PlaneShift

Task TypeIDPrivateCategorySeverityStatus  descOpened byAssigned ToSummaryLast Edited[[changedby]]
Bug Report6144NoEngineMediumNewVenalanTaladNew icons are not showing correctly in MyPlane.02.05.20142 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.

Bug Report6171NoCraftingMediumNewVenalanJoe LyonBug with crafting items being marked as craftable when ...10.10.20132 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.

Feature Request6250NoUpdater/PSLaunchMediumNewMario RohkrämerJoe LyonTemporary privilege elevation during update?09.12.201431 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.

Bug Report6255NoEngineMediumNewVenalanTaladNolthrir mounted animation24.11.2013 Task Description

When a male nolthrir is mounted on a rivnak his legs stick into the rivnak.

Bug Report6262NoEngineMediumNewSimoneDavide VescoviniResurrecting MOBs26.01.201461 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.

Bug Report6318NoNPC Paths/movementMediumNewJonDavide VescoviniNPC's Teleporting04.04.20165 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.

Feature Request6333NoCraftingMediumNewElhorienDavide Vescovinimore variety of animal parts to craft Healing essences01.08.201414 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.

Bug Report6365NoEngineMediumNewVenalanJoe LyonOptimisiations for shortcut window options.22.03.20141 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.

Bug Report6367NoGuilds/GroupsMediumNewVenalanGuild creation bug.20.03.20141 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.

Bug Report6376NoModels and MapsMediumNewnobody specialawkward wording on ylon dynari plaque02.04.2014 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.

Bug Report6383NoTraining & SkillsMediumNewVenalanbug 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.

Bug Report6386NoUpdater/PSLaunchMediumNewxolaincompatibile skin09.04.20143 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

Bug Report6387NoUpdater/PSLaunchMediumNewMario RohkrämerLauncher never finishes after an update24.12.201441 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?

Bug Report6425NoItems CharacteristicsMediumNewMario RohkrämerScale of White Oak Wood model is probably too large04.05.201421 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…

www.ligh.deplaneshiftwhiteoakwood.jpg

Bug Report6431NoEngineMediumNewVenalanAdding 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.

Bug Report6499NoCharacter CreationMediumNewMario RohkrämerJoe LyonPseudo one-named characters08.06.2014 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.

Bug Report6517NoCrafting TransformationsMediumNewxolaTuathanachcombine parts with different qualities21.12.20141 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

Bug Report6528NoInventory/ItemsMediumNewVenalanRalph CampbellBoth Hand item flag16.07.20141 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.

Feature Request6556NoCrafting TransformationsMediumNewTharkasCraftable Repair Kits28.12.201455 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.

Feature Request6567NoNPC DialogMediumNewmike loevenMake Npc's aware of nearby quest characters and attempt...22.08.201411 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.

Bug Report6625NoEngineMediumNewVenalanJoe LyonQuest 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.

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)

Bug Report6630NoEngineMediumNewVenalanStudy window filter bug (minor)06.10.2014 Task Description

When you add a filter string to the /study window the empty lines between the item entries is lost such that you end up with long list of items. I think it might look better if the empty lines were maintained when a search string is entered

Bug Report6652NoEngineMediumNewVenalanJoe LyonActive Effects: When button width is "auto" it does not...18.10.2014 Task Description

As the title suggests, when you change the button height with width set to ‘auto’ I would expect the button width to scale with it. It does not. If you change the width setting from auto→manual→auto the correct width is set.

Potentially related

It is possible that when names appear the window correctly resizes and the full name is shown. But when you move back to images only the width is set to the minimum so you end up with very tall very thin buttons. But the icons have the dimensions you would expect for button height set to max so you can only see the central portion of the icon.

I can make this happen by following these steps.

1 - Button height to minimum
2 - button width to manual (and moved to minimum)
3 - button width to auto
4 - set button height to max
5 - button/icon width is fixed and when you change name↔icon you get the broken display

If you don’t follow these steps the width for change between icons and names works correctly

Bug Report6792NoRulesMediumNewDavide VescoviniDavide VescoviniList of Combat Bugs05.04.20151 Task Description

This is a collection of Combat System bugs

Feature Request6821NoCrafting TransformationsMediumNewKaerli StronwylleAdditional jewelry metals31.12.201732 Task Description

Right now, the only jewelry metals available in the game are gold, silver, and platinum, which leaves Ynnwn out in the cold RPwise. Considering that IRL, copper alloys (brasses and bronzes both) were and are still used for jewelrymaking – it would be logical to add those at some point down the road, to provide at least *one* Ynnwn-compatible option…

Bug Report6844NoEngineMediumNewVenalanPlayer crafted magic items always need identifying.08.03.2016 Task Description

As the title suggests all magic items made by crafters need to be identified. As every magically crafted item made the same way ends up giving exactly the same buff, there is logically no need for the crafter to need to identify an item as they will always know what it will do…

Bug Report6855NoGame BalanceMediumNewVenalanDavide VescoviniStacking of damage when holding multiple weapons with b...15.04.20202 Task Description

I tried attacking a kikiri with two ‘Dark Dagger’ and I got the following system messages

(20:29:33) >You’ve gained 1 practice points in Knives & Daggers.
(20:29:33) >Your dark weapon drains 10 HP from Venalan.
(20:29:33) >Your dark weapon drains 10 HP from Venalan.
(20:29:33) >You’ve gained 1 practice points in Knives & Daggers.
(20:29:33) >Your dark weapon drains 10 HP from Venalan.
(20:29:33) >Your dark weapon drains 10 HP from Venalan.
(20:30:37) >You’ve gained 1 practice points in Knives & Daggers.
(20:30:37) >Your dark weapon drains 10 HP from Venalan.
(20:30:37) >Your dark weapon drains 10 HP from Venalan.
(20:30:37) >You’ve gained 1 practice points in Knives & Daggers.
(20:30:37) >Your dark weapon drains 10 HP from Venalan.
(20:30:37) >Your dark weapon drains 10 HP from Venalan.

So every attack I do with two Dark Daggers is doing two rounds of extra damage and not just one extra round of damage.

Bug Report7589NoUser InterfaceMediumNewTrippedOnReality/EnarelInterface option settings reset at relog17.10.202341 Task Description

In the interface tab of the options/settings menu, some options don’t seem to save at relog.

Items affected:
- menu bar size
- visible shortcut rows
- chat tabs
- time stamps
- max history

Bug Report7684NoBugtrackerMediumNewHaviland TenouriEditing Guildpermissions and Points24.01.20231 Task Description

Giving a Guild level the permission to edit gild points is not honoured. The flag is shown, but if someone of ther permitted group tries to edit the points of himself or another member he gets “you don’t have the permission…”

Additionally, editing permissions is not propageted to other online members. Ie. they do not see any changes in guild privileges.

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 Request881NoCrafting TransformationsLowNewOFrank BartonRizinAngelaDavide VescoviniAnimal parts economy14.11.2023911 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.

Feature Request1022NoLowNewdurwynAbility to lock the guildhouse from the inside.04.04.201143 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 :}

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 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 Request1558NoUser InterfaceLowNewArerano Areramauchat tabs: "Emotions" or "fighting Messages" should be ...12.09.201061 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.

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 Request1760NoNPCLowNewEricJayNPC Consignment merchant16.03.201041 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

Feature Request1761NoLowNewEricItems purchased by NPCs should be availabe for sale to ...27.09.201443 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.

Feature Request1804NoLowNewQia FaskUse of containers holding liquids is unrealistic (mugs,...06.07.201322 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.

Feature Request2022NoBugtrackerLowNewAdriánBounties - Game feature plus GM Tool.01.01.202251 Task Description

This idea came up in IRC.

When someone breaks a law, players can report it to GMs or another NPC guard. Then GMs or the guard activate an option that turns on the autoaccept duels for an hour, with a different color label. During that hour, players that find the outlaw can kill it (or people with X faction in guards), so that would involve some players acting like guards in town (and some outlaws would have to leave the city for some time to avoid being killed).

Bug Report2132NoInventory/ItemsLowNewThom/giveitem and /takeitem "all" parameter only works on s...13.03.20104 Task Description

If you have 20 eggs in your inventory, split up in a stack of 19 and 1 separate, /giveitem Test all egg will only give the target 1 egg. You have to stack all eggs together for the command to work.

This also means that if a character has 3 swords stolen via an exploit, and a GM would use /takeitem Cheater all sword, only the stacks would be taken. So if the cheater had 2 swords in a stack and 1 separate, he would keep the separate sword.

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 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 Request2349NoEngineLowNewInstallation Shortcuts19.04.20104 Task Description

Since players rely heavily on log files, and since some files like saved books and screenshots are created by the client in various folders, could the installation package please create shortcuts to these folders in the start menu on windows, and whatever the equivelant is on other platforms? Would certainly make it easier for players to find them when they need them.

Also either set the psupdater shortcut to include the CheckIntegrity flag as default or create a second one with that flag.

Feature Request2647NoLowNewMario RohkrämerPvP areas need an unmistakable warning08.10.201165 Task Description

Until today I did not know that “Camp Banished” is a PvP area at all. Until I got killed.

I was asked by a GM “if I did not expect that”?! - No, I did not! I see everything as a roleplaying incentive, unless I get a system message warning me about changed world attributes.

This issue is “critical”, because inside this PvP area are quest relevant NPCs. Now, what would happen if you are in a quest dialog with an NPC, and get killed? - You would lose that quest. And if it was a one-time quest, you’ll lose it forever, for your char.

This almost happened to Cadwen today, whom I helped to deliver a “Keg of beer for Filch”. Fortunately the keg was not stolen while we returned from the Death Realm.

Feature Request2667NoUser InterfaceLowNewTimmehAdd [Away] tags to /who list28.06.202213 Task Description

It would be convenient if you were to do a /who Timmothy and I had autoreply on it would return

Timmothy [Away] Guild

Currently, I find the /away command rather useless, as you’d have to /tell the person who’s away, not knowing for sure if they’re even away. But with it in the /who, you can find out if someone is away, then send a /tell to find out the reason/how long.

Related to FS#2436

Feature Request2721NoUser InterfaceLowNewAndyPlayer shops - Trade functions for guarded items28.06.202211 Task Description

Function to set a guarded item as sellable, with price.

/sellitem name price

Confirmation for sale, confirming price to purchaser.
Confirmation text message/description in main when sale has occurred.

Would need at least a button visible in context menu to initiate sale.
Set item for sale and price could be command-line, that’d still work.

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 Request2778NoQuests DynamicsLowNewweltallGroup Quests01.04.20101 Task Description

This is an entirely new class of quests where the person or persons who originally get the quest are asked to form a group to solve some more complicated task or martial challenge. Once the quest is completed each member can then “turn it in” or go to the originating NPC for a reward. Unlike shared quests, it will be impossible to finish grouped quests without the aid of other players. This is intended to promote teamwork and to give a more deep and realistic experience to players.

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.

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