
acastanza_ESO wrote: »Yeah, so the issue here is that in the back end they aren't actually the same item. It actually happens with all the "Coldharbour" Siege (Cold Fire and Cold Stone, and both the Ballista and Trebs).
I think its due to sourcing, specifically that the Coldharbour Siege that drops from Dolomens and the Coldharbour siege that drops from Mayhem for some reason have different back-end item IDs (the specifics are just speculation though).
This quirk cropped up before in that if you quickslotted them it it would only pull from which ever type you'd slotted, not the combined stack. This is just the same thing.
MreeBiPolar wrote: »acastanza_ESO wrote: »Yeah, so the issue here is that in the back end they aren't actually the same item. It actually happens with all the "Coldharbour" Siege (Cold Fire and Cold Stone, and both the Ballista and Trebs).
I think its due to sourcing, specifically that the Coldharbour Siege that drops from Dolomens and the Coldharbour siege that drops from Mayhem for some reason have different back-end item IDs (the specifics are just speculation though).
This quirk cropped up before in that if you quickslotted them it it would only pull from which ever type you'd slotted, not the combined stack. This is just the same thing.
Actually, nope. They have the same item id, they have different item attributes. The ones I have not stacking are:
|H1:item:64520:2:50:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0|h|h
|H1:item:64520:2:1:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0|h|h
Note that both are itemid 64520
I don't know the itemlink format all too well too tell what's that 1 vs 50, but it's most certainly the same itemid.
Checked with another player who had them not stack, only not AD but Pact, also cold stone trebuchets.
Itemlinks are similarly:
|H1:item:64519:2:1:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0|h|h
|H1:item:64519:2:50:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0|h|h
I didn't see anyone have any other non-stacking items besides colsdtone trebuchets yet tho.
kringled_1 wrote: »Some of the coldharbour siege gear has (or had) a hidden level value, where lower level characters couldn't use the siege until they'd leveled up. I don't know if this is still the case, but seeing 50 as one of the two entries there makes me wonder if that's it. I don't have any U50 characters on my main account to check.

I noticed this too. I have a couple of Dominion Cold Fire Trebuchets, and one of them wasn't stacked with the rest. The only difference it has it is damaged and the ones in the stack have full health.
Stackable Siege Weaponry
Cyrodiil siege engineers have figured out how to condense siege weaponry so it stacks! Cyrodiil Siege Weapons will now stack up to 20 if they are at maximum health. When placing siege weaponry from a quickslot, it will use the siege weapon with the lowest health in your inventory to help ensure your bag space stays fresh.
I noticed this too. I have a couple of Dominion Cold Fire Trebuchets, and one of them wasn't stacked with the rest. The only difference it has it is damaged and the ones in the stack have full health.
acastanza_ESO wrote: »Yeah, so the issue here is that in the back end they aren't actually the same item. It actually happens with all the "Coldharbour" Siege (Cold Fire and Cold Stone, and both the Ballista and Trebs).
I think its due to sourcing, specifically that the Coldharbour Siege that drops from Dolomens and the Coldharbour siege that drops from Mayhem for some reason have different back-end item IDs (the specifics are just speculation though).
This quirk cropped up before in that if you quickslotted them it it would only pull from which ever type you'd slotted, not the combined stack. This is just the same thing.

The problem is that, when you repair them, you cannot repair them above 99% because they always deteriorate a bit before you can put them away, no matter how fast you are. So once a siege engine has been damaged, it will never go back to the stack, even if you repair it. If you still have several damaged siege engines in you inventory/bank from before the patch, they will still not stack with the others.
I noticed this too with Cold Stone Trebs. I have a stack of 2 and a stack of 9 after the patch, and TTC definitely sees them as two different items in its database. How high do they stack anyway?
SeaGtGruff wrote: »I'm not sure why any of them ever needed to be level-restricted, but until there's a change to remove that restriction and make everything stack together, my recommendation would be to use up the level-restricted ones first-- or vice versa, whichever has the smaller stack-- or else just live with it as is. Honestly, for me any stacking at all is better than no stacking, since I have so many of these things in my inventories and bank accounts. I almost never actually buy them from the merchants, so all of the ones I've got were either obtained as rewards or looted from the corpses of Imperials I'd killed.
And yes, I'm that guy who comes to the front line with no siege, because even though I have a ton of siege engines they were always too burdensome to carry around or keep handy in the bank due to not stacking at all, hence I've moved most of them into "storage" on mule alts. Now I'll actually be able to carry siege around with me and have it ready for use on my main!
How can we tell from in game which stack is which? Level restricted or not?
Necrotech_Master wrote: »How can we tell from in game which stack is which? Level restricted or not?
with the normal game UI, i dont think theres an easy way to do that, as the only way people found out that something was off was looking at the code for the item link (when you go to link an item in chat), though it normally doesnt display it as the "code" unless you have too many characters in your chat and the link gets slightly cut off, or you use an addon to look at the item "link code")
Necrotech_Master wrote: »How can we tell from in game which stack is which? Level restricted or not?
with the normal game UI, i dont think theres an easy way to do that, as the only way people found out that something was off was looking at the code for the item link (when you go to link an item in chat), though it normally doesnt display it as the "code" unless you have too many characters in your chat and the link gets slightly cut off, or you use an addon to look at the item "link code")
You can also tell level restricted items without the item code by putting them in the inventory of a lower level character, if you have any. They will be red to mark them as unusable. That’s how I noticed it years ago. It’s been bug reported for years, to no avail. Hopefully now that it’s preventing stacking they’ll finally get rid of the hidden requirement.