Vengeance 
Been working on rewriting Vengeance. Still have a lot of work to do before it's ready. I'm hoping to be able to start working on other things here soon and get the customs cleaned up the rest of the way.

Still waiting for feedback on what people would like to see changed about the Protector (Healing) set. I'm hoping Trance has some info for me eventually. I haven't played a healer in ages...I just don't know enough about the different healers to make a good judgement. I know the numbers and how they relate in a balance and coding way but that is far different than the actual play perspective. I put on a few things from a few random higher end trinkets and effects that seemed helpful to Healers..but it seems they need a lot more work. So, I hope I get some good feedback.

I should have Vengeance done soon...I'll keep people updated on progress.

Ash said he would work on updating the MPQ file when the customs are done. I asked that he work on updating at least the flat bonuses on them so that Reforging will be able to be used. He's on the road and/or working or doing whatever it is he does now..so, not sure when he'll have the spare time to look at it. I just don't have the MPQ/DB2 creator that I wrote anymore and he has the only copy. Not to mention, it's best to keep a single person on that so it doesn't get messed up.

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Bug tracker 
Was informed in a bug report that the proc on the Dominator was not triggering...pushed out a proc event update that should fix that without a restart. May need to relog/reload to see the change.

Also did some core updates for Vengeance to get it closer to where it should be. It's currently not recalculating after HP change or stance switch. This will be fixed on next restart..as well as enabling Dispel Enrage effects to work on it.

I cannot currently fix the lack of a Decay on the spell..the system is not equipped to handle decay on passive spells. I will need to work out some sort of method or system to handle this in the future. But, the fix to recalculate going in next build should alleviate most of the exploits with it. Since it will recalculate every time you take damage and will lower/raise based on your current max HP rather than your previous or not lowering at all.

-- Paladin: --
After some back and forth with Yggdra on the bug tracker..
*Touched by the Light - Adding Strength instead of Stamina
-Fixed for next build...misc value was 0 not 2..thanks retail.
*Shield of the Righteous - Not scaling with AP
-Added AP coefficient - fix in now..no restart required.

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Restarts 
Restarted KA/DA since I needed to cycle the router and switch anyway. Changes noted in the previous posts should now all be in.

Of particular interest to me is testing of the procs on the customs..they may need tweaked, changed, or outright replaced. Important to check and double check the cooldowns and such. I did some preliminary checks on them..of course. But, I always miss something it seems. Best laid plans and all that..

I had planned to switch the cloak's on-use ability with the rez one on the other custom but didn't have the opportunity to do so yet. Since neither of them are essential and they won't disappear just be rearranged, it should be alright to do that later on. As noted before, the change was to allow the parachute enchant on the cloak since you can only have one on-use effect per item.

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Customs update 
I've went through and cleaned up all the procs and effects of all the customs. Boosted some stats and dropped some others. Removed some secondary boosts in order to make room for Reforging. Lots of changes. I pulled back the procs to only have 2 per item and tried to stick to a main theme for each set. Removed the fluff spells and added a common On Use for the cloaks to match the ones on the Rings and Amulets.

[Defense Set]
[Offense Set]
[Protection Set]
[Casting Set]

[Dominator]

Slowly getting closer to where I want them to be...I'm sure it will need more work. I made it a point to convert the Offense set to work with both melee and ranged..I know Hunters were complaining about that previously.

I've moved all the core changes from the previous post over and started the compile. Those changes and the ones above should be ready for the next restart.

Oh and I added a new command to bug test DK pets ".clearpet" which will delete all pet data from all pets for the character that uses the command. One of the problems with DK pets is that some of them are older and have the old spell versions. This will help test if that's the problem or something else.

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So far 
-- Bastion of Twilight: --
*Valiona & Theralion - Twilight Meteorite 1-shotting, Engulfing cast on self
-Replaced with an alternate spell due to bad DBC info causing the spell to not split up properly. Switched targeting of Engulfing and adjusted proc.
*Ascendants - Elementium spawning after Feludius dies instead of all 4, Feludius&Ignacious/Arion&Terrastra not leaving together
-Added proper flag check to Elementium and the pairs. They'll still all 4 fight together for now but they will leave together and Elementium will not appear until all 4 are gone. Disabled Electric Instability due to DBC issues
*Cho'gall - Ascendants&Tentacles not aggroing
-Added aggro for tentacles and ascendants. Confirmed secondary effects on elementals is casting.
*Halfus - Roar not doing anything and Shadow Nova spamming
-Replaced Roar spell due to bad DBC data..included ability to interrupt Shadow Nova (Any spell with effect 1/2/3: Interrupt Cast will work but ONLY on Shadow Nova). Not sure if the cast time is going to allow for interrupt (0.5s is retail). But, I also readjusted the casting timers as well. Used the roar from a previous boss (HP reduction instead of stun...there isn't a Roar stun that actually works anywhere in the core due to DBC issues).

-- Paladin: --
*Glyph of the Long Word - Word of Glory getting HoT without Glyph
-Added filter system for omitting effects while not meeting the conditions for that effect. Fixes Exorcism as well.

-- Death Knight: --
*Howling Blast - Not reduced for aoe targets
-Added reduction per formula in spell dbc and new system to split off and recalculate on effects of this type

-- Vengeance: --
*Adding power but not updated until removal..causing negative values
-Added fix to recalculate amount at apply and reapply not just removal. Should alleviate negative AP issues...will need further testing.

----

Moving on to Customs for now..I need to get those situated. I still have a lot of pending fixes to move into the live core yet..but Customs are first because I know that's a stress point for some. These fixes are not built into KA yet..they will be later tonight once I get more done.

Kinda looks like a random list..but these fixes are generally in order by where they are in the core..I hit a line for a fix that I could also add another fix in for and do it..etc.


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Sigh 
Pretty close to done with people in general. You fix this, they complain about that, you fix that, and they complain about this. It's back and forth. This is why we fix what WE want fixed and in the order WE want. Because no matter how you do it, someone always wants it done differently.

If something is a serious issue and needs addressed, then REPORT IT. Otherwise, let us handle it.

No, adding a 4.2 patch will NOT 'fix bugs'. Adding a new update does NOTHING to the core..it just changes some dbc/map/vm files to allow the new areas and changes the opcodes to match 4.2. It does not magically fix bugs along with it. We do not run a stock core here...we run a core from devs that has been modified to the point of no recognition. That means we have..and always will have..more things working than a stock core. Updating wouldn't fix things..because we already fixed everything they commit to their core and more.

I will look into the 4.2 Updates..because it's my job to keep looking ahead. But, it does not seem to be a viable option until we get more issues resolved.

Right now, I'm going to go back to work and get these changes that I have ready to commit put in.

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Update 
Working on getting the script updates put in to fix the issues on the bug tracker for BoT. Going to take a bit because of some conflicts...but that's what I've been working on today. Trying to get other scripts cleaned up as well and ready to get put into the live core.

Just an update of what's going on.

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Restart 
Was brought to my attention there was an issue with the dodge conversions. Had to restart DA/KA to repair it. Not quite sure why the devs decided to have TWO x100 multipliers..one before the formulas AND one after..but they did and I didn't catch it.

Should be ok now.

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Net 
Net here spiked and went down..killing the login server. So, I went ahead and restarted all the machines and loaded the new builds on DA/KA.

One important note is the Meta Gem issue in the previous post. Check your mail.

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Updates 
-- Druid: --
*Lacerate - Incorrect Base Damage (Direct Damage component) and incorrect Attack Power coefficient (DoT component: 1.8% instead of 0.3%)
-Updated coefficient to 0.3%
*Blood in the Water - Currently not refreshing Rip's duration when Ferocious Bite is used on targets at or below 25% health
-Added proc event for blood and refesh check on rip
*Lifebloom - Currently scaling at 30% Spell Power per tick instead of 6.5%
-Updated coefficient to 6.5%
*Thorns - Currently not having its Attack Power Coefficient of 16.8% (It scales like a Paladin's Word of Glory - depending on which stat is higher: SP or AP)
-Updated coefficient and added check for ap vs sp

-- Priest: --
*Vampiric Touch - Casting Mind Blast on a target afflicted by Vampiric Touch currently doesn't proc Replenishment
-Cleaned up the proc entry and proc event..should clear up the issue
*Holy Word Sanctuary - Only healing the caster.
-Added a radius index to the spell..not sure if it will help


-- Death Knight: --
*Dark Simulacrum - Debuff not being consumed when a spell is copied (lasts for the whole duration and copies all spells cast by the victim for that duration) and copied buff effects should only last 1 minute instead of their full duration. Should not be able to copy "Form" effects such as Druid Forms, Shadow Form and Metamorphosis.
-Added removal of debuff when a spell is copied and a timer adjustment if it's over 1 minute duration. Still working on the shapeshift copying issue..got a few general exceptions in there - No 'Shapeshift' auras and no 'Learn Spell' auras. I'm sure there's more.

-- Meta Gem Stacking: --
*The meta stacking system isn't working right..so, I had to fall back on a different method. Meta Gems are now Unique-Equipped gems which means it will most likely kick off items with duplicate Metas when you log in the next time after the build update. You'll need to remove those meta items in order to to be able to equip them. May add in stacking to allow two but for now it's just one of each meta type.

-- Alchemy: --
*Potion/Transmute/Elixir Mastery not adding additional bonus products on creation for Cataclysm level patterns
-Added check in for any pattern after 4.0 to allow a 20% bonus chance if you have the Mastery. Will need further testing to make sure I didn't miss any patterns.

****

More to come but I have stuff to do around here for now.

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