Vanilla WoW - VanillaGaming

General Category => Server Changelogs => Topic started by: Ergamemnon on November 04, 2015, 01:30:43 pm



Title: Live Update 2015-11-04
Post by: Ergamemnon on November 04, 2015, 01:30:43 pm
Hi VG! These fixes went live last night. I hope you enjoy!  8)

*Core:
- 16 Slot Debuff System is now live and running!
- creatures that have 16 debuffs applied to them will now enter a new script, so debuffs are handles blizzlike as it is supposed to be. Thanks Zeard!
- this means that many debuffs will now replace each other in a blizzlike manner
- mobs can only have a maximum amount of 16 debuffs applied
- Zeard fixed the LOGOUT-mechanics while you're in combat
- Zeard fixed the unpenetrateable mob-resistances
- the pre-set ones got removed
- Kiting in world is now possible again, but now it will work like this: Each time damage is applied a timer starts countdown if creature if out of damage area, so if no damage is added for a certin amount of time creature will evade.
- DoT damage log now shows correct damage even if partially resisted


*Classes:
- WF got rewrote it's mechanics, should now proc as intended of all melee based attacks
- Sword Specialization now procs properly on yellow hits
- Removed TBC pet scaling
- Fixes to Wyvern sting
- Fixed Mind Flay not interrupting when at max distance.
- Fixed Druid talent Heart of the wild to now properly add 20% in cat form.
- Removed 5% base crit from warrior
- Fixed Intimidating Shout, now properly affects 5 nearby targets.
- Healing way no longer creates separate stacks for each caster. all share same stack.
- Rogue's Blade Flurry is now always working as intended, there was an issue that would let it bug out under certain circumstances (Fix by Zeard)


*Naxxramas:
- Fixed faction specific loot at Noth
- changed Heigans pull behaviour, should make more sense now
- fixed possible combat bug at Anub
- nerfed the Noth encounter, as it was too hard before (in comparison to blizzard)


*Molten Core:
- you can now properly see Ragnaros in the firey rune behind Golemagg
- fixed Core Ragers' walking speed, as it was too slow
- Lava Annihilators can now better hit their targets, they stucked sometimes
- fixed immunities of Majordomos ads once again


*Onyxia:
- corrected some immunities of her


*BWL:
- fixed a melee attack problem with Death Talon Flamescale
- fixed mob chainments that didnt work anymore in and after suppression room


*ZG:
- Fixed edge of madness workaround fix bugs , sometimes nothing spawned and wushoolay's spawn rate was low, all of them spawn equally now and everytime


*AQ40:
- fixed trash mob corpsedecay timings at Skeram, you will now have more time to loot them


*Shadowfang Keep:
- fixed minion summoning of Shadowfang Wolfguard
- fixed their armor amount too
- fixed damage of the shadowfang worgen


*Items:
- D2 sets now have class and level requirements set
- corrected scaling of Teebu's Blazing Longsword, Drillborer Disk and Force Reactive Disk
- added Dark Whisper Blade and Elemental Attuned Blade. They are now obtainable
- fixed more wrong spellpower scalings
- also corrected older fixes that didnt work properly
- http://db.vanillagaming.org/?item=23200 [Totem of Sustaining]
- http://db.vanillagaming.org/?item=22396 [Totem of Life]
- http://db.vanillagaming.org/?item=23199 [Totem of the Storm]
- Wands now deal proper school damage, not physical damage.
- All warsong gulch items which have the same name but have different level requirement now require either honored (for the accessory) or revered (for the weapons) as supposed in vanilla, instead of being free to buy. Also giving some actual sense to running those twink bgs!
- A certain Kodo mount now got it's requirements correctly set
- Fixed "Reins of Winterspring Frostsaber" riding skill requirement

*Misc:
- Winterfall Shamans will no longer get stuck when fought against from a distance larger than ~10 yds
- Burning Blade Apprentice in durotar spawns a proper Voidwalker now
- Frostmaul Preserver now re casts wild regeneration at proper pace instead of spam casting it rendering the mob unable to deal damage at 50%
- Devouring Ooze loot is now more sorted out
- all random mobs shouldnt have problems anymore with landing melee attacks after approaching to their target (sometimes this happened)
- Chillwind Ravager now has a different , most likely the intended spell set
- Repositioned floating tin vein in barrens
- Emerald Whelpling is now faster
- Portal Seeker in Blasted Lands now drops the following item : "Pattern: Heavy Scorpid Vest"


*Quests:
- Fixed quest "The Completed Orb of Nor'Orahil"
- Fixed quest "Gelkis Alliance", no longer crashes the game upon completion
- Partial fix for quest The attack! Possible to overhear the conversation between Marzon and Lord gregor in the garden and kill them for the quest credit
- Draconic for dummies 3 has a higher dropchance now    
- Fixed quest "Calm before the storm", you can now complete the quest by talking to karus as intended
- Fixed quest "Tremors of the Earth"
- Fixed quest "Freed from the hide"
- Fixed quests "The Only Cure is More Green Glow" and "Mother's Milk"
- fixed some quests of which the level requirement was too small
- Fixed quest "Death From Below"



Title: Re: Live Update 2015-11-04
Post by: Ergamemnon on November 04, 2015, 01:30:54 pm
reserved


Title: Re: Live Update 2015-11-04
Post by: apolon123 on November 04, 2015, 01:31:54 pm
why armor isn't fixed?


Title: Re: Live Update 2015-11-04
Post by: Ergamemnon on November 04, 2015, 01:38:31 pm
why armor isn't fixed?

?  you need to explain a bit further if you want us to understand :P


Title: Re: Live Update 2015-11-04
Post by: Akum on November 04, 2015, 01:48:26 pm
Goood one! That long long 2 weeks! :P


Title: Re: Live Update 2015-11-04
Post by: apolon123 on November 04, 2015, 01:53:43 pm
why armor isn't fixed?

?  you need to explain a bit further if you want us to understand :P

 http://vanillagaming.org/forum/index.php?topic=13429.0 (http://vanillagaming.org/forum/index.php?topic=13429.0)

I found this bug report, and in the end of the report, after some math it is concluded boss armor is too high atm.


Title: Re: Live Update 2015-11-04
Post by: Ergamemnon on November 04, 2015, 01:59:24 pm
why armor isn't fixed?

?  you need to explain a bit further if you want us to understand :P

 http://vanillagaming.org/forum/index.php?topic=13429.0 (http://vanillagaming.org/forum/index.php?topic=13429.0)

I found this bug report, and in the end of the report, after some math it is concluded boss armor is too high atm.

Thats live for like a year, if I check that date.


Title: Re: Live Update 2015-11-04
Post by: apolon123 on November 04, 2015, 02:07:49 pm
I linked it because they found out that even 4691 armor is too high compared to video, not Patchwerks armor. Since consumable stacking is fixed, this should be too.


Title: Re: Live Update 2015-11-04
Post by: flierrr on November 04, 2015, 02:18:55 pm
Lots of very cool things in this LU, thanks devs.

No more penetration gear needed!


Title: Re: Live Update 2015-11-04
Post by: Fadeas on November 04, 2015, 02:41:17 pm
Love it, keep up the good work and hopefully fix PvP system.


Title: Re: Live Update 2015-11-04
Post by: Floki on November 04, 2015, 02:58:43 pm
- Zeard fixed the LOGOUT-mechanics while you're in combat

HELLZ TO THE YEAH!


Title: Re: Live Update 2015-11-04
Post by: bushwully on November 04, 2015, 03:04:53 pm
oioioioi gj


Title: Re: Live Update 2015-11-04
Post by: Sota on November 04, 2015, 03:06:28 pm
Really good stuff in this LU and seemed that atleast most of them working corretly aswell :) thx.


Title: Re: Live Update 2015-11-04
Post by: Sena on November 04, 2015, 03:17:07 pm
- Zeard fixed the LOGOUT-mechanics while you're in combat

HELLZ TO THE YEAH!


Title: Re: Live Update 2015-11-04
Post by: Almisael on November 04, 2015, 03:18:09 pm
yeaha! let the games begin


Title: Re: Live Update 2015-11-04
Post by: Ayag on November 04, 2015, 03:49:14 pm
" Zeard fixed the unpenetrateable mob-resistances"

Can someone explain what it means ? What was it before, what was it supposed to be and what's it is now ?


Title: Re: Live Update 2015-11-04
Post by: Ergamemnon on November 04, 2015, 03:50:42 pm
" Zeard fixed the unpenetrateable mob-resistances"

Can someone explain what it means ? What was it before, what was it supposed to be and what's it is now ?

They had a high resistance value set that was penetrable, now they have a little resistance value set, that is not. :)


Title: Re: Live Update 2015-11-04
Post by: Fadeas on November 04, 2015, 03:55:55 pm
" Zeard fixed the unpenetrateable mob-resistances"

Can someone explain what it means ? What was it before, what was it supposed to be and what's it is now ?

They had a high resistance value set that was penetrable, now they have a little resistance value set, that is not. :)
I'm sure he did not understood you. Let me shorten it for you, they added a 50 penetrable ressistances to the boss to nerf the caster because of 32 slot debuff limit. Now that they fixed the debuff slot limit to 16, they remove the 50 unpenetrable ressistances from bosses which, as i mentioned above, were added to counter the 32 slot debuff thing which made things "alot easier". Now there is 20 unpenetrable resisstance on bosses, and 16 slot debuff limit is working properly hopefully.


Title: Re: Live Update 2015-11-04
Post by: ohkillem on November 04, 2015, 03:58:40 pm
gratz, pets irreparably fucked, gg


Title: Re: Live Update 2015-11-04
Post by: Shaken on November 04, 2015, 04:43:10 pm
" Zeard fixed the unpenetrateable mob-resistances"

Can someone explain what it means ? What was it before, what was it supposed to be and what's it is now ?

They had a high resistance value set that was penetrable, now they have a little resistance value set, that is not. :)
I'm sure he did not understood you. Let me shorten it for you, they added a 50 penetrable ressistances to the boss to nerf the caster because of 32 slot debuff limit. Now that they fixed the debuff slot limit to 16, they remove the 50 unpenetrable ressistances from bosses which, as i mentioned above, were added to counter the 32 slot debuff thing which made things "alot easier". Now there is 20 unpenetrable resisstance on bosses, and 16 slot debuff limit is working properly hopefully.
It's like a blind person guiding another.


Title: Re: Live Update 2015-11-04
Post by: Kraftigt on November 04, 2015, 05:06:33 pm
" Zeard fixed the unpenetrateable mob-resistances"

Can someone explain what it means ? What was it before, what was it supposed to be and what's it is now ?

They had a high resistance value set that was penetrable, now they have a little resistance value set, that is not. :)
I'm sure he did not understood you. Let me shorten it for you, they added a 50 penetrable ressistances to the boss to nerf the caster because of 32 slot debuff limit. Now that they fixed the debuff slot limit to 16, they remove the 50 unpenetrable ressistances from bosses which, as i mentioned above, were added to counter the 32 slot debuff thing which made things "alot easier". Now there is 20 unpenetrable resisstance on bosses, and 16 slot debuff limit is working properly hopefully.
It's like a blind person guiding another.
LOL


Title: Re: Live Update 2015-11-04
Post by: Fadeas on November 04, 2015, 05:17:22 pm
" Zeard fixed the unpenetrateable mob-resistances"

Can someone explain what it means ? What was it before, what was it supposed to be and what's it is now ?

They had a high resistance value set that was penetrable, now they have a little resistance value set, that is not. :)
I'm sure he did not understood you. Let me shorten it for you, they added a 50 penetrable ressistances to the boss to nerf the caster because of 32 slot debuff limit. Now that they fixed the debuff slot limit to 16, they remove the 50 unpenetrable ressistances from bosses which, as i mentioned above, were added to counter the 32 slot debuff thing which made things "alot easier". Now there is 20 unpenetrable resisstance on bosses, and 16 slot debuff limit is working properly hopefully.
It's like a blind person guiding another.
Keep giving me reasons to kill you @ aq40 brainwashers =P


Title: Re: Live Update 2015-11-04
Post by: Ayag on November 04, 2015, 06:09:12 pm
Well yeah that was properly explained, I couldn't find the values for this server peculiarly so I tought someone would know :) Thanks.



Title: Re: Live Update 2015-11-04
Post by: Fadeas on November 04, 2015, 06:11:00 pm
Well yeah that was properly explained, I couldn't find the values for this server peculiarly so I tought someone would know :) Thanks.


You're welcome.


Title: Re: Live Update 2015-11-04
Post by: Kraftigt on November 04, 2015, 06:31:46 pm
Well yeah that was properly explained, I couldn't find the values for this server peculiarly so I tought someone would know :) Thanks.

Well those values are wrong, fiy ;)


Title: Re: Live Update 2015-11-04
Post by: Gnoem on November 04, 2015, 06:55:02 pm
Well yeah that was properly explained, I couldn't find the values for this server peculiarly so I tought someone would know :) Thanks.

Well those values are wrong, fiy ;)

Fadeas real pro


Title: Re: Live Update 2015-11-04
Post by: Kraftigt on November 04, 2015, 07:01:08 pm
The pre-set resistances was 145 to all except holy which was 15 and nature which was 70. The resistances now are 15 to all, but now they aren't penetrable anymore.


Title: Re: Live Update 2015-11-04
Post by: Fadeas on November 04, 2015, 07:01:50 pm
Well yeah that was properly explained, I couldn't find the values for this server peculiarly so I tought someone would know :) Thanks.

Well those values are wrong, fiy ;)

Fadeas real pro
Please elaborate, Gnoem.


Title: Re: Live Update 2015-11-04
Post by: bushwully on November 04, 2015, 07:11:34 pm
its fadeas the servers well known retard what did u expect xD ?


Title: Re: Live Update 2015-11-04
Post by: Fadeas on November 04, 2015, 07:43:41 pm
its fadeas the servers well known retard what did u expect xD ?
Haters gonna hate ;)


Title: Re: Live Update 2015-11-04
Post by: kaylolz on November 04, 2015, 07:48:00 pm
Noth is still spawing double the Plagued Champions
And the totem still drops for alliance


Title: Re: Live Update 2015-11-04
Post by: lorgarn on November 04, 2015, 08:40:19 pm
- All warsong gulch items which have the same name but have different level requirement now require either honored (for the accessory) or revered (for the weapons) as supposed in vanilla, instead of being free to buy. Also giving some actual sense to running those twink bgs!
I am sorry if this is a stupid question, but is this working as intended? The lv20 items state no reputation requirement whathowever. Dont get me wrong, i wont die on this, because I dont do PvP, but getting equiped in PvE is quite hard on this server, if you don just skip to lv60, and so these items where quite nice to have...


Title: Re: Live Update 2015-11-04
Post by: Floki on November 04, 2015, 08:47:11 pm
no reputation requirement whathowever

whathowever

what

how

ever


Title: Re: Live Update 2015-11-04
Post by: Ayag on November 04, 2015, 09:04:24 pm
"The pre-set resistances was 145 to all except holy which was 15 and nature which was 70. The resistances now are 15 to all, but now they aren't penetrable anymore."

Oh thanks, that was the kind of number I was looking for.
Do you have any source for that ?
I guess this is what makes penetration now useless in PvE ? What about CoE CoS then ? The penetration is irrelevant but the +10% dmg still work hopefully ?



Title: Re: Live Update 2015-11-04
Post by: Ergamemnon on November 04, 2015, 09:05:32 pm
- All warsong gulch items which have the same name but have different level requirement now require either honored (for the accessory) or revered (for the weapons) as supposed in vanilla, instead of being free to buy. Also giving some actual sense to running those twink bgs!
I am sorry if this is a stupid question, but is this working as intended? The lv20 items state no reputation requirement whathowever. Dont get me wrong, i wont die on this, because I dont do PvP, but getting equiped in PvE is quite hard on this server, if you don just skip to lv60, and so these items where quite nice to have...

I guess you will need to delete your WDB (cache) file in order to see the change appearing.

And the totem still drops for alliance

That fix didnt work as it seems. Gonna exchange the things then.


Noth is still spawing double the Plagued Champions

Yes, but they are weaker as supposed to.


Title: Re: Live Update 2015-11-04
Post by: daeghan on November 04, 2015, 09:29:09 pm
"Heads up, we fixed it"
Someone points out it wasn't fixed properly.
"Ya know what. Wait, no we didn't so, uh we just made it weaker"


Title: Re: Live Update 2015-11-04
Post by: Fadeas on November 04, 2015, 09:30:15 pm
"Heads up, we fixed it"
Someone points out it wasn't fixed properly.
"Ya know what. Wait, no we didn't so, uh we just made it weaker"
It's not even working properly, basiclly everything is the same, nothing is changed.


Title: Re: Live Update 2015-11-04
Post by: daeghan on November 04, 2015, 09:30:48 pm
"Heads up, we fixed it"
Someone points out it wasn't fixed properly.
"Ya know what. Wait, no we didn't so, uh we just made it weaker"
It's not even working properly, basiclly everything is the same, nothing is changed.

Hue! Hue!


Title: Re: Live Update 2015-11-04
Post by: Almisael on November 04, 2015, 09:34:59 pm
Noth is still spawing double the Plagued Champions

Yes, but they are weaker as supposed to.


rofl


Title: Re: Live Update 2015-11-04
Post by: X e o on November 04, 2015, 09:42:57 pm
I lold hard


Title: Re: Live Update 2015-11-04
Post by: Dvsblade on November 04, 2015, 10:01:31 pm
Noth is still spawing double the Plagued Champions

Yes, but they are weaker as supposed to.


rofl

What kind of shit is that? What's your reason as to why you don't just remove one of the plagued champions like its supposed to be, rather than weakening them? I don't get it, especially after a 16 slot debuff limit now implemented making boss encounters like this harder


Title: Re: Live Update 2015-11-04
Post by: kaylolz on November 04, 2015, 11:14:42 pm
Well, to be fair, the fight is significantly easier with the nerfed champions. We managed to 1 shot him even though we initially only had priests prepared to shackle 3 champions (how silly of us to trust official blue forum text) and having 3 champions run rampant through the raid before the nerf was a guaranteed wipe.

I don't really see why removing the extra spawns is harder than nerfing them, but I don't know how to script so I'll give the devs the benefit of the doubt and assume that there is a magic computer reason which makes it harder to stop a double spawn than it is to re-write all the coefficients of the mobs in order to make them weak enough to kill.


Title: Re: Live Update 2015-11-04
Post by: daeghan on November 04, 2015, 11:28:43 pm
#vgthings


Title: Re: Live Update 2015-11-04
Post by: bushwully on November 05, 2015, 12:42:40 am
guys erga and zeard are working hard to make these fixes if it doesnt work instantly then it will in the next LU just have faith in them


Title: Re: Live Update 2015-11-04
Post by: daeghan on November 05, 2015, 03:23:17 am
Lol. Someone tell this new guy how things work around here. ..lol


Title: Re: Live Update 2015-11-04
Post by: Fadeas on November 05, 2015, 09:37:54 am
Lol. Someone tell this new guy how things work around here. ..lol
Made me laugh so hard lmao


Title: Re: Live Update 2015-11-04
Post by: Rakuu on November 05, 2015, 09:47:31 am
If you are going to make low levels get rep for battlegrounds add .setexprate 0 .justsayin


Title: Re: Live Update 2015-11-04
Post by: bushwully on November 05, 2015, 10:03:27 am
new guy? im on the server since 2011. and who the f are you ?


Title: Re: Live Update 2015-11-04
Post by: thesuperviki on November 05, 2015, 11:16:41 am
HOW HARD IS IT TO ADD A FKING DOOR IN STRAT INSTEAD OF 3 BLIZZARD GUARDIANS


Title: Re: Live Update 2015-11-04
Post by: Gnoem on November 05, 2015, 01:45:56 pm
HOW HARD IS IT TO ADD A FKING DOOR IN STRAT INSTEAD OF 3 BLIZZARD GUARDIANS
 
Viki much period? :P


Title: Re: Live Update 2015-11-04
Post by: daeghan on November 05, 2015, 02:09:22 pm
New can mean "special" too. Thanks for proving the point.


Title: Re: Live Update 2015-11-04
Post by: thesuperviki on November 05, 2015, 08:10:31 pm
also wanted to add - altf4ing doesnt remove combat bug anymore


Title: Re: Live Update 2015-11-04
Post by: daeghan on November 05, 2015, 08:45:17 pm
Hue! Great fixes.


Title: Re: Live Update 2015-11-04
Post by: Floki on November 05, 2015, 09:41:36 pm
also wanted to add - altf4ing doesnt remove combat bug anymore

ALT F4 and wait 20 seconds. After that log in and it will remove the combat bug and you will still be alive. Tested it yesterday coz ZG is now bugged like hell and you get in combat every few minutes.


Title: Re: Live Update 2015-11-04
Post by: Necrolic on November 06, 2015, 01:15:07 am
All of these are great improve, yet im still expecting ranges of skill-spells, for example if you begin casting a spell, and target got out of range of it only for around 1sec you can still manage to succesfully finish it. Its very hard to find a proof tho but i hope you understand what i mean. Spells here got interrupt instantly when target out of ranges which shouldnt be happening.


Title: Re: Live Update 2015-11-04
Post by: Lazarvs on November 09, 2015, 01:19:38 am
Mind flay got fixed, but drain mana, drain life and drain soul spells of warlock still suffer from the same bug as mind flay did. And the imp is still casting fireballs in melee range... plus the fear spell is working very weird, like the feared target seems to always wander around the caster, instead of doing it randomly..

Anyway, better to see some fixes then none, keep up the good work devs.


Title: Re: Live Update 2015-11-04
Post by: Maagibaagi on November 19, 2015, 01:13:33 pm
Do wands make proper mage dmg now?


Title: Re: Live Update 2015-11-04
Post by: Alexanderson on December 05, 2015, 08:28:49 pm
who's this zeard you speak about?


Title: Re: Live Update 2015-11-04
Post by: Inaccurate on December 10, 2015, 12:54:48 am
So I can kite? :'D


Title: Re: Live Update 2015-11-04
Post by: Atreyyo on June 11, 2016, 11:11:29 pm
- added Dark Whisper Blade and Elemental Attuned Blade (http://db.vanillagaming.org/?item=20698). They are now obtainable

Can you or anyone confirm that this actually went live?