PlaneShift

Task TypeIDPrivateCategorySeverityStatusOpened by  ascAssigned ToSummaryLast Edited[[changedby]]
Bug Report5421NoNPC DialogLowNewMario RohkrämerKilas Tungse - schizo reply about dungeon22.12.201121 Task Description

Quest: Kilas wants his abacus back

[NPC] Kilas Tungse says: Do you think you can help me with a quick errand?
[NPC] $player says: I love to learn!
[NPC] Kilas Tungse says: Thanks.
[NPC] Kilas Tungse says: I lent my abacus to Crosh Dunehammer, the guardian of the dungeons.

vs.

[NPC] $player says: about dungeon
[NPC] Kilas Tungse says: What dungeon? Are you sure you heard right? If there was a dungeon anywhere nearby, I'm sure the city would've had it sealed off by now.

This "There is no dungeon" conspiracy makes consistent quests hard where inhabitants of the dungeon are involved.

Bug Report5584NoRendering IssuesLowUnconfirmedMario RohkrämerFlashing shadows on the floor21.04.2012 Task Description

As the daytime progresses, each few minutes you see the shadows on the floor flashing, especially obvious near the Laanx temple and on the plaza.

It looks like the shadowmap is completely removed, then restored with a tiny delay. Might be necessary to display shadow states of different daytimes?

At least it is a lot less annoying than the repeated switching between several shadowmaps in earlier versions.

Bug Report7866NoMovementLowCould not VerifyMario RohkrämerMouse pointer is not clamped to current pixel while usi...12.07.2023 Task Description

When I walk forward using W, I need to use mouse-look to turn around while walking. Walking a winding stair, I need to keep turning and turning while walking … until suddenly the mouse pointer left the game window. (Running the game in Windowed mode.)

The mouse pointer should not move in the game window while I press a mouse key to look around.

Feature Request2357NoUser InterfaceVery LowNewMario RohkrämerOption to show guild mate icon/flag in Buddy List01.01.2022132 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

Bug Report5099NoModels and MapsVery LowNewMario RohkrämerTaladguildlaw: Paragraph symbols are mirrored19.03.20111 Task Description

The paragraphs ‘§’ on the walls of the guild house map “guildlaw” are mirrored. For years already (just always forgot to report it).

Feature Request5994NoGame BalanceVery LowNewMario RohkrämerTuathanachDifferent fishes should have different attributes02.02.202321 Task Description

Different fishes will probably have a rather wide range of weights and sizes: e.g. Carp may become as heavy as several kg, few even more than 30 kg; Manta ray even more with a possible length of 5 m; Dace (mud carp), Ide and Orfe (quite the same) or Perch instead usually less than 1 kg; Coppernose (a tropical barbel) will probably be only few inches long.

But all fishes in PS have the same size and weight of 1.

I don’t expect a variable weight and size per catch, but at least different average weights and sizes.

Feature Request5868NoRendering IssuesMediumUnconfirmedMartinsetting for spell effects quality06.01.2013 Task Description

Hi! As reported in "bug" (bug #5867) spell effects performance is pretty slow on Intel Sandybridge HD 3000 graphics. I understand that this may well be a driver / hardware limitation. Due to the extreme slowness its not easy to roleplay on events when other players cast effects, cause then basically I can not do anything anymore. Except for that the performance is quite nice for onboard gfx, enough for me at least, even at 1680x1050.

Cause of this I would like a way to reduce the quality of *just* the spell effects a bit. I found that I can disable them alltogether by setting shaders to "lowest". But any other settings for shaders doesn´t have any visible effect on performance. Also shaders to "lowest" worsens the other gfx as well.

I also learned I can disable spell effects altogether, by removing the *.eff files from effects directory.

What I would like now is a way to configure spell effects to reduced quality and (hopefully) improved performance. This may also be good for other users of old hardware.

Thanks,
Martin

Bug Report7089NoGUILowUnconfirmedMauiSkill window - scrollbar not always visible22.11.20223 Task Description

at the job bar tab is no scrollbar available,for some its there only if they max out the size of the window

Feature Request7102NoMiscLowUnconfirmedMauiSigns24.11.20224 Task Description

Names of signs appear at the bottom.

Bug Report7536NoNPCLowUnconfirmedMauiMercenaries08.11.2022 Task Description

when you kill merceneries some seems to stand up and dont despawn from some times so the new respawn stand into the standing corpse.
on attack the corpse is shown with some health so when they moce the bodies you switch kinda targets whatever model you target.
Also it can happen that on respawn the merc. will get invisible.

Bug Report7768NoBugtrackerLowUnconfirmedMewshadMetallurgy is not leveled (at metallurgy level 2)20.02.202311 Task Description

So I was trying to smelt and cast iron but the metallurgy does not level up. Same with zink. The book “working with stock” only tell me how to smelt quicksilver, which does not even work at my level. Currently on metallurgy level 2.

Bug Report7867NoCombatLowUnconfirmedMewshadSword skill is leveled by 1 practice point at every str...18.11.202311 Task Description

On my character Mewshad: 90 AGI, 75 CHA, 154 END, 55 INT, 100 STR, 90 WIL at 13 lvl in Sword. At every attack, I gain 1 point of practice on the training dummy. This means I need to click 200 times to get to the next level. I also tried to do the “special attack” but same there. I think Endurance and Strength is the reason since before I increased these attribute, sword leveling was faster.

Feature Request7778NoBugtrackerVery LowUnconfirmedMewshadSmall inventory07.03.20231 Task Description

In the old version, there was a small inventory without the character part. It could be useful for trading etc.

Feature Request7060NoInventory/ItemsMediumUnconfirmedMichael LoevenAdd 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

Bug Report7079NoBugtrackerMediumUnconfirmedMichael LoevenLocked Chests Deleted When Consumed26.11.20212 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

Feature Request7080NoCombatMediumUnconfirmedMichael LoevenArrow Tracking and Recovery25.12.2020 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.

Bug Report7081NoGame BalanceMediumUnconfirmedMichael LoevenRelax 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

Bug Report7062NoCombatLowUnconfirmedMichael LoevenCombat Spellcasting seems to allow enemy damage to bypa...13.12.20201 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.

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.)

Feature Request5216NoNPCMediumUnconfirmedmickraVisual indication of available quests20.05.20112 Task Description

When a player character is within the interaction range of an NPC, a mark (label) of some sort should appear above that NPC if they are offering some new or repeatable quests (! not some information for those already running !) for that particular character at that particular moment.

Should be optional as a turn-off or turn-on, depending on the default chosen by designers. In any case, and as with any other label, players should retain the option of not seeing it, if it spoils their fun or ruins their immersion somehow.

The reason for this request: drastically increased amount of questing chains ingame, and the absolutely unhealthy and immersion-breaking amount of mouse-clicking on the same NPCs the game now requires.

Noticing a sign above someone's head is OOC, of course, but clicking a mouse button on someone's model, or getting an aggressive red "…has no quest information for you" line floating in mid-air is equally OOC'ish.
On the other hand, seeing no mark above someone's head would cause neither irritation nor disappointment (while futile mouse-targeting and mouse-clicking, when done repeatedly, invariably produces both of those negative effects).
The marks would also provoke reasonable curiousity about available quests, hopefully enticing new players into doing more of them.

I know this request is somewhat of a long shot, but assuming that the engine is going to be considerably revisited this summer, I decided to submit it anyway.

[Edited for clarity, and also to separate it more from PS#4798. That older one would 'make the game easier' indeed, while what I suggest would only eliminate excessive mouse actions.]

Feature Request4797NoEngineMediumNewmike loevena play dead command or /playdead21.05.201164 Task Description

just a idea for a simple rp command. entering /playdead will play the death animation and leave your character imobile similar to the sit command but you will be lying down instead. this can be usefull in roleplay where you are injured but not actually dead or if you want to role play your character going to sleep. entering /stand will cancel both /sit and /playdead. in later versions of the game perhaps this can be also be used to fool the less intelligant monsters like ulbernauts rats and some of the bugs into giving up the chase and loosing interest. i think it would be benificial to have a way to roleplay being wounded or dead without having to actually go to the death realm. say for example your character was killed in a roleplay setting you could use playdead to have a open casket funeral complete with a body that will not dissapear after a minute or two.

i am not sure how easy this would be to acomplish but i suspect you could duplicate the existing sit command and just change the animation called

Feature Request4799NoInventory/ItemsMediumNewmike loevenadd storage access inside guild halls01.01.201311 Task Description

seeing that furnature is one of the heavest item types in the game, redecorating guild halls can become tedious and god forbid things get cluttered it is not possible to eaisly move them to storage. my request is that typing /storage will work inside a guild hall as if you were targeting a storage npc. just for convienance sake.

Bug Report4809NoEngineMediumUnconfirmedmike loevencannot defend yourself if another player engages the mo...01.01.20131 Task Description

i ran into a bug that nearly got me killed today. i was fighting gobbles and i ran low on health and had to run away. as i was running another player cast flame burst on the gobble chasing me.

the gobble chasing me did not stop chasing me but i was no longer able to attack it because it said i must be grouped with X mean while the gobble was still damaging me.

this can be fixed one of 2 ways. the targeted player always has kill rights on the monster or the monster changes it’s target when a new playr engages it.

but as it stands it is rather scary when your being attacked and cannot defend yourself due to a bug in the kill stealing prevention system.

Feature Request6554NoEngineMediumUnconfirmedmike loevenadd petname overload to the /mount function for automa...13.08.20144 Task Description

i would like to see an overload for /mount where you can simply call /mount <petname>

if the pet is not in world the pet will be summoned and than targeted automatically prior to the mount command.
if the pet is listed as summoned the command will attempt to target the pet prior to mounting.
if the pet is in world but out of range the command will give the normal error for being out of range.

Feature Request6563NoEngineMediumUnconfirmedmike loevendepreciate /stand and use /sit as a toggle06.09.20141 Task Description

why in gods name we have a seperate sit and stand command is beyond me in fact it is completely idiotic. there is no need for /stand in a game that is properly programmed

/sit should perform both functions act as a toggle

void sit()
{
if(player.isSitting) player.stand();
else player.sit();
}

with as script like this the /stand command can be removed from the game simplifying shortcuts.

additionally the addition of a sit right click action on specific furniture should be added to ensure that characters who wish to appear sitting in chairs will be properly snapped into position and animated as such

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

I would like to see npc’s function as locators for quest characters so that players can “ask around town” if they cannot locate the desired npc.

until now due to the gm’s policy about spoilers and the fact that most NPC’s are pretty much brain dead except for a few very basic responses it is sometimes next to impossible to locate a specific NPC without relying on another player or a wiki website as the information is not available ingame.

essentially I want NPC’s to respond to commands such as “do you know where I can find ‘name’” they should be able to check a database of nearby NPS’s and if they are in range they can point you in the direction or if not in range point you towards an NPC that does.

sample response. “yes i have heard of this ‘name’ you can find him over by “description of location pulled from database”.

sample responce out of range.

“I have not heard that name before perhaps you should try asking ‘NPC near desired character’ in ‘city near desired NPC’

but essentially make NPC’s able to give directions or information about other NPC’s or directions to nearby areas

right now it is nearly impossible to get any information about quests without relying on other players. Npc’s should respond to questions of this nature.

Feature Request6573NoUser InterfaceMediumUnconfirmedmike loevenStore Quest Notes in the Books Database06.09.201421 Task Description

I would like to request that saved quest notes be moved from client side into the book database. currently the quest notes are saved locally and are very vulnerable frequently getting deleted during client repair or re installs. additionally for players who have more than one computer these notes do not properly persist between clients.

considering that players are already allowed to write books and that text data takes up very little space there is really no reason NOT to move this feature server side.

another major issue with the current implementation is that the quest’s description is missing a lot of key information provided by the npc conversation such as names and locations.

a perfect example is the quest Masked Mistress where the description tells you the summary however does not include her brothers name which is given in the npc dialogue.

the lost of quest notes can easily render a quest impossible to complete without asking a person for spoilers or searching through game logs for the missing conversation.

Bug Report6574NoRulesMediumUnconfirmedmike loevenDavide VescoviniDiseased Rats display Improper implimentation of the ra...30.05.20203 Task Description

The Diseased rats improperly apply the raging feaver effect to nearby players who are not interacting with it.

The majority of illnesses carried by rodents require physical contact or a bite to be transmitted and this effect should not be applied to someone simply walking by unless the rat targets and attacks the player directly. additionally since the diseased rats do not attack players unprovoked their AI has no business targeting players with an effect without being in combat

additionally healing potions and or crystal way should remove this effect as it is not a magical curse but rather a mundane sickness

lastly as a minor effect caused by combat with a monster the duration of raging fever lasts far too long for a monster of such a low level as a general rule of MMO's no status debuff caused by a monster should last more than at most 2-3 minutes after the end of a combat encounter and those that do should have easily accessible means of counteracting it such as potions or spells.

Feature Request6576NoEngineMediumUnconfirmedmike loevenIcon Editing System for Player Books06.09.201411 Task Description

The game possesses many unused book icons that are actually quite interesting but not accessible in any way outside of the shortcut window.

I would like to see a icon selector integrated into the book writing window that allows you to select any book icon for the item’s appearance similar to the way you can assign these icons to a shortcut hot button.

additionally with this implementation there is no longer a need for Jayose to stock a different books for different colors as well as allowing player written books to be more easily distinguished from each other

it would add a fun little cosmetic aspect to role play allowing your ancient tome to look like an ancient tome rather than a hot off the press notebook

Feature Request4800NoItems CharacteristicsLowNewmike loevenhave jayose and londris sell copies of library books an...24.10.201033 Task Description

there are two libraries in the game one run by jayose in hydlaa and the other a smaller collection of books run by londris in the death realm.

one of the main complaints about planeshift is the lack of information about the game. both of these libraries contain information for ic use but at the same time the books are locked into their shelves and cannot even be coppied unless a player spends the time to manually enter everything into a text file and upload it to a blank book.

my idea is to share the information by adding buy and sell catagories to jayose and londris that match the bookshelves in the library and contain copies of the books stored in each. basically have them sell copies of the library books that you can take with you and share with your friends or even put in a guild hall for easier access.

in all it makes perfect sense that a man who sells blank books would have the resources to copy and sell the important guides and informational books stored in the library

Feature Request6568NoPetsLowNewmike loevenPack Animals and or Carts for Merchants or Miners22.08.20141 Task Description

Now that we have a working pet AI that can properly follow a player it may be an appropriate time to suggest the addition of something to cater to tradesmen such as traveling merchants and miners who are frequently overloaded by the weight of their inventory.

There is already evidence of large beasts of burden and carts in game and it may be time to implement Pack Animals or a small cart you can pull yourself to increase your overall carrying capacity. aside from the obvious utility value it would also add some RP value allowing merchants to sell directly out of their carts and have enough inventory on hand to negotiate deals along the roads.

Feature Request4465NoCharacter CreationMediumNewMinksShow naming policy in char creation.20.08.201053 Task Description

An newbie in the tutorial brought up this idea, and I like it a lot:
It would be nice if the char creation provided a clickable link or a pop-up window to the naming policy.

Bug Report5767NoUser InterfaceMediumUnconfirmedMinksChat highlighting when name is part of another word.16.09.2012 Task Description

I made a char with a very short name (Min).
Everytime some says a word this name is part of (like “I’m coMINg home.”), the whole line
gets highlighted in blue.

Bug Report7774NoBugtrackerLowUnconfirmedMohonin DitinWrong Number indication in System and Inventory16.02.2023 Task Description

While crafting enchanted ‘Ynnwn Longbow’, after the final bow is made, it shows two different quality in two different places. That is in system message, if it shows quality ‘X’, it shows quality ‘Y’ in smith table inventory box, where Y=X-1. And this is from Master Bow maker, maxed up in Bow making skill. Sorry, but other bows i haven’t checked this out. Does not happen always but happens most of the time. And Does not happen with Q300 bows

Bug Report7818NoBugtrackerLowUnconfirmedMohonin DitinPile of dust cannot be kept in furnace16.04.20232 Task Description

The pile of dust that gets crafted sometimes for reasons we all know, this pile of dust cannot be disposed of by putting it in Furnace. Some of us experienced players want to keep the place clean and so whenever we find pile of dust, we put it in Furnace, it eventually vanishes by putting it in furnace and forgetting about it. Now there is no choice but to sell it off to NPC for 0 tria. This is not the main problem, but the problem is to find a NPC nearby who buys ‘Pile of Dust’. So either make a NPC available near Crafting Station to sell of the dust or make furnace to take in the dust and burn it down vanishing it.

Bug Report7863NoCombatLowCould not VerifyMohonin DitinThe command '/attack' may be bugged27.10.20231 Task Description

I think the command ‘/attack’ is bugged. I have tried many ways to check weather the bug is there or not, like I waited for the timer on the top left to finish before clicking for another slash of attack, tried to be carefull that i may not be pressing the right click, and ofcourse using Q & E to get the right attack skill. But still many times i get the system message “Command Not Recognized. Use /Help to see the list of available commands”, it cud be like you missed the target, the target dogged your attack etc. Please see that wheather its really a bug or not, if a bug then please Debug it. Thank you.

Bug Report7879NoModels and MapsLowUnconfirmedMohonin DitinNew player Welcome Hydlaa Map Problem30.09.2023 Task Description

The new player to Hydlaa from the BD come with some maps given. Basically 2 x maps, 1 is Hydlaa main city map and 2 is East Hydlaa. Both these 2 maps i found in my Inventory just after arriving in Hydlaa Plaza with my new Characters. The issue/bug is just can’t open or use the map. The right click of mouse on the map does nothing. And as the rt clk does nothing so the option of clking the ‘use’ icon is definitely not there, plus the map cannot be drag and dropped in the black area in middle of the inventory. Thus No map drawing to be seen, as was in legacy and No addition of Map to the compendium.

Feature Request2435NoSoundLowMrokiiMathiasSound for receiving Tells or when ones name is mentione...05.04.2010124 Task Description

At the moment, there is no way to get a players attention if (s)he is not watching PS. I think there should be an extra sound (settable via options) that is played whenever somebody receives a tell and/or whenever somebody’s name is mentioned. Maybe these should even be two different settings in options.

Feature Request2436NoUser InterfaceLowProspect TaskMrokiiAn obvious way to show a player's away/sleeping status28.06.202264 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

Feature Request5168NoUser InterfaceLowNewMrokiiOption for different label-colour for buddies20.04.201111 Task Description

It would be useful if the Option-Window also had an option to change the label-colour for people on ones' buddylist. This would especially be useful when there are a lot of players around, but it would make it easier to spot buddies in general as well.

Bug Report6640NoGUIMediumUnconfirmedNeeno Peleroincorrect sRGB profile31.12.20141 Task Description

There are three files (jade_theme.png, splash.png, yesno.png) in client_base.zip, which contain an incorrect iCCP.
When using a newer version of libpng you get the following warning: “iCCP: known incorrect sRGB profile”.
So just delete the color profile in the next art update, please.

Feature Request4511NoInventory/ItemsLowNewNivmCreate option to relinquish loot rights.23.06.201041 Task Description

Make an option that allows a player to make the loot of a corpse public if they do not want it. May not apply to some corpses, and could be used to make other corpses auto-public.

Bug Report6340NoGame BalanceHighNewnobody specialDavide VescoviniCommanding pets gives no experience and little practice24.03.20141 Task Description

Commanding pets is similar to combat skills in that you get no experience for using them but in the case of of combat you get the experience for the kill. I could not get my pet to attack with my 30 empathy, I was able to get a message that my pet targeted successfully as well as a message that my pet needed a target to attack.

Practice seems to have a cool-down period where subsequent commands give no practice. I would think that the cool down period should just be for identical commands, when you need to target something before attacking both actions should give practice.

It would be good to have some information on the state of pet activities.

Feature Request5230NoEngineMediumUnconfirmednobody specialchange to default action upon mob attack or player cast...19.05.201131 Task Description

I would like it if you could set the default reaction to casting a spell or being attacked. I find it quite annoying to automatically be set to fully defensive when I cast a spell. I also find it annoying that when being attacked by a group of mobs your target focus jumps to whichever one hit you last.

When I cast electrotouch I want to hit my opponent and not change my stance. generally whenever I cast anything in melee I want to keep my previous stance.
When I am in a pile I want to kill what I am fighting before I start on another one. If I want to fight a different one I can so choose manually. It is also annoying that you often jump to a different mob before you are able to loot what you have just killed.

It would be great if there was a section to set these in the options.

In the case of electrotouch I tried to add /attack normal to my shortcut but it was processed and discarded before the spell finished casting. I appreciate you probably don’t want long chains of commands to be processed in turn as it could lead to botting, otherwise I would ask for one command to finish processing before the next is considered. Still it would be nice to repair all my armor with one keypress instead of 5.

Bug Report5242NoCraftingMediumNewnobody specialblade can be removed from hand without disturbing work24.05.20112 Task Description

If you take a heated blade out of your hand while hammering it the work will not be interrupted until the work duration if finished. If you return it to your hand before the work is finished the transformation completes successfully.
THis appears to only work if you replace the item with itself, substituting a different identical item or a completely different item causes an interruption.

Feature Request5255NoCraftingMediumUnconfirmednobody specialpersistent selector for pick up amounts20.06.202161 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.

Feature Request5259NoCraftingMediumUnconfirmednobody specialMake Crafting more like combat03.07.201111 Task Description

I would like it very much if crafting were to be redesigned more like combat. Instead of one action that takes many seconds to complete and generates only one practice or experience reward make it so that each hammer blow is considered and eligible for a reward. For example at level 10 it takes me about two minutes to turn 12 heated ore into 4 shield handles and I get one practice point and some experience at the end of that time. Under my proposed change it might take just as long but each hammer blow on the ingots would receive a success chance roll that would increment the percentage done. A series of low rolls would result in a failure, either junk metal or very low quality handles and a series of high rolls would result in faster time and/or higher quality handles. This would be analogous to hitting a mob until one of you is dead.

I believe this would be more fair in the long run and if it would seem to make great quality items too available the chance to succeed could be reduced.

Bug Report5684NoEngineMediumUnconfirmednobody specialProducts of enchantment should not be rated for rarity12.07.20121 Task Description

lesser piles of dust (seem to be from emeralds) get assigned a number that is negative. As these are not loot they should not be going through the function that assigns a value. Crafted weapons do not get a value.

Feature Request6101NoCombatMediumUnconfirmednobody specialallow ungrouped combat when attacked07.08.201318 Task Description

I am sitting in the gold mine near ojaveda and another player is hunting the ‘nauts. one of them runs away from his attack and starts hitting me. I get a few messages about those hits then a message that I have to be grouped with the other player when my auto-retaliate kicks in. This is not right. It is the behavior that has been implemented but I should be able to attack anything that is attacking me.

Feature Request6347NoNPC DialogMediumUnconfirmednobody specialadd non-quest dialog to dialog menu19.02.2014 Task Description

It would be useful to have some knowledge areas accessible through the drop down dialog system, perhaps behind a chooser toggle "quest/knowledge area"
The dialog could default to quest dialog always opening the list window with the no-quest error in place of the list if there is no relevant quest dialog and a button for showing the KAs. This way the useful information the npcs have is not lost unless you know exactly what to ask them.

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