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Feature Request | 1985 | No | GM System | Low | Assigned | Caarrie | Aresilek Besolez | List of all GM feature requests [or dev lvl requests] | 15.07.2009 | | 1 |
Task Description
this bug has a list of all gm feature requests attached to make it easier to find them
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Feature Request | 1804 | No | | Low | New | Qia Fask | | Use of containers holding liquids is unrealistic (mugs,... | 06.07.2013 | | 2 |
Task Description
Mugs are a staple of RP for many people, but their use is currently quite unrealistic – you “drink” away a solid glass object.
What I proprose to fix this may not be purely realistic, but at least makes sense.
When an object is consumed, it should leave behind an “empty” (mug, potion bottle, jar, etc.) which will appear in the inventory. The cost of items which come in containers should be increased, as “deposit” or sorts, like when people buy pop or beer in real life. People would be able to sell the empty back to reclaim their deposit.
In the case of mugs of alcohol, they could be strewn about on the table as the drinking goes on, so people know who’s been drinking too much. There wouldn’t be any worry about “littering”, as there would always be someone willing to pick up after and return them to Allelia or Brado for the deposit money.
If this is implemented, it would also allow for future features like being able to return to Allelia or Brado for a “refill” without needing to pay the deposit. Same for potions and other items that are sold in containers.
Also the possibility of putting other liquids into the containers. It would be neat for example to be able to stop by the secret garden and fill up a bottle, mug or bucket with fresh water from the pool (it could be done by the usual right-click method on an object).
I feel these sorts of things would help improve the RP and realism a great deal.
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Feature Request | 1761 | No | | Low | New | Eric | | Items purchased by NPCs should be availabe for sale to ... | 27.09.2014 | | 3 |
Task Description
The way it works now:
I mine ore or get weapons drops from killing monsters and sell them to a NPC. These items then simply disappear into the ether.
The way it should work:
The items purchased by a NPC should be available for players to purchase, at a mark-up to what the NPC bought the item for.
Example, If I sell 20 Iron Ore to Trasok, then he should have 20 Iron Ore for sale.
Steps to reproduce:
1. Acquire an item that a NPC will purchase. 2. Open the buy/sell dialog with this merchant. 3. Notice that when in “buy” view there are no items in the appropriate category. 4. Sell the item in question. 5. Go back to the “buy” view and observe that there is still no itme for sale in that category.
Justifications:
1. The players/devs have expressed a desire in the forums to have a stable economy. This will help. 2. For RP, the prices should fluctuate depending on a very simplified supply/demand algorithm. 3. For RP, how can a merchant justify shelling out mountains of trias for items that never seem to get used.
a. Trasok shouldn't fit in his house with all the silver/gold ingots he has bought over the years.
4. This will help crafters be able to get raw materials at reasonable IC-justifiable prices and hopefully get prices for crafted items to be reasonable and IC-justifiable as well.
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Feature Request | 1760 | No | NPC | Low | New | Eric | Jay | NPC Consignment merchant | 16.03.2010 | | 1 |
Task Description
The way it works now:
If I want to purchase a weapon that is better than those offered by NPCs (Trasok, Harnquist, etc) I must find someone who is capable of crafting the item I am looking for, which can be IC, but also find out when they are going to be online, which is OOC. I have spent more hours than I can count trying to find crafted items for sale in Hydlaa and Akkaio. It can be great for RP to have players sitting around doing nothing but selling their wares, but players are going to want to do something other than sit the entire time they are in-game, and there are not enough players to be available 24/7 or even a regular in-game 8-5.
The way it should work:
A specialized NPC character (class of characters) should be introduced that can do two things:
1. Hold items for sale. 2. Sell items that are held at a price specified by the original seller.
Desired Implementation example:
1. Crafter makes item and goes to merchant. 2. Crafter sets a price for item to be sold and removes it from his inventory.
a. this could be done via a specialized trade window/action button.
b. a seller should be able to remove an item that has not been sold (for a fee).
c. the seller should be able to change the asking price (for a fee).
3. The item then becomes available for sale to other players to purchase.
a. a action button and dialog would need to be created to search the merchants inventory.
b. the items listed should allow a description to be viewed (similar to current buy/sell dialog.
c. when an item is purchased it is removed from the merchants inventory.
4. The money would be taken from the buyer and either
1. placed on the merchant to be claimed by the seller any time after the item was sold (minus commission)
or
2. placed in a bank account (minus commission)
* Design consideration should be made for if each NPC merchant is self-contained, or if the NPC merchants know about the inventory of other merchants and can offer those items for sale (for a additional delivery fee) *
Justifications:
1. Players are not available 24/7. 2. All characters should not be crafters (not realistic for RP) 3. Economy would be much more realistic and less OOC as items would not be as difficult to buy/sell. 4. RP is not lost as a crafter can still sell their wares (with no fees) if they sell direct.
Steps to reproduce:
N/A
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Feature Request | 1600 | No | Engine | Low | Prospect Task | nobody special | | Door knocking | 26.02.2010 | | 1 |
Task Description
I would like to have a Knock button added to guild house door context menu that would allow people to signal anyone inside that they have a visitor. THe knock command will send a “someone is knocking at the door” message to everyone inside. This could be used regardless of whether the door is locked.
It would certainly enhance role play regarding the guild houses.
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Feature Request | 1590 | No | Inventory/Items | Low | New | Electricsheep | | Trade between players should be visible to all in sight... | 24.01.2010 | | 1 |
Task Description
How about making it visible in Main if Players exchange items? A system message appears to the ones trading anyways at this moment. the message to others should however have some less precision, like:
"<PlayerA> gave <PlayerB> Weapons and some coinage in exchange for raw materials"
for someone trading a crafted longsword, a dagger, 2 hexa and a tria against 45 platinum ore and a silver ingot.
this in order to keep realism (can all see how many circles and tria he pushed into the other persons hand?) the message could use the item_category, and eliminate doubles, so it could be done without giant changes to the database.
the advantages I would see in this:
1.) there will be visible interaction between players. no more pure tell-based sales that (imho) are pretty ooc.
Noone IRL (and especially not in the middle ages) would go into a shop and whisper in the cashiers ear what he whishes to sell or buy.
Instead people going into a shop (not a supermarket) usually say good day followed by a statement on what they seek to buy (maybe even some smalltalk).
Neither would such item exchange go unnoticed by other people in the shop or near the exchange.
So I think it would add to realism. Unless the character you play would be blind.
2.) Stealthy and sneaky exchanges of goods would have to take place in dark alleys, like sneaky things should be done.
3.) Hopefully the messages in main would encurage Players to take the general and casual trade-talk into main as well,
instead of hiding it in tells in order to not 'disturb' other players.
If IRL there are others talking near you, you step away a little to give and have more privacy as well.
4.) It also would surely add some spying capabilities into the game, as it then could indeed be seen to all around who trades with who.
This will make it possible to IC-ly spy on others trade behaviours. This without the need of having to be telling or grouping with the ones spied on.
disadvantages:
1.) Anyone could see who would trade with who, people who use quest runners would have to find a reason why they would get items for free..
(or take the trade to a dark alley).
2.) Someone could 'spam' the main-channel with trade messages. (but that's easier by sitting and standing up, or by dropping items and pick them up)
3.) some things I probably didn't thik about yet. feel free to add..
Overall I think it would rather add to RP then desturb it. For slipping items to others unnoticed, there could/should be a ‘/givesecret’ option that would use the numbers behind the pickpocket/sneaking skills.
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Feature Request | 1558 | No | User Interface | Low | New | Arerano Areramau | | chat tabs: "Emotions" or "fighting Messages" should be ... | 12.09.2010 | | 1 |
Task Description
split "emotions" or "fighting messages" from "system base" so that one can have "fighting" in "System-Tab" but "emotes" in "Main-Tab".
Right now you can chose which "Messages" go to "Main Tab" and which not (System Tab). But both "Emotes" and "Fighting Messages" are part of "System Base", thus you can either have both, or none of them in Main. And being spammed with "Fighting Messages" during RP is quite annoying. Indeed, you could filter them out - but that's not the same since you won't get those messages at all then.
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Feature Request | 1506 | No | Combat | Low | New | Thom | | Non-lethal guild wars. | 24.01.2010 | | 10 |
Task Description
From forum thread http://hydlaa.com/smf/index.php?topic=32393.0
In normal duels you can decide whether to kill your opponent or not, leaving him with 1 HP. However, in a guild war this is not the case, in a guild war you can only fight to the death. Make it so that fighters in a guild war have the possibility to spare an opponent. This could be done by creating an option when starting a guild war: lethal war or non-lethal where the fighters can decide to spare an opponent or not.
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Feature Request | 1135 | No | User Interface | Low | New | Loyni | | use /tell with alias names | 05.07.2009 | | |
Task Description
It would be nice to use alias names from buddy list for /tell command. e.g name: full_char_name, alias: Loyni. /tell Loyni [text] could be translated itnernally to /tell full_char_name [taxt].
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Feature Request | 1022 | No | | Low | New | durwyn | | Ability to lock the guildhouse from the inside. | 04.04.2011 | | 3 |
Task Description
When i first enter in the guild house, i inspected the arounds to remember what i had already seen in the pasts months , the pics and so :}
But i was disappointed by the fact that i cant close the door :( i mean by the inside.. i take the example that one of my guildmate invited her husband in it but then she had to go out to lock the door and enter it again. (OMG she can enter even if its locked! wOw hehe ^^)
Maybe its planed but then i have no possibility to check if its or not :}
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Feature Request | 881 | No | Crafting Transformations | Low | New | O | Frank BartonRizinAngelaDavide Vescovini | Animal parts economy | 14.11.2023 | | 11 |
Task Description
I would suggest a specific hunting skill to “loot” animals instead of the current lottery system giving hides, claws, eyes, and whatnot.
Currently, anybody who can kill something can get enough parts by slaughtering a big amount of creatures. The skill would clearly separate the warriors from the hunters. Anyone can probably cut a rat’s tail, but skinning the animal is a bit more complex. And so on, some beasts will be more difficult to skin than others. Even proper meat is not obvious to extract from a carcass.
As a side effetc, maybe a killer could carry back the entire beast to a person capable of skinning/cutting it, if he doesn’t have the skill himself (it looks like some people can carry 400 kgs out there).
This incidentally could create a real market between players, akin to the economy currently existing around ore and weapons. Obviously, some PCs are going to be cooks, leatherworkers or alchemists.
This of course doesn’t apply to looting rogues, unless one can think of using human parts in some dark alchemy, or just carrying ears or heads as trophies.
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Feature Request | 705 | No | | Low | New | Caarrie | | more options with /morph | 03.03.2009 | | |
Task Description
feature request to have more options to morph to. GMs are not able to change face when they morph or any other option in character creation.
skin hair face etc
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Feature Request | 696 | No | Inventory/Items | Low | Assigned | Roland Schulz | TaladRoland Schulz | Icon for disabled items | 19.10.2012 | | |
Task Description
With trunk, equipped items whose requirements are not met at the moment are disabled (old bt #2618). There should be a visual indication of this in the inventory view. Quote:
—– Posted by ThomPhoenix at 3:45 PM on 12-02-2007 —– Yes, perhaps the art team can make a translucent PNG with a big red cross on it and this one can be overlayed on your equipped item’s icon. That would show that your item is not working. Perhaps something more subtle can be made too, although a red cross would be clear.
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Feature Request | 8020 | No | Crafting | Very Low | Unconfirmed | TrippedOnReality/Enarel | | Harvest/Fishing "cannot fish/harvest from the same plac... | 04.05.2024 | | |
Task Description
If you are in a location that has both fishing and harvesting available, if you successfully harvest an item and do not move, but switch to fishing you get a warning saying “You cannot fish in the same place twice” even though you have not fished at this location.
If you successfully catch a fish and do not move, but switch to harvesting you get a warning saying “You cannot harvest in the same place twice” even though you have not harvested at this location.
This is probably true of mining if there are area overlaps, but I have no idea if this actually exists anywhere.
example location for fishing/harvesting: /pos 109482 -757679 20767
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Bug Report | 8011 | No | Graphical Glitch | Very Low | Ready to test | TrippedOnReality/Enarel | | Amdeneir gaps in map | 04.05.2024 | | |
Task Description
There are gaps along the road or at the base of buildings at these locations in Amdeneir:
Amdeneir -348976 -595451 18804
Amdeneir -347532 -596049 18814
Amdeneir -346446 -593819 18821
Amdeneir -346293 -592665 18807
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Bug Report | 7971 | No | Crafting | Very Low | Unconfirmed | Stalfos | | Enchanting q300 gives no practice | 08.12.2023 | | |
Task Description
Certainly happens with Sapphires, making q300 Enchanted Sapphires gives no practice in a way.
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Bug Report | 7962 | No | Characters Animation | Very Low | Unconfirmed | TrippedOnReality/Enarel | | Female Stonehammer Fishing Animation and Fishing pole m... | 05.12.2023 | | |
Task Description
The fishing animation for the female stonehammer reels in the rod with the right hand, but the reel on the rod is for reeling with the left hand. This may affect other character models as well.
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Bug Report | 7961 | No | Characters Animation | Very Low | Unconfirmed | TrippedOnReality/Enarel | | Death Animations Play Inconsistently | 04.12.2023 | | |
Task Description
Death animations play inconsistently for several NPCs. ex. Rogues in Oja and Cutthroats on Ojaroad, forest aragama on the road between the magic shop and Hydlaa.
Sometimes the animations will play, but most of the time they do not.
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Bug Report | 7940 | No | Models and Maps | Very Low | Unconfirmed | Daevaorn | | Grass patches floating between shelves in the library | 14.11.2023 | | |
Task Description
There’s a minor map glitch in Jayose library. On the ground floor there’s a patch of grass blades floating between the shelves in mid air.
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Bug Report | 7921 | No | Inventory/Items | Very Low | Ready to test | Stalfos | | Completing Levrus Rat Eye lets you pick from 2 identica... | 13.03.2024 | | |
Task Description
You may pick Energy Glyph or Energy Glyph. And it should be Levrus’ Rat Eyes
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Bug Report | 7917 | No | Guilds/Groups | Very Low | Unconfirmed | Stalfos | | Guild members show offline when in /who | 31.10.2023 | | |
Task Description
Also says in Main chat “Guild Member just joined Planeshift” yet has a No under Online.
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Bug Report | 7907 | No | Characters Animation | Very Low | Unconfirmed | Daevaorn | | Enchanting gems rendered as digging animation | 14.01.2024 | | |
Task Description
When using an enchanter my character is digging or lunging.
This should be the same animation as spell casting IMO.
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Bug Report | 7899 | No | Models and Maps | Very Low | Unconfirmed | Daevaorn | | Trees in the riverbed near Raurim | 17.10.2023 | | |
Task Description
Similar but not identical to FS#7871
Four trees growing in the center of the riverbed at /pos raurim_area 632871.68 -471483.83 9353.26
Although not impossible to have them grow in the water, it’s highly unlikely they’d grow at the center of the stream.
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Bug Report | 7883 | No | Crafting | Very Low | Unconfirmed | Stalfos | | Crafting shows 2 different exp for 1 action | 30.09.2023 | | |
Task Description
These 2 values for experience should be merged for a less verbose log.
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Feature Request | 7778 | No | Bugtracker | Very Low | Unconfirmed | Mewshad | | Small inventory | 07.03.2023 | | |
Task Description
In the old version, there was a small inventory without the character part. It could be useful for trading etc.
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Bug Report | 7764 | No | Client start-up | Very Low | Unconfirmed | Stalfos | | Tiny text in Main on startup | 14.02.2023 | | |
Task Description
There is tiny unreadable text in the Main tab of the chat, if you have font size 0 for Chat Text. Any chat that comes after it is fine, and it becomes readable if you change Chat Text Size, even if you change it back to 0 again.
It is the “<Player> just joined PlaneShift” text
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Bug Report | 7752 | No | Models and Maps | Very Low | Assigned | TrippedOnReality/Enarel | Tuathanach | Invisible wall/object near Arena | 18.02.2023 | | |
Task Description
/pos hydlaa_plaza 179911.09 -295941.69 10545.03
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Bug Report | 7745 | No | Graphical Glitch | Very Low | Unconfirmed | TrippedOnReality/Enarel | | Leaves on tree not affected by water filter | 11.02.2023 | | |
Task Description
When swimming underwater and looking through the water to things above water, everything has a water blur effect except for the leaves on the tree located here: ojaroad1 322214.06 -357065.16 15257.09
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Feature Request | 7744 | No | GUI | Very Low | Unconfirmed | Stalfos | | No time shown on the stats bar | 11.02.2023 | | |
Task Description
Can’t tell what time it is in Yliakum
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Bug Report | 7742 | No | Models and Maps | Very Low | Unconfirmed | TrippedOnReality/Enarel | | River on Cup of Laanx map has collision enabled | 11.02.2023 | | |
Task Description
you can walk on water at this river: cup_of_laanx 717636.88 -659357.94 10930.61
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Bug Report | 7733 | No | Models and Maps | Very Low | Assigned | TrippedOnReality/Enarel | Tuathanach | Floating Building in Amdeneir | 11.02.2023 | | |
Task Description
floating building located here: -335500.28 -590858.44 18368.43
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Bug Report | 7723 | No | GUI | Very Low | Unconfirmed | TrippedOnReality/Enarel | | Font size for NPC Text can't be changed | 05.02.2023 | | |
Task Description
Font size in settings for “Speak with NPC Text” or “NPC Response Text” cannot be changed.
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Bug Report | 7710 | No | Inventory/Items | Very Low | Unconfirmed | Volki | | Dragging glyph from sack into Spell Research slot tempo... | 01.02.2023 | | |
Task Description
Dragging a glyph from an inventory container (e.g. sack or glyph sack) into any slot in Spell Research window causes the glyph to disappear from the container until window is re-opened.
Steps:
- Open Spell Research window from “spellbook”.
- Open glyph sack and drag glyph into any slot in Spell Research window. (Try to use Research or Way slots. Purify Glyph slot only reproducible if right hand has item equipped.)
- Glyph seems to have disappeared from container, but will reappear if window is refreshed.
Additional info: Dragging glyph from glyph sack on the ground to Spell Research slots puts it into inventory. Moving a glyph from inventory into Purify Glyph slot equips the glyph in right hand but does not begin purification. (Not sure if these features are conflicting with spell research.)
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Feature Request | 7706 | No | Misc | Very Low | Unconfirmed | TrippedOnReality/Enarel | | System messages for looting money incorrect | 01.02.2023 | | |
Task Description
When looting a monster, there is a system message in main chat saying “<mob> has no money to be looted” when you click “loot all” even if the monster does have money to be looted instead of the correct system message which should tell you how much money you looted (the amount of money looted could also be added to the loot window as a quality of life improvement).
If the monster doesn’t have any money, then there are two system messages in main chat saying “<mob> has no money to be looted”. One appears when you open the loot window, and once when you click “loot all”.
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Bug Report | 7705 | No | GUI | Very Low | Unconfirmed | TrippedOnReality/Enarel | | Scroll Bar in Skills Window Doesn't Work on All Tabs | 29.01.2023 | | |
Task Description
In the skills window, the scroll bar doesn’t works with scroll button on mouse in all tabs. Works as expected in the Stats and Combat tabs. Does not work in the Magic, Jobs, Various, or Factions tab. The scroll bar needs to be manually grabbed and dragged to see the rest of the window.
The scroll bar also doesn’t scroll down far enough in the factions tab and in order to see the very bottom of the tab; the window has to be resized to see the bottom.
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Bug Report | 7552 | No | Inventory/Items | Very Low | Unconfirmed | TrippedOnReality/Enarel | | Items in the mail window weight/quality/size are all 0/... | 20.11.2022 | | |
Task Description
items inside the mail window have no weight/quality/size.
Steps to reproduce: 1. go to a fast travel npc and click on mail 2. click on write mail tab 3. place item(s)/coin(s) in the mail window 4. hover over items
persists in received and sent tabs as well. You can send mail to yourself to test.
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Bug Report | 7446 | No | Bugtracker | Very Low | New | Gonger | | Guards! Guards! | 13.01.2023 | | |
Task Description
Two problems with guards: They do not complain about characters with wielded weapons. They do not let creatures enter the city!
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Feature Request | 7418 | No | GUI | Very Low | Unconfirmed | TrippedOnReality/Enarel | | More Categories/Filter/Search for Shortcut Icons | 09.08.2022 | | |
Task Description
Add a better way to search for icons. clicking through each individual icon in a long list is fairly annoying for some of the larger categories, and there are several icons that are blank so it’s not always clear there are more icons after that. Being able to see more than one icon at a time/being able to filter by name or type (ways for magic, weapon types for weapons, tools, music, decorations etc.) or having more categories with shorter lists would also be helpful.
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Bug Report | 7324 | No | Characters | Very Low | Unconfirmed | Andrew | | Beard color of Ylian character created in legacy is dif... | 08.02.2022 | | 1 |
Task Description
I could have sworn when I created my Ylian character in legacy it had a dark beard, it shows up with a dark beard in legacy; in unreal the character’s beard shows up as blonde. Seemed peculiar
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Bug Report | 7315 | No | Characters Animation | Very Low | Unconfirmed | Stalfos | | Ylian Male Neat hairstlye - hair seems to deattach as i... | 24.09.2021 | | |
Task Description
While running parts of the hair seem to bob up and down without being attached to the rest of the hair, more noticeable while sprinting
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Bug Report | 7311 | No | Quests | Very Low | Unconfirmed | Stalfos | | Gugrontid Legend quest - approaching Stalg does not fin... | 11.03.2022 | | |
Task Description
Approaching Stalg does nothing to the quest, can’t complete.
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Bug Report | 7215 | No | GUI | Very Low | Unconfirmed | Stalfos | | Failed equips from containers, make items invisible | 16.05.2021 | | |
Task Description
If you try to equip an item from a container into an invalid slot, the item becomes invisible till you reopen the container.
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Bug Report | 6712 | No | Engine | Very Low | Unconfirmed | Hellekin O. Wolf | | ART ERROR: PawsTextureManager wasn't able to load the r... | 20.12.2014 | | |
Task Description
Fri Dec 19 09:55:20 2014, <src/common/paws/pawsimagedrawable.cpp:69 PreparePixmap SEVERE> Fri Dec 19 09:55:20 2014, Could not open image: >Scaling Field Background< Fri Dec 19 09:55:20 2014, Fri Dec 19 09:55:20 2014, ART ERROR: PawsTextureManager wasn’t able to load the requested image: Scaling Field Background
This bug occurs on a fresh install of the Linux 64 bit 0.6.1 client, after update to 0.6.2.
The machine is a Lenovo T430 running Parabola GNU/Linux-libre.
lspci:
00:00.0 Host bridge: Intel Corporation 3rd Gen Core processor DRAM Controller (rev 09) 00:02.0 VGA compatible controller: Intel Corporation 3rd Gen Core processor Graphics Controller (rev 09) 00:14.0 USB controller: Intel Corporation 7 Series/C210 Series Chipset Family USB xHCI Host Controller (rev 04) 00:16.0 Communication controller: Intel Corporation 7 Series/C210 Series Chipset Family MEI Controller #1 (rev 04) 00:19.0 Ethernet controller: Intel Corporation 82579LM Gigabit Network Connection (rev 04) 00:1a.0 USB controller: Intel Corporation 7 Series/C210 Series Chipset Family USB Enhanced Host Controller #2 (rev 04) 00:1b.0 Audio device: Intel Corporation 7 Series/C210 Series Chipset Family High Definition Audio Controller (rev 04) 00:1c.0 PCI bridge: Intel Corporation 7 Series/C210 Series Chipset Family PCI Express Root Port 1 (rev c4) 00:1c.1 PCI bridge: Intel Corporation 7 Series/C210 Series Chipset Family PCI Express Root Port 2 (rev c4) 00:1d.0 USB controller: Intel Corporation 7 Series/C210 Series Chipset Family USB Enhanced Host Controller #1 (rev 04) 00:1f.0 ISA bridge: Intel Corporation QM77 Express Chipset LPC Controller (rev 04) 00:1f.2 SATA controller: Intel Corporation 7 Series Chipset Family 6-port SATA Controller [AHCI mode] (rev 04) 00:1f.3 SMBus: Intel Corporation 7 Series/C210 Series Chipset Family SMBus Controller (rev 04) 02:00.0 System peripheral: Ricoh Co Ltd PCIe SDXC/MMC Host Controller (rev 07) 03:00.0 Network controller: Intel Corporation Centrino Advanced-N 6205 [Taylor Peak] (rev 34)
sudo lspci -s 00:02.0 -vvv:
00:02.0 VGA compatible controller: Intel Corporation 3rd Gen Core processor Graphics Controller (rev 09) (prog-if 00 [VGA controller])
Subsystem: Lenovo Device 21f3
Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx+
Status: Cap+ 66MHz- UDF- FastB2B+ ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx-
Latency: 0
Interrupt: pin A routed to IRQ 31
Region 0: Memory at f0000000 (64-bit, non-prefetchable) [size=4M]
Region 2: Memory at e0000000 (64-bit, prefetchable) [size=256M]
Region 4: I/O ports at 4000 [size=64]
Expansion ROM at <unassigned> [disabled]
Capabilities: [90] MSI: Enable+ Count=1/1 Maskable- 64bit-
Address: fee00018 Data: 0000
Capabilities: [d0] Power Management version 2
Flags: PMEClk- DSI+ D1- D2- AuxCurrent=0mA PME(D0-,D1-,D2-,D3hot-,D3cold-)
Status: D0 NoSoftRst- PME-Enable- DSel=0 DScale=0 PME-
Capabilities: [a4] PCI Advanced Features
AFCap: TP+ FLR+
AFCtrl: FLR-
AFStatus: TP-
Kernel driver in use: i915
Kernel modules: i915
uname -srvmpio:
Linux 3.17.6-gnu-1 #1 SMP PREEMPT Tue Dec 9 04:18:43 UYST 2014 x86_64 unknown unknown GNU/Linux
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Feature Request | 6617 | No | Rules | Very Low | New | Lisa | Tuathanach | Potions for skill boost | 03.10.2014 | | 1 |
Task Description
We have potions that improve stats, we have potions that improve magic skill, how about potions that improve combat skills and job skills? make alchemists have a little more value :)
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Bug Report | 6407 | No | NPC Paths/movement | Very Low | New | nobody special | Davide Vescovini | rinna, boralis superimposed at 1 AM | 20.07.2015 | | |
Task Description
these two npcs need to be separated a bit outside their house at 1 AM
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Feature Request | 6244 | No | Engine | Very Low | Postponed | Erodare Lenizus | | Drop Skill Button | 07.12.2013 | | 1 |
Task Description
On Skill window, add a button to drop the selected skill, with a Yes / No confirmation.
This would execute the equivalent of “/setskill me <skill name> 0” (or something close to that) removing all training, practice, rank, etc.
Would do nothing on stats / factions tabs.
This would allow players to remove skills they’re no longer interested in, don’t fit the character they’re developing, deprecated skills, not-yet-implemented skills, or skills acquired from the character generator that the player considers extraneous or unnecessary.
No compensation should be given for the lost ranks, practice, etc. and that should be stated in the confirmation dialog, along with a clear advisory that the action is permanent and irreversible.
Unless we’ve sweet talked a GM into doing it for us, we often have extra skills with a rank of 1 or 2 that we may have inadvertently trained or practiced and they clutter up the list view of skills, as they’re not suppressed by the Filter feature.
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Feature Request | 5994 | No | Game Balance | Very Low | New | Mario Rohkrämer | Tuathanach | Different fishes should have different attributes | 02.02.2023 | | 1 |
Task Description
Different fishes will probably have a rather wide range of weights and sizes: e.g. Carp may become as heavy as several kg, few even more than 30 kg; Manta ray even more with a possible length of 5 m; Dace (mud carp), Ide and Orfe (quite the same) or Perch instead usually less than 1 kg; Coppernose (a tropical barbel) will probably be only few inches long.
But all fishes in PS have the same size and weight of 1.
I don’t expect a variable weight and size per catch, but at least different average weights and sizes.
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Bug Report | 5173 | No | Quests | Very Low | Postponed | Resildren | drJack | Master in the Circle Way quests | 22.12.2013 | | |
Task Description
Upon completion of the without a way quests ( In my case Crystal Way ) govell sends me to Levrus log:
[NPC] Govell Mihdren says: This will prove the mastery you gained in the Crystal Way. (06:14:52) [NPC] Govell Mihdren says: Make a good use of it, Resildren. (06:14:55) [NPC] Govell Mihdren says: And take this. (06:14:58) [NPC] Govell Mihdren hands you an amulet. (06:15:00) [NPC] Govell Mihdren says: Bring it to Levrus, one final lesson awaits you there.
but Levrus will not accept it, to make sure I completed my leveling (200) and returned, and he will still not accept it?
I’ve talked to other masters of the other ways and this seems to be a global problem, is this just not implemented yet, or is it a bug?
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Bug Report | 5099 | No | Models and Maps | Very Low | New | Mario Rohkrämer | Talad | guildlaw: Paragraph symbols are mirrored | 19.03.2011 | | |
Task Description
The paragraphs ‘§’ on the walls of the guild house map “guildlaw” are mirrored. For years already (just always forgot to report it).
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Bug Report | 4771 | No | Quests | Very Low | Assigned | Luzino | drJack | Inconsistent use of you/ye in Lorytia's Clan quest | 09.07.2011 | | |
Task Description
In the quest Lorytia Starhammer and the Clan reunion Lorytia mostly uses "ye" instead of "you". But the use is not consistent throughout the quest. You'd think that if she regularly says "ye" she'd not switch to "you" for a sentence or two in between, sometimes even switching back and forth within one sentence.
f.e.: "That is very kind; I thank you. Here is the note: just tell him I sent you."
"Oh, I am sorry, you are still here… do you want to hear what happened?"
"I know ye worked very hard on your piece for the competition and you should have won. I take full responsibility for shortchanging you on the scores."
"He may have some means to get them prepared for you, but ye might make your journey faster if you have them on hand."
There might be more later in the quest, but I'm not done yet.
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