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  <channel rdf:about="http://hydlaaplaza.com/PlaneShift/flyspray/">
    <title>Planeshift Bugs::</title>
    <link>http://hydlaaplaza.com/PlaneShift/flyspray/</link>
    <description>Planeshift Bugs::PlaneShift: Recently opened tasks</description>
    <dc:date>2026-03-27T20:07:55Z</dc:date>
    <items>
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                <rdf:li rdf:resource="http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8161" />
                <rdf:li rdf:resource="http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8160" />
                <rdf:li rdf:resource="http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8159" />
                <rdf:li rdf:resource="http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8158" />
                <rdf:li rdf:resource="http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8157" />
                <rdf:li rdf:resource="http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8156" />
                <rdf:li rdf:resource="http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8155" />
                <rdf:li rdf:resource="http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8154" />
                <rdf:li rdf:resource="http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8153" />
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    </items>
    		
  </channel>
    <item rdf:about="http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8161">
    <title>FS#8161: Repair time tending to minimum 100 levels too early</title>
    <link>http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8161</link>
    <dc:date>2026-03-27T20:07:55Z</dc:date>
    <dc:creator>Daevaorn</dc:creator>
     <description>

Observed behaviour:



No matter how complex and difficult an item to repair or how many quality points need to be added … all items reach their minimum repair time of 20 seconds as soon as the repairing character has reached a skill level of 98. This makes the 102 following levels a real hassle.



I assume this to be an artifact from the time when repairing skills maxed out at 100.



//Expected behaviour://



The most complex and difficult items (say triple modified loot of a hard to repair base item), when repaired for their full stretch of quality (Q1/300) should yield longer times for levels past 100 and only tend to minimum when the skill level reaches max. 

</description>
    <content:encoded><![CDATA[
<p>
<em>Observed behaviour:</em>
</p>

<p>
No matter how complex and difficult an item to repair or how many quality points need to be added … all items reach their minimum repair time of 20 seconds as soon as the repairing character has reached a skill level of 98. This makes the 102 following levels a real hassle.
</p>

<p>
I assume this to be an artifact from the time when repairing skills maxed out at 100.
</p>

<p>
//Expected behaviour://
</p>

<p>
The most complex and difficult items (say triple modified loot of a hard to repair base item), when repaired for their full stretch of quality (Q1/300) should yield longer times for levels past 100 and only tend to minimum when the skill level reaches max. <br />
</p>
]]></content:encoded>
  </item>
    <item rdf:about="http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8160">
    <title>FS#8160: Problems with stamina usage during movement</title>
    <link>http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8160</link>
    <dc:date>2026-03-25T22:33:23Z</dc:date>
    <dc:creator>Nelireth</dc:creator>
     <description>

There are two things I observed


 Stamina drain is not happening at all while above the weight limit shown in the inventory



 Stamina drain is a lot less intense when running on auto-walk. I am only stopped for a second or two then the stamina tick occurs and I can then run for another 30 sec or so. While if I run manually and need to wait for the next stamina tick it takes usually much longer. Even after this is fixed there might be a difference in stamina drain when auto running but it is hard to say while the instant tick problem is still in place. But you might want to check


</description>
    <content:encoded><![CDATA[
<p>
There are two things I observed
</p>
<ul>
<li class="level1"><div class="li"> Stamina drain is not happening at all while above the weight limit shown in the inventory</div>
</li>
</ul>
<ul>
<li class="level1"><div class="li"> Stamina drain is a lot less intense when running on auto-walk. I am only stopped for a second or two then the stamina tick occurs and I can then run for another 30 sec or so. While if I run manually and need to wait for the next stamina tick it takes usually much longer. Even after this is fixed there might be a difference in stamina drain when auto running but it is hard to say while the instant tick problem is still in place. But you might want to check</div>
</li>
</ul>
]]></content:encoded>
  </item>
    <item rdf:about="http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8159">
    <title>FS#8159: Stack of Trigrain consumed completely when used with the Arcane Crucible</title>
    <link>http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8159</link>
    <dc:date>2026-03-24T18:01:04Z</dc:date>
    <dc:creator>Daevaorn</dc:creator>
     <description>

Observed behaviour:



When right-clicking and using a stack of Trigrain stock, applying it to the Arcane Crucible&amp;#8217;s contents, you only get the 3 quality points improvement, but the whole stack is consumed.



Expected behaviour:



ONE of the following TWO options:- Only one stock from the stack is removed on usage when the 3 points quality increase happens.- The stack of X stocks is used up at once, but a matching 3 times X quality increase takes effect.

</description>
    <content:encoded><![CDATA[
<p>
<em>Observed behaviour</em>:
</p>

<p>
When right-clicking and using a stack of Trigrain stock, applying it to the Arcane Crucible&#8217;s contents, you only get the 3 quality points improvement, but the whole stack is consumed.
</p>

<p>
<em>Expected behaviour</em>:
</p>

<p>
ONE of the following TWO options:<br />- Only one stock from the stack is removed on usage when the 3 points quality increase happens.<br />- The stack of X stocks is used up at once, but a matching 3 times X quality increase takes effect.<br />
</p>
]]></content:encoded>
  </item>
    <item rdf:about="http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8158">
    <title>FS#8158: Request for splitting item category &quot;Plant Parts&quot;</title>
    <link>http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8158</link>
    <dc:date>2026-03-17T21:38:38Z</dc:date>
    <dc:creator>Daevaorn</dc:creator>
     <description>

Similar to food ingredients (thanks for the &amp;#8220;Fishing Bait&amp;#8221; category)this is an item category very much challenged with its diverse set of items, where you easily run out of space as a herbalist or professional harvester with only slightly more than a handful of stacks for each item.



I propose to subdivide along the lines of a traditional herbalist/apothecary classifications: 


 Plant roots   (radix)

 Plant leaves  (folii/herba)

 Plant flowers (flos)

 Plant fruit   (fructus)

 Plant wood    (lignum, to include bark/cortex)




 These might be suitable to also encompass the Plants category which is not at all uniform, e.g. classifying the nuts and mushrooms as fruit, grass as leaves and the rest of the flowers accordingly, .



Thinking it even further, this might also alleviate some more of the &amp;#8220;Food ingredients&amp;#8221; pain and would make things more consistent by removing unprocessed produce from the category, when we take Pungent tuber, Kartoffel and carrots with &amp;#8220;Plant roots&amp;#8221;, Apples, Banuts, Burr nuts, Bogo pepper, Duppong, Fire fruit, Jokan, Joopiner berries and Terevan berries together with &amp;#8220;Plant fruits&amp;#8221;.



In a last step Gorweal loot could leave the inapropriate &amp;#8220;Animal parts&amp;#8221; category to fill the &amp;#8220;Plant wood&amp;#8221; respectively &amp;#8220;Plant root&amp;#8221; ones.

</description>
    <content:encoded><![CDATA[
<p>
Similar to food ingredients (thanks for the &#8220;Fishing Bait&#8221; category)<br />this is an item category very much challenged with its diverse set of items, where you easily run out of space as a herbalist or professional harvester with only slightly more than a handful of stacks for each item.
</p>

<p>
I propose to subdivide along the lines of a traditional herbalist/apothecary classifications: 
</p>
<ul>
<li class="level1"><div class="li"> Plant roots   (radix)</div>
</li>
<li class="level1"><div class="li"> Plant leaves  (folii/herba)</div>
</li>
<li class="level1"><div class="li"> Plant flowers (flos)</div>
</li>
<li class="level1"><div class="li"> Plant fruit   (fructus)</div>
</li>
<li class="level1"><div class="li"> Plant wood    (lignum, to include bark/cortex)</div>
</li>
</ul>

<p>
 These might be suitable to also encompass the Plants category which is not at all uniform, e.g. classifying the nuts and mushrooms as fruit, grass as leaves and the rest of the flowers accordingly, .
</p>

<p>
Thinking it even further, this might also alleviate some more of the &#8220;Food ingredients&#8221; pain and would make things more consistent by removing unprocessed produce from the category, when we take Pungent tuber, Kartoffel and carrots with &#8220;Plant roots&#8221;, Apples, Banuts, Burr nuts, Bogo pepper, Duppong, Fire fruit, Jokan, Joopiner berries and Terevan berries together with &#8220;Plant fruits&#8221;.
</p>

<p>
In a last step Gorweal loot could leave the inapropriate &#8220;Animal parts&#8221; category to fill the &#8220;Plant wood&#8221; respectively &#8220;Plant root&#8221; ones.<br />
</p>
]]></content:encoded>
  </item>
    <item rdf:about="http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8157">
    <title>FS#8157: Cutthroats sunk in Cutthroat Bane rock geometry</title>
    <link>http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8157</link>
    <dc:date>2026-03-13T11:54:06Z</dc:date>
    <dc:creator>Daevaorn</dc:creator>
     <description>

They are firing spells while remaining hidden behind the surfaces, not being available for targetting/magic or physical combat.

</description>
    <content:encoded><![CDATA[
<p>
They are firing spells while remaining hidden behind the surfaces, not being available for targetting/magic or physical combat.<br />
</p>
]]></content:encoded>
  </item>
    <item rdf:about="http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8156">
    <title>FS#8156: Using a modifier key in a shortcut always trigger default actions of unmodified keys too</title>
    <link>http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8156</link>
    <dc:date>2026-03-13T09:41:08Z</dc:date>
    <dc:creator>Daevaorn</dc:creator>
     <description>

When a shortcut macro is assigned a keyboard shortcut using a modifier key (e.g. &amp;lt;CTRL+W&amp;gt;)pressing that combination also yields the effect of using the unmodified key(i.e. not only the desired shortcut but also forward movement in the case of &amp;lt;CTRL+W&amp;gt;).

</description>
    <content:encoded><![CDATA[
<p>
When a shortcut macro is assigned a keyboard shortcut using a modifier key (e.g. &lt;CTRL+W&gt;)<br />pressing that combination also yields the effect of using the unmodified key<br />(i.e. not only the desired shortcut but also forward movement in the case of &lt;CTRL+W&gt;).<br />
</p>
]]></content:encoded>
  </item>
    <item rdf:about="http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8155">
    <title>FS#8155: Can&#039;t get harvesting daily quest from Kaiman when at 0 level progression</title>
    <link>http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8155</link>
    <dc:date>2026-03-12T21:06:00Z</dc:date>
    <dc:creator>Daevaorn</dc:creator>
     <description>

Recently I haven&amp;#8217;t been able to get Kaiman&amp;#8217;s quest for plant supplies in more than a week.



I checked daily and there was nothing available. All of that time I was at a freshly obtained level without practice/progress. Now I harvested for some 50 practice points and could get the quest immediately.



I am suspecting a 0 points practice / level progression the quest is currently unavailable and I further suppose this is unintended. This might be related to potential fixes of #8130 which are not noted in FS but which I have heard rumours of.

</description>
    <content:encoded><![CDATA[
<p>
Recently I haven&#8217;t been able to get Kaiman&#8217;s quest for plant supplies in more than a week.
</p>

<p>
I checked daily and there was nothing available. All of that time I was at a freshly obtained level without practice/progress. <br />Now I harvested for some 50 practice points and could get the quest immediately.
</p>

<p>
I am suspecting a 0 points practice / level progression the quest is currently unavailable and I further suppose this is unintended. <br />This might be related to potential fixes of #8130 which are not noted in FS but which I have heard rumours of.<br />
</p>
]]></content:encoded>
  </item>
    <item rdf:about="http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8154">
    <title>FS#8154: Quest note file missing and quest notes in wrong order</title>
    <link>http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8154</link>
    <dc:date>2026-03-10T22:11:45Z</dc:date>
    <dc:creator>Talad</dc:creator>
     <description>

I noticed that for a new character the file G:/PSUnreal511/Saved/questnotes_Tongarara_Geniurew.xml was not present and the game complains about it. This is after completing a quest which has quest notes.



Also I see that in blueprints the quest note container is a TMap which is not caring about the order, and this makes the notes unordered.

</description>
    <content:encoded><![CDATA[
<p>
I noticed that for a new character the file G:/PSUnreal511/Saved/questnotes_Tongarara_Geniurew.xml was not present and the game complains about it. This is after completing a quest which has quest notes.
</p>

<p>
Also I see that in blueprints the quest note container is a TMap which is not caring about the order, and this makes the notes unordered.<br />
</p>
]]></content:encoded>
  </item>
    <item rdf:about="http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8153">
    <title>FS#8153: Refining the Banking/Currency Exchange window</title>
    <link>http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8153</link>
    <dc:date>2026-03-03T01:05:31Z</dc:date>
    <dc:creator>Tutharel</dc:creator>
     <description>

While checking another ticket for this system, I had a few suggestions come to mind.



1. I&amp;#8217;m apart of a guild and have the &amp;#8220;Guild&amp;#8221; tab at the top of the banking window. I do not have permission to access the bank due to my guild rank/permissions. I believe the button should either be greyed out or not present at all when someone is in a guild but doesn&amp;#8217;t have the proper permissions.



2. When I make an exchange, everything seems to work just fine. However, it would be nice to get a short summary/receipt of the money exchange. Harnquist charges a 4.75% fee. I could bring out a calculator and figure out how much I&amp;#8217;m going to be charged for exchanging my circles for octas, it would be nice to just be given that number. Preferably within the exchange section prior to making the exchange.



Perhaps a field just below where you enter &amp;#8220;How many you want:&amp;#8221;, there could be a field that updates after entering a value into the &amp;#8220;How many you want:&amp;#8221; field called &amp;#8220;exchange charge&amp;#8221;. Make it an uneditable field that just multiplies the value that you are trying to exchange for by the percentage the banker charges for the exchange.

</description>
    <content:encoded><![CDATA[
<p>
While checking another ticket for this system, I had a few suggestions come to mind.
</p>

<p>
1. I&#8217;m apart of a guild and have the &#8220;Guild&#8221; tab at the top of the banking window. I do not have permission to access the bank due to my guild rank/permissions. I believe the button should either be greyed out or not present at all when someone is in a guild but doesn&#8217;t have the proper permissions.
</p>

<p>
2. When I make an exchange, everything seems to work just fine. However, it would be nice to get a short summary/receipt of the money exchange. Harnquist charges a 4.75% fee. I could bring out a calculator and figure out how much I&#8217;m going to be charged for exchanging my circles for octas, it would be nice to just be given that number. Preferably within the exchange section prior to making the exchange.
</p>

<p>
Perhaps a field just below where you enter &#8220;How many you want:&#8221;, there could be a field that updates after entering a value into the &#8220;How many you want:&#8221; field called &#8220;exchange charge&#8221;. Make it an uneditable field that just multiplies the value that you are trying to exchange for by the percentage the banker charges for the exchange.<br />
</p>
]]></content:encoded>
  </item>
    <item rdf:about="http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8152">
    <title>FS#8152: Combat Moves level requirements issue</title>
    <link>http://hydlaaplaza.com/PlaneShift/flyspray/index.php?do=details&amp;task_id=8152</link>
    <dc:date>2026-03-02T23:06:10Z</dc:date>
    <dc:creator>Ralelad</dc:creator>
     <description>

I have a relatively new character with the highest weapon skill level being 10 with knives and daggers.I can not use the skill I should&amp;#8217;ve unlocked which is Lethal Takedown, error &amp;#8220;You do not meet the requirements of that attack&amp;#8221;. I was trying to understand this with another user in game, who wasn&amp;#8217;t able to reproduce the problem because they were able to use it. While troubleshooting they realized they could cast Furtive Strike (level 30) while reportedly being &amp;#8220;at level 10&amp;#8221;. I then tried myself and wasn&amp;#8217;t able, but playing around I was able to shoot Precise Shot (lvl 10 bow skill) at level 5.

</description>
    <content:encoded><![CDATA[
<p>
I have a relatively new character with the highest weapon skill level being 10 with knives and daggers.<br />I can not use the skill I should&#8217;ve unlocked which is Lethal Takedown, error &#8220;You do not meet the requirements of that attack&#8221;. I was trying to understand this with another user in game, who wasn&#8217;t able to reproduce the problem because they were able to use it. While troubleshooting they realized they could cast Furtive Strike (level 30) while reportedly being &#8220;at level 10&#8221;. I then tried myself and wasn&#8217;t able, but playing around I was able to shoot Precise Shot (lvl 10 bow skill) at level 5.<br />
</p>
]]></content:encoded>
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