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Messages - Talad

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1
General Discussion / Re: New Dryken Plane - thoughts and discussion
« on: January 15, 2026, 12:36:40 pm »
1) It could be made a bit more clear what the player is expected to do. Maybe add one more popup with an explanation?

The entity is telling you what to do in an rp-way. A popup with "search the spots" seems unecessary to me.

2) Why are not always real objects used, but only graphics? This can look very bad.
Collision is done server side, so we cannot have colliding objects if we want each player to discover their own set of pieces. If I add collision players will collide with invisible objects of other players, so it's not possible. The only solution will be to instance this level for each player, not making it multiplayer anymore.

3) If you pass this rock on the right side, the scene will not be triggered.
that has been fixed already last release

4) This mini-scene seemed particularly difficult to trigger. Maybe the trigger space is too small?
it has been increased in size and moved more toward the walkable area already in the last release

5) These mini-scenes I triggered in the sequence given by the numbers. Can this be more streamlined, or did I do something wrong there?
I simplified the prerequisites already in the last release, now only the 3 elements where the fire is are triggering in a sequence, as otherwise those make little sense.

6) different versions with increasing complexity at different points of the general storyline of the same Dryken plane.
Maybe in the future.

7) Where does the name Dryken Plane come from? Nobody I talked to seems to know...
the Dryken are the higher gods of our universe, something you know little about, but are the ones explaining to Laanx and Talad what they should do. Talad and Laanx are minor gods in the universe scale.



2
PlaneShift News and Rules / PlaneShift Release 0.7.52
« on: November 19, 2025, 12:21:55 pm »


Hello friends, here is a new release for you to enjoy!


This release cannot be updated through the PSLauncher, so you have to download it from our Download page.

Here is the list of changes for 0.7.52:

Name generation in character creation is now based on race. Each race as a different generator
You can now randomize name and last name separately

Made sprint a toggle. So just press it once to keep sprinting, press it again to stop sprinting. This works in conjuction with R for auto-run.

Added new helms textures, reassigned meshes/textures to the existing helms
Added icons for all helms
Fixed encumbrance, you will be slow down or unable to move if you carry too much weight!
Added encumbrance also while on mount, the mount will slow down as you would do (considering it also has your weight to carry)
Added new Transports! You can now own a transport and use it to carry stuff around.
Added 3 carts and one wagon (at the moment you can only acquire the first one). You can pull the transport manually and use it as a container.
Added possibility to acquire transports through quests.
You cannot use a transport someone else is using.
Added new icon to Use a Transport
Added new NPC role to manage transport storage, which lists all the transports you own.
Transports cannot be picked up or unguarded
Added takeout/store/retrieve function to garage man.
Fixed transports to also work when on a mount. You need to mount the horse first, then attach to the cart

Added a new warehouse building in Hydlaa East, its the new workplace of Jorni
Added the carpenter shop for Hamel near Hydlaa plaza

Increased size of houses in Listarindel by 10%
Added furniture to many houses in Listarindel, also added new council in the main building.

Improvements to random generated events:
- properly respawn NPCs after they get destroyed by the previous event
- properly handle multiple locations
- use different brains for different NPC, but copy from the common master brain
Random events can now send messages and sounds to the client

Added 2 new derghir texture variations
Fixed morph to change texture properly
Fixed armored Riverling texture
Do not set exhausted when falling down
Do not allow sitting when falling down
Fixed fall damage when on mount
Improve network performance by sending max stats only when needed
Fixed the max physical/mental stamina to be correct.
Fixed animation when exiting fishing minigame
Fixed problem with baits re-appearing after fishingv Separated the baits into new fishing bait category
If a tool is nearly broken, we do not allow usage ( less than 0.25 corresponds to the red color on the icon)
Fixed positions of all special loot chests (like Arcane Chest)
You can now consume items also from the right or left hand slots
Fixed guardian_id not being properly saved. Was reset on server restart.
Added message when pet eats something.
Added sounds when lockpicking for start, success and failure
Update Hydlaa adding the new cart storage building
Extended the dungeon generation to allow multiple module sets
Added the new modular caves set to be used with dungeon generation
Fixed dungeon random generation seed
Added new chair and table
Fixed NPC Brain to properly clear the brain memory after dying/respawning, also added the clear of saved known locations
Dryken Plane improvements. Changed the camera when speaking to the dryken entity. Improved second island rock.
Added new cave entrances as droppable items.
Fixed the mechanisms in the lava cave.
Added some new furniture, upgraded some existing furniture and tools textures
Fixed lavacave mechanisms
Added instrument stands
Fixed quilldrake name to allow /morph
New GM command /addnpcneed to increase a specific need in the NPC brain for debug purposes

All the bugs are tracked on our Flyspray, where you can register and add your findings.
If you want to support us, become a Patreon. Find other players in our Discord to get access.


3
PlaneShift News and Rules / PlaneShift Release 0.7.49
« on: June 29, 2025, 10:13:57 pm »


And.... we made it again! A new release is ready for you to download!


This release cannot be updated through the PSLauncher, so you have to download it from our Download page.

Here is the list of changes for 0.7.49:


A lot of work has been done to make the first 20 minutes of gameplay for new players better.
We have completely redone the Dryken Plane (the level with purple magical paths). It now has 3 islands and some mini puzzle, it tells three stories of the our lore, it makes you choose an additional trait for your character for each vision. At the moment this choice does not have an in game effect, it's only for roleplay purposes. Should be hopefully more interesting than the previous one.
After the Dryken Plane the character is teleported into the Stone Labyrinths, and this area has been significaly reduced in complexity and we added some more items.
Added new tutorial tips during the first phase of the game to explain some of the basic key bindings
Added a torch to the player inventory when entering the stone labyrinth after Dryken plane, this makes it easier to navigate the darkest areas
Added animation in char creation during warp tunnel.
Reworked outpost bridge to avoid the de-sync of the platform with the bridge. Added a new bell to call the people on the fortress.

Added "Visual Equip" functionality. Right click an item in your inventory, then click the shield/axe icon, then select a location. The item will appear on your character. This is a pure cosmetic feature, it does not have any effects in game. You can display items on left or right shoulder, left or right hip and back.

Added possibility to sleep. You can just use /sleep and /wakeup (or jump to wakeup when you are sleeping). But the idea is to allow beds in tavern to be used for sleeping. This will be added in the next days, it's just a setting, and doesn't require a new client.

Added new Guildhalls for our factions/organizations:
- The Indomitables, are structured like a military group and dedicated to centralize and focus the civilian effort to defend the Bronze doors. By tradition they specilized on the use of the axe weapon.
- The conclave of glyphs, is the church of the god Talad, the creator of the glyphs, which are the means to channel magical energy and cast spells.
- The war smiters, very active in arena events, it has an academy program dedicated to the blunt weapon users.
The NPCs and quests for these new locations still have to be developed.

Trees (apple, duppong, hops, ...) have now two different states: with fruits, and without fruits. You can harvest when fruits are on.

Improved Ylian female with new leather, chain, plate, robe meshes and textures

Added new voice lines for many NPCs, mostly for the basic triggers (like "how are you?") and for some starting phrases on quests. Will be expanded in future releases.

Added new creature: Quilldrake. It's a lizard/dragon creature found in the desert. We still have to define the loot and characteristics, for now we added a few just as showcase in the desert area.

When speaking with NPCs you now have a new '?' icon on the right side near to the free text. It shows a list of predefined menu item to speak with the NPC with the basic answers.

When an NPC replies, we now play some talking animations, the NPCs will move a bit

The server is now ready with a completely new feature, the City Manager! It is not ready for gameplay yet and is experimental. The idea is that players can contribute to the prosperity of the city by providing materials useful to advance the city infrastructure or defenses. The improvements will give advantages within a certain radius of influence from the center of the city also in the surrounding areas. Benefits could be enhanced roads for faster movement, more interesting merchants or tavern services, improved magic, .... The benefits are still under work and we will let you know they are ready.

New pass at dice minigame added betting, improved reset, added new game types, added phased games, added hidden dice. We just have to add new gambling NPC, will be done just after release.

Improved the filtering of messages where your name is mentioned to avoid too many pings and highlights
Fixed chat scrolling when you are reading previous text (scrolled up)
Optimized levels loading, it should load only the required ones now
Fixed the problem where camera would go to char creation when riding
Fixed riverling to have again two versions base and armored
Added elves skin borders to some of the UI windows
Fixed active spell window not be always on when logging in
Fixed NPC not finding their spawn position properly
Reduced volume of music and added better transition with voiceovers
Re-imported baby Yulbar after reconstruction in Blender. Some geometry improvements.
Updated credits with list of patreons

All the bugs are tracked on our Flyspray, where you can register and add your findings.
If you want to support us, become a Patreon. Find other players in our Discord to get access.


4
Fan Art / Re: The Doømed Ones [Comic strip]
« on: June 11, 2025, 12:29:49 pm »
Hey for anyone searching the strips, this is the website: https://www.doomed-ones.org/

5
PlaneShift News and Rules / PlaneShift Unreal Release 0.7.48
« on: March 12, 2025, 11:36:19 pm »

Good news! Another release is ready for download. Enjoy!

This release cannot be updated through the PSLauncher, so you have to download it from our Download page.

Here is the list of changes for 0.7.48:

Fixed new player keyboard not working (it required a restart)
In PSLegacy we had the ability to create sketch from vector lines. You can now view the sketch also in PSUnreal. The functionality is view-only at the moment, and not sure if we will also do the editing.
Added new capability to upload drawings. You can upload a picture from your computer. This functionaly will be moderated, meaning a GM will check what you upload, and there will be zero tolerance on bad things. Please use the upload with roleplay in mind, so the drawing is supposed to be draw by your character with the technologies (brush painting or pencil....) of a medieval time. So please use it properly. Get your blank drawing canvas at Jayose.
Fixed a significant bug on the way modifiers were applied to weapons and armors, many were not working as expected and this is now fixed
Added Listarindel, a new Diaboli city, with original architecture. The houses still need to be populated with furniture and also we still have to add new NPCs/quests
Improved sewers textures by making those higher resolution
We found a way to finally avoid seeing pieces of the Dryken plane when logging in. This will speed up things on login as it avoids loading an unnecessary level. Maybe this can also solve the freeze on Mac at start.

Stop the auto-scroll in chat when scrolling up
Audible notifications on tells and when your name is mentioned in chat
Highlight of text when your name is mentioned in chat
Sketch widget size adapts to sketch content
Fixed limits for drawings import
Changed music score to use open file directly and not pre-defined directory

Fixed wrong rotation of trap in one of the dungeon rooms
Fixed a number of small errors in initialization to clean up the logs
Fixed Settings window to properly save and use "hide tabs" setting
Added glyph list to spell description
Some terraforming on the back of Ojaveda adding new roads
Added 2 new containers (chest-like)
Fixed faction preventing the score to go above 200 or below -100
Fixed day/night cycle for NPC movement

Added new diaboli lamps, used in Listaridel
Fixed ojaveda guild starting point and bamboo positioning
kormi not flying anymore
Improved layout of win buddies, skips invalid entries
Stack selector now focuses on the number by default
Fixed Login Window to properly store the username when you change it on same server

All the following was released as a minor patch to 0.7.47 end of January:
Dungeon and portals are now saving their properties to the server, so when the server restarts the portal will be immediately active.
Now dungeons save their state on server. If the server crashes or restarts the dungeons are reloaded automatically.
Added a new way to spawn natural resources, now a list of locations can be defined, and at server start N locations will be populated, others will be used when the player depleted an active resource spot. These spots can now be depleted. This is in preparation of the plants redistribution which will add dozens of new spots for plants.
Fixed bug to prevent crash in crafting if container is no more on ground when transformation finishes.
Changed the way a container tries to transform an item after a combination is completed by the player. Now this will happen only for auto-transformer containers (example the forge, furnace, ...) and not on other containers (example preparation table).
Improved the way the server handles exit requests when encountering errors
Fixed infinite money exploit on faction discounts
GMs can now create new natural resource spawns with /resource add
Fixed targeting of friends with healing/defensive spells
Fixed size value of items in a container when stacked
Fixed npc proximity talk while mounted
Fixed crash in examine abilities on simple non-managed NPC (like cows)
Fixed wrong message ability non implemented

All the bugs are tracked on our Flyspray, where you can register and add your findings.
If you want to support us, become a Patreon. Find other players in our Discord to get access.

6
General Discussion / Re: New (?) PR Strategy
« on: January 26, 2025, 10:47:40 pm »
future development made it clear this isn't a game for people who want to roleplay.

Where did you get that? Nearly all the interactions I see in game are in character, people are roleplaying. New game features can be leveraged by players for more roleplay, like the new dungeons or fishing. What are you referring to?

7


A new patch has been released to solve some critical issues introduced in 0.7.46.

Here is the list of changes for 0.7.47:

Fixed mounts movement
Fixed shortcut key bindings not working
Fixed AutoRun
Changed the way we tag rivers and lakes, this simplified the management of fishes
Added bait bonus to fishing UI
Removed ragdoll which was causing helicopter fly-to-the-sky bug
Improved some top bar menu icons
Fixed crash in traps detection/removal
Fixed crash in inspecting plants without a target

8
PlaneShift News and Rules / PlaneShift Unreal Release 0.7.46 and 0.7.47
« on: January 03, 2025, 03:31:09 pm »


Happy New Year to all of you! Here is a new PlaneShift release to start 2025 with a smile!

This release cannot be updated through the PSLauncher, so you have to download it from our Download page.

Here is the list of changes for 0.7.46:

This release focuses on three main areas: Fishing, Locomotion system update, Enhanced Input migration.

Fishing minigame
- The old fishing system was very simple you just had to click on a location and then wait to get a random fish. The new system introduces a completely new mini game for fishing, which involves 25+ fishes, 20+ fishing locations including rivers and lakes, and new baits. The baits can be crafted using harvested resources like flowers or animal parts, and can provide a boost to the rarity of the fishes you find. This is really the first version of this mini game, which needs to be tested, balanced and tweaked based on your inputs.
- When you have the fishing rod equipped the targeting system works differently because the game needs to detect the water bodies like rivers and lakes. So be sure to have your fishing rod kept only when you want to activate the fishing mini game and remove it when you are just walking around for other purposes.
- Fixed the existing and added new fishing animations
- Allowed to inspect window to visualize the fishes
- For simplicity we do not allow inventory movements while fishing
To start fishing equip your rod and right-click on a river or lake water

System updates
Sometimes you realize that certain components are old and have never been upgraded to follow the core Unreal Engine updates. This was the case for our locomotion system (ALS) and for the keyboard and mouse inputs. Both were still using the Unreal 4 versions. It was time to do an upgrade even if the effort required was significant. The good news is 0.7.46 upgrades both those systems.

Locomotion system:
- With Unreal Engine 5.4 we started to experience significant movement glitches, like the "character going to the ground" bug or the "long legs" bug. While we did not test this extensively the upgrade hopefully fixed these problems.
- The plugin has been updated and is now using the latest systems in a Unreal Engine 5.4. As a player, you don't really get new features but at least we got rid of the bugs

Enhanced Input:
- Also in this case the player does not have a direct benefit from the upgrade of enhanced input system, but it makes our game more up to date to the latest standards and more compatible with the real engine ecosystem. The new system simplifies the usage of different keys in different contexts. For example inside a fishing mini game you use certain keys while outside of the mini game use the same keys for moving.

Other Additions and Fixes
Added a new harvest animation to differentiate from mining
Fixes to guildhouses to allow drop of items on floor
Fixed some rotated bows

Added new Xiosia candles and festive hats
Increased size of Amdeneir guildhouse and added high res textures
Added new icons for chests, added few more small pouches to purchase
Improved collision on some large stalactites
Fixed magic shop books
Better names when right click on world item containers
Upgraded some shelves

Fixed crash on delayed spell casting when creature already dead
Fixed crash in dungeon generation when riddle is present
Fixed crash on global message when char already disconnected

Fixed GM attributes to have proper defaults, to avoid players randomly being not attackable
Fixed bug on containers to avoid missing items and server crashes
Fixed crash in NPC movement
Changed all Guildhouses to have ground as real mesh (may fix the fall through on login?)
Added new achievements for Knowledge category
Updated old books textures
Made HP and scale persistent for items dropped into the world
Fixed crash on tribes
Made Prospect plants and minerals abilities functional
Fixed bug in achievement showing "achieved" when only partially achieved
Fixed potential crash in psSaveCharEvent

All the bugs are tracked on our Flyspray, where you can register and add your findings.
If you want to support us, become a Patreon. Find other players in our Discord to get access.

9
PlaneShift News and Rules / Re: PlaneShift Unreal Release 0.7.44
« on: October 28, 2024, 09:42:00 pm »
Consider that weekly quests are sometimes liked to the time of day, plus they have a timeout, so depending when you go to NPC the quest may or may not be available.

Maybe others may chime in if they manage to do one recently.

10
Mac OSX Specific Issues / Re: macos Sequoia planeshift 0.7.45
« on: October 20, 2024, 05:19:09 pm »
Hi, if the checksum is ok, be sure you have enough disk space to unzip the content. Also move it under /Applications.
You may get a warning the app is not signed. Follow this : https://planeshift.top-ix.org/pswiki/index.php/PSUnreal_Mac_authorize_app

11
General Discussion / Re: Let's get ancient players back...
« on: September 10, 2024, 10:16:02 am »
There are already a number of veteran players who joined the new version. It's great to see some people after 15-20 years!

In general I'm more interested in new players, they are younger, so they have more time to play, and they can bring new energy/perspective to the game. People with grudges from the past please stay away.

12
General Discussion / Re: Dryken Plane, again...
« on: September 02, 2024, 09:18:49 am »
Talad, that sounds quite interesting. So Dryken Plane be part of new character generation?

You are already in game while in the Dryken Plane, but you will have to recompose your shattered body/soul and make some choices. I would not call it character creation.

For me the new idea still does not accommodate for people who have been born in Yliakum.

Did you create a Kran or Lemur in PSUnreal? The gods are asking you to go to the Dryken Plane and help other people coming to Yliakum. Similarly for other people born in Yliakum it will happen the same thing. Practically it's hard for me to create a different storyline/char creation only for that. If I change the Dryken Plane significantly, I will have to adapt again for Kran and Lemur.

13
General Discussion / Re: Dryken Plane, again...
« on: August 29, 2024, 12:07:08 am »
At the moment I'm thinking to something like this:

We will remove the sense of urgency, and any timings. We will remove the doors, and the level will be explorable without constraints.

When you arrive in the Dryken Plane (DP) a cinematic of your character in front of the portal with normal skin , then particle effect to show your essence shatters in small pieces scattered around the plane, then your skin becomes dark, drained of energy.

3-eyed creature you can speak with him along the journey. New dialogues should unlock based on the location, explaining what you saw up to that point (new elements)

You find magical places in the plane, where two shards are rotating (purple and blue, similar to the one we have in the DP now). You may hear a voice “Those are personality shards, pieces of your soul or other people's souls. You should choose the one that’s yours and reconstruct your original essence.

You have choice to make for each pair of shards you find around the plane.

These are the couples I have at the moment:
Social | Solitary
Bold | Cautious
Organized | Creative
Lawful | Rebellious
Impulsive | Thoughtful

There is another one I'm not very convinced of, as it's less of a personality and more of a lifestyle: Physical Strength | Mental Strength ( Mind | Body )

When you pick one should give you a bit of a text like: "You see yourself being more social and open to relations, ... bla bla bla..."

As soon as you pick one, your body starts to reconstruct (for now will probably be just the color from dark to normal)
To exit the final portal you will have to pick all the shards (one per pair)

Thoughts?

14
General Discussion / Re: Dryken Plane, again...
« on: August 27, 2024, 06:05:44 pm »
Hello,

Time for some new input, methinks...
@Talad: You say, "Keep the ideas coming."

But in this thread you were only commenting on Damola's posts (which had plenty of interesting ideas), but you did not react to what Volki and I wrote.
I know you have issues with Volki, but this post was really good, maybe Volki's best post ever, and therefore deserves a reaction.


I like you guys trying to discuss and give your impression, I read your message but I think it still remains a bit generic. About Volki's post, it's mostly questions, and anyway I'm not taking very seriously feedback from people who didn't even try to experience in game the Dryken Plane.

About having a simplified version of the Dryken plane, I would rather have a more enjoyable one. A place where you have more things to see and do. What can we add? What lore pieces can we convey and how? Should there be more NPCs to talk to (in Stonelabyrinths as well)? What should they say?

About the drops in the SL, those are already there since last release. There are 6 one-way drops, making the navigation way simpler.

15
PlaneShift News and Rules / PlaneShift Unreal Release 0.7.44
« on: July 27, 2024, 07:52:43 pm »


This release cannot be updated through the PSLauncher, so you have to download it from our Download page.

Here is the list of changes for 0.7.44:

Character upgrades
The player characters were created at different times, some 20 years ago, some few years later, but pretty much all of them had textures which were good 20 years ago. Was a big decision to upgrade due to the time required. We are speaking of 14 characters, each one with a minimum of 6 pieces (head, torso, arms, hands, legs, feet), and some having hair, wings, beard, tails, ... and all those pieces may have different textures (base clothes, leather armor, chain armor, plate armor). We didn't touch the newers ones , namely Ylian Female, Lemur Female and Lemur Male. Those were already built well.
- Higher quality textures. We modified nearly 1000 textures. The upgrade was from 2 times up to 16 times for the very old ones. There are still textures that despite the upgrade look very old, but this will be for a future improvement.
- Upgraded geometry. From a minimum of two times to a maximum of four times the polygons. This gives a more rounded look to pretty much all body parts and hair.
- Removal of all (hopefully) gaps between swappable body parts. Improved the relative weight for smoother animations.
- Removal of the most significant stretches/compressions when textures gets applied to the geometry. Please note there are still a number, but with the resources that we have... that's ok.

Character customization
- The kran now has new options in character creation to add custom crystals to its body
- The Enkis now have new options in character creation to add custom jewelry like earrings. It's not possible at the moment to buy this jewelry in the game for existing characters. So if you really want it on an existing character, contact us in Discord.

Item upgrades
- Updated textures and meshes for all existing shields. Textures are four times better, and geometry slightly improved, making the shields more round/smooth.
- Upgraded textures and geometry of some old weapons. This includes double axe, normal axe, dagger, staves, wands, ...
- Changed the models for some maces with newer/better ones.
New items
- Added new sunshine and shadow squadron shields.
- Race specific weapons and shield. The idea for the future is to create some quest chains, where you will learn more about the traditions and history of your race, and during the journey you will earn some race specific weapons or equipment. With this idea in mind, we created an initial set of new items. In this release we have: Diaboli dagger (called Driss), a kran sword (called Krando), an enkidukai doubleknife, a lemur long sword (called Estroon), a dwarven greataxe, a dwarven shield, a Klyros dagger (called Hookknife), a Klyros long sword (called Hookblade), a Klyros shield, a Dermorian long sword (nearly a two handed actually).
- Added new Diaboli male mage robe.

New features
Added new inspect window on all items (not containers), if you right click on an item, it will bring up the detail window, and in the detail window you now have a new "eye" icon, press that to enter the inspect mode. To exit inspect mode just right-click again.
Added new /item window for GMs. This window allows GMs to see items by category.
Added new system to decide the skin variation of lootable weapons. If a weapon is rare (meaning it has rare modifiers) it may look different from the base model/skin.

Others
Simplified the initial Stone Labyrinths area introducing one-way drops. This will make it way easier to find the exit.
Fixed crash when attacking items
Added display of decimals for item quality where applicable. This makes it easier to get a sense of the decay speed.
Fixed the /ban command.
Fixed problem in Dryken plane with the righ-click tooltip appearing for first player in game only
Fixed magic portal. It will tell you if it's not active and will not teleport you to wrong place anymore
Added hints for stats window in char creation
Better rotation of the character with mouse during char creation.

All the bugs are tracked on our Flyspray, where you can register and add your findings.
If you want to support us, become a Patreon. Find other players in our Discord to get access.

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