This page is for server updates...period. If a comment isn't about server updates, then it shouldn't be left here or in my blog e-mail. You can contact Ash or me on the forums for issues that can't be resolved in-game. Though, most every single issue out there can either be fixed using the website tools (password recovery, unstuck, etc) or by making a ticket. I can't think of anything that can't be handled like that...but if someone finds something, then use the forums.
I don't check the e-mail associated with this blog more than twice a week at most...usually less as of late since I changed to a new phone and haven't gotten around to setting it up yet.
That should tell you how much I work on the server...haven't even had time to configure my e-mail on my phone =P (That and it's now almost 6am). Damn, I think I'm gonna go play with my phone now.
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* Rapid Recuperation - You gain 12 focus every 3 sec while under the effect of Rapid Fire however no focus gain happens at all
-Added triggered spells and reconfigured the proc to handle both Rapid Killing and Rapid Fire.
* Sic'Em! - The buff never gets applyied to the pet
-Added proc event flags
* Glyph of Misdirection - When using misdirect on pet this glyph should reset the cool down on this spell but doesn't reset
-Had the code in there for this but it seems it reapplies the cooldown when misdirection expires. I moved the glyph check further down the cast line.
* Glyph of the Dazzled Prey - Steady shoot still only generates 9 focus even when target is effected by concussive barrage, or concussive shot
-Apparently the retail devs do not know the meaning of 'Daze Effect' since there is an actual Mechanic called -DAZED- and neither of these spells use that mechanic. Idiots. Added checks for those spells AND Daze
*Aimed Shot! (Instant version) - Damage not matching regular Aimed Shot.
-Added in mod calcs
*Natural Armor, Pet Barding - Calculation done before hunter contribution.
-Reworked Resistances calculations (Armor is Resistance type 0 - Physical).
*Kill Command - This ability should only be usable when your pet is in melee range of your enemy target, but it's usable at any time even when your pet isn't in melee range.
-This spell has the distance checks in-place and should not actually take effect without being in range..will still cast though just not do anything. I did notice that it also had a second check that was proccing the same spell id for some other older effect. I removed that.
*Growl - Threat production
-Growl (and all other Effect: Threat type spells) were using the wrong AP value (Ranged not Base) for Hunter pets.
-- Rogue: --
*Glyph of Preparation - Currently not allowing Preparation to refresh the cooldown on Smoke Bomb
-Added Smoke Bomb to Prep Glyph CD list
*Glyph of Gouge - Currently not removing the positional requirement of Gouge
-Added server-side exception /w Glyph but I'm not sure if there's a client side aspect that is needed.
*Vanish - Currently not preventing damaging and harmful effects from breaking stealth for 3 seconds after it is cast.
-Added removal check exception
-- Priest: --
*Mind Spike - Removes ALL shadow effects not just owner's
The removal method for this spell is a single line and in that line it states the auras being removed MUST have the caster guid equal to the guid of the person that casted Mind Spike. It cannot remove spells by other people unless it is removing it elsewhere..in which case it is impossible to track down and fix.
*Levitate - Fall/Waterwalk effects not applying (client side packets missing).
-Added packet structs for Water/Fall/Hover effects as per the previous post.
*Holy Word: Sanctuary - Currently only healing allies in a small radius (5yards or so) around the caster
-Tried to rework the implicit targets to area destination instead of source.
-- Shaman: --
*Healing Rain - Currently only healing allies in a small radius (5yards or so) around the caster
-Tried to rework the implicit targets to area destination instead of source.
*Earth Shield - Currently scaling at roughly 93% Spellpower instead of 15%
-Don't really see anything in the core that would do this unless the DBC scaling is wrong from retail. I put in an override into the spell data table to see if that helps. Otherwise, no clue.
-- Mage: --
*Arcane Missile! - When the proc to allow arcane missile is triggered by any spell with a cast time, it immediately disables again. Also triggered even when it should be disabled by talents.
-Added more checks and clears for the Arcane Missile system. Should improved reliability and proper talent restrictions.
-- Customs: --
Reimplemented the spell/custom restrictions from the WotLK servers. These are things like bubble stacking and certain spells being using in BGs/Arenas that were originally already supposed to be implemented but were overlooked.
This build is compiled and ready to load on the next (un)planned restart.
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*Heroic Leap seems to be stuck at 1 damage
-Added spell coefficient for triggered spell
*Deep Wounds - Self-inflicted on crit
-Changed target to victim..default was self.
*Unholy Frenzy(From a DK) is not scaling with Unshackled Fury.
-Added scaling rule for this effect
-- Paladin: --
*Retribution Aura - Currently not scaling with Spell Power
-Added spell bonus checks (ap, sp, +%, etc) to all damage shields. Will apply to pertinent spells based on dbc info not ALL spells.
*Forbearance - Currently not preventing the victim from being affected by Divine Shield, Blessing of Protection or Lay on Hands
-Added immunity checks
* Guardian of Ancient Kings - Currently not spawning a Guardian in any spec
-Added scripts for all 3 guardian types, coded spell effects for summon spell and all pertinent damage/heal spells, and partial rewrite to core to allow triggers for the various effects.
These updates are not going in to the main build yet. I have more I need to finish up.
Edit: Also, added the new header to the bug tracker and cleaned up the column spacing in the armory and bug tracker to be more consistent page to page. Finally fixed the login saving issue if you open the blog then go back to the website. It will no longer require you to log back in (or auto login) when you try to access one of the pages that require login.
Edit2: Alright, build update is going in now. So, these changes should be live on the next (un)planned restart.
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Put in some fixes for other things not in the bug tracker as well..more info on that when I get closer to being ready to move the next build over.
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Also updated the main header to allow more icons. I have a few more pages planned and needed the space for later.
But, right now, I'm going to make some breakfast and start working on more core bugs and scripts.
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Reworked the tooltips to display correctly on all tested browsers.
That is the full extent of work that will be going into support for browsers other than Firefox. No more.
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We still need a better banner for the top of the site...but we'll get there.
As always, the page is best view and designed for Firefox
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Working on a new page layout as well for the main website. It's getting there...need to add a few more things. Users don't have access to it yet as it's in a dev folder for now.
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But, I also added the Prev-Next system to the comments section as well just to be sure. It uses a 4x4 method instead of the usual 20x20.
Oh and I added a show/hide to the 'Leave Comment' part. Clicking it shows the box and clicking it again or 'Cancel' hides it. Also shows and hides the 'Delete Issue' button for report owners..makes it easier to use the comment window without the big gap.
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After the next restart on KA/DA, items in the Neck, Shirt, and Tabard slot will NOT show their Gems (The gem slots will appear empty). But, putting the item in your inventory WILL show you the correct gems. You can slot everything and the gems will still work and give stats/spells etc. It's only VISUAL. Please USE YOUR INVENTORY to slot or check Gems in these equipment slots so you don't screw up and replace something on these items that you don't mean to.
And please TELL OTHER PEOPLE about this change once it goes live. Or at least tell people to come read this or use the damn forums more often.
This update will prevent the client crashes on characters with the issue that has been discussed on the forums (Client loads forever and takes up memory..eventually crashing with a AUDBCALLBACK error 32).
This change will be in on next server restart/crash.
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