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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 | 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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Bug Report | 4505 | No | Engine | Medium | New | CXDamian | | buddy command - toggle behavior | 12.06.2010 | | |
Task Description
friends list does not display all friends after using command line without add/remove(onoff), may remove other entries.
starting with no friends:
‘/buddy abcdef’ = ‘abcdef is already on your buddy list’ (refresh friends window, abcdef was added)
‘/buddy abcdefgh’ = ‘abcdefgh is not on your buddy list’ (refresh friends window, abcdef is no longer listed, abcdefgh is not listed)
‘/buddy abcdef add’ = sometimes added, sometimes not
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Feature Request | 4513 | No | User Interface | Medium | New | Mario Rohkrämer | | Combat ratings in /targetinfo should mention a defense ... | 07.06.2010 | | |
Task Description
It is only partially helpful to estimate if an opponent is more or less stronger than my own char, as long as I don't estimate its defensive qualities too. I would like to see a pair of chances to get hurt by it, and chances to be able to hurt it. Especially since some oppoments are so well armored that even "Extraordinary" quality crafted weapons won't do any damage as long as the character has only average weapon skills. And it is quite vital to estimate the chance of breaking the armor before starting a fight. Even if the opponent is "about as strong as" the character, it is not just risky but suicidal if the opponent is the only one which has any chance to hurt.
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Bug Report | 4692 | No | Pets | Medium | New | Aljuvialle | Anders Reggestad | can't move after unmount pet | 09.04.2013 | | |
Task Description
after you'd exhausted to move while riding, and you've unmounted and dismissed your pet, you can't move until client restart.
How to reproduce: 1. mount your pet 2. ride on it while you exhausted to move 3. run shortcut:
/unmount
/pet ID, dismiss
4. you see your physical stamina is full and you can't sit or move anywhere.
PS: if you is not exhausted to move, this bug not occurs.
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Bug Report | 4693 | No | Pets | Medium | New | Aljuvialle | Anders Reggestad | You can rest fast after remounting your pet | 09.02.2013 | | 1 |
Task Description
How to reproduce: do something which require much physical stamina: move many stuff in your bag, do something at anvil or something another. and then run following commands: /sit /unmount /target <PET NAME> /mount ←– here your physical stamina will be full!!! /stand
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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 | 4727 | No | NPC | Medium | New | RlyDontKnow | | Rentable mounts | 12.09.2010 | | |
Task Description
FR by Vakachehk:
I have an idea for mounts which will need some changes to some maps. For Rivnaks (maybe Drifters too) having stables in which without a ring you may summon them, and dismiss them, without any skill of any ring needed, maybe a tria fee of like 50trias every summon/dismiss (of course there's the obvious issue you un-mount and leave your Rivnak somewhere, either the game automatically dismisses it or it is able to be stolen via a player, or a mechanical guard comes and takes it back to the stable or whatever). Using your Ring of Summon Familiar you can use the skill Empathy to dismiss/summon/etc, anywhere at any time. Also I was thinking about the skill 'Riding' maybe this could be trainable and used in combat while on your rivnak?
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Bug Report | 4735 | No | Setting | Medium | New | weltall | | npc with - | 01.10.2010 | | |
Task Description
The engine code was clearly coded to not allow - so till a different decision is taken these npc are all bugged and should have the - stripped
Brintec Dev-Onni Vladovic Chel-Astra Sharven Xant-Areth Uri Djho-Maat
thanks to Vakachehk for the list
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Feature Request | 4789 | No | User Interface | Medium | New | Frederik Elwert | | action locations have no labels and are not selectable | 16.10.2010 | | |
Task Description
The grill in Reffitia's kitchen in Brado's tavern doesn't behave like other items in the kitchen: The preparation table, for example, is selectable and has a label. The grill is not selectable, and it has no label. One can interact with the grill (e.g., store something in it) just as with the preparation table by right-clicking it. But the grill is much harder to identify, since it has no label.
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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 | 4799 | No | Inventory/Items | Medium | New | mike loeven | | add storage access inside guild halls | 01.01.2013 | | 1 |
Task Description
seeing that furnature is one of the heavest item types in the game, redecorating guild halls can become tedious and god forbid things get cluttered it is not possible to eaisly move them to storage. my request is that typing /storage will work inside a guild hall as if you were targeting a storage npc. just for convienance sake.
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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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Bug Report | 4937 | No | Combat | Medium | New | Daniel | | Movement for Ranged not showing when firing long distan... | 04.04.2016 | | |
Task Description
When the monster is somewhat near you, the movement simulating firing an arrow with the bow is showing. However if the monster is quite far away the movement stops showing until either one of you gets closer to the other.
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Feature Request | 5191 | No | Models and Maps | Medium | New | Viken | | More sewers would be nice... | 21.05.2011 | | |
Task Description
I really like the sewers in Hydlaa, and I think it’d be cool if the other cities (Ojaveda and Amdeneir, mainly) had something like that. I also think it’d be cool if the Hydlaa sewers had a couple more openings, and maybe some intentional service entrances instead of just cave-ins with ladders… And maybe an entrance/exit in the East? Then my Rogue-like character could travel by sewers more, which would be totally awesome.
Are you guys planning to add some more sewers eventually?
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Bug Report | 5213 | No | Character Creation | Medium | New | Ralph Campbell | | don't hardcode race to set gender in pawscharcreatemain... | 16.05.2011 | | |
Task Description
Index: src/client/gui/pawscharcreatemain.cpp
— src/client/gui/pawscharcreatemain.cpp (revision 7252) +++ src/client/gui/pawscharcreatemain.cpp (working copy) @@ -1012,10 +1012,9 @@
view->Show();
view->EnableMouseControl(true);
- //temporary hardcoding needs removal - maleButton→SetEnabled(id != 9); - femaleButton→SetEnabled(id != 9); - if(id==9) + maleButton→SetEnabled(currentGender != PSCHARACTER_GENDER_NONE); + femaleButton→SetEnabled(currentGender != PSCHARACTER_GENDER_NONE); + if (currentGender == PSCHARACTER_GENDER_NONE)
{
maleButton->SetState(false);
femaleButton->SetState(false);
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Bug Report | 5242 | No | Crafting | Medium | New | nobody special | | blade can be removed from hand without disturbing work | 24.05.2011 | | |
Task Description
If you take a heated blade out of your hand while hammering it the work will not be interrupted until the work duration if finished. If you return it to your hand before the work is finished the transformation completes successfully. THis appears to only work if you replace the item with itself, substituting a different identical item or a completely different item causes an interruption.
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Bug Report | 5359 | No | Rendering Issues | Medium | New | Phenha Phayethor | | Klyros colour change | 13.11.2011 | | |
Task Description
I play a Grey Klyros male and after I got my robes I noticed that if I put them on and took them back off, my arms became blue. This is an easy bug to recreate, all it requires is a grey klyros and a robe.
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Bug Report | 5386 | No | Combat | Medium | New | Kaerli Stronwylle | | Range of combat messages is FAR too short | 08.07.2016 | | |
Task Description
You can easily shoot with a bow ingame to ranges far beyond the range of combat messages. Mob aggro (and sometimes the archery anim) do not work at such long ranges, either.
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Bug Report | 5439 | No | Character Creation | Medium | New | Mario Rohkrämer | | Race selection: Collection of issues found in systemati... | 15.10.2021 | | |
Task Description
There are several issues I experienced during testing the Character Creation / Race Selection:
Hair style is hard to check if manual rotation is necessary during zoomed view.
Male Ylian: blonde/brown are confusing names for face textures, they should possibly be changed to emotions. Blonde 1 and Blonde 2 appear identical.
Male Dermorian: Face style “Forehead tatoo …” is too long to be readable completely
Female Dermorian: “Medium” style is shorter than “Short” style
Stonehammer: Race description still mentions “Stonebreaker”. Many descriptions may need an update after the race renovation.
Male Stonebreaker (and others): Hair and Beard styles may need a more descriptive name.
Female Stonehammer: Traits seem to be misordered. If “Braids” are the two long upper tails, and “Rivnak tail” should probably be the one long tail, then “Lavvar tail” should instead be the two small low tails? What is a Lavvar, anyway?
Kran: I’d prefer visually disabling both male and female gender buttons. Leaving the female activated might be confusing.
Female Ynnwn: Face style “White eyes” doesn’t use white eyes. The name should possibly be changed, e.g. “Aged” (in contrast to “Young”).
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Feature Request | 5474 | No | User Interface | Medium | New | Eliyahna | Andrea Rizzi | Undo Button for Music Writer | 20.12.2011 | | 2 |
Task Description
An "Undo" button on the new music writer that could go back at least one step would be very helpful. Thanks!!
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Bug Report | 5524 | No | Engine | Medium | New | Greg | | Couple Of Small problems to be corrected? Knollege Req... | 12.06.2012 | | |
Task Description
I have noticed a few things that are Incorrect, not sure If anyone commented on them, Or If they are In Progress. I will jot them down all in one Report so not to make several reports…
1. The “Cone” On the Energy Arrow Is faced in one direction As in the visual effect right after the energy arrow hits the target (Im sure im not the only one who see’s this wrong?) 2. When Dropping Stacks Of Items Like Pants There is an extra “ES” at the end. Alot Of Items Have The Extra “ES” at the end, that should not be there.
I Had A couple Questions and Requests :) 1. Someway to Turn off the red dropping notifications like.>”You are to far away to attack” and ““**” Has nothing to be looted”. maybe a way to just have it in the system tab.(Asked in help tab, unknown, If someone knows how please tell me lol, thanks!) 2. An NPC Or something In Game That could tell you detailed Information about weapons/quest items and things of that nature, (I have seen the Book in the musium, but I haven’t really studied it yet, and maybe incomplete?)
It would be really cool if you could go to an npc and hand them what you found, have them give you 2 lines about the sword and what it does. Or even a book from a quest where you can i.d it, have it unidentified untill you take it to an npc and pay them a really small fee to i.d it. (Not complaining at all but I have kept all of my named items I have looted since I have started playing. they are awsome! :D But I want to organize :) please? :D I want to sell them but I dont want to sell something for 10,000 and find out that it was really special. haha with my Inventory im sure I could write the book!
If you want to comment on this aswell, up to you. I will be blunt to the point: I have seen leather working Implimented But Famiel Is the one and only charature I will have. But He is Forbidden to work with Furs/Hides other then looting for sale. he wants to start making his own armor, so I ask/Hope there is a way to bypass leather armor and make Medium/Heavy Arms/Boots/Gloves when it gets implimented Thank You For Your Time :)
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Bug Report | 5570 | No | Sound | Medium | New | Mario Rohkrämer | | Music scores play at 1/4 of the previous speed now | 13.06.2012 | | 1 |
Task Description
The measurement of note durations is completely wrong. “Beats Per Minute” are no more what they used to be.
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Feature Request | 5701 | No | Crafting | Medium | New | rodrigo moraes | | Bad user experience: automatic stacking and merging hig... | 18.12.2012 | | 1 |
Task Description
I’m a new user and I just had a very frustrating experience, so I want to propose an improvement.
I requested a guild mate to craft me some chain armor, and when I got it done I picked the Arm piece i was wearing and tried to exchange by the new one. By the gods, the quality-50 armor merged with the quality-300 one and I got two quality-175 armors. Without any confirmation.
I think the merge-on-stack system is fine for many crafting situations, but merging armor stats is a unexpected one. I fail to see why one would want to merge a higher armor with a much lower one. This doesn’t even make sense: if you mix water and herbs it’s ok that you get an infusion, but you can’t mix a chain mail with another one to instantly get two different ones.
I requested a GM to revert the stats and he said that this is the same situation as when one sells or gives away an item by mistake. I think it is not the same thing. This is not a mistake; it is common to exchange items in the inventory to organize or save space, and having these “side-effects” in place can make a simple inventory management a surprisingly bad experience for new users like me. :(
TL;DR:
1. Please review if it really makes sense to merge armors or weapons. I don’t see the use for it, and it sounds illogical, but probably I’m missing something.
2. Please consider adding a confirmation to actions with clearly bad side effects during inventory management, to avoid the frustration, specially for new users.
3. Please consider adding a toggle/checkbox to the inventory to turn on/off automatic item merging (disabled by default to avoid sad surprises like mine).
Thanks for all the hard work, guys. :)
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Bug Report | 5813 | No | Models and Maps | Medium | New | Roman Yagodin | | Abacus icon in "Kilas wants his Abacus Back" | 09.02.2013 | | 1 |
Task Description
1) Abacus quest item in “Kilas wants his Abacus Back” looks like some sort of globus…
2) It is not clear from Crosh’s explanations, that numeric base he uses with 7-th beads abacus. It can be both 7 or 8, so right answer may be 64 (base 8) or 49 (if base 7 is used). If base 7 is used, the whole beads line is moved back (left) in same operation with moving its last 7-th bead to the right. Same alhorithm is used in real Russian abacus, which have 10 beads in a line for 10-th base calculations.
Maybe, 2) is not a bug, but it requires some more “out of game” explorations, than player may expect, or just “brute force” enumeration of possible aanswers. So, Crosh’s explanations about his calculations must be more clear:
Now: “When they’re all to the right, I move them all back and move bead in a second line…“ Must be like: “When they’re all to the right, and I need to count one more day, I move them all back and move bead in a second line…“
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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 | 5932 | No | Magic System | Medium | New | Venalan | | GM detection using 'friendly AOE' spells | 09.03.2013 | | |
Task Description
It has been brought to my attention that friendly AoE spells can be used to detect invisible GMs who are within the range of the spell. A check on spells cast from accounts with 0 security could be added that only allows friendly spells to be cast on targets which are ‘visible’ hereby preventing GMs from being targeted when invisible.
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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 | 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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Bug Report | 6144 | No | Engine | Medium | New | Venalan | Talad | New icons are not showing correctly in MyPlane. | 02.05.2014 | | |
Task Description
I noticed in a characters inventory that “The pastry Chef” book was not displayed as an icon, but was displayed as text “The Pastry Chef”.
It appears that the newest icons have not been loaded or are not reference correctly from MyPlane.
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Bug Report | 6171 | No | Crafting | Medium | New | Venalan | Joe Lyon | Bug with crafting items being marked as craftable when ... | 10.10.2013 | | |
Task Description
For an example.
In the Catalog of shields book, ‘Bronze Spike’ becomes un-greyed and therefor visible as craftable when blacksmith hits 15. but you also need many levels in shield making before you can actually make the item. If I push Blacksmith to 200 and leave shield making at 0, according to the book I can make every item in there, despite that clearly being wrong.
The skill checks being made on the crafting books need to look at primary and secondary and as many skills are needed to make an item to correctly mark it as something you can make.
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Feature Request | 6250 | No | Updater/PSLaunch | Medium | New | Mario Rohkrämer | Joe Lyon | Temporary privilege elevation during update? | 09.12.2014 | | 1 |
Task Description
I hope it is technically possible to programmatically request a further execution of the launcher as administrator to be able to exchange binaries in UAC protected directories (%ProgramFiles% or %ProgramFiles(x86)% under Windows Vista/7/8…); and may it just be by the launcher calling itself as a new instance executed under the Administrator account.
Other platforms than Windows may require a similar solution.
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Bug Report | 6255 | No | Engine | Medium | New | Venalan | Talad | Nolthrir mounted animation | 24.11.2013 | | |
Task Description
When a male nolthrir is mounted on a rivnak his legs stick into the rivnak.
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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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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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Feature Request | 6333 | No | Crafting | Medium | New | Elhorien | Davide Vescovini | more variety of animal parts to craft Healing essences | 01.08.2014 | | 4 |
Task Description
I write this to ask about more variety of animal parts in order to craft this essence, since it can be obtained in low production from aragnas and in high production from trepor queen. Trepor queen is just one mob in place and not always give to you the eggs sack. Is a essence really hard to obtain, and is very helpful for newcomers and also for experienced player, when crafted into healing potions. Increasing the ratio egg sack / essences will also help. Thanks a lot for reading and for your time.
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Bug Report | 6365 | No | Engine | Medium | New | Venalan | Joe Lyon | Optimisiations for shortcut window options. | 22.03.2014 | | |
Task Description
When you change button height font does not scale so you can end up with buttons with font cut in half.
Button width can be changed if it is set to manual or auto, you should only be able to change it when on manual.
Font - display for the current font should be taller and wider to show the whole font name. The position of the drop down menu could be moved up and menu size increased to avoid the need to scroll. Ideally the font choices should also use the font they are named after to make it easier to chose.
Health and mana - when you hide the bars you end up with a big block of empty space. It should be set such that this ‘dead space’ is removed as you find when you play wanting to click on something behind the space and finding you cant.
Text size - when altering size and font it does not change in real time. The minimum size is stupidly small, and having to relog each time to find a size that works is very hard. The minimum size should be 6 or 8 point.
I found that when adjusting button height, the width did not auto scale until I click on the ‘auto scale’ button AFTER adjusting the height.
I also set ‘text spacing’ to its lowest value and found the gap between the text and button edge to vary in certain buttons. In some it seemed to be 0 but others much larger. But they all increased when I increased the spacing size.
At certain button heights the ‘auto button width’ does not work as the text is cut off at the left and right edges. ‘one click’ taller or smaller and the problem can stay or go. This is with text spacing to its lowest value, which I expect many will use to keep ‘dead space’ to a minimum.
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Bug Report | 6367 | No | Guilds/Groups | Medium | New | Venalan | | Guild creation bug. | 20.03.2014 | | |
Task Description
I created a guild with 1 member and it did not disband after 5 minutes as it should have as it had less than the minimum number of required members.
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Bug Report | 6376 | No | Models and Maps | Medium | New | nobody special | | awkward wording on ylon dynari plaque | 02.04.2014 | | |
Task Description
the inscription reads that “Talad may bless the souls” this implies that he also may not. “May Talad bless” or simply “Talad bless” would be a plea for his intercession. “Talad blesses” would be an affirmation to the reader that they are indeed blessed by Talad whether or not it is actually true.
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Bug Report | 6383 | No | Training & Skills | Medium | New | Venalan | | bug with being told you get practice points at level 20... | 05.04.2014 | | |
Task Description
As the title suggests you continue to get the system message you have gained practice when using a skill despite your practice level not actually increasing.
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Bug Report | 6386 | No | Updater/PSLaunch | Medium | New | xola | | incompatibile skin | 09.04.2014 | | |
Task Description
i have seen people who log and quit(crashing) in second due using incompatibile skin update and repair should set skin to default elves .reinstaling ps propably will not help because these configuations are in diferent folder
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Bug Report | 6387 | No | Updater/PSLaunch | Medium | New | Mario Rohkrämer | | Launcher never finishes after an update | 24.12.2014 | | 1 |
Task Description
After updating itself, and then updating the PS client and data (Win64) to version 0.6.1, the launcher tried a third time, displayed “Using mirror … for updaterinfo.xml | updateservers.xml” — and then, nothing. The button “OK” never appeared.
The button “Cancel” was available. But how shall I know if I interrupt something important if I click it?
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Bug Report | 6425 | No | Items Characteristics | Medium | New | Mario Rohkrämer | | Scale of White Oak Wood model is probably too large | 04.05.2014 | | 1 |
Task Description
With a weight of 9 and a size of 9, the model of “White Oak Wood” appears to be way too large. Such a big heap of wood would weight more than 50 kg. In contrast, the icon is such a tiny poking stick…
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Bug Report | 6431 | No | Engine | Medium | New | Venalan | | Adding a " symbol while editing character names in budd... | 06.05.2014 | | |
Task Description
As the title suggests if you add a name like;
Venalan
And you then edit this to say
Venalan “dev”
When you load the client next time around the " will have broken the aliases_name.xml file so none of the added name notes will show. It is because you end up with the following in the xml file
<alias name=”Venalan” alias=”Venalan “Dev”” />
the extra [dev”“] is an unknown component of the <alias /> so breaks the whole formatting of the file.
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Bug Report | 6499 | No | Character Creation | Medium | New | Mario Rohkrämer | Joe Lyon | Pseudo one-named characters | 08.06.2014 | | |
Task Description
Today I saw two characters with a supposedly empty family name, yet it seems to be present. When you greet them, the system message with a trailing dot looks like:
SelfFirstName SelfLastName greets TargetFirstName .
According to the log file, it is indeed a whitespace, not an Unicode invisible char.
I wonder if it may be related to PS#6482, but I doubt.
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Bug Report | 6517 | No | Crafting Transformations | Medium | New | xola | Tuathanach | combine parts with different qualities | 21.12.2014 | | |
Task Description
Crafting HA combine 4 q300 medium steel plates with 1 q50 chain arms give worse quality then combine 2 q300 large steel plates + 2 q300 medium steel plates with 1 q50 chain torso there is the same amount of q300 ingerdients but its in one stack for arms and 2 stacks for torso edit Quality 175 vs 227
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Bug Report | 6528 | No | Inventory/Items | Medium | New | Venalan | Ralph Campbell | Both Hand item flag | 16.07.2014 | | 1 |
Task Description
When you equip an item with “BOTH HANDS” flag an icon appears in only the left or right hand inventory slot, whichever you dropped it in.
As the weapon takes up both ‘LEFT’ and ‘RIGHT’ hands it would be clearer if the same icon appeared in both hands to make it clear that both hands are taken up by one item.
It should also be possible to deequip it from the icon in either hand.
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Feature Request | 6556 | No | Crafting Transformations | Medium | New | Tharkas | | Craftable Repair Kits | 28.12.2014 | | 5 |
Task Description
Wanted to bring up this idea to see how it would be taken in.
Given the difficulty training the skill itself involves, why not consider making the consumable repair kits for both weapons and armor craftable as part of the Tool Crafting skill?
Could be done in such a way that 1 steel stock would make 5 repair kits, or 2 steel ingots would make one.
This way, players can keep themselves supplied without having to keep spending money at the VERY NUMEROUS kits they’ll have to buy to raise their skill levels.
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Feature Request | 6567 | No | NPC Dialog | Medium | New | mike loeven | | Make Npc's aware of nearby quest characters and attempt... | 22.08.2014 | | 1 |
Task Description
I would like to see npc’s function as locators for quest characters so that players can “ask around town” if they cannot locate the desired npc.
until now due to the gm’s policy about spoilers and the fact that most NPC’s are pretty much brain dead except for a few very basic responses it is sometimes next to impossible to locate a specific NPC without relying on another player or a wiki website as the information is not available ingame.
essentially I want NPC’s to respond to commands such as “do you know where I can find ‘name’” they should be able to check a database of nearby NPS’s and if they are in range they can point you in the direction or if not in range point you towards an NPC that does.
sample response. “yes i have heard of this ‘name’ you can find him over by “description of location pulled from database”.
sample responce out of range.
“I have not heard that name before perhaps you should try asking ‘NPC near desired character’ in ‘city near desired NPC’
but essentially make NPC’s able to give directions or information about other NPC’s or directions to nearby areas
right now it is nearly impossible to get any information about quests without relying on other players. Npc’s should respond to questions of this nature.
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Bug Report | 6625 | No | Engine | Medium | New | Venalan | Joe Lyon | Quest Menu: step numbering occurs for total steps, not ... | 15.10.2014 | | |
Task Description
I’ve updated the bug to reflect what is happening with the current code, r9606
At the moment the following option will show “red apple (1 of 2) (1/2)” and “red apple (1 of 2) (2/2)” for the menu pair Menu: no. Menu: yes.
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P:RA. Menu: bla. Smith: wana help. P:RA1. P:RA2. Menu: no. Menu: yes. Smith: shame. Smith: good. Complete red apple step 4.
It seems there are now duplicate code checks for counting subsets, or duplicate displays of one counting. This option should really show “red apple (1/2)” and “red apple (2/2)”.
Also now, when you have 8 menus visible from many different quests the number shown is (1/8)-(8/7) so it is done on a total number of menus available, not on a by quest basis. For example, if you have 3 quests active and 8 steps the numbering could be (1/3)(2/3)(3/3), (1/2)(2/2), (1/3)(2/3)(3/3)
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