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  1. 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 ─► The Power of Malorne 2 Call the Flock 1 ─► Wings Aflame 2 - Related Achievement: Ludicrous Speed Perfecting Your Howl 1 ─►The Call of the Pack 2 Punting Season 1 ─► Echoes of Nemesis 2 Those Bears Up There 1 ─► 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
    3 points
  2. What a journey it has been, And it doesnt stop here FeelsStrongMan
    2 points
  3. 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!"
    2 points
  4. 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
    2 points
  5. Happy new year nerds! One year has passed and during this time we've done a ton of work and we're happy to announce that we are in fact nearing completion. An update regarding spells and PvP! As of right now we've gone through and reworked the vast majority of all spells and their issues. We're at the point where we're having trouble finding critical issues related to spells/CC/DR and overall PvP mechanics. I am certain that Neltharion will, without a doubt, become the most polished and well scripted Cataclysm server in terms of PvP. Surely things will show up as time goes on but we will find every single issue and pay close attention to the Bugtracker. As a PvPer myself I will make sure that stuff is working as it should. What about PvE? We've also been focusing a lot on the PvE aspect of the game - mainly the Cataclysm dungeons. We have 2 more of the 346 dungeons to go through and make sure they work well. Our next task is to go through and terminate the minor issues left inside the raids - we expect that part to go fast enough. The dungeons were in a much worse shape overall. There are still lots of work to be done and we're doing everything in our power to get it as much Blizzlike as we possibly can. The Mythic system has been touched and we've corrected a bunch of issues related to that part as well. 4 new affixes has been added to the game and more information about them can be seen on the forums. An NPC will be introduced to the game that the players can interact with and see what affixes the player has. You will be able to find the Mythic Challenge NPC inside any capital city. Quest wise Mount Hyjal, Deepholm and Uldum has been reworked and is fully doable. Currently working on Vashj'ir and Twilight Highlands. The new forums will be released and announced within the next few days. 2021 will be a very interesting year for the project!
    2 points
  6. 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->∞ (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.
    1 point
  7. 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.
    1 point
  8. 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.
    1 point
  9. Hello Yori, • This is a topic asked about quite frequently. Our server is closed and unavailable for normal players for the time being. • We have not begun estimating a release date yet, however the project is >90% ready for players. • Testers are available and willing to check for any bugs you would like checked, and can share video recordings as needed. • If you would like to join the testing effort, you can fill out the form in #become-a-tester section in the Project Neltharion discord. Keep in mind that we expect testers to participate in group testing efforts, and testers may be removed for various reasons. If you have further questions, feel free to ask.
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  10. CLASSES Warrior Bloodsurge now properly increases Slam and Slam Off-Hand damage Corrected damage scaling for Raging Blow Off-Hand, Slam Off-Hand, and Fury off-hand Auto Attack Paladin Corrected Word of Glory scaling Mage Chilled can no longer grant Fingers of Frost charges and can no longer proc from ranged physical abilities Frostfire Bolt damage is now properly boosted by Fire Specialization DUNGEONS & RAIDS Blackrock Caverns Corrected Runty positioning, applies Berserk to boss on death Ascendant Lord Obsidius will now always pull together with all Shadows of Obsidius Scripted Evolved Twilight Zealot's Gravity Strike Stonecore Corrected Corborus spawn, can no longer be skipped, Thrashing Charge indicator is no longer visible Corrected Crystal Shard behaviour Corrected Slabhide intro pathing and behaviour Fixed High Priestess Azil's Energy Shield Throne of the Tides Players using an immunity such as Ice Block to remove Mindbender Ghur'sha's Enslave will no longer die from the spell "expiring" on Heroic and Mythic difficulty, the fight resets properly on group wipe The Vortex Pinnacle Corrected range check for Altairus' Lightning Blast Asaad is no longer interruptible Grim Batol Reworked movement for Battered Red Drake, scripted Engulfing Flames Fixed Soften them Up quest credit NPCs Corrected Forgemaster Throngus' Burning Flames stacks application speed and logic, Personal Phalanx now blocks auto attacks as well Drahga Shadowburner fight now resets properly, corrected Valiona's ground state animations Faceless Corruptors now attack players after Twilight Corruption, their movement speed now resets correctly after reducing aura expires Scripted Ascendant Waterlasher's Lightning Cloud Scripted Azureborn Seer's Warped Twilight End Time Fixed visual link for Echo of Sylvanas' Risen Ghouls, Seeping Shadows now stacks correctly Undying Flames now deal damage and move around at the Obsidian Dragonshrine Scripted Time-Twisted Seer's Call Flames & Sear Flesh Scripted Time-Twisted Breaker's Rupture Ground PVP General Corrected ~50 Battleground announcement chat notifications to show more accurate information (grammar, format, etc) Fixed Rated Battleground timer visual Implemented dynamic weights to balance Random Battlegrounds Votekicking from BGs will remove players properly when the second debuff fades Twin Peaks Entering the Alliance Base via the western door without jumping now dismounts players properly Strand of the Ancients Added immunity to Demolishers Isle of Conquest All bombs are now respawning properly Corrected ending message and rewards Arathi Basin Corrected sound effect on initial base assaults Alterac Valley Corrected health and mana for 6 NPCs Archers no longer force friendly units into combat Bosses and Marshals will properly call for assistance when aggroed Icewing Marshal will no longer buff players or incorrect NPCs QUESTS Kezan & The Lost Isles Fixed questlines, updated templates, corrected flags, panels now close properly on quest completion Reworked phasing in the zone, removed ~10 old custom NPCs Improved scripts/events/item spells for ~45 quests Restored quest objective/gossip menu for ~10 quests Scripted/phased/repositioned ~230 NPCs/objects Separated 3 quests for Male/Female characters Corrected drop rates for ~15 items Corrected all class specific quests Sister Goldskimmer is no longer spamming buffs Evol Fingers & Fizz Lighter are now casting spells on each other Added conditions for The Keys to the Hot Rod Liberate the Kaja'mite - scripted Kaja'mite Deposit and quest item spell target, now spawns parts properly on object hit Waltz Right In - disguise now disappears when entering combat, instantly refreshes itself when leaving combat Goblin Escape Pods - Thermohydratic Flippers now apply/fade properly Get Our Stuff Back! - quest objects are no longer selectable without quest in log, decreased spawntime Corrected minimap objective tracker visual indicator for Who's Top of the Food Chain Now? Release the Valves - added visual "steam" effect after the valves are turned WORLD General Scripted, fixed loot, updated damage, corrected respawn timer for ~45 rare spawns and ~135 treasure chests in starter zones Players can now get Rested experience in Goldshire Visually revamped 40 total zones/areas in Eastern Kingdoms & Kalimdor, by doing the following: NPCs: (~18000 total) Population reduced by 50% - 409 Population reduced by 90% - 3 Removed - 272 Corrected: Models - 13 Weapons - 35 Gravity - 333 Roaming - 316 Movement speed - 207 Waypoints - 103 Phase - 126 Animations - 16 Auras - 12 Behaviour - 11 Immunities - 78 Faction - 1 Level - 1 Position - 48 Objects: Properties - 42 Removed - 12 Position - 2 Phase - 9 MISC Fixed issue with auctions sometimes not showing the set price correctly Reworked guild perk Cash Flow, now should sum up and add only one report log per week Added basic rate limits for vendoring items and sending messages in various channels for spam prevention Increased friends and ignore list cap from 50 to 200 Traveler's Tundra Mammoth passengers can now be ejected properly Added Reckful (Rogue Trainer) tribute NPC to Stormwind Cathedral - slightly different model, emote reactions in progress
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  11. US Alliance PvE Guild About Us Sons of Anarchy (SoA) started out as a PvE guild on Molten WoW - Neltharion during its very early WoTLK launch and progressed up into the Cataclysm. The guild started out with some casual laid back group of people who wanted to create a friendly raiding environment that suits both casual and hardcore players. We were in a learning phase during WoTLK, but during Cataclysm we excelled in our progression up to the death of deathwing on heroic mode. After moltdown, the guild was scattered and most of the core members abandoned the server and went on retail. Currently, our goal is to rebuild the guild on this server, create a friendly non-toxic community, progress through the content, and reminisce all our favorite Cataclysm moments. Recruitment <ON> Requirements to join the guild : 1) Respectful, Mature, Cooperative, Non-Elitist and Friendly 2) Fluent in English & can easily communicate with other guild members 3) Willing to use discord 4) Acknowledges our raiding times ( SEE RAIDING SECTION BELOW) and is committed to them 5) Basic understanding of class/spec and major game mechanics Raiding & Mythics: Our raiding goal is to progress through content in a orderly and non-stressful manner ( We wont chase realm first). Raiding Times will be during weekend/days usually from 10 PM Eastern standard time (EST) to 12 AM EST on two different days in a week ( 4 hours of raiding total per raiding team). NOTE : These are US raiding times and may not suit many EU players. Loot will be distributed based upon preference, attendance, & attitude during raids ( i.e Loot Council ) We also aim to have multiple raid teams & reserves ( players will be assigned based on availability and experience). The key to a non-toxic, organized, successful raid is communication so discord is a MUST have. Mythics will be done around the clock ( 24/7) based on player availability. How to Apply ? https://docs.google.com/forms/d/1rNFTz4cw4KPGBWCSnoXsovElZqMUBHlmFkaP7x9rgGw Applications to the guild are straight forward just fill up this google form and we will get back to you on discord
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  12. This post is a collection of posted MAC client links found after searching the internet. Websites that appear to be adware/malware rich have been excluded. None of these links have been tested as of the most recent update to this post. wowfreakz [MAGNET] zremax - MAC minimal client [MAGNET] zremax - MAC full client [MAGNET] Blizzard's official 15595 download link [does not seem to work] Warmane - MAC 15595 client installer Warmane - MAC 15595 client installer [#2?] wowdl.net's "Client WoW 4.3.4 Mac FR" wowmortal's 4.3.4 run & play wowmortal's 4.3.4 full client yourgamingdude.com's relink of Monster-WoW's MAC client
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  13. DUNGEONS & RAIDS General Updated ~10 dungeon related NPCs to be uninterruptable / immune to various CC effects Lost City of the Tol'Vir Lightning Charge now stacks properly MYTHICS Revamped killcount list in Blackrock Caverns Bolstering stacks now updates NPC current and maximum health as intended Quaking no longer affects dead players Fixed potential server crasher in Throne of the Tides Excluded Grievous and Quaking from the Baron Ashbury fight due to environmental/mechanical issues making the fight impossible / significantly harder than intended Objective trackers (timer and killcount) no longer award quest completion credit during the mythic challenge. PVP Strand of the Ancients Corrected round 2 start timers Line of Sight through destroyed gates will no longer be blocked Alterac Valley Added 3 missing bonfires Added missing Frostwolf Wolf Riders, Frostwolf Wolf Rider Commanders, Frostwolf Stable Masters Twin Peaks Flag carriers who return to their graveyards alive will have their carried flag reset QUESTS Dun Morogh Decontamination - Corrected Sanitron 500's behaviour The Arts of a Mage - Fixed objective tracker related issues A Job for the Multi-Bot - GS-9x Multi-Bot no longer disappears before intended Added minimap indicator for Dark Iron Scheming objective Players should no longer get stuck inside the placed banners during Rallying the Defenders Corrected Magis Sparkmantle behaviour Teldrassil Corrected Night Elf questline - updated quest templates, corrected flags, quest panel now closes properly on completion, added missing storyline RP events Fixed ~30 quest related items - can no longer be looted without quest, or while they are already in bags or bank, fixed spell targeting, added sparkling effect to objects, added minimap indicators Scripted, corrected spawn timers and fixed visuals for ~45 different NPCs - weapons, stance, positions, behaviour, added waypoints, corrected movement speed, phases, etc Looting Timberling no longer requires Herbalism Removed ~200 duplicate creatures in Teldrassil Tarindrella now has spells, helps the player during combat and despawns properly after the player leaves the area Added transports for Signs of Things to Come and To Darnassus Corrected Gnarlpine Mystic's damage The Vengeance of Elune - Vengeance of Elune is now properly applied/removed, fixed spell targets and overrides, quest mobs awarding XP Scripted Mist Eversong Woods Corrected respawn timer for all Quest related NPCs and objects in Eversong Woods Mmmrrrggglll now patrols the Golden Strand Azuremyst Isle Corrected Draenei questline - updated quest templates, corrected flags, quest panel now closes properly after handing in certain quests Fixed ~35 items/objects, now they can't be looted without quest in log/when already completed/when item is in bank or bags, corrected drop rates, fixed related spells, etc Reworked/improved scripts for ~40 NPCs, corrected movement speed, positions, animations, etc Removed ~400 duplicate creatures in the zone Healing the Lake - added cutscene "never seen before on any private server" MISC Innkeepers and various other city NPCs have been repositioned and had their orientations corrected, they should no longer be facing the wrong way Updated ~22k NPCs movement, added/removed random pathing All previous changelogs are archived on our forums. You can access them by clicking here.
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  14. DUNGEONS & RAIDS The Vortex Pinnacle Linked NPCs (such as Turbulent Squall) should no longer get stuck if the one the others are linked to dies Excluded Skyfall Stars and Altairus' Chilling Breath from mythic mode mechanics due to overscaling MYTHICS Bolstering buffs can no longer reset duration when a new stack is applied, stacks now reset properly after group wipe Replaced Tyrannical spells used for visual buffs on bosses Implemented kill credit objectives (Enemy Forces % counter) in the Challenge Mode timer Replaced Fortified damage boost spell and added purge/soothe prevention Corrected brightness of Quaking visual indicator to be more visible on transparent surfaces, replaced explosion visual effect Reworked multiplier logic, excluded ~30 NPC spells that would otherwise scale too high Releasing Spirit in Mythic mode will now teleport and resurrect the player at the start of the dungeon, and removes 5 sec from time limit Corrected Necrotic spell effect application logic, now affects damage taken properly Damage from Volcanic now bypasses mitigation properly Fixed issue which made NPCs too far from the dungeon entrance receive mythic multiplier more than once Increased Explosive NPC base HP Resetting a keystone in a different instance will now reset all affixes properly. PVP General Implemented 45 second respawn timer for Rated Battlegrounds Alterac Valley Ivus the Forest Lord & Lokholar the Ice Lord are now immune to interrupts and crowd control effects, are properly removed on death (can't respawn), now have correct spell damage and comments Armor Scraps, Storm Crystals, and Stormpike Soldier's Blood are now properly awarded when killing players/guards/bowmen Added/Corrected Battleguard spawns to match retail videos Corrected damage and attack speed for guards Abnormal boss deaths will properly end the battleground with the other side as the winners Dead Marshals and Warmasters now properly respawn on boss reset NPCs will now be removed on base capture rather than base assault Warsong Gulch Gates and other objects blocking the starting rooms are now removed properly 15s after a game starts, opened gates will no longer block line of sight at doorways Twin Peaks Added killzone to waterfall next to Alliance graveyard Opened gates will no longer block line of sight at doorways Isle of Conquest Corrected health values for vehicles, they will now respawn properly after 3 minutes Keep graveyard flags can no longer be assaulted before gates are destroyed Portals will now teleport players to their gunship Players can no longer interact their own graveyard flags Cosmetic objects can no longer be highlighted on mouseover Teleport pads will now be spawned and unusable until the match starts, will now properly animate and show faction icons/gunships when active Bombs in bases can no longer be used by the wrong faction Corrected Alliance Keep inner gate position Corrected Keep turret damage Corrected factions, gear, stance, health, behaviour, spells, and enrage mechanics for Overlord Agmar, High Commander Halford Wyrmbane and their guards Attacking contested bases which have never been completely owned will no longer trigger the banner to be locked to a neutral flag Attacking a base will now correctly update map world states Horde and Alliance Gunships will now display icons and continue to display icons while in motion Assaulting the Hangar will now force players in gunships to teleport down from their gunship Capturing the Docks or Workshop will no longer leave vehicles behind Abnormal boss deaths will properly end the battleground with the other side as the winners Dead guards will now respawn on friendly boss reset Added several enrage/relax triggers for more reliable enrage state behaviour Gunship cannons now deal damage to enemy gates properly and are no longer movable Glaive throwers will now deal siege damage at full range Horde's East and West gates will no longer indicate the opposite gates as destroyed on the map when destroyed Improved teleporters cosmetic behaviour when hangar is contested and changes control Strand of the Ancients Laid foundations for deeper fix of SOTA gate line-of-sight issue Corrected Turret and Demolisher damage Faction icons are no longer spammed during round 2 intermission QUESTS Mulgore The Demon Scarred Cloak - the item which begins quest is looted correctly, can't be looted if quest is in log / completed Our Tribe, Imprisoned - Rescripted for Captured Brave, fixed cage, now is synced with creature respawn Corrected quest item loot chances for ~10 quests Corrected quest area minimap markers for ~5 quests Feed of Evil - scripted and hid 3 bunnies, corrected movement and spell targeting, scripted Armored Battleboar so the bunnies interact with them when a player uses quest item Rite of Honor - fixed corpses and movement flags Last Rites, First Rites - reworked scripts, now the event starts properly by using quest item Rite of the Winds - reworked script Removed ~700+ pre-cataclysm creatures Kyle's Gone Missing! - scripted Ahab Wheathoof and Kyle, added waypoints, phasing, event on item use Corrected Windfury Sorceress damage Added item object highlights to ~5 quests Rite of Vision - scripted Wolf Spirit, added waypoints and scripted path The Restless Earth - scripted Agitated Earth Spirit, dead corpses are no longer targetable or attackable Corrected animations for Venture Co. Worker War Dance - scripted Orno Grimtotem and Baine Bloodhoof - "never seen on any private server before" Walk With The Earth Mother - flight to Orgrimmar without flight path is now available (only during this quest) Dun Morogh Fixed Dwarf, Gnome, and main questlines, corrected flags, interface panel now closes properly on quest completions Removed ~400 total duplicate/pre-cata NPCs Aid for the Wounded - scripted Wounded Coldridge Mountaineer, can no longer award multiple credit, added condition for item spell Restored original lootID, added sparkling effects during quest, made unselectable with no quest in log, decreased spawntime, fixed objective markers for ~15 objects related to ~5 quests Trolling for Information - Reworked scripts and corrected phasing for all NPCs, their scripts now only start with quest in log Ice and Fire - fixed quest objectives (were pre-cata), reworked the cave where quest is located, replaced some NPCs Scripted on reward action for Milo's Gyro, now the vehicle takes player to Kharanos, scripted Milo Geartwinge to talk during flight, added phasing Scripted S.A.F.E. Operative - is now carrying injured gnomes added RP event lines See to the Survivors - fixed spell target for quest item, scripted Survivor quest item interaction Withdraw to the Loading Room - scripted NPCs to show the way properly Improved scripts of Decontamination To the Surface - added teleport effect to player The Future of Gnomeregan (all 5 versions) - now on accept a guide (S.A.F.E. Operative - also 5 versions) leads a player to class trainer The Fight Continues - scripted scene, actors now despawn properly, added conditions to prevent script start when previous is not finished A Job for the Multi-Bot - Toxic pools now spawn stains (removed permanent spawns), improved scripts Missing in Action - scripted Captured Demolitionist and Makeshift Cage, corrected spawns and conditions Finishin' the Job - restored quest objectives, spawned and scripted all objects/NPCs/events No Tanks - fixed spell target for quest item Paint It Black - quest item now can only be used on Crushcog Sentry Bot -> scripted, now runs in fear, says text and dies properly Down with Crushcog! - updated quest objectives, scripted all NPCs during quest event, fixed item spell and made conditions to prevent using it infinitely, scripted event and all NPCs on quest completion, phased NPCs during fight Scripted conference event when player reaches Kharanos Frostmane Aggression - scripted all NPCs, corrected conditions and movement Forced to Watch from Afar - no longer autocomplete, scripted all NPCs, added phasing, gossips are no longer visible without quest in log, fixed quest objectives marker on minimap Culling the Wendigos - replaced pre-cata, spawned, scripted Wendigo Beer Basted Boar Ribs - removed Cooking skill requirement (cata update) Pushing Forward - scripted NPCs, added phasing, fixed quest item spell targeting The Ultrasafe Personnel Launcher - no longer autocomplete, scripted and fixed all NPCs and vehicle interaction Strike From Above - no longer autocomplete, scripted all NPCs, fixed spell target for quest item The View from Down Here - created new scripts for Frostmane Builder, added texts, fixed quest objectives marker on minimap, fixed spell target for quest item It's Raid Night Every Night - scripted all NPCs and RP event, added texts, fixed waypoints and despawn behaviour Protecting the Herd - fixed visuals and movements, added patrol path for Vagash, decreased spawn time Rams on the Lam - scripted Stolen Ram, added phasing The Public Servant - no longer autocomplete, scripted Trapped Miner, added phasing Entombed in Ice - added phasing, removed prespawns, scripted NPCs, corrected spawning logic Live Bait - scripted all NPCs Get to the Airfield - updated quest objectives, spawned and scripted Mathel's Flying Machine, now gets player to airfield properly Dark Iron Invader (Corpse)'s corpses are no longer interactable or aggressive Extinguish the Fires - no longer autocomplete, scripted Burning Bomber Credit, fixed item spell Rallying the Defenders - prepared prerequisites for core changes Striking Back - spawned and scripted all NPCs, players can now ride bombers and throw bombs, bombs can only hit specific enemies, quest NPCs no longer award XP Ironforge Bomber - scripted NPCs, now they are flying and throwing bombs Demanding Answers - updated quest objectives, spawned and scripted Rixa's Flying Machine, now takes player to destination properly, added NPC scripts on quest completion, added spells, updated damage and health templates to Cataclysm values Seize the Ambassador - updated quest objectives, scripted all NPCs and events, fixed spell target for quest item Eversong Woods Fixed Blood Elf questline - updated quest templates, corrected flags, quest panel now closes properly on quest completion Fixed ~25 quest items, now can't be looted when quest is completed, objective is no longer selectable without appropriate quest in log, decreased various object spawn timers, fixed spell targets Mana Wyrm can no longer fly above/under certain textures or out of range for players Lanthan Perilon no longer shows 'Need TXT YTDB' in gossip Thirst Unending - no longer autocomplete, credits player properly Charge (warrior class quest) - no longer autocomplete, credits player properly Removed ~180 duplicate NPCs The Dwarven Spy - reworked event, scripted Prospector Anvilward Added random idle event for Ley-Keeper Caidanis Whitebark's Memory - fixed event, scripted Whitebark's Spirit, NPC now appears properly, player can return quest after fight Deactivating the Spire - removed wrong scripts for area triggers, added missing teleport spells for Orb of Translocation (up&down) Powering our Defenses - no longer autocomplete, updated quest objective, scripted all NPCs Swift Discipline - scripted all NPCs MISC Certain addons will no longer interfere with target selection. All previous changelogs are archived on our forums. You can access them by clicking here.
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  15. we expect behaviour that showcases general interest in the server, as well as the guild. people who get accepted and then don't even bother to as much as replying to a ping, or partake in general discussions can expect themselves to get farmed on launch. if you aren't with us or any of our associated guilds such as <D O N O R S>, and we recognise your name out in the wild, good luck. having that said, theres an open spot in our core group again. refer to the update 2 spots above this one, for more info dm me or lexa (recruiting manager).
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  16. core group temp closed as we managed to get +1 and swap the comp around, however you can still apply for backup or out of general interest. looking forward for absolute domination.
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  17. Update: We are currently looking for one dedicated person to fill our core group due to an unfortunate turn of events resulting in us having to replace someone for disinterest. Requirements: - Be able to fill in (aka play at top level) for at least one of the following classes: (the rest of us can fill in any role for the comp) Ret/UHDK/Enhance/Arms/Firemage/SVhunter/SP/Demolock/Any healer - preferably with offspec tank/heals if possible for utility - Pass a background/qualification check on the guild discord by mentioning previous experience, past character names, video links, screenshots, etc. - Meet most of the "what we are looking for" section guidelines written above. To apply, DM the discord tag seen on my "about me" section on my profile (you have to be in the official PN discord), or join the guild's discord directly by clicking the link on the original post and follow the instructions written there. Cheers & GL.
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  18. Each mythic keystone above level 1 will have at least one random, unique effect present in the instance. These are called affixes. In addition to the health and damage increase, there are also an increasing number of extra mechanics you have to watch out for. Here's what each of them do (in approximate order of appearance per difficulty): Keep in mind that some spell tooltips may not necessarily provide all/correct/accurate information, and serve only as an indicator for the affixes. For the full immersion of the mythic system, we recommend turning up your graphics settings for a better visual experience. Alongside automatic Quest Objective Trackers (for the timer and progress counters, found in Interface->Game->Objectives), Spell Alerts (some client sided visual effects, found in Interface->Game->Combat), here are some settings that can also aid you in awareness (found under Options->Graphics) are: Multisampling, Projected Textures, Texture Filtering, Particle Density. You can obtain a physical Mythic Keystone from Aggra that can remotely provide all information about your current keystone. You can also inquire further information about each affix in-game. Affixes Fortified Non-boss enemies have 20% more health and deal +30% increased damage. Tyrannical Bosses have 40% more health. Bosses and their minions deal +15% increased damage. Teeming Some mobs are double-spawned in trash packs at random. Raging Non-boss enemies enrage at 30% health, dealing double damage. Bolstering Killing an NPC buffs all nearby hostile NPC's maximum health and damage by 20%. This effect stacks. Sanguine When slain, non-boss enemies leave behind a lingering pool of ichor that heals their allies and damages players. Volcanic While in combat, enemies periodically cause gouts of flame to spawn and erupt beneath the feet of players. Being hit by this effect causes players to take heavy damage, get their cast interrupted, and be slightly knocked back. Necrotic All enemies' melee attacks apply a stacking DoT that also reduces healing received. Explosive While in combat, enemies periodically summon Explosive Orbs that will detonate for a lot of damage if not destroyed. These orbs are immune to everything other than damage. Bursting Upon dying, NPCs leave behind a stacking DoT effect on players within close proximity. Quaking Periodically, all players emit a shockwave, inflicting damage and interrupting nearby allies. The damage is further multiplied, if other players are caught within the indicated radius. Skittish Tank players have their threat generation significantly reduced. Overflowing All healing done to players above their maximum health is converted into a healing absorption effect instead. Relentless Non-boss enemies are periodically granted temporary immunity to Loss of Control effects. Grievous Players below 90% health are constantly taking damage from a rapidly increasing DoT effect until healed above threshold. Huge thanks to Try, aka Caecus for providing most of the information and screenshots!
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  19. What are they? Mythic Dungeons are a custom addition to our server. The system is based on the retail version of the extra difficulty added to dungeons in 6.2, with recreated effects (affixes), custom rewards, unique items, progressive scaling levels, and much more. We thought adding some spice to old content would be an essential element to re-introduce parts of the game that lose traction over time. How do they work? You can start a level 1 Mythic Dungeon by talking to Aggra in any non-random dungeon, who allows you to start toggling the difficulty up a notch. Completing this harder version, should you be able to finish it in time, will yield everyone involved with rewards otherwise unobtainable, including an upgraded keystone - to progress further into the system with, and so forth. You can also talk to her in any major city to get a keystone that can remind you of your current key. The keystone's level upgrade is determined by how time-efficient your group can be whilst completing the challenge. There are also extra mechanics added to the dungeon to watch out for. It's not only the numbers that are increased. We will touch on these later in detail. What are the rewards? Since the realm does not offer a marketplace where you could buy high level equipment and rare cosmetics, this is our way of still allowing our players to obtain the things that are common on other servers. We have created a system where everyone has a chance to put their hands on stuff - that they otherwise wouldn't be able to - due to our limitations with the store. When you successfully complete a mythic dungeon, you will be rewarded with a Mythic Satchel. These contain different kinds of loot, based on their rarity. The higher level of dungeon you complete, and the faster you complete it, your chances of getting better loot are increased. Just to clarify, the system does not award BiS or custom gear - only cosmetics, mounts, items "unavailable for players", companions, etc. What's the difference between Heroic and Mythic? Every NPC has increasingly boosted health and damage (scaling with key level). The rewards are based on limited completion time (better and/or more rewards for faster completions). Quest based objectives (have to clear otherwise skippable bosses and trash mobs, timer that depletes key). Extra mechanics that you have to watch out for (affixes). Ranked, competitive leaderboards system (in collaboration with our armory). Unique, otherwise unobtainable loot (discontinued items, "removed from the game" stuff, etc). How can I start? You can start by talking to Aggra in any major city or dungeon to find out what key you have. Once you or your friends have decided whose key you will attempt to complete, invite everyone to a party, and zone into the Heroic version of the dungeon manually. Talk to Aggra inside once the group is ready, and most importantly, have fun! Huge thanks to Try aka Caecus for providing most of the information and screenshots!
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  20. CLASSES Shaman Fixed Elemental Reach not stacking with Totemic Reach Fixed Searing Totem being aggressive to neutral NPCs Druid Fixed Lunar Shower not generating Lunar energy after Solar Eclipse Fixed Shooting Stars proc being consumed if a Starsurge cast was already in progress Added missing debuff Recently Shapeshifted for players with Tier 13 Feral 4-set Death Knight Fixed Death and Decay not dealing damage if caster had Anti-Magic Shell active Fixed Glyph of Resilient Grip Mage Corrected Flame Orb's movement speed Priest Fixed Shadowfiend not attacking the target when summoned DUNGEONS & RAIDS Fixed players being able to receive loot through Free for All/Group Loot/Master Looter without having the same ID lockout Fixed players getting teleported to their spawn location after relogging while in a dungeon finder group Fixed players receiving Dungeon Deserter after relogging while in a dungeon finder group. Halls of Origination Fixed Runic Cleave targeting and damage calculations Halls of Origination Transit Device is now only available after Temple Guardian Anhuur's death Scripted Poison-tipped Fangs for Pit Viper Fixed NPCs being able to get knocked through textures with Thunderstorm and Typhoon Fixed elevator moving on its own, added options to controller Fixed elevator control panel options sometimes showing the wrong floors Corrected Temple Swiftstalker spawning at the wrong HP Corrected mutiple trash packs not being linked together Corrected Stone Trogg Pillager's positioning and respawn timer Water Bubble can no longer stun Water Warden, fixed stun effect not ending after it's dead Players can no longer move while Bubble Bound Removed duplicate model of Anraphet, fixed fight automatically starting Corrected damage of Destruction Protocol Added correct spawn triggers for mobs inside the Tomb of the Earthrager Fixed Earthrager Ptah's Earth Spike being unavoidable Scripted Void Seeker's Anti-Magic Prison Scripted Void Lord's Void Infusion Fixed Chaos Portal not closing after enough Void Sentinels are spawned (normal mode) Corrected Lifewarden Nymph's pathing Seedling Pods are no longer invisible Fixed Bloodpetal Blossoms sometimes being unattackable Fixed Isiset's Supernova being interruptible Fixed Rajh sometimes getting stuck in his last phase. Lost City of Tol'Vir Corrected pathing of Oathsworn Captain. Blackrock Caverns Fixed Finkle Einhorn's quest chain Corrected pathing of Raz the Crazed Added multiple missing packs of Twilight Zealots Evolved Twilight Zealots are now patrolling Conflagrations are now correctly moving in circles instead of standing still Fixed Burning Metal's damage not stacking Fixed Beauty not being linked with his dogs on Heroic mode Ascendant Lord Obsidius will now cast Transformation at the correct HP values, and now correctly swaps places with a random Shadow of Obsidius Fixed the majority of miscellaneous things in the dungeon. The Vortex Pinnacle Corrected the positioning and attributes of Itesh (questgiver) Added and corrected patrolling path of Armored Mistrals Corrected Grand Vizier Ertan's HP and mana, fixed issue with boss being able to kill her own tornados Fixed Storm's Edge being able to damage players inside Fixed issue with Cyclone Shield sometimes being "safespotted" during transition when players were stacking with the boss Fixed Slipstreams sometimes failing to put players on the next platform Corrected players sometimes facing the wrong way after arriving on the 2nd platform Corrected melee damage calculations for trash mobs Scripted Turbulent Squall Scripted Young Storm Dragon, is now immune to stun effects Added missing Howling Gale, scripted Howling Gale Added tracker for Golden Orb collection status Corrected area radius of Grounding Field Corrected Skyfall Star movement and pathing Corrected spawn timer of Asaad's Summon Skyfall Star Fixed issue with NPCs getting stuck on angled surfaces Corrected multiple packs of adds not being linked together, and fixed their patrolling paths Removed multiple combat bugs. Throne of the Tides Corrected Data Header and Encounters on instance in the database Corrected position of Throne of Tides Teleporter, and is no longer visible before the RP event Added and scripted missing NPCs Naz'jar Tempest Witch, Naz'jar Invader, Naz'jar Spiritmender, Naz'jar Sentinel, Naz'jar Honor Guard, and fixed their movement/pathing Fixed issue with the elevator sometimes getting stuck at the top Corrected yells of Lady Naz'jar during the gauntlet Corrected the amount/positioning/movement speed of Deep Murloc Drudges in the gauntlet Corrected the positioning/combat state for multiple packs of mobs Added randomness to Naz'jar caster spawns Scripted Bubble Shield Added right hallway event Fully scripted Gilgoblin Hunter, Gilgoblin Aquamage, Faceless Watcher, Unstable Corruption, Tainted Sentry, and corrected their position and patrolling paths Corrected melee damage of trash packs in Heroic mode Scripted Commander Ulthok, fixed intro event and destroying environment on spawn Dark Fissure will no longer spawn off-center around players Corrected position and size of Erunak Stonespeaker Corrected cast time of Lava Bolt Mindbender Ghur'sha is now an optional boss instead of mandatory Fixed Neptulon's positioning and intro Scripted NPCs Deep Murloc Invader, Vicious Mindlasher, Unyielding Behemoth, Ozumat. The Stonecore Added missing Stonecore Berserker to the first pack Corrected NPC levels of Stonecore Flayers Corrected positioning of Corborus Corrected flying path of Slabhide Scripted Crystal Storm Players will now correctly get knocked back if hit by Stalactite Fixed Stonecore Sentry sometimes not alerting other packs of mobs when pulled Added/repositioned multiple packs of mobs. Scripted Force Grip Fixed issue with High Priestess Azil casting her spells in the wrong phase Fixed Energy Shield sometimes not applying and not knocking back players. Mythic Dungeons Implemented affixes Volcanic and Explosive, fixed visuals and spawn conditions Corrected Bolstering stacking on certain bosses Corrected math for Bursting Player Guardians are no longer affected by the mythic multiplier, and can no longer spawn Sanguine upon dying Trash mobs summoned/spawned inside mythic difficulty will now do so at the full boosted amount of HP Removed a multitude of non-elite NPCs from mythic only mechanics/affixes. Throne of the Four Winds Scripted Slipstream. PvP Corrected prep timer in Eye of the Storm Removed/fixed delay with players being able to interrupt getting credit for a base/flag after Capturing Fixed issue with player guardians and other uncontrollable units being able to kill non-flagged players. Misc Fixed various buff durations not expiring properly after hitting 0 seconds. Quests Corrected rewards for Escape From the Lost City Question the Slaves - fixed issue with Enslaved Miner giving multiple credit, added gossip Fixed Shatter Them! Fixed Big Game, Big Bait and Jadecrest Basilisk giving multiple credit Fixed Testing the Trap Corrected over 2000 (and counting) quest item drop rate chances all across Azeroth (829 in Kalimdor, 780 in Eastern Kingdoms, 673 in Outlands, 98 in Northrend).
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  21. CLASSES Druid Added Momentum effect for when shapeshifting/dismounting when flying Fixed Swift Flight Form causing player to lose control when switching forms in air Fixed Glyph of Bloodletting Fixed Glyph of Starsurge Fixed Nature's Grasp Fixed Leader of the Pack proc Fixed Tree of Life Fixed Infected Wounds talent Fixed Revitalize talent Fixed Nature's Grace talent Fixed Savage Defense Fixed Stampede talent proc Fixed Fixed Malfurion's Gift talent Fixed Shooting Stars talent Fixed Feral Aggression talent Fixed Dash sometimes giving speed outside of cat form Fixed Fury of Stormrage talent Fixed Earth and Moon talent Fixed Blood in the Water talent Fixed Fury Swipes talent Fixed Wild Mushroom should no longer be killable Scripted Glyph of Starfire Scripted Glyph of Barkskin Scripted Harmony talent Scripted Rip Scripted Nature's Bounty talent Scripted Rake Scripted Innervate Scripted Scripted Lunar Shower Scripted Thorns and corrected damage Scripted Scripted Living Seed Scripted Starsurge and corrected damage Scripted Solar Beam Scripted Wild Mushroom and corrected damage Scripted Pulverize Scripted Primal Madness talent Scripted Skull Bash Scripted Frenzied Regeneration spell Scripted Feral Swiftness talent Scripted Empowered Touch talent Scripted Fungal Growth talent Scripted Efflorescence talent Scripted Leather Specialization Scripted Eclipse Energy Balance PvP 4-set bonus Corrected Swiftmend heal Corrected Starfire damage Corrected Lifebloom heal effect Corrected Tranquility heal Corrected Wild Growth healing Corrected Starfall damage Corrected Nourish direct heal Corrected Wrath damage Corrected Healing Touch direct heal Corrected Insect Swarm damage Corrected Maul damage Corrected Rejuvenation HoT Corrected Moonfire damage Corrected Regrowth direct heal and HoT Corrected Sunfire damage Death Knight Fixed Death Grip will no longer sometimes miss target Fixed Ebon Plaguebringer Fixed Glyph of Death's Embrace Fixed Magic Suppression talent Fixed Reaping Fixed Runic Empowerment proc Fixed Shadow Infusion talent Fixed Sudden Doom talent proc Fixed Will of the Necropolis talent proc Scripted Chains of Ice Scripted Dark Simulacrum Scripted Dark Transformation and pet spells Scripted Death's Advance talent Scripted Festering Strike Scripted Glyph of Pillar of Frost Scripted Glyph of Resilient Grip Scripted Improved Blood Presence Scripted Improved Frost Presence Scripted Improved Unholy Presence Scripted Necrotic Strike Scripted Pestilence Scripted Plate Specialization Scripted Resilient Infection talent Scripted Strangulate Scripted Vampiric Blood Corrected Death and Decay damage Corrected Death Coil damage Corrected Desecration Corrected Howling Blast damage Corrected Icy Touch damage Hunter Fixed Bombardment talent Fixed Cobra Strikes talent proc Fixed Crouching Tiger, Hidden Chimera talent Fixed Deterrence damage reduction Fixed Glyph of Kill Shot Fixed Go for the Throat talent Fixed Killing Streak proc Fixed Marked for Death talent Fixed Master Marksman talent Fixed Resistance is Futile talent Fixed Sic 'Em! talent Fixed Sniper Training Fixed T.N.T Fixed Thrill of the Hunt proc Fixed Trap Launcher Scripted Camouflage Scripted Concussive Shot Scripted Focus Fire Scripted Improved Mend Pet talent Scripted Improved Serpent Sting talent Scripted Kill Command and corrected damage Scripted Serpent Spread talent Scripted Termination talent Corrected Aimed Shot damage Corrected Aimed Shot! damage Corrected Arcane Shot damage Corrected Chimera Shot damage Corrected Explosive Shot damage Corrected Kill Shot damage Corrected Steady Shot damage Pets Fixed Roar of Recovery (can no longer stack) Scripted Claw and corrected damage Scripted Smack and corrected damage Scripted Bite and corrected damage Scripted Intervene Scripted Spirit Mend and corrected damage Mage Fixed Ignite stacking and damage calculations Fixed Combustion spell and damage calculations Fixed Living Bomb damage and crit chance Fixed Arcane Missiles! Fixed Enduring Winter talent Fixed Flame Orb procs and damage Fixed Frostfire Orb procs and damage Fixed Glyph of Polymorph Fixed Improved Hot Streak talent Fixed Invocation talent Fixed Mirror Image Scripted Arcane Potency talent Scripted Cauterize Scripted Frostfire Bolt and corrected damage Scripted Impact Scripted Improved Polymorph talent Scripted Piercing Chill talent Scripted Pyromaniac talent Scripted Ring of Frost Scripted Ritual of Refreshment Corrected Arcane Barrage damage Corrected Arcane Blast damage Corrected Arcane Concentration talent proc rate Corrected Arcane Explosion damage Corrected Arcane Missiles damage Corrected Blizzard damage Corrected Cone of Cold damage Corrected Critical Mass talent Corrected Fire Blast damage Corrected Fireball damage Corrected Flamestrike damage Corrected Frost Nova damage Corrected Frostbolt damage Corrected Ice Lance damage Corrected Permafrost talent healing Corrected Pyroblast! damage Corrected Scorch damage Corrected wrong values in Deep Freeze Pet Corrected Waterbolt damage Paladin Fixed Guardian of Ancient Kings being targetable/killable Fixed Blessing of Kings Fixed Daybreak talent proc Fixed Enlightened Judgements talent Fixed Grand Crusader talent Fixed Hand of Light Fixed Infusion of Light talent Fixed Judgements of the Bold proc Fixed Selfless Healer talent proc Fixed Speed of Light talent proc Fixed buff stacking Blessing of Might Scripted Avenging Wrath Scripted Cleanse spell Scripted Consecration Scripted Divine Purpose Scripted Exorcism Scripted Holy Wrath and corrected damage Scripted Inquisition Scripted Judgement and corrected damage Scripted Light of Dawn and corrected healing Scripted Plate Specialization Scripted Sacred Shield Scripted Seal of Righteousness Scripted Templar's Verdict Corrected Blessed Life talent spell/proc Corrected Denounce talent proc Corrected Divine Light healing Corrected Flash of Light healing Corrected Hammer of Wrath damage Corrected Holy Light healing Corrected Holy Radiance heal Corrected Holy Shock healing Corrected Seal of Insight proc Corrected The Art of War talent Corrected Word of Glory critical chance/healing Priest Fixed Focused Will talent Fixed Harnessed Shadows talent Fixed Masochism talent Fixed Mind Melt talent Fixed Paralysis talent Fixed Power Word: Barrier Fixed Shadowy Apparition talent Fixed Sin and Punishment talent Fixed Strength of Soul talent proc Fixed Surge of Light talent proc Fixed Train of Thought talent Fixed Evangelism Fixed Dark Evangelism Scripted Atonement talent Scripted Atonement Scripted Chakra Scripted Cure Disease Scripted Dispel Magic Scripted Glyph of Dispel Magic Scripted Glyph of Power Word: Barrier Scripted Glyph of Prayer of Healing Scripted Holy Word: Sanctuary Scripted Improved Mind Blast talent Scripted Improved Power Word: Shield Scripted Inner Sanctum talent Scripted Mind Sear Scripted Mind Spike Scripted Phantasm talent Scripted Psychic Scream Scripted Shadow Orb Scripted Shadowfiend's Mana Leech Corrected Binding Heal healing Corrected Devouring Plague damage Corrected Divine Aegis talent ranks Corrected Divine Hymn healing Corrected Reflective Shield damage Corrected Flash Heal healing Corrected Greater Heal healing Corrected Heal healing Corrected Holy Fire damage Corrected Holy Nova healing and damage Corrected Holy Word: Chastise damage Corrected Mind Blast damage Corrected Mind Flay damage Corrected Mind Sear damage Corrected Mind Spike damage Corrected Penance healing and damage Corrected Prayer of Healing Corrected Prayer of Mending healing Corrected Renew healing Corrected Shadow Word: Death damage Corrected Shadow Word: Pain damage Corrected Smite damage Corrected Vampiric Touch damage Rogue Fixed Tier 13 2-set bonus to activate on damage rather than spell Fixed Find Weakness talent Fixed Glyph of Backstab Fixed Glyph of Hemorrhage Fixed Glyph of Kick Fixed Glyph of Sinister Strike Fixed Improved Expose Armor talent Fixed Restless Blades talent Fixed Serrated Blades talent Fixed Venomous Wounds talent Scripted Glyph of Blind Scripted Killing Spree teleports on Ultraxion/Madness. Scripted Murderous Intent talent Scripted Overkill talent Scripted Sanguinary Vein talent Scripted Sap Scripted Smoke Bomb Scripted Tricks of the Trade Corrected Bandit's Guile talent spell/proc Corrected Cheat Death proc Corrected Rupture damage calculations Corrected Envenom damage Shaman Fixed Flametongue Weapon damage scaling Fixed Tier 13 2-set bonus for Enhancement shamans Fixed Ancestral Awakening talent Fixed Ancestral Healing talent Fixed Feedback talent Fixed Focused Insight talent Fixed Glyph of Grounding Totem Fixed Resurgence talent Fixed Rolling Thunder talent proc Fixed Seasoned Winds talent Fixed Static Shock talent proc Fixed Telluric Currents talent Fixed Tidal Waves Scripted Ancestral Resolve talent Scripted Cleansing Waters talent Scripted Earthquake Scripted Frozen Power talent Scripted Fulmination talent Scripted Healing Rain Scripted Healing Stream Totem and corrected healing Scripted Improved Lava Lash talent Scripted Lava Surge talent Scripted Mail Specialization Scripted Mana Tide Totem Scripted Searing Flames talent Scripted Spirit Link Totem Scripted Thunderstorm Scripted Unleash Elements Corrected Chain Heal healing Corrected Chain Lightning damage Corrected Earth Shield healing Corrected Earth Shock damage Corrected Earthliving heal value Corrected Fire Nova damage Corrected Flame Shock damage Corrected Frost Shock damage Corrected Greater Healing Wave healing Corrected Healing Rain healing Corrected Healing Surge healing Corrected Healing Wave healing Corrected Lava Burst damage Corrected Lightning Bolt damage Corrected Lightning Shield damage Corrected Maelstrom Weapon proc rates Corrected Magma Totem damage Corrected Riptide healing Corrected Searing Bolt damage Warlock Fixed Burning Embers talent Fixed Cremation talent Fixed Decimation talent proc Fixed Everlasting Affliction talent Fixed Glyph of Shadowflame Fixed Mana Feed talent Fixed Molten Core talent proc Fixed Nether Ward talent Fixed Ritual of Souls spawn Fixed Shadow and Flame talent Fixed Siphon Life talent Fixed Soul Leech talent proc Scripted Aftermath talent (Stun and daze effect) Scripted Conflagrate Scripted Curse of the Elements Scripted Curse of Weakness Scripted Demon Soul Scripted Drain Life soulburn effect Scripted Drain Soul Scripted Fear Scripted Fel Armor Scripted Fel Flame Scripted Fel Synergy talent Scripted Glyph of Seduction Scripted Glyph of Shadowburn Scripted Glyph of Soul Link Scripted Hand of Gul'dan Scripted Healthstone Soulburn effect Scripted Impending Doom talent Scripted Improved Soul Fire talent Scripted Pandemic talent Scripted Searing Pain Soulburn effect Scripted Seed of Corruption Soulburn effect Scripted Shadowburn Scripted Soul Fire Soulburn effect Scripted Soul Harvest Scripted Soul Swap Scripted Unstable Affliction Corrected Bane of Agony damage Corrected Bane of Doom damage Corrected Chaos Bolt damage Corrected Corruption damage Corrected Dark Intent proc Corrected Death Coil damage Corrected Drain Life damage Corrected Drain Soul damage Corrected Fel Flame damage Corrected Hellfire damage Corrected Immolate damage Corrected Incinerate damage Corrected Rain of Fire damage Corrected Searing Pain damage Corrected Seed of Corruption damage Corrected Shadow Bolt damage Corrected Shadowburn damage Corrected Shadowflame damage Corrected Shadowfury damage Corrected Soul Fire damage Pets Scripted Devour Magic and corrected pet heal Scripted Imp Firebolt spell Scripted Shadow Bite Warrior Fixed Deep Wounds talent Fixed Die by the Sword talent proc Fixed Gag Order talent Fixed Glyph of Berserker Rage Fixed Hold the Line talent Fixed Improved Hamstring talent Fixed Incite talent Fixed Lambs to the Slaughter talent Fixed Meat Cleaver talent Fixed Rude Interruption talent Fixed Second Wind talent Fixed Shield Mastery talent Fixed Taste for Blood talent Fixed Thunderstruck talent Fixed Wrecking Crew talent proc Scripted Glyph of Colossus Smash Scripted Intercept Scripted Intimidating Shout Scripted Plate Specialization Scripted Rallying Cry Scripted Rend Scripted Shattering Throw Scripted Spell Reflection Scripted Sweeping Strikes Scripted Thunder Clap Scripted Victory Rush Corrected Battle Trance talent spell/proc Corrected Heroic Leap should now properly display leap target Corrected Blod Craze talent Corrected Cleave damage Corrected Heroic Leap damage Corrected Heroic Strike damage RAIDS & DUNGEONS Dragon Soul Fixed Void of the Unmaking (Warlord Zon'Ozz ball bouncing) Corrected oozes movement and visual effects (Yor'sahj the Unsleeping) Fixed portals in Dragon Soul that would sometimes not work Warmaster's AoE spell should now interrupt casters hit by the spell Fixed a bug causing players to fall down during the Spine of Deathwing encounter Fixed falling off Spine after wiping on Spine of Deathwing Fixed combat bug after completing Spine of Deathwing encounter Fixed Madness of Deathwing buffs provided by the aspects Fixed various visual bugs related to Madness of Deathwing Firelands Fixed Lord Ryolith's legs. He should now move correctly when damaging his legs Fixed the Firelands bridge not spawning when clicking on the orb Scripted Molten Erupter and Molten Spewer (Ragnaros trash mobs) Fixed an exploit allowing players to fly inside the Firelands raid Blackwing Descent Scripted lava phases during the Nefarian encounter Atramedes shuld no longer sometimes evade when pulling boss Scripted Drakonid Drudge (Trash in Magmaw room) Cataclysm Dungeons Scripted End-Time trash Scripted Void Sentinel & Void Seeker (portals mobs Setesh) Scripted Sun-Touched Speaker (mob in front of Rajh) Scripted Snake Venom on encounter Temple Guardian Anhuur BATTLEGROUNDS, PvP & ARENAS Scripted and enabled Rated Battleground system Scripted and enabled cross-faction battlegrounds Scripted arena fast start system which will lower the waiting time if all players are ready Ritual of Souls will autospawn in arenas if a Warlock is in the group Ritual of Refreshment will autospawn in arenas if a Mage is in the group Fixed PvP 2-set bonus resilience can no longer stack Fixed knockback from waterfall in Dalaran Arena ITEMS Scripted Apparatus of Khaz'goroth trinket spell Scripted Fury of Angerforge trinket spell Scripted Heart of Ignacious trinket spell Scripted Scales of Life trinket spell Fixed the proc of various PvP trinkets MISCELLANEOUS Rewritten combat system, fixes hundreds of combat bugs around the world Fixed creature movement logic while casting, should no longer interrupt spells. Fixed and prevented several potential server crashers Updated movement and line of sight systems Added a new anticheat system. World spawn cleanups Quest loot fixes Fixed issue with pet spells where they would spam abilities Corrected pet stats and scaling to all pets Scripted Bloodlust/Heroism/Time Warp/Ancient Hysteria Fixed a bug with Clear Glyph spell Scripted Gift of the Naaru spell Scripted PvP Trinket and Every Man for Himself Fixed Will of the Forsaken cooldown Fixed Hurricane enchant proc Fixed Power Torrent enchant proc Fixed Windwalk enchant proc QUESTS Mount Hyjal We've done a total rework of Mount Hyjal - working quests listed down below The Return of the Ancients Fixed Hero's Call: Mount Hyjal! & Warchief's Command: Mount Hyjal! Fixed As Hyjal Burns Fixed Inciting the Elements & The Earth Rises Fixed Flames from Above Fixed Protect the World Tree Fixed War on the Twilight's Hammer & The Flameseer's Staff Fixed Flamebreaker Fixed The Return of Baron Geddon Fixed Emerald Allies Fixed The Captured Scout Fixed Twilight Captivity Fixed Return to Alysra Fixed A Prisoner of Interest Fixed Through the Dream Fixed Return to Nordrassil Shrine of Goldrinn Fixed Wings Over Mount Hyjal Fixed The Return of the Ancients Fixed End of the Supply Line Fixed Harrying the Hunters & In the Rear With the Gear Fixed The Voice of Goldrinn & The Voice of Lo'Gosh Fixed Goldrinn's Ferocity & Howling Mad Fixed Lycanthoth the Corruptor Fixed The Shrine Reclaimed Fixed Cleaning House Fixed From the Mouth of Madness Fixed The Eye of Twilight Fixed Mastering Puppets Fixed Elementary! Fixed Return to Duskwhisper Fixed Gar'gol's Gotta Go Fixed Get Me Outta Here! Foray into the Firelands Fixed Lightning in a Bottle Fixed Sweeping the Shelf Fixed Into the Maw! Fixed Forged of Shadow and Flame Fixed Crushing the Cores Fixed Rage of the Wolf Ancient Fixed Cindermaul, the Portal Master Fixed Forgemaster Pyrendius Fixed Return from the Firelands Fixed The Fires of Mount Hyjal Fixed Aviana's Legacy Shrine of Aviana Fixed Wings Over Mount Hyjal Fixed Aviana's Legacy Fixed An Offering for Aviana Fixed A Plea From Beyond Fixed A Prayer and a Wing Fixed The Wormwing Problem Fixed Scrambling for Eggs Fixed A Bird in Hand Fixed Fact-Finding Mission Fixed Sethria's Brood Fixed A Gap in Their Armor Fixed Disassembly Fixed The Codex of Shadows Fixed Egg Hunt Fixed Sethria's Demise Fixed An Ancient Reborn Fixed The Hatchery Must Burn Fixed Flight in the Firelands Fixed Wave One Fixed Wave Two Fixed Egg Wave Fixed Return to Aviana Grove of Aessina Fixed The Fires of Mount Hyjal Fixed If You're Not Against Us... Fixed Seeds of Their Demise Fixed A New Master Fixed The Name Never Spoken Fixed Black Heart of Flame Fixed Good News... and Bad News Fixed Save the Wee Animals Fixed Oh, Deer! Fixed Fighting Fire With ... Anything Fixed Disrupting the Rituals Fixed Last Stand at Whistling Grove Fixed The Bears Up There Awakening Tortolla Fixed Smashing Through Ashes Fixed Durable Seeds Fixed Firebreak Fixed Fresh Bait Fixed Hell's Shells Fixed Tortolla Speaks Fixed Breaking the Bonds Fixed Children of Tortolla Fixed An Ancient Awakens The Ancients Fixed The Last Living Lorekeeper Fixed Firefight Fixed Tortolla's Revenge Fixed The Hammer and the Key Fixed Lost Wardens Fixed Pressing the Advantage Fixed Breakthrough Fixed Hyjal Recycling Program Fixed The Third Flamegate Fixed The Strength of Tortolla Fixed The Time for Mercy Has Passed Fixed Finish Nemesis Fixed Tortolla's Triumph Fixed The Ancients are With Us Darkwhisper Gorge Fixed Commander Jarod Shadowsong Fixed Signed in Blood Fixed Your New Identity Fixed Trial By Fire Fixed In Bloom Fixed Waste of Flesh Fixed Twilight Training Fixed Physical Training: Forced Labor Fixed Agility Training: Run Like Hell! Fixed Mental Training: Speaking the Truth to Power Fixed Spiritual Training: Mercy is for the Weak Fixed Walking the Dog Fixed A Champion's Collar Fixed Grudge Match Fixed Gather the Intelligence Fixed Seeds of Discord Fixed The Greater of Two Evils Fixed Twilight Territory Fixed Speech Writing for Dummies Fixed Head of the Class Fixed Graduation Speech Fixed Twilight Riot Fixed Slash and Burn Jarod's quests Fixed Might of the Firelord Fixed The Sanctum of the Prophets Fixed Magma Monarch Aronus' quests Fixed The Twilight Egg Fixed Brood of Evil Fixed Death to the Broodmother Cenarius' quests Fixed Secrets of the Flame Fixed The Gatekeeper
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  22. Looking for a home? Think you are above the rest? Baseline content too easy? Tired of noobs and casuals? Wiping on faceroll content in pugs? Look no further. <message deleted> is looking for exceptional players to fill our ranks and dominate all aspects of the game. Whether it be endgame raids, having high level mythic content on farm, playing at R1 level in arenas or RBGs, dominating world PvP, locking down areas or zones, or just being a nuisance in general, our goal is to have a strong presence in all of those aspects of the game. Right out of the gates, we have theorycrafted an efficient leveling route that will most likely skyrocket everyone following it ahead of the curve, claiming realm first characters to jump into Dragon Soul progression with. Along the way, we would like to give an opportunity for everyone who deem themselves worthy and skilled enough to participate in aiding us. If you have played on the original Nelth back in the day, you might have heard of guilds such as: <D O N O R S>, <Unknown>, <First Class>, <Cannibals>. Our top players and highest ranks were all Core/Officer/GM ranked in at least one of those guilds, and we have no doubt that if everyone plays and commits to the cause, we can safely establish ourselves as the top guild even before the server goes live. We will be starting on Horde and trying to get to the end as fast as possible. After we get there, the guild is going to keep having all kinds of high level content on lockdown status. Most of the core group is already set in stone and have been playing together for many years, therefore should have no complications in claiming the throne. However, because most of us have real life commitments and responsibilities to take care of, we like to ensure our gaming time is as enjoyable and fulfilling as possible. With this in mind we always try to achieve our best and will actively encourage others to do the same. The goal is to become and remain the go-to guild for hardcore endgame on Neltharion, and we seek to achieve this by creating quality experiences and strengthening our members skillsets for those who are willing to learn and become even better players. A friendly, easy going, light-hearted environment with dead serious commitments and strong determination from our members is something we highly prioritise. We generally don't have rules other than common sense, so having thick skin, being able to stand up for yourself, and not taking every off-hand comment seriously and personally is going to be an essential part of understanding how we operate. A good, dark sense of adult humour and free speech advocacy is something we practise regularly, thus highly appreciate and look actively for in new people. As the name suggests, we don't hold back in anything, regardless of in-game or outside of it, and our mentality would most likely be heavily censored on a plethora of platforms for being too "edgy". This more or less defines our gameplay and commentary as well. If you share our ideas and looking for an active guild, feel free to join our discord at https://discord.gg/e2zhrkf What we are looking for: Preferably 18+ years of age Viable internet connection Discord & In-game activity of at least 8 hours a day combined, (at least for the first 2 weeks after release) A good sense of humour and positive attitude Full knowledge of all progression related content, as well as your spec/character's and alts' utility and roles Being able to level alts during downtime Resistance and durability to monotone gameplay (farming) Iron will. What we are offering: Fast and efficient high level gameplay all across the board Vastly experienced leadership Basically 24/7 online presence with no content shortage Loot Council system Highly likely Realm First feats and titles Endless clout and elitist flexing rights Being at the top end of the high level community Casual domination of casuals Already premade, fully optimised discord server "Full mongo, Balls deep, All-in" style gameplay to its full extent The dankest of memes. Hope to see our #welcome channel blowing up soon. Let us strike fear into the hearts of the weak together.
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  23. hello there m new to the serveur and i make an account and instaled the mini client and start it i chose english language and the normal serveur and when i logged in the serveur is locked.... so i ask if there is a solution or i can t join and wait until the serveur release? ty for help for the horde ❤️
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  24. Teams and rules to be announced...
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  25. The official Discord for Neltharion! A vast majority of our community can be found in here. Click the image down below to join!
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  26. CLASSES Warlock Corrected health and mana gained from Glyph of Soulstone Corrected movement speed increase gain for Glyph of Eye of Kilrogg Priest Spirit of Redemption can no longer die prematurely Mind Vision no longer persists through stealth effects in rated battlegrounds Druid Corrected health gained from Glyph of Rebirth Tauren Druids now have Wrath on their action bar by default Fungal Growth slow effect can no longer miss Fixed momentum effect after leaving Flight Form & Swift Flight Form Hunter Fixed Focus Fire visual indicator sometimes getting stuck on the UI permanently Casting Revive Pet now stops Auto Shot Death Knight Pillar of Frost now grants immunity from Death Grip Necrotic Strike absorption effects from multiple DK's now stack instead of replacing each other Dark Simulacrum can now be cast on the same target by multiple DKs simultaneously Spells that get missed/dodged/parried will correctly update and refund their rune cost client-side Paladin Fixed Guardian of Ancient Kings behaviour Dwarves, Orcs, Night Elves, Worgens, Undeads, and Goblins will now all have their racial spells on their action bars by default after character creation Dungeons & Raids Deadmines Defias Cannons are now firing at the players, players can no longer deal "friendly fire" Mining Monkeys are now neutral instead of friendly Fixed Mine Bunny behaviour, added patrolling path Drunken Haze now reduces movement speed, and drunk effect now fades with the debuff Lumbering Oaf is no longer immune to bleeds Fixed Rat Pack achievement Fixed various vehicle issues Corrected Envoker's Shield spell effect and timer Defias Reapers now turn friendly and have all DoT effects removed when they hit 25% HP, fixed visual UI bug, fixed Pressurized Strike Prototype Reaper is now only available during the boss encounter Foe Reaper 5000 starts attacking automatically and now properly resets after a group wipe Spamclicking the cannon to open the shipyard door no longer causes multiple trash packs to spawn, and can no longer get stuck Corrected positioning and behaviour of Monstrous Parrots Fixed multiple combat bugs on the ship Admiral Ripsnarl fight now correctly resets after players are no longer on the ship Corrected Vapor spawn timers Corrected Coalesce knockback effect distance "Captain" Cookie fight no longer starts instantly Nightmare Elixir now persists through death Corrected spiders behaviour during Helix Gearbreaker fight Calissa Harrington now correctly loses health from Choking Fixed safespots on ship fire. Misc Training Dummies no longer rotate, or move when feared/disoriented Flayer now correctly increases Skinning speed
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  27. Welcome to the Project Neltharion Forums! As a devoted community, Project Neltharion has a goal to establish a helpful, friendly, and enjoyable community! These forums serve as a place for players to interact with not just each other but also the Project Neltharion staff outside of the game. You can discuss/find anything from the most current news to offering suggestions/feedback on our website. However, these forums have a set of guidelines that need to be adhered to by the users. The rules and guidelines listed will not state everything that should be followed. Common sense and respect goes a long way when it comes to your behavior on the forums and in-game. By posting on these forums, you effectively agree to abide by these rules with your responses. Access to these forums is a privilege and any Project Neltharion staff can revoke it at any time if they feel you’re in violation of these rules. We reserve the right to add or modify rules at our discretion without notice in order to handle any offense not outlined. If you have a question about what is acceptable to post and what is not, or would like to discuss a forum related issue, please contact Staff. Our forums are English only (with the exception of Guild Recruitment tab). We know not everyone around here is a native English speaker, but if your post is not legible it will be locked. General Forum Rules: Inappropriate Language Vulgar, obscene, or inappropriate material will be deleted with the user being punished accordingly. This includes, but is not limited to: sexist, homophobic and racial slurs, harassment, threats of any kind, and extreme profanity toward another user will not be tolerated. Inappropriate Content These topics are off-limits in any forum tab: Piracy, pornography, cheating/exploits, and illegal activity. Solicitation of our community for support in religious or political matters (i.e petitions) is not permitted. Advertising Advertising is not permitted unless you have obtained approval from the administrator. To do so in obtaining approval, please contact Wufc. This includes surveys or soliciting a response for either academic or marketing reasons on our forums. Advertising in signatures by linking a URL is permitted if the website is a personal website, an example would be a blog, social networking profile, or a guild website. As long as the website contains PG-13 or lower content and does not violate any of the forum rules. Any links or discussion on other private servers, gold selling services, power leveling services, or any third party service that is promoting their game/content will be deleted and the user will be punished accordingly. Scamming/Account Sharing Do not fall for users trying to pose as a Project Neltharion staff member. We will never try to blackmail or scam players out of items, accounts, etc. To verify staff members, please visit the forums staff tab here. In regards to account sharing/selling we are not responsible nor will we be able to help in the event of a problem if you try to sell or share your account information with another person. Feedback If you want to give feedback to the Project Neltharion staff regarding moderation or personal matters, you should email Wufc or get in touch with Moderators rather than opening a new thread. With that being said, we understand at times a discussion is needed for the community to voice their opinion. While we encourage you to contact us directly, we do allow certain types of feedback threads to be created in the Feedback Forum; if opened elsewhere, they will be locked or deleted if seen necessary. Also keep in mind that these types of threads will be watched closely and we reserve the right to lock or delete threads that exist to stir up a topic or further cause drama. Contacting/Reporting Contacting the Project Neltharion staff to discuss why a post was locked or a user was banned or talking about our policies in a professional way is allowed, however threads made for this reason will most likely be locked the minute users can’t keep it professional. Argue clearly and to the point rather than letting emotions get the best of you. If at any time the thread is answered by any Project Neltharion staff or has outlived its usefulness a moderator may lock it to indicate the issue has been resolved. If you feel a user has not followed the forum rules, report them and move on, do not continue replying to the posts with the intent to antagonize the user who has broken the rules. Similarly, do not report the same posts multiple times simply because you dislike/disagree with the user.
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