the state of pet activities.
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Bug Report | 7090 | No | Quests Dynamics | High | Could not Verify | Talad | Talad | Sometimes the list of quests is not correct, it contain... | 17.02.2021 | | |
Task Description
Redo quest/events implementation to send/receive, also remove XML.
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Bug Report | 7935 | No | Models and Maps | High | Fixed pending release | Daevaorn | | Trapped in the Dwarven Fortress | 17.03.2024 | | |
Task Description
I am now trapped in the entrance area of the Dwarven Fortress for the second time in 24 hours. The door of the cell that gives access to the lower levels closed on its own while I was inside and there seems to be no way of opening it from the inside.
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Feature Request | 7936 | No | Characters | High | Unconfirmed | Daevaorn | | Cannot target players sitting on a mount | 04.12.2023 | | |
Task Description
A player that is mounted on a Rivnak or Drifter cannot be targeted, for actions such as trade, or even emotes.#
It doesn’t make a difference whether you click player geometry or the mount’s, you always end up selecting the mount over the player.
Even if one could argue for trading that it might be inteded (which I don’t think is overly realistic, since you can hand someone on a mount a loaf of bread), itt would be very strange to greet someone’s pet instead of the owner, when passing on the street, wouldn’t it?
(Selecting high priority since this seriously hampers RP supported with game-mechanics such as emotes)
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Bug Report | 4191 | No | Quests Dynamics | High | New | RlyDontKnow | | npc synonym musn't occur in a trigger | 12.08.2010 | | |
Task Description
if an npc synonym occurs in a quest trigger, it'll break that trigger because incoming messages will be replaced by the more_general value while the trigger still expects synonym. therefore the quest parser should refuse such quests as they're obviously broken or at least throw a warning about such occurrences.
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Bug Report | 5626 | No | Sound | High | New | Talad | weltallAndrea Rizzi | Creature sounds implementation | 06.05.2012 | | |
Task Description
As per this document:
http://planeshift.ezpcusa.com/pswiki/index.php?title=Sound_System#Sounds_in_factories
the creature sounds are not working properly in game today.
The common.xml file is properly read, and the resources are properly loaded, but the only state ID which works consistently is state ID 2: charge.
Idle seems to kick in only after attacks, and anyway not consistently. The others are never launched. The problem is that those events are not properly sent to the client a sound events.
In particular we need the following events: IDLE, CHARGE (when first engages in combat), COMBAT IDLE, ATTACK, (being) HIT, DIE, WALK, RUN.
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Bug Report | 6666 | No | Quests Dynamics | High | New | Venalan | | Quest menu: when triggering a quest menu with the same ... | 26.10.2014 | | |
Task Description
There are many time in quests and KAs when they have the same trigger, for example “about armor” or “about apples”.
When you click a quest menu (or type some text to an NPC) the first dialogue(s) to be searched should be quests and if a matching trigger is found the quest menu should be sent, then if nothing is found in a quest it should search KAs. What is currently happening when you have two or more matching triggers you are getting a random choice between the quest response and the KA response. This results in players getting what seems to be a response from the NPC but the quest does not continue.
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Bug Report | 7725 | No | Effect System | High | New | KiFunStuS | | Magic light is giving no light with low graphic setting... | 09.02.2023 | | |
Task Description
Magic light is giving no additional light in game after casting it.
on lowest graphics settings no light on medium no light on high there is light epic graphics settings it is showing light
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Bug Report | 7828 | No | Quests | High | Unconfirmed | chronicler | | Harnqust's Regular Advertising cry is replacing quest d... | 15.04.2023 | | |
Task Description
Issue: Harnquist regularly calls “Blades, shields, repair kits! Get them here!”. If you are collecting a quest from Harnquist, his regular cry can replace a page of his dialog providing the quest information and there’s no way to get back to the page of dialog that was replaced.
His regular cry should be supressed whenever a player is talking to him, so the player can read all the information he is providing.
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Bug Report | 7928 | No | Models and Maps | High | Fixed pending release | Daevaorn | | PCs can get locked into the Ash Brotherhood Lair | 17.03.2024 | | |
Task Description
A server crash happened while I was inside the Ash Brotherhood Lair.
On restart the stone in the doorway had been reset in its closed position, and I was effectively trapped inside, without a way of triggering the mechanism to re-open the passageway.
There should be a second trigger/gear/switch on the iside.
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Bug Report | 7978 | No | User Interface | High | Unconfirmed | Daevaorn | | Port /unstick as a means to solve critical bugs on play... | 24.12.2023 | | 1 |
Task Description
It has happened to me a dozen times over since joining UR after it has replaced legacy, I relogged inside a guildhouse/law map and I am eternally falling for having spawned slightly beneath floor level.
In several instances I had to wait hours for a /tp back to the map, and so it is happening again today.
Please make a quick fix of this enabling players to teleport themselves back to the map in such a case. It’s a real downer to have to wait for a long time in such a case, particularly given the fact that you probably have to stay online for a GM to /tp and fix this. Huge waste of energy with the constant 3D animation.
This could also be of help if players are trapped in map geometry, inescapable pits, rifts and so on.
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Feature Request | 726 | No | Crafting | Medium | New | Drunk Hammerwielder | | Redesign/Add to the Crafting GUI. | 25.02.2013 | | 5 |
Task Description
Related to: http://hydlaa.com/flyspray_upgrade/index.php?do=details&task_id=611&histring=crafting
Goal of this feature request: To provide an alternative to the numerously unneeded clicking and dragging through the addition of additional options.
Possibilities:
1. Allow all targeting equipment to be targeted and add short cut commands as discussed in http://hydlaa.com/smf/index.php?topic=30727.0;topicseen and http://hydlaa.com/smf/index.php?topic=28284.0 .
1B. Add a /place command that would place a specified number of a specified item into a targeted container.
1C. Add a /remove command that would remove a specified number of a specified item from a targeted container.
1D. Add a /combine command that has the same functionality as the combine button that is on the right click menu.
2. Have the stock casting containers automatically convert large stacks of molten ore to the largest possible unit. (IE: A stack of 63 Molten Iron would yield a stack of 6 Iron Stocks and 3 Iron Ingots.)
2B. Add a button and command to Stock Casting that will toggle that will allow the user to cast only ingots.
2C. Allow the user to combine large amounts of objects at a time so long as the proper amounts of objects are present. (IE: 81 Iron ore and 9 Coal ore would yield 90 Molten Steel. Also, you could combine 10 sword handles with 10 sword blades to quickly put together 10 swords.)
3. Add a key to be pressed and held that would allow the user to pick up an entire stack.
I believe that there has been discussion of several other alterative on the forums.
Thank you for your time: - Tontow
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Feature Request | 4237 | No | GUI | Medium | New | Seytra | | Ability to add custom tabs to chat window | 23.03.2010 | | 1 |
Task Description
In order for the custom channels to be useful, they need a convenient interface. The need for typing /x before stuff isn’t terribly annoying, but also not terribly convenient. However, the biggest issue is that with multiple such channels, all talk gets mangled into one. The designation for the originating channel doesn’t help much in that case.
Therefore it would be nice to be able to create and assign custom tabs to channels, which would then function just like any of the built-in tabs. It would be even nicer if that arrangement could be stored, which would go very well with the auto-joining of custom channels proposed elsewhere.
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Feature Request | 1642 | No | | Medium | New | A. Kiefner | | /possess an NPC | 15.11.2008 | | 3 |
Task Description
This command has been on the wishlist (and also on the ToDo list for releases) since a very long time. I post it here in the hope it will be more visible to interested people to implement. The idea of the command is to control an NPC completely, not just talk as them through /impersonate. However, since controlling the actual body of an NPC is extremely complicated, it would be much more convenient (also from GM side) to simply make it seem so to the player.
Thus a possible way to implement the /possess command: The syntax would be
/possess [NPC_name|target]|reset
Issueing the command would have the following effects:
1. The GM is moved to the location of the NPC. 2. The NPC is renamed to “$originalNPCsurname_P” (family name is unaffected). 3. The GM is renamed to $originalNPCname and the original GM name is stored in an extra db field. 4. The label color of the GM is set to NPC (/setlabelcolor). 5. The NPC is /slid u 1000. 6. All scripts (most importantly movement) of the possessed NPC are temporarily frozen. 7. GM temporarily gets all traits of the NPC (original traits of GM are stored on db). 8. GM is /set invisible off.
Issueing /possess reset would have the reversed effects:
1. Possessed NPC is moved to the location of the GM. 2. The name of the GM is restored. 3. The NPC is renamed back to §originalNPCsurname. 4. Labelcolor of GM is reset. 5. Scripts of the NPC enabled again. (GM is not moved).
It’s important that the status of NPC (possessed), name and traits of the possessing GM are stored on DB so that a possible server crash has as little impact as possible.
If one is possessing an NPC already and then tries to possess another NPC, it should automatically issue /possess reset before executing /possess otherNPC. When possessing, it should give a warning that the path of the NPC might be disturbed if /possess reset is issued too far away from the original position.
As a final cut, resuming scripts of the NPC should be delayed for 2 more minutes, giving the GM time to switch back into possession without paths getting in the way. That way it is possible to possess two or more NPCs back and forth.
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Feature Request | 4110 | No | Engine | Medium | New | Orgonwukh | | Mining while sitting on a mount should not be possible | 09.12.2022 | | 2 |
Task Description
It is possible to mine while sitting on a mount. I propose to remove this ability because it seems unrealistic to me.
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Feature Request | 2205 | No | Misc | Medium | New | Qia Fask | | More user control over the loudness (range) of speech (... | 01.01.2022 | | 4 |
Task Description
As a heavy role-player, one of the most common annoyances encountered is that there is often no appropriate way to communicate to various groups of people.
Example one:
A group of five sitting around a table for an important meeting, talking in hushed voices. Currently the only option is to create a group for this, which is unrealistic, as people very close by should be able to listen in.
Example two:
Someone is standing in front of a crowd of people in the street, announcing something to them. Currently, the distance of /say is so tiny, that the only way to communicate to this group and have the people at the back hear you is to use /shout and have half the countryside hearing you.
Example three:
Sitting in the Tavern talking over a drink, not worried about your voice carrying. Currently, the distance of /say is so minimal, that half the Tavern will not end up hearing you. Using /shout would be considered very rude. No way to deal with this.
Solution:
/quiet - Speaking in a hushed voice to those nearby. Range limited to about 8 to 10 feet.
/say - Speaking in a clear, loud voice. Limited to a range of around 50 feet, which is quite a bit further than it carries to now.
/shout - Long range yelling. The current range of shouting would be fine.
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Bug Report | 4601 | No | Magic System | Medium | Unconfirmed | Durgrem Ankhlamir | | Various spells doesn't work after the update 17th july ... | 28.05.2020 | | 2 |
Task Description
There are reports of spells that don’t have any effect anymore (neither on you or on enemies)
Known are - meteor - missile shower - dazling light - flame burst
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Bug Report | 918 | No | Engine | Medium | Assigned | durwyn | | Repair - Switching weapons | 27.02.2021 | | |
Task Description
when you repair a dagger for example you have to - equip it in right hand - do /repair and wait for it to end.
if you try to select the “weapon” which is being repaired you cannot move it. you get the message : “You cannot move an item being used”
BUT if you take another weapon, select it and put it on the weapon being repaired, they will switch themselves (i mean the weapon in the hand will go to the INV and the one in the INV in the hand) and the repair action will still be active. (the weapon you started to repair will be repaired, not the one after switching).
hope to be clear :p
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Bug Report | 4931 | No | Inventory/Items | Medium | New | Jorick | | Clicking 'use' on brado's grills interrupts grilling m... | 23.07.2012 | | 1 |
Task Description
When I try to select a grill in Brado’s tavern the pink rotating cross does not appear. Right click works and brings up the action icons. However, putting meat in one of the slots and “use” the grill to grill the meat results in “You interrupted your work when you moved away” every time. Other items like preparation tables, pots, etc. work fine.
I’m running PS on: Arch linux ( up to date system ) 86×64 intel core i5 mobility radeon HD5xxx series with up to date catalyst drivers.
I logged my console output but I can’t see anything relevant to the problem, could be me so here’s the link: pastie
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Feature Request | 6108 | No | Rules | Medium | Unconfirmed | Hirene Penifur | Davide Vescovini | Melee skill has too low damage | 14.08.2013 | | |
Task Description
I think melee skill has too low damage compared to weapon skills. It takes to level up the same efforts, costs and time as any other combat skill, and for that you get very low damage.
I measured MELEE on the Training Dummies, got the following:
Normal stance: min: 46 max: 77 avr: 62.7
Bloody stance: min: 53 max: 91 avr: 74.8
I used a Q50 ShortSWORD and got these results (and who does use a Q50 weapon nowadays at all?)
Normal stance: min: 91 max: 153 avr: 126.4
Bloody stance: min: 107 max: 180 avr: 145.3
And a Q50 Normal BOW:
Normal stance: min: 99 max: 167 avr: 137.6
Bloody stance: min: 116 max: 199 avr: 164.8
If I was using a Q300 Shortsword or Bow, these results would be higher by times 1.7x. If I was using a Platinum Steel Longswords, the sword results would be higher by times 2.1x.
Conclusion: Melee skill makes about only 50% damage compared to Q50 Sword and 45% damage to Q50 bow. And please notice, that I compared the skill to Q50 items only. In case of melee you have no chance to craft a better weapon, you have no chance to loot weapon with good modifier.
Suggestion: I suggest to raise the damage of melee skill by at least 260%, because it takes to level melee up the same efforts, costs and time as any other combat skills. Otherwise melee is just a good RP skill :) (Raising the damage by times 2.6x would be similar as you would use your hands as a Q300 Shortsword, taking the delay into account too (equalized damage per second values). Melee has 1.5 delay, Shortsword has 2.0 delay.)
Raising the damage by times 2.6x would cause:
Normal stance: min: 119 max: 200 avr: 163.1
Bloody stance: min: 137 max: 236 avr: 195.5
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Feature Request | 6138 | No | Engine | Medium | New | Sliss | Joe Lyon | sort storage on name, type, value etc. | 17.10.2014 | | |
Task Description
Sometimes I would which i could sort the storage list in a different way. Would it be possible to add bi-directional sort options in the storage/buy window?
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Feature Request | 3835 | No | GUI | Medium | New | bonifarz | | Value of goods in trade window | 03.10.2022 | | |
Task Description
I would like to suggest an additional widget in the trade window that gives the total (NPC-trade) value of the goods offered, similar to the one for total tria offered. With the quality based pricing system, this could help to lower confusion and make trade and economy flourish. The obvious but neglectable downside is that players could abuse this to identify an enchanted items value without finding an NPC merchant. A solution to that problem could be found when thinking about a feature to identify such items (based on intelligence, dweomer detection, factions with merchants or whatever).
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Feature Request | 4712 | No | Items Characteristics | Medium | New | lilura | Talad | Bookshelves like in the Library for Guild houses | 05.09.2010 | | 5 |
Task Description
It would be cool if players could buy bookshelves like the ones in the library. Rather than the player trying to set all the book items on the bookshelf that can be bought in Winch right now and making it look as if the books are on the shelf in the proper way the same dwarf could sell the shelves that look like the ones in the library. It would hold books like a container.
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Feature Request | 4797 | No | Engine | Medium | New | mike loeven | | a play dead command or /playdead | 21.05.2011 | | 4 |
Task Description
just a idea for a simple rp command. entering /playdead will play the death animation and leave your character imobile similar to the sit command but you will be lying down instead. this can be usefull in roleplay where you are injured but not actually dead or if you want to role play your character going to sleep. entering /stand will cancel both /sit and /playdead. in later versions of the game perhaps this can be also be used to fool the less intelligant monsters like ulbernauts rats and some of the bugs into giving up the chase and loosing interest. i think it would be benificial to have a way to roleplay being wounded or dead without having to actually go to the death realm. say for example your character was killed in a roleplay setting you could use playdead to have a open casket funeral complete with a body that will not dissapear after a minute or two.
i am not sure how easy this would be to acomplish but i suspect you could duplicate the existing sit command and just change the animation called
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Feature Request | 5255 | No | Crafting | Medium | Unconfirmed | nobody special | | persistent selector for pick up amounts | 20.06.2021 | | 1 |
Task Description
I would find it extremely useful if I could select from 1, 5 and 10 amount when shift clicking a stack of raw materials. This would allow me to improve the efficiency of smelting by picking enough material to cast into stocks of the various types. I could then dump a stack of molten ore into the caster and shift click it to spread out the ores into castable portions. obviously the 5 and 10 amounts are for casting stocks from precious and non precious materials.
It would be useful for this to only apply to molten ores in the furnace as there is no need for ingot/stock to be smelted in these particular numbers. It might be also useful in a forge or other crafting container to have the ability to set to an arbitrary amount when processing ingots or stock for weapon/shield/armor parts.
Perhaps instead of overloading the shift click in this way using the alt click instead would work but this might cause a problem for Apple type computers.
Changed task description to clarify request.
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Feature Request | 5936 | No | GUI | Medium | Unconfirmed | Roman Yagodin | | Book titles for crafting techniques are missing | 06.05.2014 | | 1 |
Task Description
So the subject: book titles for crafting techniques are missing in 0.5.9.10 using “elves” skin (and other skins too):
But writable and setting books are ok:
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Bug Report | 6262 | No | Engine | Medium | New | Simone | Davide Vescovini | Resurrecting MOBs | 26.01.2014 | | 1 |
Task Description
When you try to kill some kind of MOBs, usually humanoids, with the ability to heal themselves, they keep resurrecting. You can easily see this in Camp Banished. When the foe reachs a health threshold it starts casting healing flash several times. It seems that there is a sort of queue filled with the spells, and the foe keeps resurrecting until you kill him in a moment he is not casting the healing spell. This is the opposite of the previous behaviour where the opponent was just dying several times.
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Feature Request | 6453 | No | Engine | Medium | Unconfirmed | xola | | wielding weapons in hydla | 06.09.2014 | | |
Task Description
guard throw out of city polymorphed players, why not add the same when player wield weapon in city and guard see that?
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Feature Request | 6545 | No | Inventory/Items | Medium | Unconfirmed | Simone | | Opening more than a single book | 13.09.2014 | | 3 |
Task Description
While I’m crafting I like to take notes on steps necessary to make something so later I can just check my notes. Currently it seems, at least to me, not possible to have more than one book open at a time. It could be useful instead being able to have more than one book open, so for example I could have a crafting technique open and my book with notes open too to copy the necessary steps from the crafting technique.
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Bug Report | 6729 | No | Crafting | Medium | Unconfirmed | Shafaragorn | Venalan | Bow making interruptions for nonexistent movement | 11.02.2016 | | 1 |
Task Description
When working on bow making at the Arena smith table: if you /use the table, when the progress bar shows that you are done, instead of being done with whatever you’re doing, you get a message that reads “You interrupted your work when you moved away” without having moved at all.
I’ve repeated it multiple times working on a few different things, but haven’t tried at any other smith tables yet.
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Bug Report | 7894 | No | Quests | Medium | Ready to test | Daevaorn | | "Beer Tasting Event" quest cannot be taken up | 09.03.2024 | | |
Task Description
The quest “Beer Tasting Event” (that I understand is the one to start into the Brewing skill) is not working as intended.
OBSERVED: ~~~~~~~~~
When I initiate the quest dialog in the interaction menu with a double click on the option “You brew ales and beers I see, and smell.”
the quest master replies with the generic “Looks like you are in search of fame and honour. Unfortunately I have not tasks to help you in that.”
The quest is not taken up accordingly.
EXPECTED: ~~~~~~~~~
The quest dialogue should be properly initiated and a quest log entry should appear after that.
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Bug Report | 3684 | No | Inventory/Items | Medium | | Seytra | Suilensh | NPCs don't accept split stacks traded | 11.01.2010 | | |
Task Description
When an NPC wants more than one item, but you have the items in different slots (even containers, like when your inventory is full and you can’t easily make room for the full stack), the trade won’t complete, even if the total sum of all items traded is the right amount. It should not matter if you give an NPC a stack of 63 items or ten stacks of ten items plus one of three, or seven of nine( ), etc..
Edit: they also don’t get given the items when they’re in the right amount but in different stacks / sacks in the inventory. One gets “You have to give manually, because you got too many items” instead. /Edit
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Feature Request | 4465 | No | Character Creation | Medium | New | Minks | | Show naming policy in char creation. | 20.08.2010 | | 3 |
Task Description
An newbie in the tutorial brought up this idea, and I like it a lot: It would be nice if the char creation provided a clickable link or a pop-up window to the naming policy.
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Feature Request | 5293 | No | Misc | Medium | Unconfirmed | Greg | | An Auto-Guard system of some sort | 28.12.2014 | | 3 |
Task Description
I would like to see an Auto Guard system of some sort
I recently Made a mini game on PS and went to a GM event to have things Engraved but im running into A problem that if I somehow lose connection I would be subject to an OCC Robery of these items, And they are food Items So someone could pick them up, Eat them, And log off. While im still trying to log back in. weather it be from an enemy or A fake Alt.
Not only that but I placed a book on the buildboard to look for a guard to help me guard the display, a couple hours later it was gone. A player shouldn’t have to ask a GM everytime they want to place a book…. Ask Any GM and im sure they will agree with that!
ICly I could put a spell on something or report it to the guards, but these might have little effect other then a sure solution.
I will list some solutions, umm… Tell Me what you think? :)
1. Create A spell For Players To Lockdown there own Items/Command (time period Has no meaning Do to Bad weather that lasts hours)
2. Lol I donno… Number 1 sounds like the only solution Or all the others tye into it. I’ll Try to think of more and post them in comments
The next day I hear people in Gossip channel talking about someone taking a book so Its effecting All players
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Bug Report | 5389 | No | Engine | Medium | Unconfirmed | Kostas Michailidis | | Locked inside. | 25.09.2011 | | |
Task Description
I can only quit the Hydlaa’s Museum when I quit and log in again.The first time I try 90% of everything located inside the museum vanishes.The following message pops up every time I try to quit:You are not in the range to do this.
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Feature Request | 5477 | No | GUI | Medium | Unconfirmed | chris | | Gui improvements/inconsistencies | 20.12.2011 | | |
Task Description
Currently the GUI is one major flaw of Planeshift in my opinion, it makes it look worse than it deserves. A few examples:
Just try to play the tutorial on a 15 inch laptop (1366×768). As soon as you need to open up the inventory most of the screen is covered, you can’t even close the window because the top right cross is out of screen. I needed multiple tries to find a spot on that window to be able to drag it down and close it finaly.
The possibility to reduce the amount of tabs in the chat window is great but is also a pain in the a.. if every new guildmember needs to be guided through the processs of enabling the guildchat, even a restart is needed. Why not make this tab pop up if someone is in a guild…if the guild joins an alliance make this tab pop up. If not these two are hidden by default?
Playing this game now for around 5 years I think and at least I have the impression we get with every single release new commands to be used in shortcuts. Thats great, for advanced players…for new ones it is confusing. IMHO its time to take a breath and review them, sort them in order of importance and decide which should be used in the gui and how. Can’t remember how often I heard the question: “How do you mine ores”. A ‘logical’ way could be that you rightclick your character and get it as option (well now there is “introduce yourself”, does it do something?) when the rockpick is equipped, is the fishing rod equipped you fish as option. Also summoning your pet and mount is only possible via commands. The described way could make these also more accessible. (There are also illogical flaws, if mounted you can unmount after rightclick, but you don’t get the mount option when righclick on your mount)
Enough for now, hope you guys have enough time to think about it.
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Bug Report | 5923 | No | Spell Formulas | Medium | New | Ralph Campbell | Davide Vescovini | magical protection spells ineffective | 30.05.2020 | | |
Task Description
My character was attacking a Rogue in fully defensive mode with the following spells active and the damage was not noticeably reduced.
Animate Vegetation Armoured Skin Defensive Wind Dome of Perfection Lesser Future Sight Rock Armor Water Barrier
This is ridiculous. One of these spells should have some protective effect and all of them active at the same time should have some additive effect. Character was wearing no armor at the time.
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Bug Report | 6047 | No | Quests Dynamics | Medium | New | Mario Rohkrämer | | Quests with sparse automatic quest notes | 29.06.2013 | | |
Task Description
There are quests with almost no automatic quest notes documenting the progress, except for the first note describing the purpose of the quest. This is especially annoying when you have to get a specific number of items and need to scan your logs, like in old times before automatic quest notes were implemented…
Open quests are in italics, the rest is already completed.
A Hammer for Hamel (Hamel Warson; only 2 notes, the second is confusing - sounds as if the quest failed)
Drinks in the Deep (Crosh Dunehammer)
Get a Performance (Roya Vuntarr; just started, but already missing a log of the direction where to go)
Harnquist Weapon Commission (Harnquist)
Introduction to Science (Durok Rrecrok)
Ring of Familiar (Levrus; just started, but already missing a log of the required ingredients)
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Feature Request | 6183 | No | Guilds/Groups | Medium | Unconfirmed | Adam | | Guild House (Replace Key System With Keypad Code System... | 14.10.2013 | | 1 |
Task Description
GET RID OF KEYS and replace it with a keypad code when door is clicked.
Player who has been given keypad privileges after being accepted to guild now can simply CLICK DOOR and enter a password.
IF password is correct, THEN the player magically gets teleported inside.
IF Guild Leader feels any guild member is exploiting their access powers and making a mess inside (like stealing), THEN access is revoked in the GUILD MEMBER screen by right clicking player name and option called REVOKE KEYPAD USE. Only Guild Leader and PERMISSIONS for specific Member Levels can change this back and forth.
PROBLEM SOLVED.
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Feature Request | 6221 | No | Magic System | Medium | Unconfirmed | Erodare Lenizus | | Over-charged Mana Cost | 18.11.2013 | | |
Task Description
1) For damage capped spells, sliding the power bar above the point where max damage is produced, mana cost is over-charged against the character, in addition to lowering success chance and increasing casting time more than appropriate.
2) If the kill shot (magic) produces more damage than needed to finish off the target, full mana cost is charged even if not needed.
I think it would be more appropriate if the mana cost was down-scaled to the net effect: - if target only has 30 hit points left, a 60-point damage spell should only charge half the mana - if target only needs 5 hit points to be fully healed, a 60-point healing spell should only charge 1/12th of the mana cost - for area spells, calculate against sum effect on all impacted targets. - if you’re going to cap damage, should also cap mana cost and not over-penalize in success chance and cast time when the slider is set too high
Where I’ve referenced the magic power slider above, same should be true for spell commands that explicitly have a power value - i.e. “/cast 90 Taste of Death”
Justification: The mage should be able to determine if a “light touch” will suffice, but players have no way to turn down magic power to improve success chance and/or reduce mana cost and casting time.
Taking this a step further, practice and experience perhaps should be similarly down-scaled, with the possibility of giving none if no actual effect is the result (this would impact spam casting for power-leveling).
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Bug Report | 6318 | No | NPC Paths/movement | Medium | New | Jon | Davide Vescovini | NPC's Teleporting | 04.04.2016 | | |
Task Description
Sometimes when I’m attacking NPCs with a spell, I’ll see the following messages:
“I failed to move, will teleport in 5 sec.” “I was teleported here, waiting 5 sec.” “now I located the spawn point.”
I’ve had this happen with rogues in Ojaveda and in the Sewers where there don’t appear to be any obstacles to their movement.
It’s really annoying to have to go track down the NPC to finish it off.
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