Getting there 
The pet is just about ready for release.

I've finished writing up most of the SQL queries I'm going to have to run before compiling the new core. I'll most likely take the servers down either later tonight or early tomorrow depending on how things are looking.

Thought I'd mention a few things that were discussed in the comments from the previous post:

Feeding your pet specific items does not guarantee you will gain a specific stat, it only increases your chances. For example, if I feed my pet a Crossbow, it has roughly double the chance of gaining Agility as it does gaining any other stat not 100% chance. This is to help flesh out lacking stats and alleviate issues arising from stacking too much of one stat. Also, it adds a bit of dumb luck to your ability to create the 'perfect' pet. I find slight randomization to be mildly entertaining.

You will, eventually, be given an option to 'reset' your pet but this will not be a cheap option. This is to encourage trading/exchanging pets as a commodity. Pet Cages will not be Unique or Bound so you could (theoretically) trade and carry as many pets as you would like (They are 'unique-summoned' though, you cannot have more than one out at a time). The pet's abilities are tied into the item itself not the player thereby making them tradable and increasing their value.

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Ash Realms Pet Cage 
Well, thanks to Elazul and a few others...the Ash Realms Pet Cage is almost ready for release. It's up and running on test right now..complete with the entire quest chain. You can pick up a '?' icon'd Cage from the vendor in Shattrath near Crazy Freddie at the portals if you want to test it out on the Test Server (The finished product will have an Icon when it goes live, this is just for testing/tracking). I've added the gossip text so people should be able to understand better how the pet actually works.

Note, it will not have any ability to fight or anything until you upgrade it passed the first morph tier which is when one of the stats' total reaches 100+.

I've decided to not make the quest chains repeatable. The item is tradable (including all stats, skills, etc) to anyone and you can carry multiples (though not run multiples at the same time). So, you can upgrade it and if you don't like it, you can trade it to someone else for a different (or empty) one.

The chain starts with the Prizes NPC in Orgrimmar/Darnassus if you'd like to test it out. Though, I cannot guarantee all the NPCs will be present to complete the chain as the test server does get sporadic database updates. I did add the Herald custom npc for the main part of the chains though.

*Note: Be sure to clear your cache. There are a lot of new items, npcs, and events required to make the questchains work.

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Well, thanks to some contributing players, the quest chain for the item is almost done. I just need to put something together on Test to see how it looks/works. I started working on a new project as well no details on that one.

Ash has created a [facebook page] for us, finally =P Now I just need to transfer my autoupdater to there. Which I can do as soon as I get the login information ><

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Having issues trying to figure out how I want to add this into the game...If I were creative, I wouldn't be a programmer.

Ah well, I'll think of something.

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Rewrote the Twitter button for forum posts. It will now tweet correctly and be easier to use. If you have twitter, be sure to make use of the Tweet button on the will help get the word out easier and get more people into the server.

We've also got a temporary Facebook page as you can see from the link in the 2nd previous blog entry. Feel free to ask for an invite.

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Well, so far, the server has not had any issues with the new item on linux or test. Looks like it's ready to be added into the game officially.

I'll start working on that when I wake up. I've got a new, exciting project I'm going to begin work on after we get this up and running.

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Got all the updates in that I could so far. Ash has been working on a lot of it while I've been off on my tangent. I've also tied all of our pages into our newly unsuspended twitter account and into my personal facebook account.

I just recently reimplemented the hashtags to the autoupdater so that may take a bit to catch up.

You'll also notice that I added some minor advertising to the website (or may not have noticed..I tried to avoid being too intrusive). I won't complain if you happen to start clicking them randomly ^^ - We lost a lot of money over the x-mas season and I'm trying to work out some stabilization to get us back over the hump.

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Sorry about that crapout on the servers earlier today. The keyboard for the main realm is ancient and has this stupid Sleep/Power button on it that, if bumped, crashes the linux box. I've tried disabling the key but it does no good.

On a positive note, that allowed me to get all the restarters updated and the new core compiled. Restart time will now be 10-30secs between crashes or planned restarts (Previously it was 2-4mins) and new compiles will load automatically.

I removed the debugger so the overhead will be lighter meaning there will be less lag and more people allowed. I think we've worked out as many crash/freeze issues as we can at this point so leaving it on is pointless.

The new item is compiled and ready to go but I left the scripts unloaded for now. I still need to work out a couple bugs with melee damage. I'm sure the formulas will need revised many times after release. I'll start working on core issues and bug reports again after the weekend. Hopefully, we can knock out all the reported issues soon.

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Solved the Cage Pet deletion problem. It will now despawn if you zone/teleport/logout or if you trade/mail/delete/auction the cage. It will remove itself from the database if the cage is deleted.

I was considering adding a new feed option for special items that will increase a specific stat a specific amount for customizing pets and perhaps one to reset.

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I feel old 
Back has been killing me lately but I managed to get the pet nearly 100% functional. Can't get the damn thing to delete itself when you change maps. Well, it would die if another player was nearby it and you left but when there are no players on the map, creatures do not "exist" to the update/ai system. There's also some issues with the melee damage calculations so normal attacks may be light during testing and if you tested previously, you will need to delete the Cage and purchase a new one. It has been updated heavily.

Got all the models scaled, all the spells are working, added a GCD to the AI system, cleaned up the feeding/morphing system, fixed some follow-speed issues, and fixed an issue with the script breaking after a fight. Needs more testing but it's working fairly well so far.

Some interesting things to know:

* Has an interactive gossip system for training and stats information built directly into the pet.
* Can be fed 5 times per day (reset at dungeon reset daily)
* You can feed it a piece of Armor or a Weapon but it must be iLevel = Creature Level * 3 (i.e. A level 80 pet needs iLevel 240+). This will increase a random stat based on the item given and will scale with the iLevel. So, you could pass the pet to a lower level but the returns on the items given will be less than a level 80.
* Skills are automatically learned at stat tiers (Currently 100 to 800) and any skills from any stat tiers can be mixed and matched depending on pet's stats.
* There are DPS, Tank, Stealth, Nuker, and Healer stats/skill trees which all scale based on level and stats.
* Certain skills will interact with other pets and group members, certain monster types, etc.
* Pet automatically determines the best skills to use in any situation. It may decide to hang back and heal if it is spirit-based, it may stealth before combat and charge the enemy, or it may even try to pull aggro if it has the option.
* Pet Cage is transferable to any other player and the pet will retain all it's stats and skills for whoever uses that specific cage.
* The system is designed to be modular and upgradable so new features, models, spells/skills can be added fairly easy.

New core is compiled on test and will be ready for live realms soon. Most of these fixes are by Ash but they're in my Git log so here you go.


* Glyph of Arcane Shot
* Monstrous Bite
* Riptide to include caster's spell power
* Ferocious Inspiration
* Animal Handler
* Moved the Gurubashi Event to Azshara Crater and prevented custom item spell procs.
* And more.

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