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Feature Request | 2951 | No | GM System | Medium | New | A. Kiefner | | /petition improvements | 28.06.2022 | | |
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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Feature Request | 2721 | No | User Interface | Low | New | Andy | | Player shops - Trade functions for guarded items | 28.06.2022 | | 1 |
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.
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Feature Request | 2436 | No | User Interface | Low | Prospect Task | Mrokii | | An obvious way to show a player's away/sleeping status | 28.06.2022 | | 4 |
Task Description
I have often experienced that people come close to my character, trying to interact with me without trying to use tell. So they do not get that I am actually away, they may just assume that I am or (in the worst case) think I am rude because I am ignoring them. So what is needed is a way to show another character the own away and-/or sleep-status. Though I am not quite sure which would be the best way to do so.
Here are some possibilities: - add “away” or “sleeping” to the players label when one moves the mouse over another character - This status should be shown always, no matter if the user has activated the display of name or name/guild in options. Or at least there should be an own setting for it, in case somebody absolutely do not want to know about this status. - To make it a bit more icly, don’t separate between “sleeping” (activated via “/sleep”) and “away”. In both cases use “sleeping” as a players status. - A possible extension could be to set auto-sleeping like on irc. Say, the user hasn’t done anything for half an hour, he is automatically set to “sleep”-status.
I think this would help to avoid confusion like what I described above.
Related to FS#2667
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Feature Request | 2667 | No | User Interface | Low | New | Timmeh | | Add [Away] tags to /who list | 28.06.2022 | | 3 |
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
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Bug Report | 7370 | No | Bugtracker | Low | Unconfirmed | Stalfos | | Introduction to Crafting doesn't update wallet | 12.06.2022 | | |
Task Description
The console says you received 4 circles, but the wallet won’t update until you complete another quest. Comnpleting Harnquist is Hungry for example says another 4 circles in console, and wallet updates to 8 circles.
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Bug Report | 7311 | No | Quests | Very Low | Unconfirmed | Stalfos | | Gugrontid Legend quest - approaching Stalg does not fin... | 11.03.2022 | | |
Task Description
Approaching Stalg does nothing to the quest, can’t complete.
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Bug Report | 6920 | No | Quests | Medium | Unconfirmed | Stalfos | | A Sapling of Xiosia - Does not complete when completing... | 11.03.2022 | | |
Task Description
I’ve completed the child quest that looks for the Boss around Gugrontid, but Sapling of Xiosia hasn’t completed as well.
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Bug Report | 7361 | No | Bugtracker | Low | Unconfirmed | Haviland Tenouri | | Log enabled for NPC, but NPC talk is not logged | 11.03.2022 | | |
Task Description
NPC talk is not logged to chat logfile. The only things which gets logged is what I type into the free-form-box
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Bug Report | 7324 | No | Characters | Very Low | Unconfirmed | Andrew | | Beard color of Ylian character created in legacy is dif... | 08.02.2022 | | 1 |
Task Description
I could have sworn when I created my Ylian character in legacy it had a dark beard, it shows up with a dark beard in legacy; in unreal the character’s beard shows up as blonde. Seemed peculiar
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Feature Request | 2357 | No | User Interface | Very Low | New | Mario Rohkrämer | | Option to show guild mate icon/flag in Buddy List | 01.01.2022 | | 2 |
Task Description
Loosely related to FS#2297 and FS#2352 – when a guild member is online, I’d like to see the name displayed in the Buddy List automatically, possibly with a slightly different color (e.g. sky-blue, or like the customizable guild chat color). This could be toggled via an option like: “[X] Add guild mates to buddy list”.
2022: Reworked into show guild mate icon/flag in Buddy List
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Feature Request | 2205 | No | Misc | Medium | New | Qia Fask | | More user control over the loudness (range) of speech (... | 01.01.2022 | | 4 |
Task Description
As a heavy role-player, one of the most common annoyances encountered is that there is often no appropriate way to communicate to various groups of people.
Example one:
A group of five sitting around a table for an important meeting, talking in hushed voices. Currently the only option is to create a group for this, which is unrealistic, as people very close by should be able to listen in.
Example two:
Someone is standing in front of a crowd of people in the street, announcing something to them. Currently, the distance of /say is so tiny, that the only way to communicate to this group and have the people at the back hear you is to use /shout and have half the countryside hearing you.
Example three:
Sitting in the Tavern talking over a drink, not worried about your voice carrying. Currently, the distance of /say is so minimal, that half the Tavern will not end up hearing you. Using /shout would be considered very rude. No way to deal with this.
Solution:
/quiet - Speaking in a hushed voice to those nearby. Range limited to about 8 to 10 feet.
/say - Speaking in a clear, loud voice. Limited to a range of around 50 feet, which is quite a bit further than it carries to now.
/shout - Long range yelling. The current range of shouting would be fine.
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Feature Request | 2022 | No | Bugtracker | Low | New | Adrián | | Bounties - Game feature plus GM Tool. | 01.01.2022 | | 1 |
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).
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Bug Report | 5619 | No | Rendering Issues | Medium | Unconfirmed | Mario Rohkrämer | | Text on speech bubbles is covered with black shadow | 02.12.2021 | | |
Task Description
The text in speech bubbles is hardly readable. It seems that the black shadow covers the bright colored text.
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Bug Report | 5204 | No | Bugtracker | Medium | Unconfirmed | Shinobu Maehara | | When receiving a bugtracker account, a non-existing ver... | 02.12.2021 | | |
Task Description
When I received the account confirmation message in my inbox, and then clicked on the link, it asked for a verification code. But there was no textbox to enter the code, and it wasn’t in the message sent. Fortunately the login turned out to work just the same - all mention of verification codes should be scrapped.
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Bug Report | 7079 | No | Bugtracker | Medium | Unconfirmed | Michael Loeven | | Locked Chests Deleted When Consumed | 26.11.2021 | | |
Task Description
If the player attempts to open a locked chest by dragging it to their equipment panel. The game displays a message that the chest is locked but consumes the item anyway providing now loot. Expected behavior is that the game places the locked chest back into the players inventory or prevents them from consuming it if it is locked
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Feature Request | 7325 | No | Character Creation | Medium | Unconfirmed | Regina Musial | | Request for Back-Button and Speaker-Update | 28.10.2021 | | |
Task Description
Hello, Dev-Team,
here are two requests for the character creation in psu:
1. The speaker speaks too quietly! I know its you, Talad, but the background music overwhelms your voice!
2. I miss a “Back”-Button because if i go into the chara creation but dont want to create a new character and want to go back to my character which already are there!
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Bug Report | 7319 | No | Combat | Low | Unconfirmed | marcel | | new character attacks ulbernauts no one damages anyone | 24.10.2021 | | |
Task Description
I loaded up as a new Ylian and started with 0 tria, empty inventory…
chatted to a few npcs harnquist , apples… there were no apples(probably had to wait for spawn) , science guy…
then chatted to guards at gate and row over dagger, they gave me a dagger i cant equip…
went to find some ulbers to look at animation.
Bug:the Ulbernaut is attacking me but cant seem do anything to me..
also the pop up chat text pops up all the time in it’s face… ‘is attack, thinks ur weak’
messages all the time right in front of the face…
so now they chase me around and cant damage me…
when it cast stones… there is no effect or spell or animation(that one is prob for me to solve)
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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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Bug Report | 7315 | No | Characters Animation | Very Low | Unconfirmed | Stalfos | | Ylian Male Neat hairstlye - hair seems to deattach as i... | 24.09.2021 | | |
Task Description
While running parts of the hair seem to bob up and down without being attached to the rest of the hair, more noticeable while sprinting
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Bug Report | 7245 | No | Inventory/Items | Low | Unconfirmed | Yorlak | | Selecting 1 item from a stack from container on ground ... | 19.09.2021 | | |
Task Description
to recreate; 1. place container on ground (sack, crate…) 2. right-click container → Look 3. Place stacked items in container (tested with daggers, arrows, potions, rings) 4. From container, Select (1) item from stack, place on ground Entire stack is removed from container (same effect for all items tested) This does not happen when container is in inventory
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Bug Report | 7288 | No | Movement | Medium | Unconfirmed | Sunda Kastan | | Player movement differs from Legacy/no 'turn' keybindin... | 13.09.2021 | | 1 |
Task Description
In Legacy PlaneShift, the default movements are: W = Walk forwards S = Walk backwards A = Turn to the left until keypress ends D = Turn to the right until keypress ends
However in PSU, the movement is as follows:
W = Walk forwards S = Turn 180 degrees and then walk forwards (towards the camera) A = Turn 90 degrees left and then walk forwards (at 270 degrees from camera) D = Turn 90 degrees right and then walk forwards (at 90 degrees from camera)
This is incongruent with legacy movements, but also complicated by the requirement to use the mouse for both UI interaction and movement concurrently.
It may be that this is a result of the absence of a ‘third-person follow’ camera, but behaviour should follow that of legacy.
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Feature Request | 5255 | No | Crafting | Medium | Unconfirmed | nobody special | | persistent selector for pick up amounts | 20.06.2021 | | 1 |
Task Description
I would find it extremely useful if I could select from 1, 5 and 10 amount when shift clicking a stack of raw materials. This would allow me to improve the efficiency of smelting by picking enough material to cast into stocks of the various types. I could then dump a stack of molten ore into the caster and shift click it to spread out the ores into castable portions. obviously the 5 and 10 amounts are for casting stocks from precious and non precious materials.
It would be useful for this to only apply to molten ores in the furnace as there is no need for ingot/stock to be smelted in these particular numbers. It might be also useful in a forge or other crafting container to have the ability to set to an arbitrary amount when processing ingots or stock for weapon/shield/armor parts.
Perhaps instead of overloading the shift click in this way using the alt click instead would work but this might cause a problem for Apple type computers.
Changed task description to clarify request.
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Feature Request | 538 | No | User Interface | Medium | New | John | | Shortcut windows with subwindows for organizing shortcu... | 05.06.2021 | | 4 |
Task Description
Now we have space for 200 shortcuts/Macros it would be useful if one could group sets of shortcuts into their own subwindow so one could have a window for combat shortcuts, a window for crafting, a window for RP shortcuts etc.
It could be fixed 4×20 8×10 or user selectable
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Bug Report | 6397 | No | Inventory/Items | High | New | Venalan | | Loss of item crafting data and names | 04.06.2021 | | 3 |
Task Description
Players, Taya, and I have all seen that crafted items are suddenly missing them name of the crafter. There are also reports of missing names such as “finest”.
I was also able to craft a steel ingot and within a few minutes I managed to lose the information in the examine window which showed I was the crafter of the item.
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Bug Report | 7215 | No | GUI | Very Low | Unconfirmed | Stalfos | | Failed equips from containers, make items invisible | 16.05.2021 | | |
Task Description
If you try to equip an item from a container into an invalid slot, the item becomes invisible till you reopen the container.
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Bug Report | 918 | No | Engine | Medium | Assigned | durwyn | | Repair - Switching weapons | 27.02.2021 | | |
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
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Bug Report | 7152 | No | User Interface | Low | New | Venalan | | Quest window not scaling | 24.02.2021 | | |
Task Description
As with other windows with 1600 by 1000 and other similar ratios it does not fit on the screen properly.
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Bug Report | 7124 | No | Items Characteristics | Low | Unconfirmed | Yorlak | | Alchemist fire/freezer not considered weapons | 18.02.2021 | | |
Task Description
with alchemist fire/freezer equipped → attack npc chat responds ‘You have no weapons equipped’
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Bug Report | 7125 | No | Quests | Low | Unconfirmed | Yorlak | | no option to discard quest | 13.02.2021 | | |
Task Description
legacy allowed to discard repeatable quests
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Bug Report | 7081 | No | Game Balance | Medium | Unconfirmed | Michael Loeven | | Relax spellcasting restrictionsfor sitting / overencumb... | 27.12.2020 | | |
Task Description
Due to the number of enemies with de buffs to strength the problem arises when one of these de buffs occurs in combat and causes a player to become over encumbered. this will almost always result in a 100% chance of death due to the speed at which combat occurs and there being no mechanisms to quickly drop inventory in an emergency situation. The primary counter to this would be spells that either clear the de buff or counter it such as strength. Currently you cannot cast spells while over encumbered and I consider this a unfair and illegitimate restriction that actively prevents players from using the abilities required to counter the de buff and unfairly rendering them unable to defend themselves when this occurs during combat. I would argue the you cant cast spells while sitting and while over encumbered shroud be relaxed or removed because they only serve to ensure a players death due to a combat de buff and serve no reasonable or legitimate game play purpose
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Feature Request | 7080 | No | Combat | Medium | Unconfirmed | Michael Loeven | | Arrow Tracking and Recovery | 25.12.2020 | | |
Task Description
Quality of life improvement. Please implement arrow tracking and recovery. NPC’s should should have a counter to track how many arrows they have been hit with. When the creature is looted there will be a dice roll to to determine the percentage of arrows that survived intact these arrows will be added to the creatures loot allowing the bowman to recover unbroken arrows from the corpse.
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Bug Report | 4484 | No | Engine | Medium | Could not Verify | Jon | | Unable to pick up quest item when inventory full. | 17.12.2020 | | |
Task Description
I was trying to do the Jolik’s Letter quest. My inventory was full when he handed me the letter, and I dropped. By the time I dropped something from my inventory, the letter was gone. Now I am stuck on this quest.
May be related to bug 3712 .
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Bug Report | 7062 | No | Combat | Low | Unconfirmed | Michael Loeven | | Combat Spellcasting seems to allow enemy damage to bypa... | 13.12.2020 | | |
Task Description
There seems to be a problem with how incoming damage is being handled when casting spells in combat. The primary issue appears to be a glitch when casting a offensive spell where the player will loose their combat stance and be treated as out of combat which this seems to have the (hopefully)unintended effect of allowing incoming damage to bypass the players defenses completely any skills / abilities to reduce the damage and even seeming to nullify the effects of the players armor allowing creatures to directly deal massive hits directly to the players hp similar to if they were completely unarmed and unarmored. The result can a normally harmless enemy suddenly dealing critical damage and causing instantaneous death depending on the situation.
Expected behavior would be to not allow melee attacks during spell casting however the player should remain in the selected combat stance to ensure that armor and evasion occurs properly and melee attacks may be automatically resumed after the casting completes.
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Feature Request | 7060 | No | Inventory/Items | Medium | Unconfirmed | Michael Loeven | | Add a /Sheath /Draw commands for weapons | 13.12.2020 | | |
Task Description
Just a Quality of life improvement due to the current setting conflict between weapons that must be equipped to provide a stat bonus and the IC issue with holding weapons in a city. The implementation of this should be a command of /Sheath and /Draw on execution of /Sheath any weapons carried by the player will be re positioned to the characters back or belt and appear to be sheathed. When sheathed the weapons will still be present in the players equipment slots and continue to provide any stat bonuses or other magical effects however the city guards will no longer react to characters as though they have weapons drawn.
/Draw returns all sheathed weapons to the players hand
being attacked or entering combat stance will automatically Draw any sheathed weapons
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Bug Report | 6017 | No | Misc | Medium | Unconfirmed | Thijmen | | problem with registering at the forum | 31.05.2020 | | 1 |
Task Description
when i try to register for the forum the last question is broken: what is the name of the underground version of the stalactite? the answer should be stalagmite. (so far i tried several typos on both stalagmite and stalactite).
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Bug Report | 5659 | No | Crafting Transformations | Medium | Unconfirmed | Mario Rohkrämer | | Red Mangrove and Sinaflar: Grinding pulp to paste excee... | 30.05.2020 | | |
Task Description
Grinding Kingsfoil or Wyn Pulp to Paste works in a reasonable time.
But trying the same with Red Mangrove or Sinaflar takes much more time than my Mental Stamina (669) offers. The result is a "Pile of Dust". Did someone move a decimal position?
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Bug Report | 4601 | No | Magic System | Medium | Unconfirmed | Durgrem Ankhlamir | | Various spells doesn't work after the update 17th july ... | 28.05.2020 | | 2 |
Task Description
There are reports of spells that don’t have any effect anymore (neither on you or on enemies)
Known are - meteor - missile shower - dazling light - flame burst
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Bug Report | 6932 | No | Game Balance | Medium | Unconfirmed | Stalfos | | Blue Cohosh Root area barely big enough to harvest twic... | 15.04.2020 | | |
Task Description
The are for harvesting Blue Cohosh Root is so small that you need absolute precision to harvest a second time, without “You cannot harvest in the same place twice in a row”.
It’s possible but takes longer to find the right spot, the area needs to be bigger.
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Bug Report | 6934 | No | Inventory/Items | Medium | Unconfirmed | Stalfos | | Chests sometimes give 0 ingots -and say they gave some | 11.03.2020 | | |
Task Description
When opening a chest, sometimes it will say “you find some ingot”, but give you none.
Seen it on Reinforced chest, sure I saw it on a different chest before as well.
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Feature Request | 6935 | No | Training & Skills | Medium | Unconfirmed | Stalfos | | Jomed's Meat Medley: Optional task needs cooking 50 | 05.11.2019 | | |
Task Description
There is an optional arm of the quest, that requires cooking skill to be at 50, when the quest itself only requires 10 skill in cooking to claim.
If you choose to go for the optional part of the quest, you delay getting the next book after Meat and Stew Recipes, so training those 40 ranks to make Cheesy Succulent stew takes ages.
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Feature Request | 6931 | No | Character Creation | Medium | Unconfirmed | Stalfos | | teamix.org Loyal Fan Achievements should be Account Wid... | 22.09.2019 | | |
Task Description
PlaneShift Loyal Fan achievements regarding previous versions from “Played Atomic Blue” to “Played Arcane Chrysalis” I reckon should be account wide.
I created my account during Crystal Blue, but felt like playing a different character later meaning my main has none of these achievements.
It’s like a veteran status, but only applies if you kept your first character.
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Bug Report | 6928 | No | Quests Dynamics | Medium | Unconfirmed | Stalfos | | Nalri Looks Radiant Inconsistency | 01.02.2019 | | |
Task Description
When showing Levrus the Bronze Bands you can ask him to remove the magic, but when you return them to Nalri there are only options to say “You must see Levrus, he will remove the magic” Or “If you stay away from the objects, it will go away”
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Bug Report | 6924 | No | Crafting | Medium | Unconfirmed | Stalfos | | Cooking with Minerals Conflict | 14.01.2019 | | |
Task Description
The book shows
Powdered [Raw Material] Grind [Raw Material] into Powdered [Raw Material] using Alchemist Table with Wooden Mallet Hammer [Raw Material] into 3 Big Chunks of [Raw Material] using Alchemist Table with Wooden Mallet
Both using Alchemist Table with Wooden Mallet When only the 3 big chunks is correct
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Feature Request | 6821 | No | Crafting Transformations | Medium | New | Kaerli Stronwylle | | Additional jewelry metals | 31.12.2017 | | 2 |
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…
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Bug Report | 6893 | No | Crafting | Medium | Unconfirmed | Larili | | Making Barberry extract sometimes gives a special prope... | 29.05.2017 | | |
Task Description
I made barberry extract and ended up making batch of valuable barberry extract. Seeing as barberry extract is not a finished product but an ingredient it should not receive any special properties from crafting.
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Feature Request | 6814 | No | Setting | Medium | Unconfirmed | Roman Yagodin | | Bring gods in the game | 03.04.2017 | | 1 |
Task Description
From game chat:
/tell Laanx Hi, Laanx! > Laanx is not found online.
Current /pray command is a shortcut for /emote pray, but it could be interesting to have separate command to pray gods (or specific god) for miracles or even ask them about something.
“Miracles” should be protective / healing spells, casted on character or group, or offensive spells, casted on enemies. Spell set could vary by god. Rate of success of appeal & spell power could be determined by character race, faction points, number of previous appeals (in the game day), sacrifices and also (maybe) current location, weather and time of the day.
If god name not specified, any god in the mood could answer to the prayer. Also, appeling to the more ancient gods (Laanx, Talad) should have lesser rate of success, but greater miracles or revelations.
Any character (even have no magical abilities and choose to be atheist) could use this command.
Gods could be implemented as (invisible) NPCs.
Example command formats:
Pray: /pray [godname] Ask: /tell [godname] [question] Sacrifice: /give [godname] [itemname]
Forum thread: http://www.hydlaaplaza.com/smf/index.php?topic=42207.msg477124#msg477124
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Bug Report | 6872 | No | Webtools | Medium | Unconfirmed | Emaline | | Calendar Dev meeting Desc typo | 18.01.2017 | | |
Task Description
Just an FYI but the info being posted on the calendar for the dev meetings has a typo. Under Content, second sentence the Word developers is typed Devevelopers.
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Bug Report | 6884 | No | Webtools | Medium | Unconfirmed | Emaline | | Edit Roleplaying guide on main site. | 18.01.2017 | | |
Task Description
http://www.planeshift.it/Roleplay%20Guide
Last paragraph: kra has no gender therefore the he’s should be changed to kra’s.
The kran looks at the written page, tilting his head a bit and scratching the top with his left hand. - “Well, I never been a novelist, but that should do it, I guess.” He stands up from the giant crystal table, picks a thick cloak and looks outside the window of his sculptured stone house. He concentrates a bit and thanks to his magic vision, he reaches the Hydlaa plaza. - “mmmm… there is still much more to do, but things are surely getting better. Time for some magic!”
The kran looks at the written page, tilting kra’s head a bit and scratching the top with kra’s left hand. - “Well, I never been a novelist, but that should do it, I guess.” kra stands up from the giant crystal table, picks a thick cloak and looks outside the window of kra’s sculptured stone house. kra concentrates a bit and thanks to his magic vision, kra reaches the Hydlaa plaza. - “mmmm… there is still much more to do, but things are surely getting better. Time for some magic!”
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Bug Report | 6853 | No | Combat | Medium | Unconfirmed | Aniroho Aimirrel | | not facing target problems with ranged weapons | 17.07.2016 | | |
Task Description
During fight using ranged weapons if the player is attacking a mob but doesn’t face them the arrows are still used but no attack is led and the message about facing the target is shown.
Sometimes attacking with ranged weapons cause the showing of the facing target message and the attacks are not dealt even when the target is near and straight before the player (the arrows are consumed as well).
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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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