It includes:
* Fix for Group loot rules on Chests (Masterloot, etc)
* Outdoor PvP area events (Capture flags/points and all that)
* ICC Dungeons and Raid scripts 90% completed - Many many updates.
* Ulduar scripts 90% completed (with portals to most areas) - Many many updates.
* DK Temp ghoul summons and other various summon fixes
* DK Ghoul spell cooldowns fixed
* Warrior Charge abilities now using blink height to prevent falling through the floor. Will automatically fall back on original method if invalid.
* Hallow's End Candy Buckets will now actually have Candy in them.
* Friendly Citizens will be back to cause some Trickery soon.
* Freezing Arrow fixed
* Glyph of Howling Blast fixed
* Fixed a small bug in the damagetaken portion of the Armory character feed.
--
Still pending:
* Elemental Totem pet scripts
* Force of Nature pet stats
* Snake Trap pet scripts
* ICC spell core implementations (Some spells cast but do nothing)
Having some issues getting pet scripts to build on the new core.
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Added Outdoor PvP system to the test realm for all Outdoor PvP areas. Going to leave this run for a bit before moving it to the live realms. Please be sure to send me a PM on the forums with any missing data (be specific).
Also restarted All realms to fix bug with Raid/Player No-Locks. They will now function as they should.
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Build is out on all realms
Included:
* Flight paths are now instant teleports to destination. This is to combat an error in the flightpathing code from core devs and may change back later.
* ICC, Ruby Sanctum, and Ulduar are now all fully scripted.
* Hit/Miss ratings are now to 3.3.5a retail specs. Be aware 4.0.1 changes this so data you find online may be inaccurate for our version.
* Anti-cheat will no longer autoban. It will kick and report to our custom database which we will review periodically.
* Added many more Relic procs.
* Fixed the remaining core crashes.
* XP Eliminator NPC now working as it should.
Outdoor PvP will be released in the coming week barring any unforeseen issues.
On a side note: My wife wore two different shoes to work today and texted me a photo of it. It was pretty f-ing hilarious. I don't think I've laughed that hard in a long time. The issue is compounded by the fact she works with mentally unstable clients.
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Currently, I'm running the test server with a new Hit Rate formula for Melee, Range, and Spell calculations. I'm also running new versions of Ulduar, ICC, and Ruby Sanctum. Should be able to get those live in a couple days. People are welcome and encouraged to test the Hit Rate and get back to me on this post: http://www.ashrealms.com/forums/viewtop ... 8707#p8707 - I'm looking for hard data, not "I hit the mob 2 times and this is what happened".
Outdoor PVP update is puttering along. It's going to take forever to get all this crap put in correctly.
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Quite a few updates in this one..
The main part of it is that I reverted our custom dungeon reset timers and reimplemented core devs method since they claim to have fixed it in a recent patch and ours isn't working. Should work fine after a few tweaks.
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Kept getting log errors about some spells not having a spell target position, so I updated the spell target position table. Should fix Surge Need Teleporter and a few hundred other spell target items.
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All the updates previously listed minus Outdoor PVP are compiled for next restart.
Also added some fixes for:
* New relic procs
* Gameobject glittering effect for quest objects
* Lost auras at item apply
* Taxi mask size (Should fix a few taxi problems we've been getting)
* Automatic Cheater banning and tracking
Note: These are not compiled yet. So, they won't be active right away.
Starting a new tree for Outdoor PVP so that I can apply it to only DA for now. That update is going to take quite a long time to get working. I'll be working on 15 other things at the same time as per usual.
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I'm working on implementing Outdoor PVP zones. Hopefully, I can get it working..seems feasible.
I built most of the crash fixes and they'll be ready for the next restart.
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Starting the compile on a new build. Here's a list of fixes so far:
* Channeled spells should now be affected by Haste
* Mixology ability should now work to spec.
* Aura_262 (Warbringer/Juggernaut) triggered effects While in Combat -possible- fix
* Northrend Reputation Tabards in Northrend dungeons
* Targetmap will only target self on Positive spells (should stop some of the reported "bugged" spells from aoeing the mobs AND yourself)
* Stoneclaw Totem absorb spells should now work properly
* Nitro Boost will now cause caster to drop the flag in BG
* Tickbird Signal to Fall (51369) spell effect enabled
* Various Crash fixes for the last set of crash logs
* Possible Armory fix for stats/talents/etc - I will need to clear the character cache files on the Armory before this will work.
* Implemented Battleground DS and RV
* Druid/Barbershop fixes
* Dynamic Transport crash fix
* Map crash fix
* Pet Attack Distance
* All Enemy in Area auras with 0 radius (NPC Spells) implemented
* Explosion effects on some spells implemented
* Spells with same icons not stacking fixed
* Fleeing/Confused mobs now end movement after effect ends
* Knockback fixes
* MYSQL Reconnect on lost connection
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Please be aware that you can only view character data for characters that have been logged into since after the armory went live. They also must be 10+ and not a GM.
I enabled the 3d character viewer as well and put in all the patches for our customs.
Note: I also snuck a patch in for:
* Relogging BG exploit
* Crash in Grid UnloadAll
* Fix for a few random glyphs from dev forums
* Supposedly a fix for Dirge (untested)
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