PlaneShift

Task TypeIDPrivateCategorySeverity  descStatusOpened byAssigned ToSummaryLast Edited[[changedby]]
Feature Request3981NoInventory/ItemsLowNewElvors AmenorasDisallow adding to forge/furnace if impossible14.02.201011 Task Description

Dropping an item in the forge or furnace while hammering something results in a message similar to “You can’t train your skill while working”, with the item sitting in the container but never heating up.

Instead, the item should refuse to drop in the forge/furnace (similar to the situation when capacity, weight, or slots are exhausted).
Alternatively, the item could drop normally and start heating up.

I have two reasons for requesting this:

  1. It runs counter to immersion. Stuff sitting in a hot place heats up in real life, it should do so in Ylliakum as well.
  2. It is a griefing opportunity. Start hammering something, fill up the forge with stuff, and watch crafters despair. Since the stuff does not heat up, you can even continue crafting - you can take stuff from a slot normally and immediately replace it, the 300 ms lag will make sure that you can fill the slot before the other crafters even see that you freed the slot.

Feel free to change to Feature Request, I cannot know whether the current behaviour conforms to developer expectations or not.

Feature Request2070NoUser InterfaceLowProspect TaskCaarrieability to search by name for /item window24.01.20108 Task Description

the gm /item window has many items listed in it, it would be much easier if you could just type the name of the item needed and it would show you the 3d mesh and the icon as if you had found it in the catagory selection section. this is very helpful for trying to see what something looks like without having to spawn it. as more and more items start to be added to laanx less and less people will be able to use the /item window to find items and will use /item <name> instead but that is a waste if they just want to view an item and have no use for it.

Feature Request1590NoInventory/ItemsLowNewElectricsheepTrade between players should be visible to all in sight...24.01.201021 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.

Feature Request1506NoCombatLowNewThomNon-lethal guild wars.24.01.201010 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.

Feature Request2532NoLowProspect TaskORead, unread, and updated books26.12.200921 Task Description

I don’t spend my life in Jayose’s library. However, once in a while, I would go there and spend a couple of hours reading, looking for new books, sometimes refreshing my memory with older ones.

It would be nice if there was a way to quickly spot a book that one has already read. Maybe a (read) or (unread) mark after the title, or just a different colour for the title font, anything as see fit. A “read” flag would be set as soon as the book is open, to keep it simple, and of course it is the player’s responsibility to read the content. Ok, so far, you can tell me that it’s up to me to remember if I read something or not; even when hundreds of volumes will be available; yes, but…

It gets useful when a book is updated. If I do remember that I read a specific book, well, I’ll probably won’t read it again. Meanwhile, words may have been changed inside, following the inconsistencies hunt, world development, whatever… So, if all statuses are set back to “unread” for all players after a change (or from “read” to “updated” if you want to be more precise), we’ll know that we’d better read it again.

It can be a bit heavy on the database (flagging each book for each player), but at least it’s technically simple. Not to mention other uses you could come up with (quest requisites, statistics for the setting team, etc.)

Also, as Tontow suggested, the info can be stored on the client side instead of a database. To not lose the functionality of the “updated” flag, which is set on the server side, a last updated timestamp for each book is all that is needed on the server. Client side, the log starts empty (no book read). When opening a book, the log is updated (each time) with the book id (its name, I suppose) and the opening timestamp (server time, easier than GMT). When examining a shelf, books are marked according to the log info; thus, if the latest opening date is earlier than the book’s server timestamp, it appears as “updated”.

(Wish list reference: http://hydlaa.com/smf/index.php?topic=34222.0)

Feature Request2886NoGM SystemLowAssignedBrianAresilek Besolezgms report logs Completed Check mark20.12.20093 Task Description

Adding a check mark by each report to note someone has worked or completed any actions that needed to take place. A spot for notes might be nice as well.

Feature Request2521NoLowProspect TaskEricOption to allow assistance in PvE without grouping28.07.20092 Task Description

I know this is around for some reason, but I think an option to turn this on and off would be better, as it does more bad than good, especially for roleplay. I was talking with someone new in the dungeon, next to an aggressive rogue which I just killed. When the rogue respawned, he went after the new player, and began pummeling him. I tried to intervene and “save” him, but couldn’t attack the rogue because of some magical red letter barrier yelling “I must be grouped with the player to attack”. I eventually tried to heal him, but wasn’t fast enough and he died while I stood there watching helplessly. Next time I’ll start with healing them, instead of trying to attack, group and communicate with the player as they are being attacked.

I’m not sure how many people go out there and try to “steal” other people’s monsters, but this is seriously annoying and unrealistic in the grand scheme of things. This has happened many times and has been tough to try to “save” anyone, so I thought an option to turn on and off to allow players to hoard monsters for themselves or share if they get into trouble. I suggest as a default, it should be allowable for new players. Delete this if it is a repost, couldn’t find anything on it.

Thanks!

Feature Request1985NoGM SystemLowAssignedCaarrieAresilek BesolezList of all GM feature requests [or dev lvl requests]15.07.200941 Task Description

this bug has a list of all gm feature requests attached to make it easier to find them

Feature Request2777NoQuests DynamicsLowNewweltallRizinShared Quests12.07.20091 Task Description

There should be a way for players in groups to share quests they are doing. So they could talk with others about them and do them together. All will get the quest complete when they complete the task given by the npc (and maybe a copy of the reward for each one): this could make quest allow players to socialize more.
The biggest problems in implementation could be the case in which quests might overlap, the fact players might want to chose the quest they want to share and the variations which could be in dialogs when talking with a group of people versus a single one.
The players will get the shared quests added automatically even if they didn’t have them provided they have the correct prerequisites

Feature Request1135NoUser InterfaceLowNewLoyniuse /tell with alias names05.07.20092 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].

Feature Request705NoLowNewCaarriemore options with /morph03.03.20096 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

Feature Request2319NoLowNewAuto-Create Key For Lockable Container01.10.20082 Task Description

When using /item to create a lockable container, also create a key automatically and place it in the container.

At the every least, just create the (master?) key and put it in the new container.

More complex would be to alter the dialog to allow input of how many keys (in addition to master?) to auto-create.

Feature Request2189NoLowNewweltall[pawsillumination] zoom support when looking at sketche...01.09.200821 Task Description

It would be nice if it was possible to zoom sketches when looking at them. This would also be useful when you get a sketch/map which is too big for your screen and allows you to have the entire image on screen by reducing zoom.

The included patch allows the user to zoom from 1/10 to 10x the map increasing the size of every element on screen.
The buttons used for this are > and < if someone has a better suggestion about them or thinks that having the increase/decrease zoom on screen would be useful i could add them.

http://pastebin.ca/1189613

Feature Request8020NoCraftingVery LowUnconfirmedTrippedOnReality/EnarelHarvest/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

Bug Report8011NoGraphical GlitchVery LowReady to testTrippedOnReality/EnarelAmdeneir gaps in map04.05.20245 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

Bug Report7921NoInventory/ItemsVery LowReady to testStalfosCompleting Levrus Rat Eye lets you pick from 2 identica...13.03.20241 Task Description

You may pick Energy Glyph or Energy Glyph. And it should be Levrus’ Rat Eyes

Bug Report7907NoCharacters AnimationVery LowUnconfirmedDaevaornEnchanting gems rendered as digging animation14.01.20241 Task Description

When using an enchanter my character is digging or lunging.

This should be the same animation as spell casting IMO.

Bug Report7971NoCraftingVery LowUnconfirmedStalfosEnchanting q300 gives no practice08.12.2023 Task Description

Certainly happens with Sapphires, making q300 Enchanted Sapphires gives no practice in a way.

Bug Report7962NoCharacters AnimationVery LowUnconfirmedTrippedOnReality/EnarelFemale Stonehammer Fishing Animation and Fishing pole m...05.12.20232 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.

Bug Report7961NoCharacters AnimationVery LowUnconfirmedTrippedOnReality/EnarelDeath 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.

Bug Report7940NoModels and MapsVery LowUnconfirmedDaevaornGrass patches floating between shelves in the library14.11.2023 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.

Bug Report7917NoGuilds/GroupsVery LowUnconfirmedStalfosGuild members show offline when in /who31.10.2023 Task Description

Also says in Main chat “Guild Member just joined Planeshift” yet has a No under Online.

Bug Report7899NoModels and MapsVery LowUnconfirmedDaevaornTrees in the riverbed near Raurim17.10.2023 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.

Bug Report7883NoCraftingVery LowUnconfirmedStalfosCrafting shows 2 different exp for 1 action30.09.2023 Task Description

These 2 values for experience should be merged for a less verbose log.

Feature Request7778NoBugtrackerVery LowUnconfirmedMewshadSmall inventory07.03.20231 Task Description

In the old version, there was a small inventory without the character part. It could be useful for trading etc.

Bug Report7752NoModels and MapsVery LowAssignedTrippedOnReality/EnarelTuathanachInvisible wall/object near Arena18.02.2023 Task Description

/pos hydlaa_plaza 179911.09 -295941.69 10545.03

Bug Report7764NoClient start-upVery LowUnconfirmedStalfosTiny text in Main on startup14.02.2023 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

Bug Report7745NoGraphical GlitchVery LowUnconfirmedTrippedOnReality/EnarelLeaves on tree not affected by water filter11.02.2023 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

Feature Request7744NoGUIVery LowUnconfirmedStalfosNo time shown on the stats bar11.02.2023 Task Description

Can’t tell what time it is in Yliakum

Bug Report7742NoModels and MapsVery LowUnconfirmedTrippedOnReality/EnarelRiver on Cup of Laanx map has collision enabled11.02.2023 Task Description

you can walk on water at this river: cup_of_laanx 717636.88 -659357.94 10930.61

Bug Report7733NoModels and MapsVery LowAssignedTrippedOnReality/EnarelTuathanachFloating Building in Amdeneir11.02.2023 Task Description

floating building located here: -335500.28 -590858.44 18368.43

Bug Report7723NoGUIVery LowUnconfirmedTrippedOnReality/EnarelFont size for NPC Text can't be changed05.02.2023 Task Description

Font size in settings for “Speak with NPC Text” or “NPC Response Text” cannot be changed.

Feature Request5994NoGame BalanceVery LowNewMario RohkrämerTuathanachDifferent fishes should have different attributes02.02.202321 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.

Feature Request7706NoMiscVery LowUnconfirmedTrippedOnReality/EnarelSystem messages for looting money incorrect01.02.20231 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”.

Bug Report7710NoInventory/ItemsVery LowUnconfirmedVolkiDragging 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.)

Bug Report7705NoGUIVery LowUnconfirmedTrippedOnReality/EnarelScroll Bar in Skills Window Doesn't Work on All Tabs29.01.2023 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.

Bug Report7446NoBugtrackerVery LowNewGongerGuards! Guards!13.01.20232 Task Description

Two problems with guards:
They do not complain about characters with wielded weapons.
They do not let creatures enter the city! ;-)

Bug Report7552NoInventory/ItemsVery LowUnconfirmedTrippedOnReality/EnarelItems 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.

Feature Request7418NoGUIVery LowUnconfirmedTrippedOnReality/EnarelMore Categories/Filter/Search for Shortcut Icons09.08.2022 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.

Feature Request3081NoGM SystemVery LowNewRizinTeleport Mod (Or Event)28.06.20221 Task Description

Possible addition of the ability to teleport all PC’s enrolled in an event at once to avoid accidentally grabbing a passer by with the area option.

Feature Request458NoVery LowAssignedDanTaladGreeting while sitting09.06.2022162 Task Description

When sitting, I think it should be possible to greet someone without standing up. It is a bit awkward to be sitting, and then stand and wave at someone and sit back down. I’m not sure if it is hard to implement the “wave” action while sitting, but that is what I think the effect should be. Just sit and wave. If you don’t think that “/greet” is appropriate while sitting, then perhaps just implement a visual “/wave” that can work when standing or sitting, although the only difference between the two are the system message.

Bug Report7311NoQuestsVery LowUnconfirmedStalfosGugrontid Legend quest - approaching Stalg does not fin...11.03.20222 Task Description

Approaching Stalg does nothing to the quest, can’t complete.

Bug Report7324NoCharactersVery LowUnconfirmedAndrewBeard color of Ylian character created in legacy is dif...08.02.202211 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

Feature Request2357NoUser InterfaceVery LowNewMario RohkrämerOption to show guild mate icon/flag in Buddy List01.01.2022132 Task Description

Loosely related to  FS#2297  and  FS#2352  – when a guild member is online, I’d like to see the name displayed in the Buddy List automatically, possibly with a slightly different color (e.g. sky-blue, or like the customizable guild chat color). This could be toggled via an option like: “[X] Add guild mates to buddy list”.

2022: Reworked into show guild mate icon/flag in Buddy List

Bug Report7315NoCharacters AnimationVery LowUnconfirmedStalfosYlian 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

Bug Report7215NoGUIVery LowUnconfirmedStalfosFailed equips from containers, make items invisible16.05.2021 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.

Bug Report6407NoNPC Paths/movementVery LowNewnobody specialDavide Vescovinirinna, boralis superimposed at 1 AM20.07.20151 Task Description

these two npcs need to be separated a bit outside their house at 1 AM

Bug Report6712NoEngineVery LowUnconfirmedHellekin O. WolfART ERROR: PawsTextureManager wasn't able to load the r...20.12.20144 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

Feature Request6617NoRulesVery LowNewLisaTuathanachPotions for skill boost03.10.20141 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 :)

Feature Request3053NoVery LowPostponedAmandaRizinMake Tents Buyable.30.06.201432 Task Description

It would be nice to be able to set up camps for roleplay purposes.

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