PlaneShift

Task TypeIDPrivateCategorySeverityStatusOpened byAssigned ToSummaryLast Edited[[changedby]]  asc
Bug Report7928NoModels and MapsHighFixed pending releaseDaevaornPCs can get locked into the Ash Brotherhood Lair17.03.2024 Task Description

A server crash happened while I was inside the Ash Brotherhood Lair.

On restart the stone in the doorway had been reset in its closed position, and I was effectively trapped inside, without a way of triggering the mechanism to re-open the passageway.

There should be a second trigger/gear/switch on the iside.

Bug Report7935NoModels and MapsHighFixed pending releaseDaevaornTrapped in the Dwarven Fortress17.03.20241 Task Description

I am now trapped in the entrance area of the Dwarven Fortress for the second time in 24 hours. The door of the cell that gives access to the lower levels closed on its own while I was inside and there seems to be no way of opening it from the inside.

Bug Report8003NoBugtrackerHighFixed pending releaseTutharelArmor/tools never decreases in quality no matter how mu...12.05.20241 Task Description

A while ago I spent some time fighting some enemies, like ~20 hours worth of it over a week or two, and my armor has never decreased in quality. I think this is awful for the item economy. There is never any need to create new and exciting armors since once you have the set you want, you will never need to replace it. Almost every other item you use decreases in quality. I suppose tools could also be lumped into this as they also never decrease in quality no matter how much I mine, harvest, craft, etc.

Feature Request8013NoCombatLowFixed pending releaseTrippedOnReality/EnarelAdd Loot window to "E" key when standing in range of a ...24.03.20241 Task Description

Sometimes targeting certain npcs after they’ve died can be trick/frustrating (particularly rogues/cutthroats etc after die animation). It would be nice if you’re in range of a dead npc and you press the “E” key, that it would either open the loot window automatically (instead of opening the dialogue window or doing nothing, depending on npc type) or open the context menu with the loot option (which already exists, it’s just on right click only which is slightly annoying because I frequently lose target on the dead npc when right clicking or navigating to the NPC’s body if I’m farther away).

Bug Report7894NoQuestsMediumReady to testDaevaorn"Beer Tasting Event" quest cannot be taken up09.03.20246 Task Description

The quest “Beer Tasting Event” (that I understand is the one to start into the Brewing skill) is not working as intended.

OBSERVED:
~~~~~~~~~

When I initiate the quest dialog in the interaction menu with a double click on the option
“You brew ales and beers I see, and smell.”

the quest master replies with the generic
“Looks like you are in search of fame and honour. Unfortunately I have not tasks to help you in that.”

The quest is not taken up accordingly.

EXPECTED:
~~~~~~~~~

The quest dialogue should be properly initiated and a quest log entry should appear after that.

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 Report7923NoGUILowReady to testDaevaornWar pick lacking icon09.03.20245 Task Description

There is no 2d art / icon to represent a “War Pick” in game.
Inventory cells containing one are not discernable from empty slots.

Bug Report7925NoGUILowReady to testRykiaTwo Crystal Way Spells now have the same shortcut icon13.03.20241 Task Description

The following Crystal Way spells have the same shortcut icon.
Blessed Litany
Prayer

Bug Report7933NoModels and MapsLowReady to testDaevaornDark Rogue hideout hard to access; broken door inside12.03.20242 Task Description

Entering the doorway to the Dark Rogue hideout in the Abandoned Mine is nigh impossible. I had to crouch-roll several times to go past the doorway. (The other direction, out, works smoothly)

The wooden door to the little chamber behind the hideout is no longer clickable. /ability detect secrets didn’t do anything obvious either.

Bug Report7945NoBugtrackerLowReady to testDaevaornHard to leave the winch, portal too small to find12.03.20242 Task Description

If inside the Winch quarter in Hydlaa it is difficult to leave towards Plaza.

The right-clickable portal area on the gate encompasses only a small part of the door around knee height. This used to be as big as the entire door and should be again.

Bug Report7988NoBugtrackerLowReady to testArireareLori's Little Delivery missing information08.01.20241 Task Description

in the quest Lori’s Little Delivery you are sent to the plaza to get a number on the fountain, there is nothing on the fountain to inspect to get the number for Lori

Bug Report7993NoQuestsMediumReady to testDaevaornDialog option broken in "Repentance" / Keen Edge chain ...11.03.20241 Task Description

The quest option advised by Sharven (”[…] HE has decided […]”) is correctly presented by the interaction menu,

but on selection it is not recognised by Roniston (”[…] You could ask me to tell you about something, perhaps?”)

Quest progression is thereby blocked the Keen Edge chain broken again (after yesterday’s fix of “Slimy Doubt”).

Bug Report8002NoCraftingMediumReady to testDaevaornAuto-prepare picking impossible container11.01.2024 Task Description

While preparing Terevan Berry Wine Saauce (as part of Octarch’s Delight) The “Prepare” button picks either mortar and pestle as the container to be used or the wooden bowl, depending on where my character is standing (in Reffitia’s Kitchen).

Both are too small to hold all items that are needed to combine “Unmixed Terevan Berry Wine Sauce”. Maybe container size should be a criterion more than distance.

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 Report8021NoMiscLowReady to testtrensolharvesting couchgrass impossible to harvest near gugron...12.05.20243 Task Description

couchgrass seems to be in the wrong place near gugrontid and oja areas, and are unable to be harvested.

https://steamcommunity.com/sharedfiles/filedetails/?id=3240545565

may be due to rendering issues with distro and graphics card. In some cases when using different cards/drivers and compositors such as wayland and xwindows, sometimes render can be slightly off but the current position of the couchgrass seems to be way off.

Bug Report8022NoItems CharacteristicsLowReady to testJokoDisplay Error quality shown by mouse over is one lower ...12.05.2024 Task Description

The quality of items shown during mouse over is one lower then the actual quality shown in info box after right click.

https://media.discordapp.net/attachments/1237535495794331678/1238899389456715866/image.png?ex=6640f678&is=663fa4f8&hm=d7f1b3022cf4c8409a9c985616191c0364b54b2fd2b13e15c8f283659a7f9c5b&=&format=webp&quality=lossless

Bug Report8024NoQuestsLowReady to testUadjetConclave of Glyphs faction not appearing12.05.20241 Task Description

The Conclave of Glyphs faction does not seem to have been set properly when characters were imported from Legacy. In all characters I’ve checked, the faction is not even shown as discovered. I suspect the import script may have added the faction points to the wrong faction, most likely to Conclave of the Glyphs (the “the” isn’t needed).

Further, I noticed that while a few quests in the Conclave of Glyphs category assigned faction to the faction of that name, most gave the faction points to Conclave of the Glyphs. Specifically, the quests that are giving faction points to the wrong faction are:

Kimlorm Needs a New Prayer Book
Murago Puntjal’s Quick Favour
A Message for Dsar Sarraghi
Little White Lies
A Mysterious Disease
Grimal’s Tribute to Talad
A Dwarf’s Wish

The quest Something’s Brewing is placed in the Conclave of the Glyphs category, but gives faction points to Merchant Syndicates, which has the slight issue of not existing.

Feature Request696NoInventory/ItemsLowAssignedRoland SchulzTaladRoland SchulzIcon for disabled items19.10.20124 Task Description

With trunk, equipped items whose requirements are not met at the moment are disabled (old bt #2618). There should be a visual indication of this in the inventory view. Quote:

—– Posted by ThomPhoenix at 3:45 PM on 12-02-2007 —– Yes, perhaps the art team can make a translucent PNG with a big red cross on it and this one can be overlayed on your equipped item’s icon. That would show that your item is not working. Perhaps something more subtle can be made too, although a red cross would be clear.

Bug Report918NoEngineMediumAssigneddurwynRepair - Switching weapons27.02.20218 Task Description

when you repair a dagger for example you have to
- equip it in right hand
- do /repair and wait for it to end.

if you try to select the “weapon” which is being repaired you cannot move it.
you get the message : “You cannot move an item being used”

BUT if you take another weapon, select it and put it on the weapon being repaired, they will switch themselves (i mean the weapon in the hand will go to the INV and the one in the INV in the hand) and the repair action will still be active. (the weapon you started to repair will be repaired, not the one after switching).

hope to be clear :p

Bug Report2656NoCrafting TransformationsLowAssignedCaarrieDavide VescoviniTuathanachlist of crafting bugs08.08.20143 Task Description

this bug will include any bug related to crafting.

Feature Request2867NoGUILowAssignedFiribanJoe LyonDisplay tabs only when neccessary22.09.20142 Task Description

Hi,
to make the interface less confusing, please let the chat window have the “Guild” and “Group” tabs only when the character is in a guild or group. Or at least make hiding these tabs an optional feature.

This would also make it possible to add an alliance chat tab to the chat window without bloating it for the people who are not in an alliance. see my FR #2688 for this.

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.

Bug Report4221NoToolsHighAssignedRlyDontKnowTaladAngelamissing Terms of Service05.08.20103 Task Description

there aren’t any terms of service on the website and consistently the user doesn’t have to agree to them at any point.

this is a big issue in my opinion as the user isn’t strictly bound to such terms and therefore cannot be accordingly punished in case he’s causing really bad issues.

Feature Request4256NoQuestsMediumAssignedmickraJayRuaanAlison ColemankatuRon WhitbySemutaradrJackTilavi is in trouble, option request05.08.20101 Task Description

The quest objective is to help a certain NPC find a missing object, that's what my char agreed to do. After finding the object and proceeding to final steps I suddenly receive a ready-made line "X listens to your story" and find my char spilling its friend and ally's whereabouts to X, with me having absolutely no means to prevent or stop it. Honest, it feels like being godmodded by the quest system and is awfully disappointing, to say the least. It also clashes with the general idea of quests being done ICly.

Dear Devs, please add a "not squealing" option, something like "I've just found it somewhere" and let the player deal with one of the main ingame alignments (Law) according to that player's RP. The way it is done now, it's not C&C, it's M&C, having to bear with consequences of the game mechanics, and somehow it doesn't feel right… at all.

PS Ver: 0.5.3

(Edited for clarity.)

Bug Report4369NoSoundMediumAssignedMathiasSound Bugs Effects/Spells/Etc14.08.20101 Task Description

List of all bugs regarding sound to be fixed for next release.

Bug Report4608NoCharacter TexturesLowAssignedMario RohkrämerTaladHiding in Shadows does not affect all body parts equall...10.08.20103 Task Description

There are models where body parts don’t get translucent while sneaking.

One example: Klyros wings.

(Wait for more to be collected…)

Bug Report4771NoQuestsVery LowAssignedLuzinodrJackInconsistent use of you/ye in Lorytia's Clan quest09.07.20112 Task Description

In the quest Lorytia Starhammer and the Clan reunion Lorytia mostly uses "ye" instead of "you". But the use is not consistent throughout the quest. You'd think that if she regularly says "ye" she'd not switch to "you" for a sentence or two in between, sometimes even switching back and forth within one sentence.

f.e.:
"That is very kind; I thank you. Here is the note: just tell him I sent you."

"Oh, I am sorry, you are still here… do you want to hear what happened?"

"I know ye worked very hard on your piece for the competition and you should have won. I take full responsibility for shortchanging you on the scores."

"He may have some means to get them prepared for you, but ye might make your journey faster if you have them on hand."


There might be more later in the quest, but I'm not done yet.

Feature Request5221NoEngineMediumAssignedVikenVenalanMaking Metal Stock in Ojaveda18.09.20141 Task Description

I just did this quest, and it turned out to basically be “Give Trasok 100 tria so he can explain what you should already know if you have the book.” It has no reward other than a few Crafting Association points, which is pretty much worthless. Could you guys either remove this quest or make it give some real rewards? Thanks…

Feature Request6037NoRulesLowAssignedDaevaornDavide VescoviniInconsistency - Harvesting apples29.07.20132 Task Description

After showing a newbie how to mine and harvest, they approached me the other day saying that they tried to harvest apples around the smithy but failed to apply what I taught them the day before.

It's probably for the fact that apples and their location are far older than the harvesting system s a whole, that I never thought about that before. And that apparently no one else has thought of including apples when setting up the harvesting areas?

I think one should be able to harvest apples just as all the other plants and fruits. If only for matters of consistency.

(I hope the area "Rules" is about right, please re-tag if inappropriate)

Bug Report6298NoPetsMediumAssignedDavide VescoviniAnders ReggestadSome Pets commands don't work01.01.20142 Task Description

I've just tested some Pet commands (by using a summoned familiar) and the following commands don't seem to reach the familiar NPC:
/pet [name,] assist
/pet [name,] guard
/pet [name,] run
/pet [name,] walk

Please note the Minion behaviour used for pets is using almost the same data in SVN. The steps I used to replicate the bug:
1. summoned a familiar
2. issue a command /pet [name,] follow/stopattack/stay/run/walk
3. use the /info command to know the last perceived command.

When reaching step 3 the info command should show something like that:
(12:08:36) [System] >Last perception: ownercmd:stopattack
instead for the above commands an error message is outputted (just like the command was wrongly typed or isn't recognized).

By using the percept command on the NPC like /percept ownercmd:run the behaviour is correctly run and works as expected.

Also please note that assist/guard commands appear in the help.xml file while the new run/walk don't.

Bug Report6314NoPetsMediumAssignedRigwyn SetsonRalph Campbell/pet petname, dismiss is broken19.02.20141 Task Description

the command "/pet Petname, dismiss" stopped working in the last few days.

"/pet $number, dismiss" does not work either.

The following does work:

/target Petname
/pet dismiss

Bug Report6562NoEngineMediumAssignednobody specialDavide VescoviniJoe LyonEnchanting armor error - Brigandine helm26.09.20141 Task Description

In the enchanting armor book the recipe for enchanting brigandine helms calls for combining a mercenary helm and a set of steel plates into a brigandine helm kit. This does not work. In order to create the kit, you need to use the helms of darmath book. Otherwise the process works.

Bug Report7502NoPetsLowAssignedDamolapet only follows once each time after having been told ...17.11.20222 Task Description

Pet follows properly after summoning or after telling it to follow. Whenever Damola moves the pet follows.

However once I told it not to follow anymore, whenever I tell it follow again, it follows to the current location of Damola, but does not continue following. I.e. it only follows one time and not until told otherwise. But only after having been told not to follow once.

Bug Report7551NoGUILowAssignedTrippedOnReality/EnarelMail GUI01.04.20232 Task Description

The mail window at the pterosaur fast travel npcs has item slots that extend outside the minimum extent of the mail window.

Bug Report7607NoModels and MapsLowAssignedKiFunStuSTuathanachLadders you have to jump to go up02.02.20235 Task Description

186500.38 -336082.84 -1019.9

and the ladder above it

work around * just keep jumping and mantling

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

floating building located here: -335500.28 -590858.44 18368.43

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

/pos hydlaa_plaza 179911.09 -295941.69 10545.03

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 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 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 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].

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 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 Request2631NoMovementMediumNewElvors AmenorasRunning up slopes should be more taxing26.03.20091 Task Description

I consider it unrealistic how terrain is (not) interacting with movement.

As far as I know, in real life, every meter up is as taxing as ten meters across. (The factor of 10 is from a schoolbok, it might be a good idea to verify this from a professional source.)
Going downwards requires concentration to avoid slipping and falling, and a surprisingly large amount of strength to absorb the shock from “falling” the height would lose with every step. (Walk down 250 metres of a moderately steep slope with a backpack on your shoulders and you’ll know what I mean.)

In terms of game mechanics, this would mean:
* When running upwards, the speed should decrease and stamina loss should increase, and the cumulative effect of these two changes should be drastic. It’s possible to trade one change for the other: keeping the speed unchanged and massively increasing stamina loss would force players to rest, keeping the stamina loss constant would call for a massive speed reduction. However, I think it should be a little of both since that causes interesting effects (see below under “game experience”).
* When walking downwards, there should be no stamina loss (you can make the physics work for you), and you should be faster, but you lose mental stamina. The less your mental stamina is, the higher the probability of slipping and falling. If you fall on a too-steep slope, you continue skidding. Falling should do damage that’s proportional to the total weight (character + load), blunt damage (not much help from armor); skidding should do damage-over-time, armor protecting fully (essentially this is abrasive damage, which is similar to slash - but don’t give characters armor training from that).

In terms of game experience, this would mean:
* Getting up on a slope is a time-consuming experience, and almost never worth avoiding the walk around the hill. People will stay on the paths in the valleys. This will cause more interaction between normal travellers (and make Cutthroat Lane work better for the Cutthroads, too). It will also make people who leave the road more likely to remain undetected.
* The Settings team can make NPCs less accessible and less likely to be found by placing them on a hilltop, or in a valley behind mountain pass.
* Players with maxed stats have less issues with upward slopes than newbies, but they will still avoid slopes unless they have reason to.
* Hilltops will become a tactical advantage. An attacker will need far more time to reach a defender on the top, and expose himself to ranged combat for a longer time. (Take this into consideration when reducing the effectiveness of long-range combat spells; ideally, a mage would win against a fighter from a hilltop, and lose against a fighter on even ground.)
* Hilltops also become a bit of a trap. Defenders forced to flee from a hilltop risk falling and getting overwhelmed.
* Pursuing down a hilltop is problematic due to risk of falling. Defenders might want to hide a pursuit team in a nearby valley that’s near the height of the route of the attackers, though that would force them to split up forces. Decisions, decisions… which means tactical variation, which is a Good Thing when it comes to making the combat aspects of the game interesting :)
* Reaching the Eagle Bronze Doors takes a lot of time already, making them even less reachable will no doubt make many players very unhappy. An alchemist that sells stamina regeneration potions at the bottom of the path up would help with that.

Just my 5 cents :)
(and no, I don’t expect this to be implemented anytime soon :D )

Feature Request2658NoInventory/ItemsMediumNewgiveitem command for players26.03.20092 Task Description

Syntax: /giveitem [PlayerName] [Qty|All] <ItemName> [Any]

  • Playername is optional, otherwise default to selected target, fail if none selected
  • Quantity is optional, default to 1, All gives all in inventory/equipped
  • ItemName required, quotes needed for multi-word item names as in “Platinum Ore”
  • Any is optional, allows items in containers to be given. Omitting this protects containered items from being given accidentally, allowing players to put things in sacks or other containers that they want to keep safe, same as the Drop command.

Similar to GM giveitem, but with the following restrictions:

  • player and target must be in touch range
  • player and target may be sitting or standing
  • player and target must not be otherwise busy (fighting/crafting/repairing/etc.)
  • no restriction for target being overburdened (available slot/stack/capacity limits still apply, see Caveats below)
  • similar to PVP, players should have persistent selectable option for receiving given item(s): Always Accept / Prompt to Accept (default) / Never Accept

Along with the command, make Give an option to context menu, which opens a slot window same or similar to that which one gets when giving to an NPC.

Justification:

  • Smoother and faster RP (P1 gives P2 a beer)
  • Merchant assistant holding extra inventory gives things to merchant for a sale

Caveats:

  • Makes using mules a little easier, as in an unattended mule with Always Accept can become a dump bucket for loot or Ore, however current trade rules allow this already, the only difference is that the mule must be attended to complete the trade, while not for receiving a Give. Eventual random spawns of monsters will mitigate this for loot, and miners still have to move all the collected ore to wherever it is to be processed or sold. IMHO the benefits to RP outweigh this issue, since miners have already worked around unattended trading to some degree, either by mAlting or dropping stacks while guarding in proximity.

Extending the idea, add a die-roll chance for target and near proximity observers to be made aware of the exchange. Giver’s Int. and Agility should apply, and Target’s Int. and Observer’s Int. should apply but I’ll leave it to devs to work out how to implement. Any exchange that is more than 1 single item should incrementally raise the chance of being observed. One might still have a good chance of slipping a couple daggers into someone’s pack, but a stack of 20 Ore would be nearly impossible not to notice. Sleeping target might also factor in.

A further extension might be an optional Sneak parameter whereby the Giver attempts to be especially discrete in the exchange, thus lowering the chance to be observed by the target or near proximity observers, but this should be mitigated by quantity as above.

Feature Request2767NoUser InterfaceMediumNewAndySaving throw commands for Roleplay20.02.20091 Task Description

Saving throw commands for Roleplay

Example:

/dodge

ROLL =< AGI results in “[player] dodges.” ROLL > AGI results in “[player] does not dodge.”

/jump

ROLL =< AGI results in “[player] makes jump.” ROLL > AGI results in “[player] misses jump.”

/sing

ROLL =< CHA results in “[player] sings a lovely song.” ROLL > CHA results in “[player] lets out an awful screech!”

ROLL = random(200)

Might also be expressed like…

/saving agi dodge dodges|does not dodge
/saving agi jump makes jump|misses jump
/saving cha sing sings a lovely song|lets out an awful screech!

Variations on this are almost endless and could apply to any stat or skill. Saving throw commands are designed to be used by a single player, with the results shown in the channel originating the command.

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 Request2951NoGM SystemMediumNewA. Kiefner/petition improvements28.06.20221 Task Description

1. Ability to teleport to the player from the petition window
2. Player side: /petition should open the petition window with a short introducing text (in another text window?) how to use the petitions (not to post wishlist items there, how to use (possible) categories..)
3. There should be a drop-down menu for selecting a category [Not Specified; Movement; Bugreport; Name; Event; Harassment; Quest; Miscellaneous] to classify the report. This could be used for statistical purposes post-process as well.
4. A button to mark the petition as URGENT which will add a parseable <star><star> URGENT<star><star> (<star> = *)to the header of the petition so our post-processing tools (aka gmbot) can forward/poke outside the game. (This is important!)
5. Before the petition is finished there should be a preview to check everything again, to make last changes.
6. As long as the petition is unassigned the button shows “claim”, once claimed the button shows “release” to unassign the petition again.

Request from  FS#3092 :

“In the GM petition window, there should be a button ‘Guidelines for petitioning’ and when you click it, it gives just that. Guidelines for petitioning.

I recently filed a petition and didn’t know what to include, what was superfluous, whether it was too long winded or not, etc.”

Request from  FS#3101 :

“We need enhanced petition system to allow adding several notes and note titles, as well as ability to review closed petitions.
The ability to add several notes to a petition would also help us handle an issue, then log off, but leave notes for other GM’s to review what we have done and pick up / complete.”

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