thepparker 6 Report post Posted October 4, 2017 Today the changes that have been applied to Anathema over the past few weeks are coming to both Elysium and Darrowshire. For information on those changes, please see the relevant patch notes. Content Updates It's been a bit quiet on this front since the release of Naxxramas on Anathema. You've all undoubtedly seen the timeline, and we're getting questions every day about Zul'Gurub and Ahn'Qiraj release dates. Rest assured we are not sitting by idly, and we actually have some news in this regard. Over the past month we have been diligently working on a system that will allow us to easily release new content (and itemization changes) on our realms, reducing (or completely removing) the issues we often see with incorrect item availability, incorrect stats and missing quests, NPCs and vendor items. The new system, amongst a host of other features, allows us to easily update item, quest, and vendor availability for a specific patch level and deploy it to the realms without worrying about corrupting another realm's patch-appropriate itemization. This means we can rapidly rectify these kinds of issues. In essence, it will help us drastically in ensuring future patches are deployed in a quick and timely manner. As for release dates, content patch 1.7 and Zul'Gurub for Elysium are currently available on the PTR which will remain open indefinitely and updated weekly with the latest development build. With testing continuing over the next week, we aim to have 1.7 released by mid-October. Ahn'Qiraj and 1.9 will follow shortly after for Darrowshire. Elysium Due to the sheer number of players actively playing on Elysium we've run into some Y2K style issues with some numbers getting too big. You've probably noticed these issues with mail missing items, missing mail text and the inability to create new guilds. While we have resolved the issue with missing mail items, we are still working to recover the ones that were lost. We have the records, they're just not attached to any mail, so they are not lost to the abyss (yet). In the case of missing mail text and being unable to create guilds, there is a client limitation on the size of the IDs we're allowed to use that we have surpassed. To rectify this, we've had to pack the IDs a bit differently in our database. Guild creation should once again be functional, however work to restore the mail text is still ongoing. And now, for the patch notes. General Quests that reward Alliance or Horde reputation will now correctly give reputation towards the factions that belong under those categories Expired mail will no longer show in players' mailboxes Debuffs can no longer last an absurd amount of time on players if they login a very long time after being affected by them There is now a .unstuck command available for players who find themselves trapped in certain spots. This will teleport you to the nearest spirit healer and apply a resurrection sickness debuff Dungeons Dire Maul Spring has come to Feralas, and flowers have begun to bloom in the Ogre stronghold of Dire Maul Dusty Tomes can now be looted while in combat Scholomance Doctor Theolen Krastinov's backhand ability now drops all threat on his current target Blackrock Spire There can no longer be multiple spawns of Jed Runewatcher Blackrock Depths Gorosh the Dervish now has a higher chance to drop items Scarlet Monastery Slightly increased the chance for rare spawns in the Graveyard Raids Zul'Gurub High Priestess Arlokk will now correctly leave stealth if she dies after vanishing The Temple of Ahn'Qiraj Duplicate Imperial Qiraji Regalia and Armaments can no longer drop from bosses Andorgos now offers players the option to teleport to The Chamber of C'thun once Ouro has been defeated PVP Warsong Gulch If you are carrying the flag and standing on the capture point, it will now be instantly captured when your team's flag is returned Players under the effect of Mind Control or Charm spells can no longer have immunity spells such as Blessing of Protection casted on them Abilities Reflect based damage such as that of Retribution Aura is now correctly affected by the victim's damage modifiers Self damage can now trigger effects that would normally proc from other damage sources Swing timers are now properly reset at the end of a cast for all appropriate spell casts, including those by creatures Cleanse and Cure Poison can no longer be cast on players that are not affected by any hostile poison effects Reflect damage is now randomised on hit rather than on initial spell cast Shield spikes will no longer remain at a single value until the shield is re-equipped Classes Paladin Judgement of Righteousness and Judgement of Command now trigger melee effects Redoubt can now proc from all damage sources rather than just melee Shaman Windfury and other extra attack mechanics will no longer consume multiple charges of Flurry at any rank (previously only worked at the max rank) Warrior Execute combat log events will now be sent with the opcode CHAT_MSG_SPELL_SELF_DAMAGE Hunter Serpent Sting now uses physical hit chance calculations Arcane Shot now uses spell hit calculations Attempting to feed your pet while they are out of line of sight will now give an error immediately rather than consuming the food and then giving an error Quests The Darkreaver Menace has had the minimum level requirement adjusted to 58 Call of Water (part 6) has had some grammar and spelling corrections Bring the Light will now grant players a 30 minute Fortitude buff upon completion Fixed an issue with being unable to complete the quest 'Desperate Prayer' Adjusted the minimum level on a number of quests in Un'Goro Crater, some are now available much earlier A Strange Water Globe can no longer be completed multiple times Corrected the minimum level requirement for Nat Pagle's breadcrumb quests Gaxim Rustfizzle's quest chain has been improved Stranglethorn Fever should no longer become stuck in the middle of the event The Translation to Ello event has been updated NPCs Deepmoss Venomspitter will no longer flee for assistance A hostile NPC spawn point next to Gol'dir has been adjusted so that it does not repeatedly aggro and kill the poor fool Namdo Bizzfizzle is now hiding out in Gnomeregan with a selection of wares available for brave adventurers Meshlok the Harvester is now correctly displayed as a Rare Elite Wrathtail Sea Witches have had their mana burn damage reduced Felslayers now have reduced damage on their mana burn Pao'ka Swiftmountain will now assist allies in combat while being escorted Stone Watcher of Norgannon will now observe the scenery for a bit longer Adjusted the creature type for a number of Oozes in the world Cliff Lurkers in Loch Modan have had their health reduced slightly to be more in line with the surrounding creatures Araj the Summoner is no longer flagged as a Rare monster Sanath Lim-yo now offers players the ability to teleport to his master's tower while they are dead Items Head Curator Thorius Stonetender has overcome his problems with short term memory and now correctly writes player names when handing out a Proof of Deed The Crystal of Zin-malor now correctly applies passively Glyphic Scroll has received spelling corrections Mark of Hakkar is no longer available from lockboxes Increased the proc rate for Annihilator, Rivenspike and Bashguuder The Aquadynamic Fish Attractor duration is now correctly 5 minutes Items with the suffix 'of Quality' and 'of Holy Wrath' can no longer drop. Players that already have items with these bonuses may keep them Six-Demon Bag has received some corrections Spells should now cast instantly Polymorph can hit targets other than the caster The Felhound is now aggressive and will only attempt to mana burn targets that use mana 0 Share this post Link to post Share on other sites
Boaty McBoatface 0 Report post Posted October 4, 2017 That's actually hilarious running out of IDs for guilds and mail. Does the client only accept the first 5 digits of an integer or something? 0 Share this post Link to post Share on other sites
Oudeis 1 Report post Posted October 4, 2017 Talking about Ahn'Qiraj and Darrowshire, any plan on doing a sneak peek on how you will handle the war effort this time? 0 Share this post Link to post Share on other sites
Lipid 0 Report post Posted October 4, 2017 24 minutes ago, Oudeis said: Talking about Ahn'Qiraj and Darrowshire, any plan on doing a sneak peek on how you will handle the war effort this time? I assume it'll be scaled down (since those of us on Darrow have the least populated realm), but with that being said, it should be a war effort, and not be able to be completed in a day. 0 Share this post Link to post Share on other sites
Malga 1 Report post Posted October 4, 2017 Good to learn all these news :) Thx 0 Share this post Link to post Share on other sites
Brain 2 Report post Posted October 4, 2017 1 hour ago, thepparker said: Dungeons Dire Maul Spring has come to Feralas, and flowers have begun to bloom in the Ogre stronghold of Dire Maul I assume the fix by Guybrush (https://github.com/elysium-project/server/pull/2748) has not been implemented yet? Done 3 full runs of Dire-Maul East and have not seen a single herb node in there. (Yes I cleared WDB). 0 Share this post Link to post Share on other sites
Hatsodoom 0 Report post Posted October 4, 2017 16 minutes ago, Lipid said: I assume it'll be scaled down (since those of us on Darrow have the least populated realm), but with that being said, it should be a war effort, and not be able to be completed in a day. Sounds about right, but man we need to attract some more horde players to Darrowshire and even out the population. 0 Share this post Link to post Share on other sites
Pipi 1 Report post Posted October 4, 2017 I know a mob that can be spawned infinitly, is that wrong ? Since 2 days i cant level anymore, this immense fun is holding me back from going back to leveling, seeing people walk by and die in an instant 0 Share this post Link to post Share on other sites
Aderlass 1 Report post Posted October 4, 2017 1 hour ago, Brain said: I assume the fix by Guybrush (https://github.com/elysium-project/server/pull/2748) has not been implemented yet? Done 3 full runs of Dire-Maul East and have not seen a single herb node in there. (Yes I cleared WDB). Works fine on Darrowshire. 0 Share this post Link to post Share on other sites
Ezek 0 Report post Posted October 4, 2017 4 hours ago, thepparker said: Expired mail will no longer show in players' mailboxes does this finally mean the bg marks bug has been fixed/will be fixed? 0 Share this post Link to post Share on other sites
Haestingas 30 Report post Posted October 4, 2017 Today the changes that have been applied to Anathema over the past few weeks are coming to both Elysium and Darrowshire. So does this mean the BG queue limit is being added to Elysium? 0 Share this post Link to post Share on other sites
Zazabi 0 Report post Posted October 4, 2017 (edited) 2 hours ago, Haestingas said: So does this mean the BG queue limit is being added to Elysium? I'd like to know as well! Edited October 4, 2017 by Zazabi 0 Share this post Link to post Share on other sites
Abn 0 Report post Posted October 4, 2017 did you guys have a chance to talk about the pvp gear ? 0 Share this post Link to post Share on other sites
Brackish 0 Report post Posted October 4, 2017 Seeing all these corrections makes me think that not all things are correct from original wow and are addressed when known and can be fixed. here are two things I have found to show discrepancies, at least I believe they are. Can anyone address the discrepancy with expected xp on quests from aowow database and what we get on this server. Some quests are spot on, some are much higher. Is the aowow database wrong or is there some modifier going on in Elysium realm? Second question is the fleeing in fear mobs don't seem to flee any slower than when slowed by say hamstring. In fact, origional wow had them flee at normal run speeds unless slowed by us, (i knew this problem very very much playing a paladin with no slow), is this intentional or a bug? If this is not the appropriate area to address these issues please direct me to where patching stuff should be spoken about. Thank you for your hard work. 0 Share this post Link to post Share on other sites
Pottu 290 Report post Posted October 5, 2017 Such issues should go to the bug tracker on GitHub. 0 Share this post Link to post Share on other sites
donkey 0 Report post Posted October 5, 2017 12 hours ago, Brackish said: Seeing all these corrections makes me think that not all things are correct from original wow and are addressed when known and can be fixed. here are two things I have found to show discrepancies, at least I believe they are. Can anyone address the discrepancy with expected xp on quests from aowow database and what we get on this server. Some quests are spot on, some are much higher. Is the aowow database wrong or is there some modifier going on in Elysium realm? Second question is the fleeing in fear mobs don't seem to flee any slower than when slowed by say hamstring. In fact, origional wow had them flee at normal run speeds unless slowed by us, (i knew this problem very very much playing a paladin with no slow), is this intentional or a bug? If this is not the appropriate area to address these issues please direct me to where patching stuff should be spoken about. Thank you for your hard work. Aowow database is a private servers' database so it can be/will be inaccurate, elysi doesn't have their own public database hosted on a website to pull the numbers from. 0 Share this post Link to post Share on other sites
Yuno91 0 Report post Posted October 5, 2017 В 04.10.2017 в 15:37, thepparker сказал: Paladin Judgement of Righteousness and Judgement of Command now trigger melee effects So what this means??? Now Judgement of Command is Melee attack and if i have 1% crit spell it wouldn't do anything with Seal of Command??? 0 Share this post Link to post Share on other sites
Roxanne Flowers 15 Report post Posted October 5, 2017 1 hour ago, Yuno91 said: So what this means??? Now Judgement of Command is Melee attack and if i have 1% crit spell it wouldn't do anything with Seal of Command??? 0 Share this post Link to post Share on other sites
Dexiefy 2 Report post Posted October 6, 2017 So... still no dismiss pet fix for Elysium? Can we have the macro back while you cba to fix something that pisses every hunter and buffer off? (and hunter wallets) 0 Share this post Link to post Share on other sites
Aderlass 1 Report post Posted October 6, 2017 What do you mean? Pets are keeping their buffs now even when dismissed and called back. 0 Share this post Link to post Share on other sites
Hanzemon 3 Report post Posted October 10, 2017 (edited) Swing timers are now properly reset at the end of a cast for all appropriate spell casts, including those by creatures I don't like the fact that Shamans and other Hybrid classes can't cast spells in between Swings, this mechanic is very healthy and makes sinergy with the CLEARCASTING Talent in Shamans. This is a DIRECT NERF to the class and I'm affected myself by this change, I built the entire strategy for DPSing as an Enh/Ele Hybrid Shaman over this mechanic, making use of Lighning Bolt (rank 1) in between swings so it can get the CLEARCASTING buff more often in order to save mana and get some extra damage with the ELEMENTAL DEVASTATION which gives melee Crit chance on damaging Spell crits, now that talent is COMPLETELY USELESS in PVE with this change as elemental Shamans won't be hitting with melee attacks and Enh Shamans won't be casting damaging Spells with a cast time / won't be getting spell crits that often... I hope this get changed next patch so more people can enjoy this beautiful class and be able to create some nice strategy to keep longer in the meta and being able to DPS in PVE. Edited October 10, 2017 by Hanzemon Posted a big image, It said "Just think" 0 Share this post Link to post Share on other sites
Stodola 26 Report post Posted October 10, 2017 CLASS ABILITIES and MECHANICS are designed to work as per vanilla 1.12.1, not how YOU specifically want them to. 0 Share this post Link to post Share on other sites
Hanzemon 3 Report post Posted October 10, 2017 (edited) 56 minutes ago, Stodola said: CLASS ABILITIES and MECHANICS are designed to work as per vanilla 1.12.1, not how YOU specifically want them to. It's not about me, I just used "me" as an example, there are several number of players who LOVE Shamans and would like to PVE with them. There are not too much options but taking the most beneficial aspects of the Shaman mechanics and Talents, and the use specifically of those 2 talents combined with the mechanic of casting a quick spell between swings can make them Viable for DPSing as a hybrid class, The frustrated goal of hundred of players who worked hard for being relevant as a hybrid DPS/Support Shaman in a high end PVE scenario could be achieved now. The use of this mechanic is only relevant specifically in PvE and wouldn't make Shamans stronger in any PvP scenario and wouldn't even make them too strong for PvE -just not that underdog-, also, It is not that I'm asking for something personally, again, it's for the community and it's a change that would make the game less punishing and more rewarding for players that go the hard way in this game and will motivate them to keep going on. It is not a proposal to make huge changes to Enh/Ele Shamans or just Shamans overall that could differ of the main purpose of this server which is to be like Blizzard's 1.12.1 Wow, It is about a small little fix that doesn't trigger any abusive playstile or affects negatively any of the other classes/players in the game but to make a specific spec not that irrelevant, and i don't know if it was like this back then in Blizzard's Vanilla, but if we think about it this is the great oportunity to make what they could not do back then and solve a remarkable problem of Blizzard's vanilla here, now. and make an aspect of the game that was not so good, "so good" and be it something to be proud of. I know maybe it doesn't depend entirely of you as a Game Master but I and many other players out there that maybe don't come here to the forums or maybe just give up on trying something that's already hard and become harder would appreciate if you can consider this as a change in the near future. PD: i'm wasn't trying to argue or show off that I'm discontent , I didn't try to be toxic by using bold in the most important terms of the previous post I made, and if you took it like that, I apologize. Edited October 10, 2017 by Hanzemon 0 Share this post Link to post Share on other sites
Stodola 26 Report post Posted October 10, 2017 Please also stop making your font larger to make your posts more emphatic - like posting large images, it's obnoxious. I've explained the situation. This is NOT about what makes the class fun (ask the Paladins who would love to have custom changes and reversions to improve their play style and viability). It's about how the class worked in retail vanilla at patch 1.12.1. 0 Share this post Link to post Share on other sites
Hanzemon 3 Report post Posted October 10, 2017 (edited) Well, if you already disliked my persona, there is certainly nothing that I can do to change your mind, it would be nice if you could just take me off the image and consider it as a neutral idea that came fout of nowhere, again, I apologize, I'm really new to the forum and didn't know that using the tools of the comment section to give more emphasis to something I think it's very relevant could be taken as offensive, inappropiate or toxic. I have to point this is not a custom change to Shamans, but a small aspect of the game that I can't tell if it worked like that in retail vanilla, I have to add that I learned about this mechanic in a old WoW dead forum from back then, is there any possibility that this change is a mistake?. And if it's not reconsider my last comment, from human to human I'd invite you to read it again and try to reconsider. Edited October 10, 2017 by Hanzemon 1 Share this post Link to post Share on other sites