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98 | Client | Bug Report | Low | Maps don't display properly | Assigned | |
Task Description
Seems the client paths for 3D objects has changed to a flat directory vs the old tree style. Maps will need to be modified.
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64 | Server | Bug Report | Low | Visible no cooldown on potion after moving it in eq | Unconfirmed | |
Task Description
When you move in eq potion with cooldown visiblity of cooldown dissapear, but it still has cooldown.
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63 | Server | Planned Feature | Low | Channels ACL | New | |
Task Description
Channels should have support for simple ACL. They can have a “list” that will function as either a blacklist OR a whitelist.
First person to join get’s “op” status.
The channel has a BLANK list, defined as a BLACKLIST.
op can at any time add a name to the BLACKLIST. By doing so, that person cannot join the channel.
If the list is empty, op can add a name as a WHITELIST entry, thereby making the list a WHITELIST. From that moment on, ONLY whitelists are allowed to join and anyone (other than op) that is currently in the channel will be removed.
List can only be changed from WHITE to BLACK when it’s empty.
op can at any point change someone else to op. They swap effective positions so if the new op was on the WHITELIST then the old op is added and the new op removed (op doesn’t need to be WHITE).
Undecided behaviour:
In the event that the op leaves, one of these should happen:
the (WHITE/BLACK)LIST is cleared.
if WHITELIST, the first person in WHITELIST becomes op, otherwise list is cleared.
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62 | Server | Bug Report | Low | Animations as a result of movement clicks during pendin... | Assigned | |
Task Description
If whilst in pending combat state (i.e. you just clicked to attack a player/creature from a few steps away and start moving towards them, but combat hasn’t actually started yet) you click to move elsewhere, just after the combat animations start you then do a ‘step or two’ of the move animation in the direction you clicked, then flick back to combat animations fighting your opponent.
It looks weird and can mess up the rotation of the combat participants.
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61 | S.Admin | Planned Feature | Low | Global item purge/list/modify | New | |
Task Description
The ability to purge, modify and list (who has and where) items would be advantageous.
It would allow for the easy removal or substitution of an item, on a global scale. Ideally it should handle things like subing a sword for a piece of fruit - which should remove sword, give fruit and stack with existing fruit if req’d.
To be able to list all players who are currently in possession of a given sword, and how many etc would be part of this presumably.
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60 | S.Admin | Planned Feature | Low | Admin access player storage | New | |
Task Description
Admins need the ability to see (and modify) a player’s storage. This would allow them to remove items, add items etc. They would most likely have to use a bag as a go between but that would be acceptable.
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59 | S.Admin | Planned Feature | Low | Admin access player inventory | New | |
Task Description
Admins need the ability to see (and modify) a player’s inventory. This would allow them to remove items, add items etc. They would most likely have to use a bag as a go between but that would be acceptable.
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58 | Server | Planned Feature | Low | Add lastseen ability | New | |
Task Description
Add the ability to see when the last time a player was on. This would be a useful feature for players I would think.
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56 | Server | Planned Feature | Low | Add player list command for players | New | |
Task Description
It’d be good for players to be able to get a list of who’s online. Perhaps if we require a PATTERN when more than say 20 are on, that would hopefully stop too many people abusing it.
Perhaps the easiest way would be to stop once you get to 20. So:
#online
Would list ALL the players if there were ⇐ 20 online at that point, however if there were thousands, it’d only return the first 20 (in order of Actor ID I guess).
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54 | S.Admin | Planned Feature | High | Add support for banning | New | |
Task Description
As we get players, we will get trouble makers, that much is already clear. We need the ability to ban users for a configurable amount of time, as well as preset amounts. These SHOULDN’T effect the forum bans however a ban on the forum SHOULD be a ban in game also (I think).
Something like this might do:
#ban PLAYERNAME [[[Y:]D:]H:]M REASON
eg.
#ban testuser 1:4:6:3 Because you're a tool
This would ban ‘testuser’ for 1 year, 4 days, 6 hours and 3 minutes because he’s a tool. He would be informed of such when trying to login.
Other examples:
#ban testuser 5 Come back in 5 minutes when you've learned to behave
#ban testuser 7:0 You're gone for 1 week buddy!
Should we support banning per player or per forum account (given that 1 forum account can have multiple players)?
Should we have pre-sets like: #ban7 for 7 days, #banwarn for 1 hour, #banladen for life?
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53 | Server | Planned Feature | Medium | Storage | New | |
Task Description
We need storage fully functioning. The design for categories isn’t decided as yet. User defined perhaps? The problem with custom is the tediousness of defining each item’s category (unless you have it manual category selection but that’d suck).
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52 | S.AI | Bug Report | Low | Finish NPC buying/selling support | New | |
Task Description
NPCs buying and selling needs to work betterer (and completely).
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51 | S.AI | Bug Report | Medium | Creature spawning intelligent placement | New | |
Task Description
Creature’s can currently spawn anywhere within their given rectangle. This includes levels that aren’t necessarily possible to get to or from (say for example, a table). This means the creatures are currently taking up a useless slot, limiting the number of creatures people can fight, and using up unnecessary thinks, trying to find a way out.
Placement should be more intelligent, perhaps opting for something within a few height levels of norm, or of the spawns center.
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50 | Server | Feature Request | Medium | Add ability for equipment to become "degraded" | New | |
Task Description
Equipment should support being degraded. At the moment we have break percentages but once these kick in the item is simply lost. We should support the item transitioning to another state, optionally allowing for a modification of it’s stats.
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48 | Server | Bug Report | Low | Bags should be stackable | Assigned | |
Task Description
Despite the changes for FS#47 the CLIENT doesn’t sent the right number of items to pick up as it expects items in bags to be stacked.
Since stacking in the bag is reasonable, and because it’ll save a client modification at this stage, bags should be made to support stacking of non-stackable items.
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47 | Server | Bug Report | Low | Picking up multiple non-stackable items only picks up o ... | Closed | |
Task Description
When trying to pick up multiple non-stackable items, you only pick up one ( similar to FS#26 ).
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46 | Server | Planned Feature | Low | Party drops | New | |
Task Description
Once we have parties ( FS#45 ), we will be able to have party drops.
4 ways this can be done:
You drop many bags around with % of loot, first in best dressed.
You drop 1 bag but when a player takes items, it gives a % to each in the party instead of all to the one.
You don’t “drop” at all, just allocate items straight to the party members.
Drop 1 bag. But once it’s picked up, all other party members automatically get a bag under their feet, opened, containing their % of the spoils.
Whilst the most complicated, the 4th option sounds the most attractive and flexible from a player perspective.
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45 | Server | Planned Feature | Low | Implement party system | New | |
Task Description
A party system where you can “party up” with people and go on missions together. Perhaps an NPC interface that allows you to select the people from those around you for your party or something.
NOTE: Different to guilds ;)
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44 | Server | Bug Report | Low | Equip/Unequip as creature crashes clients | Closed | |
Task Description
If you are not a player character type, equiping and unequiping crashes all clients within range (currently whole map).
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43 | Server | Bug Report | Low | Deleting guild with ID 0 makes guilds maxed | Closed | |
Task Description
If you delete guild with ID 0, #create_guild no longer works, saying there’s too many.
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42 | Server | Planned Feature | Low | Add command to rename players | Closed | |
Task Description
It would be good to have a command to easily rename players. That is all.
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41 | S.Combat | Feature Request | Low | Make actors move forward on kill and open bag | Closed | |
Task Description
Upon killing an enemy, the character should take a step forward and open the bag for collection.
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40 | Server | Bug Report | High | Players #arm get's stuffed up | Closed | |
Task Description
Players have experienced #arm (extended attributes) values in the negative and not matching their armor.
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39 | S.Combat | Bug Report | Medium | When current health > max health, too much xp is reward ... | Closed | |
Task Description
When in combat, if the actor you are fighting has more current health that their base health, too much attack experience is rewarded.
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38 | Server | Bug Report | Low | NPC's engage in combat | Closed | |
Task Description
If one can manage to get the attack cursor over an NPC and click, it does actually engage in client tries to prevent the attack cursor appearing over NPCs, but if really quick it can happen)
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37 | Server | Bug Report | High | Creatures always have 0 armor | Closed | |
Task Description
Whenever creatures are created, they have armor of 0.
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36 | S.Combat | Planned Feature | Low | Entering admin mode should cause a forced flee | Closed | |
Task Description
Upon changing to admin mode, you should automatically flee (guaranteed). Logically if you are admin’ing whilst fighting there’s no other reason than to do something and as admins in combat don’t generally get damaged etc you shouldn’t even be able to fight whilst one (which is why you can’t attack or be attacked).
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33 | Server | Bug Report | Medium | EMU gets stuffed up | Closed | |
Task Description
When picking up items, EMU seems to go higher than the value of the items you have.
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32 | S.Combat | Planned Feature | Medium | Sand Bomb and resulting opponent behaviour | Assigned | |
Task Description
Change “Getaway thing” to “Sand bomb” and make it so when you flee off opponents they can’t move/attack for 2 seconds, and when you use the “Sand bomb” they can’t move/attack for 5 seconds.
Sand bomb can have 60 sec cooldown (to start with, it may come down a little)
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31 | Server | Planned Feature | Low | Finish channel system | New | |
Task Description
The channel system needs to be checked to confirm everything is working properly (active channel might not be working correctly for example).
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30 | Server | Planned Feature | Medium | Improve Extended Attributes (Armor etc) functionality | Closed | |
Task Description
Whilst implementing Dropping items on death ( FS#18 ) and other related features, I noted limitations in the Extended Attributes system (currently only works with equip items for one).
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29 | S.Combat | Planned Feature | Medium | Implement Break Rates for items | Closed | |
Task Description
Equippable items need to be given break rates that will affect their chances of breaking when being hit (and in the case of weapons, also when hitting).
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28 | S.Combat | Bug Report | Low | Creatures drop less gold than they should | Closed | |
Task Description
Reported by Korrode:
Creatures aren't dropping their correct amount of gold.
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27 | Server | Bug Report | Low | Equipping a stackable item, equips ALL of that item | New | |
Task Description
When equipping an item that is stackable (and you have more than one), it equips ALL of that item, not just one.
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26 | Server | Bug Report | Medium | Dropping multiple of non-stackable items only drops one | Closed | |
Task Description
When dropping multiple of a given item (in one go) that are not stackable, only one of that item is dropped.
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25 | Server | Bug Report | Low | Taking multiple non-stackable items from bag screws pla... | New | |
Task Description
If a player takes multiple of a non-stackable item, in one go, from a bag where they are stacked, their carry capacity gets screwed. ATM this is only causing an issue with #airdrop but could potentially cause other issues if we choose to allow bags to be non-stack exempt.
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24 | Server | Planned Feature | Medium | New item property (effect) when used | Closed | |
Task Description
Items need the ability to “make something happen” when used. This could perhaps handle fleeing, teleporting and the like.
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23 | S.Combat | Bug Report | Medium | Creatures get multiple actor '0' targets during multico ... | Closed | |
Task Description
When fighting creatures, they will sometimes get an increasing list of targets, consisting all of actor ‘0’. This means that even if GuyA is actor 0, GuyB is actor 1, and GuyB is attacking the creature, it’s opponent list would report:
Your 1 opps: Godzilla, (targeting: Godzilla), His 3 opps: GuyA, GuyA, GuyA, GuyA, GuyB, (targeting: GuyA)
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22 | Server | Bug Report | Medium | #killme resets Actor 0's attributes | Closed | |
Task Description
Using the ‘#killme yes’ command reset’s actor 0’s attributes as well as the requester.
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21 | S.Combat | Bug Report | Low | Multicombat death, results in odd targeting behaviour | Closed | |
Task Description
According to collardhills (Fancy):
when 2 or more ppl r fighting one person, when that one person kills one of the 2 or more facing him, u get your health bar removed.
Additionally, when someone (person A) being attacked by 2 or more people kills one of those people (person B), B stays in combat mode, and A exits combat mode.
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20 | S.Combat | Bug Report | Medium | Target leaves PK causes server lag | Assigned | |
Task Description
If you attack someone in a PK area, and whilst in the PENDING fight state they leave the PK area, server lag occurs as the server tries to initiate combat.
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19 | Server | Bug Report | Low | Actors should have a limited sight range | Assigned | |
Task Description
At the moment, all actors can see all other actors on the map they are on. Instead they should have a limited range of vision.
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18 | S.Combat | Planned Feature | Low | Drop items on death | Closed | |
Task Description
On death, a player should drop a yet to be determined number of items from inventory and/or equipped.
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17 | Server | Planned Feature | Very Low | Equipment swap | New | |
Task Description
Dropping an inventory item on to an equipped item, should swap with that item. Undecided as to whether it should swap with what you drop it on, or the equipment of the same type you have equipped (ie if you drop a sword onto a shield, should the new sword swap for the shield or your existing equipped weapon).
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16 | S.Combat | Planned Feature | Low | Multicombat - retarget | Closed | |
Task Description
When being attacked by multiple enemies, you should be able to move your focus from one to another by clicking (attacking) them.
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15 | S.Combat | Planned Feature | Low | Multicombat support | Closed | |
Task Description
Support for fighting multiple targets at a time.
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14 | Server | Planned Feature | Medium | Guaranteed flee item | Closed | |
Task Description
An item to facilitate guaranteed (or close to?) fleeing from combat might be useful.
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11 | S.Trading | Planned Feature | Low | Add support for storage trading | New | |
Task Description
Trading should support transferring items to/from storage as well as inventory.
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9 | S.Trading | Planned Feature | Low | Trading system | Assigned | |
Task Description
Implement a trading system allowing players, NPCs and Creatures to trade items (client has existing trading window).
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8 | Client | Bug Report | Low | Remove "stupid" client code | New | |
Task Description
At some point the client should be “cleaned” of all the truly ridiculous RAW_TEXT scraping code and changed to support simple server messages. These will eventually interfere with “normal” functionality.
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