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  4. As you can see on the comments above the server is indeed closed for the public. You If you wish to contribute you can apply as a tester here: https://forms.gle/GpYytWwXtzRR6byg9 If we think you got what it takes you'll be accepted as a PN-Tester. If not then you'll have to wait for official release to play on Project Neltharion.
  5. Hello Neltharion-Team, i am a new player from germany. Our server closed or can`t join and wait until the server release? thanks for help
  6. CLASSES Mage Corrected health of Mirror Images Fingers of Frost can no longer proc from non-chill effects Druid Wild Mushrooms will now be displayed as totems beneath player's unit frame Warrior Reworked terrain check for Heroic Leap on angled surfaces DUNGEONS & RAIDS General Dungeon finder item level calculation now matches client equipment screen calculation and is updated without relogging. Corrected item level requirements for Well of Eternity & Hour of Twilight dungeons Corrected Luck of the Draw application logic Group leader flag is now properly removed when party completely disbands. Wailing Caverns Corrected positioning of Lady Anacondra & Skum Bastion of Twilight Halfus Wyrmbreaker Fixed spell rotation Corrected internal cooldown of Furious Roar Corrected cursor icons for Drakes & Whelp cage Whelp cage cannot be opened before starting the fight Whelps now move out of the cage upon being released before they start attacking Valiona & Theralion Fixed flying "airwalk" animations Cho'gall Throne and Portal objects are no longer clickable or interfere with LOS Corrected behaviour for Corrupting Adherent & Blood of the Old God Corrected models for Darkened Creation Sinestra Shadowy Orbs no longer melee attack players while fixated Firelands General Mobs can no longer take damage from lava pools Added waypoints to 15 NPCs, Flamewakers are now roaming in packs Flamewake Animators are now channeling a summon effect Scripted Unstable Magma pack event Scripted Kar the Everburning fight sequence Kar's retreat is now an announcement instead of a yell Cinderweb Spinners are now restraining a Molten Lord and an Inferno Hawk on the pathway of Beth'tilac's Lair Scripted Molten Spewer & Molten Erupter Shannox Hurl Spear now properly displays the spear's location Added/Corrected 18 voicelines, corrected quote chances Baleroc Boss has been slightly repositioned Implemented all quotes and voicelines Boss now properly reports his first kill Alysrazor Plump Lava Worms now properly spin and cast Lava Spew Fiery tornados hitbox radius now matches their visuals better Dragon Soul Hagara the Stormbinder's Frozen Binding Crystals can no longer melee attack nearby players Twilight Sapper is now Humanoid PVP General The Flag of Ownership will now be centered on the closest hostile player's corpse, and properly displays text emote on use Reworked cooldowns resetting for duels in Elwynn Forest / Durotar Forfeiting a duel during the countdown timer will count as a forfeit rather than a deny Cleaned up rules for whispering cross faction battleground teammates Twin Peaks Leaving players will drop the opponents' flag rather than returning it Strand of the Ancients Added a barrel to the docks to prevent players getting stuck between stanchions Eye of the Storm Added missing flag capture visual to Fel Reaver ruins QUESTS Mount Hyjal & Molten Front Corrected health of Unbound Flame Spirits Reworked phasing system, fixed problem with entering Firelands raid Created/Reworked/Improved scripts/phasing for 112 NPCs/items/objects/bunnies/spells Spawned/repositioned several bunnies/creatures Fixed dialogue for Vision of Ysera Updated and fixed quest templates for Molten Front Fixed quest givers and returns for Guardians of Hyjal: Call of the Ancients & Firelands Invasion! Reworked area, repositioned creatures and objects, moved correct npcs to correct phases, spawned missing npcs Call the Flock - fixed achievement http://cdn.cavernoftime.com/cata/icons/medium/ability_hunter_eagleeye.gif Ludicrous Speed Reworked RP event scene for Leyara Created pool of daily quests available at the same time in The Regrowth The Scarlet Enclave Updated quest templates, corrected flags, corrected quest chains, fixed quest markers on minimap Reworked zone phasing for 7 phases Hid ~30 bunnies around the zone, repositioned lots of NPCs, removed teleporters Scripted/added waypoints/events/weapons/models for 108 NPCs Corrected interactability/behaviour of 17 objects/spells Fixed phasing in Death's Breach, moved creatures to proper phases, repositioned mobs, updated npc auras and states Corrected flight speed of Scourge Gryphon Decreased spawn time for all creatures to 2 minutes How To Win Friends And Influence Enemies - increased chance of success event Corrected objective log text for Warchief's Blessing, corrected portal destination, added mini events for guards upon arrival Westfall Players can no longer kill NPCs after they had given clues during Murder Was The Case That They Gave Me Decreased Lou's Parting Thoughts event intervals to 30 seconds Corrected visual aesthetics for Feeding the Hungry and the Hopeless, Secrets of the Tower, Propaganda Gilneas Druids can no longer get stuck during escort quests (such as Exodus) or cutscenes while in shapeshift form MISC Corrected calculations for stacking damage cooldowns (offensive/defensive, increase/reduction, incoming/dealt, etc.) Laid foundations of scripts for Potion of Illusion Fixed gossip for trainers who offer Dual Talent Specialization Various SAI improvements. POLLS Added 3 items missing from Dalaran vendors, corrected prices, and added Heirloom rings/legs Laid foundations for Cross-faction Auction House All previous changelogs are archived on our forums. You can access them by clicking here.
  7. What a journey it has been, And it doesnt stop here FeelsStrongMan
  8. Hello there. This is going to be an in-depth and highly detailed explainer/behind the scenes thread for everything related to Project Neltharion's current Mythic system, including the idea behind it, how it came to be, etc. If for whatever reason Kain's guide isn't enough information for you, you are in the right place. Let's dive into the backstory first. Why? On an endgame realm, endgame content has to be the focus point of the entire game. What is endgame content, you might ask? In 4.3.4, that generally refers to Dragon Soul. So you run Dragon Soul for a few months, you get BiS gear, then what? Exactly. We didn't like the idea of the "then what" aspect to the game, so we had to come up with something. The nature of the game dictates that as you get more and more gear, content becomes easier and easier. At the top level on the original Neltharion we could see groups clearing Dragon Soul in less than an hour consistently. The main content was repetitive and boring. If you didn't have multiple characters ready for Dragon Soul, you would have no incentive to play the game for more than 1 hour a week. This was a big contributing factor to the realm's inevitable death (among other things). What have we learned from this is that we need a brand-new idea to revive the endgame with, one that doesn't get stale as you delve deeper and deeper into it, one that keeps the challenge up for every player, one that's rewarding, etc. Enter #temp. This chat was created for the sole purpose of "Making Neltharion Great Again". Where four like-minded individuals came together and brainstormed everything that would eventually become one of, if not the main focus for the longevity of endgame content that would shape our realm. This is the first documented appearance of the word "mythic" in the entire discord of almost 600k messages. Fun fact, #temp is almost 100k out of that with only 4 people in it. Just for comparison, #neltharion-chat barely has 70k (stats as of 09.07.). Anyway, a lot of dev and design decisions get conjured in that chat. Mythic just so happened to be one of them, and less than 3 months after that we already had the core system up and running on the realm. The pre-alpha version (showcased April 16, 2020) already included full core support, database columns, variable key data, level scaling, quest timers, and the Challenge Mode NPC to tie it all together. The only "main" things missing were the rewards and the affixes. From here on, I took it upon myself to start actually designing the system and come up with some concepts about how everything should work, while also leading and setting up keys for tester groups to feel out the way everything was at the time. 4 days later, I sent the first version of the "mythic notepad" to Radioactive, head developer at the time. In its 164 lines, it already explained the core system, scaling, rewards structure, and gave a basic idea on how the loot should be distributed into different tiers and awarded to the players. The next couple of months consisted of a lot of mythic and dungeon testing in general. We knew that since the entire system is based on Cataclysm dungeons, they have to be working as close to flawless as possible, so the amount of problems that can come from mythics later on are minimised. By late July / early August, the 164 line notepad expanded to 912 lines, and got reviewed by some veterans as well. Shortly after, the "mythic reward system" screenshots image was put together based on that notepad, which is still pinned in #neltharion-chat to this day. The very next changelog (released August 24, 2020) reflects this time period perfectly, in which over 75% of the documented changes are in relation to dungeons or mythics themselves. The next period (late 2020) consisted of revisiting and reviewing previous work, and laying some small but very important foundations. This was also the time when we opened an entirely new chat for mythic related discussions, and put out a teaser video to hype the whole thing up. A lot of concepts and my personal vision for the system (what the original design reflected) had to be slightly adjusted and rebalanced. Loot was among one of the things that were discussed and introduced during this era. Here are some parts of the chats from then. It also included a lot of visual representations that had to be made in order to better showcase our ideas and get our points across for the team. We each have made several videos, spreadsheets, drawings, such as this one (was too big to fit on the previous pic; early concept with diagrams thrown together in a few minutes on the spot): There are some items that already exist without a patch and could be polled to be added to very high level (25+) level rewards, those being the 410 valor items (Heroic cloaks, rings, trinkets). They are mentioned in the original design and are the most likely get polled in the future, as they are the only non-standard items that still give a fair advantage, but are not completely overpowered. They would also fit the "mythics giving BiS gear rewards" theme from the actual retail system. By this point, most of what the system is today had been implemented. Small, gradual changes were done to dungeons and mythics themselves. Recently, however, we decided to put some more focus on the visualising aspects of the system and the ideology behind its concepts. For ideas that resemble the retail version of mythics, some things had to get reworked due to our limitations. Namely, the Enemy Forces counter and interface. In 4.3.4, the objective tracker can only have up to 4 different things tracked per quest. This means that in a dungeon with more than 4 bosses, we wouldn't be able to list all of them for you to kill. We also can not have multiple trackers running at the same time, as you would get rewarded more than once. So to combat this, we have predetermined lists for each dungeon, containing all NPCs and the amount you have to kill to get to 100% after which you receive your rewards. All bosses are included, some trash packs are still skippable, and the order in which you complete the list does not matter. For the parts that are up to us to design, we have taken a lot of inspiration from other games with similar systems, that players love and enjoy, so we could skip the feedback part as that's been already done for the most part. One notable example, in particular, is RuneScape. With its 20+ years of history and Guinness World Record of the largest and most updated MMORPG, not to mention several members of our staff having vast amounts of experience in its world, it is a perfect candidate for a muse. Those familiar with the "retail" game and on the endgame side of things, you might have heard of Telos. He's an incredibly unique boss with groundbreaking design that still holds up more than 5 years after initial release. There are a lot of similarities between our mythic system and Telos. To start things off, there's an "enrage" mechanic, which allows the player to fight a more powerful version of the boss, and have better chances at loot. Familiar enough? But wait, there's more. There's also a very defining learning curve, phase unlocks above certain levels, a lot of maths and statistics, not to mention the design of the reward system and streaking. This part is the one that had to get slightly reworked due to our limitations. Let me explain. With Telos, you can "risk" all of your obtained loot by keeping a "streak" / "pushing enrage" / "continued challenge", and have increased chances at better loot and faster accumulated progression. However, if you "fail your streak" (die or lose the kill by other means), you can only cash out 75% value of your potential rewards. I personally felt like this was too big of a drawback, and since our theoretical cap of ~30 levels with the possibility of +3 max level upgrades is nowhere near comparable to the 400+ near perfect kills you need to do to in order to reach the enrage cap, this mechanic is completely redundant and therefore didn't even make it into my original concept. (You can read more about Telos and his loot mechanics here.) Drop rates and rarity often operate on a mathematical process called binomial probability. The chances of getting your desired drop "on rate" (at least once in the expected amount of attempts) is only about 63.2%, which correlates to a constant quite commonly found in science and mathematics overall being e (Euler's number, being the base of logarithmic functions, probability calculations, compound interest, etc.), or in this case 1 - 1/e, with its curve (lim x->โˆž (1-((x-1)/x))^x) representing the likelihood of getting what you want over time. If we take a look back at Telos for a second, here's an explainer thread from reddit that explains the way streaking works and how likely you are to receive drops. Many links in that massive post link to images that look similar to this one: It follows the same e^x function type curve as expected, no surprise there. Here's how that system compares to our current one. What I've done is slightly adjusted the scale from one of those graphs by overlaying it on top of ours just so that the x-axis matches up better, and put the ~63.2% on our theoretical maximum level key being 32. From this image, the following things can be pointed out: - The rates at any given point always add up to 100%, this means players will always receive some kind of reward at every level. - There are compound effects in play, as you have to progress low levels in order to get to the higher ones, and you will always get better loot over time. - The low tiers start off strong at low levels, but drop off gradually over level progression, first rapidly, and then slowly fade out. - The med tiers are the most defining ones and best aligned with the curve, with slightly boosted values in the early and middle levels (to draw players in), with not much change or fluctuation overall. - The high tiers start coming in around the middle, with no decline. - There is no optimal point to stop pushing levels at, as the reward chances are strictly better at higher levels compared to lower ones. After a lot of feedback, a lot of discussion, and a lot of number crunching, this is what we came up with and what's going to stay with the current system as we know it. A couple key things to point out with the reward system itself: - Your bag will upgrade to the next tier if you have obtained everything from that tier. This theoretically means you can obtain everything we have to offer from spamming level 1 - it would take a very long time, but still possible. - Majority of the sought-after items, such as rare transmog sets, weapons, mounts, etc. start appearing at the middle point, and they are significantly easier to obtain from higher levels than lower ones. - The system is dynamic enough where there's no optimal "farming point" for any tier of loot, the likelihood of receiving better loot is always increasing over time. - The dark red line represents your average loot expectancy over time as you delve deeper into pushing keys. - There are no duplicates (unless you sell/delete/use rewards) - which means when you get something you don't want, your chances of getting something you do want are increased the next time you are rewarded. - Gold, Justice, and Valor Points are also rolled with each bag, but do not influence other drop chances. - Lower tiers include a lot of BoE transmog sets, which can be traded/sold on the auction house to gather full sets. - Some rewards are categorised by armour type and player class, meaning you can only obtain items that you can actually use. Those are just some basic rules, there's a lot more to it that you will find out for yourself by actually playing it. Aside from loot, the other important thing to talk about is the multiplier/level scaling. Here's what that currently looks like: As it can be clearly seen, the damage scaling is exponentially more difficult for each level. Every new level is a flat 10% harder than the one below it. Precisely, the equation used is y = 1.1 ^ (x-1), where y is the damage and health multiplier, and x is the key level. The only exception is made at level 1, where there's a flat 5% boost difference from Heroic. Affixes are introduced at different intervals as well, resembling a more logarithmic scaling than a linear "+1 every x levels" type deal. It is important to mention that our keys can have 4 total affixes at the same time, instead of the 3 as per retail. This was a deliberate decision for balancing purposes. The affixes themselves are split into 4 "groups", and players can only have up to 2 affixes present from the same "group" for their keys. This idea groups together similar affixes and makes "mechanically impossible" combinations way less likely to occur. Also, because keys are individually generated with random affixes (as opposed to retail's weekly rotation), there's a lot more variety and choices to be made by the players. You can read more about our current affixes at https://forum.projectnelth.com/topic/50-affixes-explained/. Keep in mind that these are subject to change and can be replaced/reworked entirely based on feedback. For the most part, however, we are satisfied with all of them. During initial testing, we have found that 3 affixes were just not cutting it for the difficulty levels in most cases, hence why we opted to include a 4th slot in the generation. With the way everything works at the moment, we are overall quite happy with the scaling. This is a good time to further clarify that apart from the existence of the system itself, nothing is custom about it, meaning every single affix, mechanic, voice line, visual effect, spell, etc. is already present in the game. This feature allows us not to force players to download any patches or custom game files in order to experience mythics. We will continue to work with this in mind as far as we can, however if there is a point where it's no longer possible to replicate the retail version with enough accuracy, we will put a poll out for it. With it also, we would be able to add custom downported models and visual effects that otherwise wouldn't be possible with the basic 4.3.4 client, and its' limitations. The only remaining things missing from the current system are: - Some loot tiers being filled in - Certain pitched items have to get discussed whether or not to be added to high level satchels or the website's store - The timer has to get changed to a dynamically scaling one, instead of the 4+ hour one that we currently have for testing purposes (already have some ideas) - Some minor affix and logic corrections - Base heroic dungeon fixes It is also important to remember that your actual physical item that Aggra can give you by talking to her in any main city does not relate to your "key" at all, instead it is just an item with an onuse effect that displays information about your current key, which is nothing more than a few numbers in the database. The two are not connected in any other way, therefore deleting the item will not get rid of your progress (if you wanted to make bag space, for example). Having all that said, that pretty much explains everything behind the current Mythic system and the way it was designed and built. It is months (if not years) of work boiled down to a simple click of a few buttons to start your adventure, which will probably resemble this flowchart originally made by Cryptid in a discussion. Thank you for reading, and we wish you good luck in Mythics. Contributions: try - design and mechanics Icnatsepll - loot tables and theorycrafting Radioactive - system code and implementation Hyjarion - affixes and dungeon functionality Cryptid - Aggra Redstorm - testing and feedback & everyone else who has helped us with some runs along the way so far. PS: The main mythic explainer threads have also been updated along with this post and the most recent changelog.
  9. Earlier
  10. Going to summon Lokholar the memelord every AV. PagMan
  11. Noztradamus

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  12. Alterac Valley has two titan bosses available to help the game end. Both will spend 10 minutes roaming the middle field, and then proceed to just outside the enemy base, killing anything in their path. Once they reach their final destination, they will roam randomly for the remainder of the game. Both bosses spawn with 21.4 million health and 3.3 million mana. Ivus the Forest Lord Ivus the Forest Lord fights for the alliance using a toolkit similar to balance druids, utilizing spread damage to apply pressure on larger groups. Ivus attacks with (50,000 - 70,000) base melee damage every 3 seconds. Ivus will regularly apply/refresh faerie fire on targets nearby. Ivus will regularly apply/refresh moonfire on targets nearby. Ivus will occasionally mass root. Ivus will alternate between wrath and starfire for damage as well as melee attacks. Summoning Ivus: [Storm Crystal] is rewarded for scoring the killing blow on horde players. Return these to Archdruid Renferal and complete [Ivus the Forest Lord](1 credit) or [Crystal Cluster](5 credits). Once 200 have been turned in, Ivus will spawn in the field of strife and yell: "Wicked, wicked, mortals! The forest weeps. The elements recoil at the destruction. Ivus must purge you from this world!" Lokholar the Ice Lord Lokholar the Ice Lord fights for the horde using a toolkit similar to frost mages, utilizing crowd control to mitigate incoming damage. Lokholar attacks with (29,400 - 41,160) base melee damage every 3 seconds. Lokholar will gain a stack of swell of souls upon killing an enemy unit (NPC or Player). At 7 stacks of swell of souls, Lokholar will deal (50,000 - 70,000) melee damage. swell of souls can stack up to 10 times. Lokholar will regularly apply/refresh frost shock on targets nearby. Lokholar will alternate between freezing his main target and a random target. Lokholar will occasionally mass nova. Lokholar will alternate between blizzard and frostbolt for damage as well as melee attacks. Summoning Lokholar: [Stormpike Soldier's Blood] is rewarded for scoring the killing blow on alliance players. Return these to Primalist Thurloga and complete [Lokholar the Ice Lord](1 credit) or [A Gallon of Blood](5 credits). Once 200 have been turned in, Lokholar will spawn in the field of strife and yell: "WHO DARES SUMMON LOKHOLAR? The blood of a thousand Alliance soldiers I shall spill...none shall stand against the might of the Ice Lord!"
  13. CLASSES Mage Arcane Missiles! will no longer proc with Brain Freeze (all ranks) or Hot Streak talents active Ring of Frost now continues to freeze opponents if the mage is affected by any other crowd control effect other than Cyclone or a frost lockout Rogue Savage Combat (both ranks) will now properly get removed from the rogue's targets out of combat Druid Hibernate is now on the Disorient DR Corrected damage calculations of Thorns for feral druids out of shapeshift forms Shaman Lava Burst will now check for Unleash Flame on impact and recalculate damage if it was active on cast but consumed during travel Paladin Conviction (all ranks) can no longer proc from the HoT effect of Holy Radiance Death Knight Ebon Plague no longer gets applied from spells stolen by Dark Simulacrum Unholy Blight is no longer affected by resilience DUNGEONS & RAIDS Dragon Soul Heroic Will's root effect will now properly get removed if the effect ends before the full duration PVP General Fixed crash with players interrupting channeled spells in PvP scenarios Battle Standards will now adapt to cross faction Corrected Shadow Sight (eyes) spawn times to an universal 90 seconds Unholy Death Knights can no longer buff their pets with Shadow Infusion during the preparation phase Isle of Conquest Fixed crash related to transports QUESTS Gilneas Fixed worgen questline, updated quest templates, corrected flags, fixed combat bugs, panels now close on completion properly, double popups no longer occur on discovery type quests Implemented 9 progressive phases and their settings, added cutscenes Corrected scripts/positioning/gossip/behaviour/movement speed for 182 NPCs/events/objects/items/spell targets Corrected 7700 gestures/emotions during creatures saying text/voicelines Westfall Updated quest templates, corrected flags, reworked zone phasing for 8 phases Corrected scripts/behaviour/positioning/phasing/spawn points for 172 NPCs/items/events WORLD Cleaned up ~10k NPCs MISC All diminishing returns will have a random reset timer between 15s and 20s, up from a static 15s Reworked randomness for Noggenfogger Elixir's effect applications Parachute (Flexweave Underlay) now properly fades when user hits the ground Corrected legacy PvP item prices in Area 52, Netherstorm All previous changelogs are archived on our forums. You can access them by clicking here.
  14. MOLTEN FRONT The Molten Front is a daily quest zone for level 85+ players added in 4.2. Players reach it via a portal in Mount Hyjal. How to open the Molten Front portal? 1. Starter Quests: Guardians of Hyjal: Call of the Ancients (H) / Guardians of Hyjal: Call of the Ancients (A) Guardians of Hyjal: Firelands Invasion! (H) / Guardians of Hyjal: Firelands Invasion! (A) 2. Dependence between these two quests: Guardians of Hyjal: Call of the Ancients: This quest is available to players who have not quested through Mount Hyjal but reached 85 level. If players have not quested in Hyjal then: Hero's Call Boards / Warchief's Command Boards will offer the quest instead as a reminder to players that they need to get questing. Guardians of Hyjal: Firelands Invasion! This quest is available to players who have quested through Mount Hyjal, reached 85 level and have completed requirements to open up quest. (mentioned below) Can be taken from: Hero's Call Boards / Warchief's Command Boards / Archdruid Hamuul Runetotem 3. Objectives for both quests: Players must complete the quest chains for each ancient: Goldrinn: Q: Return from the Firelands (H) / Return from the Firelands (A) Aviana : Q: An Ancient Reborn Tortolla: Q: An Ancient Awakens Aessina: Q: Aessina's Miracle Generally you have to complete 83 of 115 quests in Mount Hyjal to open the chain. 4. Molten Front Portal opening questline: Guardians of Hyjal: Firelands Invasion! (H) / Guardians of Hyjal: Firelands Invasion! (A) Opening the Door A Ritual of Flame To the Sanctuary! Caught Unawares 6 The Sanctuary Must Not Fall 10 Calling for Reinforcements now is available which requires 20 Mark of the World Tree to progress to the next phase. What is Mark of the World Tree? Mark of the World Tree are not used as much for purchasing items directly as they are instead used to unlock progression in the new Regrowth and Molten Front daily quest hubs. As players progress through the new daily quests they are also given quests to turn in certain quantities of Mark of the World Tree in order to unlock the next series of daily quests. Also dailies open up to help you collecting Mark of the World Tree in this phase: 1. One of these daily quests : Rage Against the Flames 1 Rage Against the Flames 1 Rage Against the Flames 1 Rage Against the Flames 1 Supplies for the Other Side 1 2. One set of quests from these five: Between the Trees 1 โ”€โ–บ The Power of Malorne 2 Call the Flock 1 โ”€โ–บ Wings Aflame 2 - Related Achievement: Ludicrous Speed Perfecting Your Howl 1 โ”€โ–บThe Call of the Pack 2 Punting Season 1 โ”€โ–บ Echoes of Nemesis 2 Those Bears Up There 1 โ”€โ–บ Nature's Blessing 2 You will net 4 per day during this phase. When you collect 20 you can completeCalling for Reinforcements and continue questline. 8. Leyara 9. Through the Gates of Hell 15 !!! The Molten Front is scripted to this point (13.08.2021) More soon. !!! Links: 1. Whole Mount Hyjal Questline 2. Wowhead's A Guide to the Molten Front and Respective Quests
  15. CLASSES Shaman Elemental Reach (both ranks) will now properly increase radius of Fire Nova Hunter Mend Pet no longer ignores distance limit between the caster and the pet without a target selected DUNGEONS & RAIDS General Not accepting / declining the Dungeon Finder queue pop now grants 3 minutes of Dungeon Deserter Corrected immunity checks for 46 total NPCs Blackrock Caverns Corrected Twilight Zealots position during the Corla, Herald of Twilight fight The Stonecore Corborus is no longer skippable, Thrashing Charge bunny is now untargetable Grim Batol Soften them Up quest credit is now only given to players who are riding a Battered Red Drake Engulfing Flames is now on the global cooldown End Time Corrected Fragments Collected counter visibility on the Echo of Jaina fight PVP General Fixed Rated BG scoreboard (except Rating Change column) ( Before / After ) Corrected cross faction emblem animations for Every Man of Himself and PvP trinkets All druid shapeshift forms will now adjust to crossfaction race models 142 faction-related mounts will now morph into a crossfaction counterpart while a player is not on their home team Worgens are no longer able to cast Two Forms if playing for the Horde Free Action Potion now lasts 6 seconds Capturing bases in Battlegrounds now display the red fiery helix visual effect Changing Arena team captains will properly delete duplicate teams of the old captain in that bracket Deleting Arena teams now sweeps for any existing teams of the type and the owner Tol Barad Corrected minigame HUD Ruins of Lordaeron Added multiple collision objects to prevent certain AOE spells from hitting through gravestones Alterac Valley Added waypoints to ~40 NPCs QUESTS Kezan & The Lost Isles Corrected gender values for all remaining quests Rolling with my Homies - Grab Passenger now works as intended, player is no longer stunned inside vehicle, Ace is now correctly indicated on the minimap Players now properly get dismounted inside buildings, Hot Rod can be only summoned outside Running over Hired Looters during Robbing Hoods will automatically kill and loot them Necessary Roughness - improved scripts, will always spawn enough mobs, fixed visual bug where some robots were invisible Waltz Right In - disguise now gets properly applied even when player is inside vehicle Players should no longer get "incorrect" on proper inputs during The Great Bank Heist Improved behaviour / added roaming for Ravenous Lurkers and The Hammer Miner Troubles & Capturing the Unknown are now offered at the same time Reduced damage taken from mobs during Weed Whacker Infrared Heat Focals & Orc Scout are now properly removed after turning in Infrared = Infradead Mobs are now fighting during Get to the Gyrochoppa! Mechachicken now properly retaliates and casts Deadly Egg Barrage Pygmy Helmet only disappears after turning in Oomlot Village Movement speed is properly restored after getting slowed with Super Booster Rocket Boots on, mobs are no longer idle when player has buff Added teleports and transition effects to Rocket Boot Boosts & Victory! Added explosion to mines on the Tranquil Coast, they can no longer explode after having been detonated by the quest item Gnomeregan Stealth Fighters now attack back during The Pride of Kezan Kaja'Cola Zero-One can now only drop/be looted during the quests it's needed for Rescued goblins no longer disappear Throw It On the Ground! - Blastshadow's Soulstone now spawns on top of the corpse of Blastshadow the Brutemaster instead of his spawn location Corrected minecart pathing during Wild Mine Cart Ride Added some delay after exiting vehicles to prevent camera getting stuck in first person mode Gilneas Fixed first chapter of questline (Gilneas City), updated quest templates, corrected flags Fixed all class quests available for the Worgen race Reworked 5 progressive phases Scripted ~50 NPCs/objects/items/spells (damage, emotes, gossip, events, interactability, AI, spawns/despawns, waypoints, position, etc) Added ~3 questline transition cutscenes WORLD Cleaned up ~10000 NPCs (reposition/delete/add/visuals) Before / After MISC Pets will no longer move towards friendly units when the owner buffs them Worgen and Goblin players will now properly get every racial ability updated after race/faction changing Guild Herald is now holding the guild banner Players who get muted at the character selection screen will be disconnected Death Knights will need to level up the same number of levels as any other class to talk (in case of chat level restrictions) Blocked possible exploits that would allow players to gain talents under level 10 Potion cooldowns no longer check for "Encounter in progress" Scripted No'Kaled, the Elements of Death (all versions) damage procs - attacks performed by one hand can no longer proc damage of the other, excluded Main Gauche
  16. counting exercise: how many different places is it mentioned that we arent live
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