Items from the Housing Item Vendor can be previewed by quasi-placing them on a skyplot: you select one, you click on a place where decor can be placed, but you have to yet hit the "place" button for the item to actually be placed.
If instead of hitting "Place" you hit the "Crate" button, you DC.
Visitors to plots that are part of a community and who mount up first thing after their arrival find themselves shifted to the interior of the community plot's owner (verify consistency!) while causing whoever is already present on that community to be moved a tad, their game to freeze up, and to disconnect shortly after.
It takes a while for surroundings the visitor got shifted to to load, so even if there house plug has an interior (with decor placed) the view presenting itself is the open sky under the community plot, its supporting structures as well as items placed on the surface when looking up. The visiting character will not have any walking animation when moving around and attempting to dismount will be followed by the message "You can not mount here", which for a house interior makes sense.
A character joining the visitor (without mounting up to get to the house interior) will find the visiting character mounted up.
In this state the visiting character can use abilities and they are also visible to the newly joined character.
After a while the visiting character will have walking animations working and the newly joined character will see the visitor normally.
It's not unlike loading into a single skyplot where characters already present will not display where they are but load in from a distance and then slowly float to their correct coordinates, albeit without ongoing emotes.
One observed case of an item that is not a door sporting the door characteristic.
Affected item: Glass (Unframed, Blue), decorID 1923
So far the phenomenon is unique to just one specific instance of the item.
No other glass panes have been thus affected, yet.
Keep an eye out and add here in case the bug occurs again.
Candy Barrel, decorID 1809, uses the same model as decorID 1496, Barrel (Wooden)
Recommendation: use Barrel (Wooden), because the Candy Barrel shows with a large, golden cogwheel and a blue line pointing at the barrel, signaling tantalizing interactivity. Giving in results in an instant DC.
Find a way to toggle aggro off.
When traveling in the open world, characters draw in enemy mobs from a considerable distance.
Mobs will take to the air and flock in through cave walls even to places that should technically be safe, such as a friendly camp.
In neutral camps, such as Shinysand Oasis in Malgrave, enemy faction mobs will also be drawn to the character, even though that was not the case in the original game.
It is possible to attach a parent item in a set to another parent item (chain-parenting) as well as attaching the parent items of more than one set to another parent item (group-parenting).
Moving a complex set consisting of chained/grouped sets works fine UNLESS there is at least one item in the set that can not be placed (due to a skyplot's boundaries). In simple sets with just one parent any child item will remain where ever it was last place-able. This will also be visible, because any the un-placeable child items remain in their last possible position.
A complex set, however, will be different: Prior to release, i.e. while still previewing the new position, it will look just like the simple set with any un-placeable child item(s) staying put. Upon release items that showed placeable, will not be moved from their pre-move position if their place within the set follows a non-placeable item.
It helps to keep the first parent item backed up at all times when moving a complex set with items that may end up outside a skyplot's boundaries, because of course the parent item will place just fine at its new position, while the rest that did look fine places at its pre-move position and behind will need to be attached to a copy of the first parent item if the move is to be repeated, this time minding non-movable items.
... you have to find an NPC that's not there
... you have to interact with something that can't yet be interacted with, e.g. using the Taxi Stand
... there is no loot, yet, which may include quest items dropping from kills
... the the status of the objective can't change due to a missing auto-completion step, e.g. entering a designated area
... accepting quests no longer works, possibly due to a quest in the quest log having an auto-complete pending
Players (such as myself) may take a while to retrain their reflexes when typing the command to teleport to another player's house.
No predictions on how vexed they might get about it.
Currently the working commands require the plot owner's name to be written between QUOTEMARKS, whereas previous versions of NexusForever did not require that.
After using < !boost all > and relogging, the level boost as well as the gained currencies reset to what they were before "boosting all". Combat abilities and Limited Action Set bar slot reset, too, resulting in available abilities displaying on locked slots if they were assigned after using the boost all command.
Holowardrobe Colors do remain, however.
Any gear bagged and equipped is not saved, either. The character logs back in with the level and gear they had before using <!boost all>.
The "Abandon" option does show and is clickable, as is the question if one is sure about it. But it doesn't do anything.
Possibly there is a server command that can be made available for that?
Might be convenient for situations like thinking of a better name for an already created character, or a character changing names as part in the course of their RP development.
Possible issues with housing, however, as the skyplot may not follow the owner's name change.
Unlike the NPCs, Mannequins remain invisible when placed.
decor ID 726, Mannequin (Male)
decor ID 1334, Mannequin (Female)
There may be other items that fall under the category "mannequin", which will be added if affected by invisibility