|
Bug Report | 7989 | No | Crafting Transformations | Medium | Unconfirmed | Daevaorn | | Extremely unrealistic drop in crafting quality (Jewelry... | 02.01.2024 | | |
Task Description
With
- a skill level of 218 (i.e. 186 natively)7 - an unpolished speciment of Q300 to work on
I created a final result for an enchanted gold necklace of Q126
This is an extremly unrealistic random outcome.
|
|
Bug Report | 7990 | No | Inventory/Items | Low | New | Daevaorn | | Missing/Wrongly displayed CHR buff on Shiny-enchanted j... | 05.01.2024 | | |
Task Description
The item description of a “Shiny Major Gold Diamond Necklace” states that the item has a (base-?) buff of +3 CHR.
It hasn’t when equipped.
Either the description of the buff effects need a fix.
|
|
Bug Report | 7993 | No | Quests | Medium | Ready to test | Daevaorn | | Dialog option broken in "Repentance" / Keen Edge chain ... | 11.03.2024 | | |
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 Report | 7995 | No | Crafting | Low | Unconfirmed | Daevaorn | | New crafting: Two stacks stay separate when added to co... | 07.01.2024 | | |
Task Description
The version affected is 0.7.40, unavailable as an option in the FlySpray configuration.
If you have the right amount of raw materials for a crafting process, but they are not in the same stack (for example because you almost used up one stack with other crafting before and you have another full one) the right amount of items gets transferred into the container, but in two separate stacks, the crafting process accordingly fails with the message that there isn’t the right amount of items and ultimately if you don’t notice the message you are wasting the correctly attributed raw material.
|
|
Bug Report | 7996 | No | Crafting Transformations | Low | Unconfirmed | Daevaorn | | Mixing "Terevan Wine Sauce" and "Mixed Pungent Tuber Ma... | 14.01.2024 | | |
Task Description
For a while I have been trying and failed ot make Octarch’s delight and Lionfish Souflee.
In both cases the mixing in a wooden bowl didn’t work.
The new crafting interface now shows that there is baking skill required in both cases which doesn’t make sense given the tool set or the recipe book involved .
|
|
Bug Report | 8001 | No | NPC | Low | Unconfirmed | Daevaorn | | My drifter is a heavy alcoholic | 11.03.2024 | | |
Task Description
My drifter just ate a stack of Terevan Wine Bottles that I planned to temporarily put on the ground in order to mount.
This seems inappropriate (not to mention a costly habit)!
|
|
Bug Report | 8002 | No | Crafting | Medium | Ready to test | Daevaorn | | Auto-prepare picking impossible container | 11.01.2024 | | |
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 Report | 7424 | No | Bugtracker | Low | Unconfirmed | Damola | | guild house: no collision detection inside guild house | 22.01.2023 | | |
Task Description
PSUnreal 0.7.23 (not yet in Reported Version)
In guild house one can run through chairs and beds and shelves.
Collision detected is disabled. Like for chairs and other items placed outside of the guild house.
Expected result
In guild house collisions are detected for items like beds, shelves, chairs and so on is enabled like in Crystal Space PS. So that these items are really solid for the char.
Ideally there would also be collision detection outside of guild house, together with a physics simulations, so that you cannot place 10 shelves onto one another easily, cause they would crumble down again. We did not have this in Crystal Space PS however, so for feature parity with CS PS collision detection inside guild houses is enough.
|
|
Bug Report | 7479 | No | Bugtracker | Low | New | Damola | | Moving an item inside around inside container gives "it... | 30.12.2022 | | |
Task Description
I have a container (a sack) with tools. In there, I have a rock pick. Its capacity is 18.85/20. I can move the rock pick from container to inventory and back nicely.
However when I move the rock pick to a different slot in the container, I get:
“Item cannot be added to that container because item is too large to fit.”
I bet what happens is that PSUnreal first tries to add the rock pick to the new slot in the container and only then removes it from the old slot. This is of cause the safe way to do it, however it does lead to above error, as the rock pick has a size of 1.5 and that does not fit in 20-18.85 anymore.
That seems to be the case, cause moving a potion around in a container with capacity 7.90/20 works nicely.
I believe Crystal Space PS had the same “bug”.
|
|
Bug Report | 7502 | No | Pets | Low | Assigned | Damola | | pet only follows once each time after having been told ... | 17.11.2022 | | |
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 Report | 7529 | No | Bugtracker | Low | Unconfirmed | Damola | | Buddies list has hard to read font and text color | 03.11.2022 | | |
Task Description
For some reason the buddies list uses a different font than all the other lists. I find it quite hard to read.
In addition to that the text color is red on a brown-greyish background. That makes it even harder to read.
I suggest using the same font and color as in the other lists.
|
|
Feature Request | 7530 | No | User Interface | Low | Unconfirmed | Damola | | popup window in inventory in some slots overlaps invent... | 03.11.2022 | | |
Task Description
Since a while PSUnreal has a pop window in inventory that appears then hovering with the mouse pointer over inventory slots with items or containers in it.
It is a nice feature.
However in the top right slots of the inventory the popup window overlaps the slot the mouse pointer is over and slots in the neighborhood of it. It thus covers part of the inventory content which makes it more difficult to navigate to the right items.
# How to reproduce
- Move inventory window to the lower right corner of the PlaneShift Unreal window or screen. - Put some items or containers in the top right inventory slots - Hover with the mouse pointer over them.
# Actual results
When hovering over the top right slot the popup window covers 4 slots in the upper 2 rows seen from the top right corner of the inventory slot area.
|
|
Bug Report | 7539 | No | Bugtracker | Low | Could not Verify | Damola | | Clears chat line on entering ] | 14.01.2023 | | |
Task Description
# How to reproduce
Enter some text followed by “]”
# Actual result
PSUnreal clears the chat line
# Expected result
“]” appears on chat line.
# Use case
Use [] for OOC comments in /tell or (rarely) in main.
|
|
Bug Report | 7746 | No | Bugtracker | Low | Unconfirmed | Damola | | Using /me chat command in group tab posts to main tab | 11.02.2023 | | |
Task Description
In Crystalspace based PlaneShift it posted to group chat.
|
|
Feature Request | 7748 | No | GM System | Low | Unconfirmed | Damola | | Te | 11.02.2023 | | |
Task Description
On getting teleported while sprinting almost fell off a steep abyss. Could have brought my char into death realm.
Might be a good idea to have a teleport freeze the char for a second or two so as I player have a good chance to react to the location change.
|
|
Bug Report | 7840 | No | Bugtracker | Low | Unconfirmed | Damola | | global chat not marked specially in chat log | 07.05.2023 | | |
Task Description
This is with PSUnreal 0.7.35!
Yay for the new Global chat!
I prefer to have all chats in one big chat log. However global chat is not marked as global inside the log file. Like this:
(some time) [chat] Damola: This is global chat!
Would be nice to have “[global]” or some other marker like this in there.
Same goes for NPC chatter and so on. Currently all messages are marked with “[chat]” which is not all that helpful for searching around in the file.
|
|
Bug Report | 7844 | No | Bugtracker | Low | Unconfirmed | Damola | | /me in group chat goes to main tab | 20.05.2023 | | |
Task Description
As subject says: /me in group chat goes to main tab. In Crystalspace based PS it went to group tab.
|
|
Bug Report | 7848 | No | Bugtracker | Low | Unconfirmed | Damola | | Chat log stops after loss of connection to server | 01.01.2024 | | |
Task Description
After a loss of connection to the server, and logging in the game again without closing the client, the client stops logging chat.
|
|
Bug Report | 7859 | No | Bugtracker | Low | Unconfirmed | Damola | | When scrolling up in chat to read older messages it sti... | 23.12.2023 | | |
Task Description
Great that PSUnreal now scrolls down when someone types in a new messages.
However IMHO that should only happen if chat was at the last message. In case the player scrolled up to re-read older messages, it should not jump down on each new message as otherwise the player would have to scroll up again and again and again in case many new messages are appearing in a short time.
|
|
Bug Report | 7873 | No | GUI | Low | Unconfirmed | Damola | | zooming in on character does not center on character | 27.10.2023 | | |
Task Description
Zooming in on the character does not center on character.
Instead is zooms to a point right of the character so the character is zoomed out of view to the left hand side.
I think that has to do that the character, in this case a female Nolthrir, is not centered in view. From the left border of the PSUnreal window, maximized to Full HD resolution in windowed mode, it is about 855 pixel to Damola’s right hand when she looks into the camera. From the right hand border to the left hand, again with Damola looking into the camera, it is about 990 pixel, according to a screen ruler program.
What I think is happening here is that PSUnreal actually zooms in on the center of the view, but Damola is not there, but somewhat to the left from the center.
I also tried it in windowed mode with a resolution of just 1280×800 pixels. Still the same, Damola is not in the center. Same goes with full screen on Full HD resolution. Or windows mode with 1600×900 pixels. It does not seem to depend on the resolution.
|
|
Bug Report | 5991 | No | Items Characteristics | Medium | Unconfirmed | Dan Johnson | | guard command bug | 18.05.2013 | | |
Task Description
Over numerous days my character has left items on the Gug altar. After un-guarding them with /guard they are checked and seen not to be guarded by the character anymore. Upon return on a subsequent login they are found to be guarded by the character again. The same items have been un-guarded several times with the same result.
|
|
Bug Report | 6341 | No | Combat | Medium | Unconfirmed | Dan Johnson | | Dark Rogue Bug | 28.03.2014 | | |
Task Description
When one kills a Dark Rogue in the BD Mine after having it chase one down towards the main corridor they fall to the ground and then float away. Even after catching up with them one is informed that they are too far away to be looted.
The range seems to be when they are out of range to call for help.
|
|
Bug Report | 4937 | No | Combat | Medium | New | Daniel | | Movement for Ranged not showing when firing long distan... | 04.04.2016 | | |
Task Description
When the monster is somewhat near you, the movement simulating firing an arrow with the bow is showing. However if the monster is quite far away the movement stops showing until either one of you gets closer to the other.
|
|
Bug Report | 5735 | No | Misc | Medium | Unconfirmed | David | | Bit of grass outside of walls in AkkCentral | 14.08.2012 | | |
Task Description
Nothing major at all, but I cannot change the severity. Is that up to the poster?
Anyway, just on the other side of the wall from Akk-Central -4.46 0.70 4.32, in the empty space, is a bit of grass floating around.
|
|
Feature Request | 6080 | No | Rules | Low | Unconfirmed | Davide Vescovini | Davide VescoviniTuathanach | List of crafting feature requests | 01.04.2014 | | |
Task Description
This task collects the crafting feature requests.
|
|
Feature Request | 6081 | No | Spell Formulas | Low | Unconfirmed | Davide Vescovini | Davide VescoviniTuathanach | List of Spell feature requests | 01.04.2014 | | |
Task Description
This task collects the spell feature requests.
|
|
Bug Report | 6298 | No | Pets | Medium | Assigned | Davide Vescovini | Anders Reggestad | Some Pets commands don't work | 01.01.2014 | | |
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 Report | 6792 | No | Rules | Medium | New | Davide Vescovini | Davide Vescovini | List of Combat Bugs | 05.04.2015 | | |
Task Description
This is a collection of Combat System bugs
|
|
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
|
|
Feature Request | 7781 | No | Setting | Low | Unconfirmed | Eatuck | | Invert Mouse Movement Setting | 19.02.2023 | | |
Task Description
Please add this feature to the unreal version. I prefer the pointer/camera to be controlled like a plane in the game. If I move the mouse down, the camera will go up. Thank you.
|
|
Bug Report | 7785 | No | Bugtracker | Low | Unconfirmed | Eatuck | | Character Animations while Mounted and Other | 19.02.2023 | | |
Task Description
My characters race is Kran and I have noticed that my character does the neck stretch animation while mounted.I recommend to have some kind of check while mounted so the idle/standing animations aren’t triggered. Maybe only when the character is standing and idle for a certain amount of time. In addition, I have noticed my character and npcs randomly doing the treading water animation.I am not sure if it is planned but it seems out of place.
|
|
Feature Request | 5486 | No | Engine | Medium | Unconfirmed | Edicho | | Implement data compression | 28.12.2011 | | |
Task Description
Client recieves plain text data regarding many things configuration:
<traits><trait id=”10” next=”0” loc=”FACE” mesh=”308” mat=”321” tex=”322” shader=”“/><trait id=”346” next=”0” loc=”HAIR_STYLE” mesh=”328” mat=”0” tex=”0” shader=”0.63,0.32,0.17”/><trait id=”382” next=”0” loc=”HAIR_COLOR” mesh=”0” mat=”0” tex=”0” shader=”0.52,0.45,0.17”/></traits>
It would be better to handle the data this way: compressed server side stored compressed sent compressed client recieves compressed client decompresses uses and stores on disk.
compared: plain text - 1,1k tar.gz - 0,4-0,5k
|
|
Bug Report | 7333 | No | GUI | Medium | Unconfirmed | Edicho | | Training UI needs to be more intuitive (and work) | 02.12.2023 | | |
Task Description
The old application clearly stated which skills can be trained by simply showing you them listed in the dialog.
Now you’re getting list of all skills and let’s take Percival Hawthorne for example: https://drive.google.com/file/d/11TT9POMLeO0WOf9he84foTY5Xaju2eUj/view?usp=sharing
What we see is: - list of all skills - some progress bar right under the skill - some progress bar in the right part of the box - if you try to hover on this, we can see it marked “tbd” which doesn’t make it any less defective.
What we should see: - list of skills the NPC can actually train you (the current list needs to be filtered) - the cost of the training both in tria and PP (the progress bar on the right should be simply replaced with a button
|
|
Feature Request | 7051 | No | Movement | Low | Unconfirmed | eletiy | | When you jump near an NPC your character tries to climb... | 21.11.2022 | | |
Task Description
When I jump near an NPC my character tries to climb on top of it and then falls thru the NPC. I’m guessing it should not be possible to climb on NPCs.. although it would be fun :D
|
|
Bug Report | 7122 | No | Crafting | Low | Unconfirmed | Elhorien | | DRINK OF THE DOME | 27.10.2023 | | |
Task Description
(I DETECTED IT ON OLD PS, DELETE THIS IF IS NOT APLY TO NEW ENGINE)
THE BOOK DRINK OF THE DOME HAS ERRORS:
DOUBLE SENTENCES LIKE: COMBINE MUG OF HOT WATER, SCOOP OF STRIMPOTOR, 4 DASH POWERED BREAD RISES, MUG OF HOT WATER, SCOOP OF STRIMPOTOR, 4 DASH POWERED BREAD RISES INTO…..
USES A 0 (CERO) IN SENTENCES LIKE: 0 LIQUID BREAD RISES
|
|
Feature Request | 2631 | No | Movement | Medium | New | Elvors Amenoras | | Running up slopes should be more taxing | 26.03.2009 | | |
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 )
|
|
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.
|
|
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!”
|
|
Bug Report | 6903 | No | Items Characteristics | Medium | Unconfirmed | Emaline | Venalan | Banded Mail Armor wrong desc | 09.11.2017 | | |
Task Description
Banded Mail Armor stores in MA category, trains MA but the description reads HeavyArmor under the weight/size/quality. So can we get it changed to read MA please.
|
|
Bug Report | 7762 | No | Graphical Glitch | Low | Unconfirmed | Eon | | Floating Map Parts: DIRGHIR SIGNPOST | 13.02.2023 | | |
Task Description
The Dirghir signpost, hpmhutt (floating plate) X 3, Lintel (floating stone staircase) are all out of place on the map. They are all floating in the sky.
Current position: ojaroad1 340671.34 - 335667.88 8981.53, instance:0
|
|
Bug Report | 7763 | No | Characters Animation | Low | Unconfirmed | Eon | | Character Foot Bent On Steep Hills: Any Character | 13.02.2023 | | |
Task Description
After a player has made a character; anywhere they walk on a steep hill; the foot is bent. Character Creation (skeletal System) glitch.
|
|
Feature Request | 2521 | No | | Low | Prospect Task | Eric | | Option to allow assistance in PvE without grouping | 28.07.2009 | | |
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!
|
|
Bug Report | 7860 | No | Bugtracker | Low | Unconfirmed | Eriz Gonzyl | | Floating Objects at Nyshyn's Ruins outside | 22.06.2023 | | |
Task Description
//imgur.com/a/BUTOrjj
|
|
Feature Request | 5915 | No | Quests Dynamics | Medium | Unconfirmed | Erodare Lenizus | | Hide Completed Repeatable Quests | 28.02.2013 | | |
Task Description
I've done them…several times, and frankly I'm tired of seeing them offered. Could we have a setting for "Hide Completed Repeatable Quests" that we could enable to stop them form showing up? At least in one case, an NPC has enough repeaters that they show first and new quests are pushed to the 2nd page in NPC Dialog view. If one overlooks the page arrow, one might miss the other offerings.
Filed as Feature Request in Engine > Quest Dynamics…please move it if that's wrong.
|
|
Feature Request | 6215 | No | Setting | Medium | Unconfirmed | Erodare Lenizus | | Frequent Flier Miles | 12.11.2013 | | |
Task Description
Pretty much says is all. Possibly depends on FS#5366
Venalan will understand :)
|
|
Feature Request | 6221 | No | Magic System | Medium | Unconfirmed | Erodare Lenizus | | Over-charged Mana Cost | 18.11.2013 | | |
Task Description
1) For damage capped spells, sliding the power bar above the point where max damage is produced, mana cost is over-charged against the character, in addition to lowering success chance and increasing casting time more than appropriate.
2) If the kill shot (magic) produces more damage than needed to finish off the target, full mana cost is charged even if not needed.
I think it would be more appropriate if the mana cost was down-scaled to the net effect: - if target only has 30 hit points left, a 60-point damage spell should only charge half the mana - if target only needs 5 hit points to be fully healed, a 60-point healing spell should only charge 1/12th of the mana cost - for area spells, calculate against sum effect on all impacted targets. - if you’re going to cap damage, should also cap mana cost and not over-penalize in success chance and cast time when the slider is set too high
Where I’ve referenced the magic power slider above, same should be true for spell commands that explicitly have a power value - i.e. “/cast 90 Taste of Death”
Justification: The mage should be able to determine if a “light touch” will suffice, but players have no way to turn down magic power to improve success chance and/or reduce mana cost and casting time.
Taking this a step further, practice and experience perhaps should be similarly down-scaled, with the possibility of giving none if no actual effect is the result (this would impact spam casting for power-leveling).
|
|
Feature Request | 6222 | No | Magic System | Medium | Unconfirmed | Erodare Lenizus | | Dial Down Magic Power | 18.11.2013 | | |
Task Description
Objective: Let mages dial down the power to suit their needs of the moment, and accordingly the mana cost, time to cast, improved success chance.
The /cast command should accept power values from -99 to +99
The power slider should center at zero and sliding left should dial down to -99 and sliding right should dial up to +99
Perhaps -50 to +50 would work better?
Perhaps practice and experience should be dialed down accordingly as well?
|
|
Bug Report | 6239 | No | Sound | Medium | Unconfirmed | Erodare Lenizus | | Electrotouch Sound Is Unpleasant | 03.04.2014 | | |
Task Description
Perhaps it's just me, but while Electrotouch is in effect there's a constant grating buzzing sound that just hurts like nails on a chalkboard.
|
|
Bug Report | 6100 | No | Movement | Medium | Unconfirmed | Erteky | | Trader NPCs in movement | 10.10.2013 | | |
Task Description
When you trade with and NPC and it is walking, it won’t stop, and you will no longer be able to buy or sell anything from it, since it will be far away from where you started to trade…
|
|
Bug Report | 6644 | No | User Interface | Medium | Unconfirmed | Evaraj | | Active Effects scrolling | 12.10.2014 | | |
Task Description
Scrolling with the mousewheel does not work if the mousecursor is over one of the listed buffs. It works only if the mousecursor is besides or between the buffs.
svn code r9595
|