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Thread: [UPDATED 20-09-2010] The Update Thread

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    Default [UPDATED 20-09-2010] The Update Thread

    Dear Community,

    We decided to create a thread where we collect all important informations about the update because we are getting similar questions everyday. We will also post the first parts of the Changelog here and other useful informations.

    I will add my reply to the "Future of the Server" thread as first post.

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    Default Re: Future of Server.

    This is a reply to the following thread -> http://croggesserver.se/Serverforum/...Server./page11

    I have read every single post in this thread and discussed it also with the team today. If I understood everything correct then you want basically more informations about the update and the server itself. So lets go through all important points here to clarify this messy situation.

    I noticed that half of server players stoped playing or moved to another servers. its liek max 600 ppl online. will server die soon? maybe there is no point on working your ass of for update ?? maybe try cooperate with some other server ? just suggesting and also asking bout future of server.
    It is a fact that the amount of members decreased in the last weeks, still we talk here of around 20% and not 50% which is a big difference. We had already way more worse situations in the last years here where around 80% of the community leaved the server or went totally inactive. You saw yourself that most of them came sooner or later back including a lot of new members once we had the situation under control again.

    We thought already often about a cooperation with other servers and even contacted some of the more popular servers to talk about a official partnership. Still we didn't had any success with that yet due to several reasons. Finding a good agreement is one of the primary reasons, most of the other servers want to get full access to our roots and a part of them for their stuff. Others were technically incompatible so one of the two sides would have to change their whole systems to be compatible. Then we saw even funny things like teams which didn't had a clue at all what they do, they didn't even know basic MySQL queries and had their realms running on WinXP "servers".

    Quote Originally Posted by krzr View Post
    All this secrecy makes it hard to belive any of the team's posts. I mean, a simple locked thread with progress would give ppl hope.
    Code:
    For example:
    
    2 may 2010 - succesfully scripted Hyjal Summit.
    3-8 may 2010 - Personal team break
    9 may 2010 - fixed warrior talent "second wind"
    10 may - started work on implementing/correcting collision in BG's
    etc etc etc etc.
    Put something like this in news section, lock it to prevent flaming, BE HONEST ABOUT IT bla bla bla...and you would give ppl something to expect.
    Indeed. Inb4 "you want us to waste our time writing changelogs"...

    We DO realize it's hard to script an instance with next to no active scripters. But what annoys the community the most is hearing those fake estimations all the time. If I remember correctly, a stable release was supposed to be implemented december 09, right? If you're not absolutely sure you can meet the deadline, dont give estimations at all as it only conceives false hope in us which later on leads to annoyance and departure.

    ...
    I do agree that a changelog is really required on the server so the community can see themselves on how much things we are working daily. The reaction of the team member who wrote "You want us to waste our time writing changelogs" was not really moderate at all. It is true that a changelog will take about 10% of the development time, but in a situation like we have now it would help a lot to keep more members. I mean a server without members is quite useless, some of the team members didn't really understood that yet and even I forget that sometimes when I try to fix something with a kind of perfection instead of giving it a basic fix and go to the next issue.

    One of the primary reasons for the delay of the update are the instances, I made a few months ago the promise that we will release a update where all instances are Blizzlike working, I do regret that now because we found from day to day new instance related issues where the source was deeper in the core then we thought. Two of the server developers (Bacarath and Aegisa) are working 24/7 since weeks with the SDK to get the instance issues under control. Cranky (One of the teamleaders) is having from time to time a look at their work and gives them useful tips and new tasks.

    Yes, we have a SDK (Software Development Kit) which makes it possible to give out developers the full script engine without the need of the core source code. That includes also a testserver so they can test their changes locally, this way we are saving a lot of time. Before they had to upload the changes to the closed testrealms first and let it recompile everything, this took a lot of time and other team members couldn't use the testrealms in the meanwhile. This is also one of the reasons for the big delay, because the SDK simply didn't existed in 2009 at all.

    Still it is not true that we made a official announcement on the website or the announcements section of the forum which said:"The update will come in December 2009". The problem is that there are a lot of rumours in the community, one of the reasons why such rumours exist is again the bad communication between the team and the community.

    It would make little sense to re-write it, since you have yet to post an answer to the query you deleted.

    I'm aware of your 'evolution', so my only problem with you personally would be that aforementioned emotional blackmail. What do you expect the players to act like? Pats on the back? Tip-toeing so as not to disturb anyone? They will object to what they see as unfairness, self-indulgence(and please, there's enough of those around). And IMO, that criticism is something to value or, at least, take into consideration, instead of sweeping it under the rug.

    Not that it should matter that I dislike you, or the reason behind it. My point is: the team members' attitude in response to this thread - including your own - is COUNTER-PRODUCTIVE. Man up, clear things out, end of story.

    True enough, no player has any right to make demands from the team. HOWEVER, a minimal amount of respect will probably defuse this.
    Well I need to stay fair and agree on this post, some team members are a bit "rude" towards the players and I apologize in the name of them towards the player. Trying to go always against the post's of the players is wrong, the better solution is to give them a detailed reply instead. Especially towards the players who supported the server already a lot in the last years and stay even in such situations loyal, team members who can't handle that are simply wrong in the server team.

    Another point is the opinion of the players towards the team, it seems that some players think that we "hate" the community and add bugs on purpose only to make them mad. This is not true at all, the team gives its best to make the server more enjoyable and tries to solve all issues which we get. We get everyday a lot of additional issues like "My account got stolen", "Why am I banned?", "Player X insulted my mother", "Can you restore my password, I forgot it the 100th time again"... I could name hundreds or even thousands of other examples. Nobody in the team is forced to work on such issues when we are so busy with other (more important) tasks already, but we do it anyway to satisfy the community and keep the support on a better level.

    To all the people working on the update - for fucks sake stop saying "soon".
    I will try to use the word "presently" next time ;)

    well sadly i can just see 1 reason why staff wont post the update progres....the update is so far from done that theyr scared that by posting a log showing what still needs to be done and what is done...theyll make more ppl leav server doing so

    other posible reason would be crogge wanna surprise us and tell us something like...update will be implemented this wekend...but if thats the plan i can safly say its a stupid plan..cause if update is very close done a progres log would just keep ppl from leaving server....if u wanna surprise us u just lose more ppl by doing so =)

    anyhow i see no reason why not post 1 except the above...

    k i get it u dont wanna give a aproximate date cause a problem might show and ull need to delay date and ppl will get mad..well some of em...i personaly wouldnt get mad..k u wanted to update this wekend but lets say ilidan script crashes server..so itll take few more dayz/weeks..i personaly wouldnt mind if ud tell us that..but inform us more=)

    but no1 is asking atm for a update date.... ppl ask for a progres log..so the reason above does not aply

    ah and if u wanna say itll take long to write..lol we dont care for a detailed log..just say something like

    ilidan 50% scripted or something like that..or SWP 90% scripted..no1 wants u to write a log like ...spell x is working from ilidan but spell y isnt...ppl just want the big picture on the update progres
    I can promise you now and here that the update is more done then you may imagine, I explained already in my text above that the instances are one of the primary reasons for the big delay. The core part itself is working very fine so far except some small issues which can be fixed in less then a week. It took most of the time in 2009 to get that far, I explained already a while ago that the TBC update is basically the Wotlk server without the Wotlk features and different formulas of course. Still technically seen its the same server, that means that Wotlk will take way less time if the TBC update is a success. So you can expect still this year a smooth and stable running Wotlk server here.

    Such steps are very important for the "Future of the server", because that way we can update several realms at once and don't need to fix for example a spell on the TBC and Wotlk realms. Still making this possible took more time then we thought, we see now afterwards that we should have released this changes in a own update because then I probably wouldn't be writing this never ending post here.

    So what you say is totally correct, we overrated our skills and started to work on a update which was from the beginning way too big. We are humans and make also mistakes, splitting it into smaller parts would have been the better solution but that can't be changed anymore else we would have done that already.

    Programmer/Developer basics:
    1.Never tell the time to your client because you can't predict the future.Developer as a developer never see the time and he is always late with the final product.(wotlk release)
    2.Always have extra developers in your team who can help solve the problems that will pop up.(lack of developers on crogge)
    3.Believe in people's ideas and sometimes take risks.(gm's are afraid of taking risks as far as i saw)
    4.Always tell your problems to someone because thats the key for solving them.(Gm's never tell their problems except between them)
    5.Never leave the problem for the future except if you are stuck with the same problem.Sleep on it and work it again as soon as possible.(always leave the problems for the next year or two)
    6.If you think that you are finished you are NOT.Problems who are not expected will pop up thats why never release your product before you are 101% sure that will work.(Akama,Ilidan and few other instances )

    This is my opinion,you can take it seriously or you can ignore it.Its your call i just gived a suggestion.
    1. Exactly, it is the reason why we stopped to make any public release dates.
    2. I agree here, but we sadly don't have any "extra developers" in the team. I still wait for more dev. applications.
    3. Suggestions and criticism is always welcome, else it would be difficult to improve the server. We can't really take any risks because that could mean for example that the default realm would crash every minute and then all players would be gone for sure.
    4. We have every Sunday a team meeting to discuss the problems of the week together.
    5. Then the development would stuck a lot, some problems are simply too complex to solve them in a few days so we simply need to skip them till we find the time. Still this would be better way if we would have enough developers.
    6. We noticed that already in the first weeks of the server, we will make a public testrealm at least for a few days to be sure that everything works fine.


    I hope that I was able to clarify all important points here with my replies to the related quotes. You may see now that the server got a future and that we do talk daily about possible solutions to get things faster done here. You will see stable TBC and Wotlk realms here this year which are above the standards of a "common private server". Parts of the changelog will be posted till Sunday so you see yourself that it is worth the waiting time.

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    Default Re: Future of Server.

    ++ HEROICS ++
    # Auchenai Crypts 100%
    »» Exarch Maladaar working perfectly.
    »» Shirrak the Dead Watcher working perfectly.

    # Mana Tombs 75%
    »» Pandemonius working perfectly.
    »» NexusPrince Shaffar working perfectly.
    »» Tavarok workingperfectly.
    »» Dont know how to summon Yor, to test it.

    # Sethekk Halls 100%
    »» Anzu can only be fought after summoned. Anzu working.
    »» Darkweaver Sith is working perfectly. Debuff stack limits implemented.
    »» Talon King Ikiss is working perfectly.

    # Shadow Labyrinth 85%
    »» Ambassador Hellmaw is freed from banish when all Overseers in the room are killed (should be Cabal Ritualists, but for some reason thats not working. Still, its quite impossible to kill all Overseers without cleaning the room, so in effect its the same.) Ambassador Hellmaw working.
    »» Blackheart the Inciter - Incite Chaos not working.
    »» Murmur - Working OK. It was not possible to pull players to debuffed player. A workaround was implemented through Teleporting instead.

    # The Slave Pens 100%
    »» Mennu the Betrayer is working OK. Had to change some spells and do some work arounds, but it seems to be working good. Speeches need to be added to the Database.
    »» Rokmar the Crackler is working perfectly.
    »» Quagmirran is working perfectly.

    # The Steam Vault 85%
    »» Hydromancer Thespia is working perfectly.
    »» Mekgineer Steamrigger is working OK with a bug: when attacked, the adds dont stop casting heal on boss.
    »» Warlord Kalitresh is working OK, with a bug: the Warlord Rage buff is not stacking beyond 2 times.

    # The Underbog 95%
    »» Hungarfen working perfectly.
    »» Ghaz'an working perfectly.
    »» Swamplord Musel'ek working perfectly.
    »» The Black Stalker - Working good, except adds not casting Lightning Bolt.

    # HellFire Ramparts 90%[B]
    »» Watchkeeper Gargolmar - Hellfire Watcher do spawn now and heal him.
    »» Omor the Unscarred is working perfectly.
    »» Nazan and Vazruden - The fight works now as it should, except Vazruden not using Revenge and Nazan Fireball not doing AOE damage. Some visual bugs (some funny :p) that dont compromise fight in any way.

    # Blood Furnace 99%
    »» The Maker is working perfectly.
    »» Event before Broggok boss is working now perfectly. Broggok is working perfectly.
    »» Kelidan the Breaker is working perfectly, only with a minor visual bug: The pentagram before fight starts is not perfect.

    # The Shattered Halls 95%
    »» Pre-fight event is working perfectly. Grand Warlock Nethekurse is working almost perfectly, except not casting Shadowbolt when he enrages.
    »» Warbinger O'mrogg is working perfectly.
    »» Blood Guard Porung does spawn in Heroic Mode, and is working perfectly.
    »» Kargath Bladefist is working perfectly. Now does summon minions, does Blade Dance and Charge.

    # The Botanica 100% [B]
    »» Commander Sarannis is working perfectly.
    »» High Botanist Freywinn is working perfectly.
    »» Thorgrin the Tender is working perfectly.
    »» Laj seems to working perfectly. However, Im not sure about Allergic Reaction spreading. Spell has chance to contagiate other nearby players. I havent seen it spread yet, but that doesnt mean its not working 100%.
    »» Warp Splinter is working perfectly.

    # The Mechanar 100%
    »» Mechano-lord Capacitus is working perfectly. Heroic Mode is now different from normal mode, using positive and negative charges mechanics.
    »» Nethermancer Sepethrea is working perfectly. Implemented dispawn of fire adds when there is a wipe.
    »» Gatewatcher Iron-Hand is working perfectly.
    »» Gatewatcher Gyro-Kill is working perfectly.
    »» Pathaleon the Calculator is working perfectly. Pre-fight event does work now.

    Work in progress...
    Last edited by Aegis; 07-06-2010 at 12:11 AM.

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    Default Re: Future of Server.

    ++ MAGTHERIDON'S LAIR ++
    # Event 100%
    »» HellFire Channeler only aggros when attacked.
    »» HellFire Channeler does cast Shadow Bolt Volley.
    »» HellFire Channeler does summon Burning Abyssal.
    »» HellFire Channeler does get Soul Transfer buff when one of them is killed, and it stackes with each kill.
    »» Door closes when HellFire Chaneller aggros.
    »» TimeCount for Magtheridon release implemented.

    # Magtheridon 90%
    »» Does Cast Quake.
    »» Does Cast Blast Nova.
    »» Manticron Cubes work.
    »» Does Cleave.
    »» Does shatter the walls, when HP hits 20%. However, players dont get damage from debris.
    »» Using the Manticron Cubes do stop Blast Nova casting. However, Boss does not get 300% damage.
    Last edited by Aegis; 07-06-2010 at 12:04 AM.

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    Default Re: Future of Server.

    ++ KARAZHAN ++
    # Midnight & Attumen 100%
    »» It was already working good. No changes.

    # Maiden of Virtue 100%
    »» Holy Ground Spell is working now.

    # Moroes 100%
    »» It was already working good. No changes.

    # The Big Bad Wolf 100%
    »» It was already working good. No changes.

    # Wizard of Oz 100%
    »» Dorothy summons Tito now.
    »» Dorothy enrages when Tito is killed now.
    »» The Crone is spawning correctly and is attackable now.

    # Romeo and Juliet 100%
    »» Event is working good.

    # Other Opera stuff 100%
    »» Curtain is not targetable.
    »» After a wipe, the door opens again, so you dont have to proceed without trying again.

    # Curator 100%
    »» It was already working good. No changes.

    # Terestian Illhoof 100%
    »» Kil'Rek castes Amplify Flames now.
    »» Dead of Kil'Rek triggers Broken Pact debuff on Terestian Illhoof now.
    »» Kil'Rek respawns after 45 seconds now.
    »» Imps from Portals cast Firebolt now.
    »» When Terestian Illhoof castes Sacrifice it teleports the chained played to the altar in the center of the room, now.

    # Shade of Aran 100%
    »» Summoned Elementals now do attack players.
    »» Shadows of Aran now do attack players.
    »» Door is not interactive and closes 10 seconds after combat start, to give time for players to enter, as aggro range is high. Opens again after wipe or boss dead.

    # Netherspite 100%
    »» Red, Green and Blue Portals spawn now.
    »» Visual bug: Portals have the image of an undead, a felreaver and a water elemental. However, its just the image, they are not attackable.
    »» Red Green and Blue Beams do target Netherspite or players now.
    »» Buffs and Debuffs from Beams affect players or Netherspite, according to their position.
    »» Switching between Portal and Banish Phase is working now.
    »» Void Zone is working now.
    »» Door is not interactive and closes when combat start. Opens again after wipe or boss dead.

    # Chess Event 0%

    # Prince Malcheezar 100%
    »» It was already working good. No changes.
    »» Door is not interactive and closes when combat start. Opens again after wipe or boss dead.

    # Nightbane 100%
    »» Does spawn after using the Urn. Comes flying from East.
    »» Does switch between Ground and Flight Phase.
    »» Does use Bellowing Roar now.
    »» Does use Charred Earth now.
    »» Does use Cleave now.
    »» Does use Distracting Ash now.
    »» Does use Smoldering Breat now.
    »» Does use Tail Sweep now.
    »» Does cast Rain of Bones now.
    »» Does summon five restless skeletons now.
    »» Does use Smoking Blast now.
    »» Does use Fireball Barriage now.
    »» Door closes when combat start. Opens again after wipe or boss dead.
    Last edited by Aegis; 07-06-2010 at 12:05 AM.

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    Default Re: [UPDATED 31-05-2010] Important informations about the Update

    ++ ZUL'AMAN ++
    # Akil'zon 100%
    »» Does cast Static Disruption.
    »» Does cast Call Lightning.
    »» Does cast Gust of Wind.
    »» Does cast Electrical Storm.
    »» Does summon Eagles.

    # Narolakk 100%
    »» Pre-fight event is working, including waypoints.
    »» Does cast Brutal Swipe.
    »» Does cast Mangle.
    »» Does cast Surge.
    »» Does change to Bear Form.
    »» Does use Lacerating Slash.
    »» Does use Rend Flesh
    »» Does use Deafening Roar.

    # Jan'alai 100%
    »» Does cast Flame Breath.
    »» Does cast Fire Bomb, including Fire Walls and Teleportation.
    »» Does spawn Amani'shi Hatcher.
    »» Amani'shi Hatcher does "open eggs" and spawns Dragonhawk Hatchlings who attack and apply Flame Buffet.
    »» Does Hatch all Eggs at once at 35% health.
    »» Does Enrage after 5 minutes or at 20% health.
    »» Does Berserk after 10 minutes of combat.

    # Halazzi 100%
    »» Does Change Forms and Spawns Lynx at 75%, 50% and 25% health. Uses Transfigure when it happens.
    »» Does cast everything on Phase 3.
    PHASE 1
    »» Does cast Saber Lash.
    »» Does cast Enrage.
    PHASE 2
    »» Does spawn Lightning Totem.
    »» Does use Flame Shock and Earthshock.
    LYNX SPIRIT
    »» Does use Lynx Flurry.
    »» Does use Shred Armor.

    # Hex Lord Malacrass 95%

    HEX LORD MALACRASS
    »» Does use Syphon Soul.
    »» Does use habilities from the class who was syphoned.
    »» Does cast Spirit Bolts.

    FENSTALKER
    »» Does use Volatile Infection.
    LORD RAADAN
    »» Does use Thunder Clap.
    »» Does use Fire Breath.
    ALYSON ANTILLE
    »» Does use Flash Heal on allies.
    »» Does use Dispel.
    KORAGG
    »» Does not use any habilities.
    SLITHER
    »» Does use Venom Spit.
    GAZAKROTH
    »» Does use Firebolt.
    DARKEARTH
    »» Does use Psychic Wail.
    THURG
    »» Does use Cleave.
    »» Does use BloodLust.


    # Zul'jin 100%

    »» Does change to bear, eagle, lynx and dragonhawk forms.
    TROLL FORM
    »» Does use Whirlwind.
    »» Does use Grievous Throw.
    BEAR FORM
    »» Does use Creeping paralysis.
    »» Does use Overpower.
    EAGLE FORM
    »» Does use Energy Storm and consequent Zapp on casters.
    »» Does summon cyclones/feather vortexes.
    LYNX FORM
    »» Does use Claqw Rage.
    »» Does use Lynx Rush.
    DRAGONHAWK FORM
    »» Does use Flame Whirl.
    »» Does use Flame Breath.
    »» Does use Pillar of Fire.

    # Other Zul'Aman stuff 90%
    »» Starting Event with Harrison Jones is working good, except some graphical glitches, and lacking of sound when gong is clicked, but nothing that bothers the playability.
    »» Timed event is working.
    »» Hostages do spawn and gossip.
    »» Hostages chests do spawn.
    Last edited by Aegis; 07-06-2010 at 12:05 AM.

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    Default Re: [UPDATED 31-05-2010] Important informations about the Update

    ++ HYJAL SUMMIT ++
    # Rage Wintherchill 100%
    »» Does cast Icebolt.
    »» Does cast Dead and Decay.
    »» Does cast Frost Nova.
    »» Does cast Frost Armor.

    # Anetheron 100%
    »» Does cast Carrion Swarm.
    »» Does cast Sleep.
    »» Does cast Vampiric Aura.
    »» Does cast Inferno and sequential summon of Towering Infernal.
    »» Towering Infernal does cast Incinerate.
    »» Towering Infernal does have Vampiric Aura if next to Anetheron.

    # Kaz'rogal 100%
    »» Does cast Malevolent Cleave.
    »» Does cast War Stomp.
    »» Does cast Cripple.
    »» Does cast Mark of Kaz'rogal, depleting players mana. Players do detonate if they dont have any mana to deplete.

    # Azgalor 100%
    »» Does use Cleave.
    »» Does use Rain of Fire.
    »» Does cast Howl of Azgalor.
    »» Does cast Doom. Lesser Doomguard does spawn and casts Cripple and War Stomp.

    # Archimonde 90%
    »» Does cast Fear.
    »» Does cast Air Burst.
    »» Does cast Grip of the Legion.
    »» Does cast Finger of Dead if no player is on meeling range.
    »» Does cast Hand of Dead if his HP is more than 10% after 10 minutes, or if he gets too close to the World Tree. It effectively does wipe the raid.
    »» Does cast Soul Charge when kills a player. Exception: Player dies from fall damage because of Air Burst. Technically its not killed by him, so no Soul Charge Effect applies.
    »» Does use DoomFire.
    »» If his life gets to 10%, he stops attacking and spams Hand of Dead, while players are protected by "Protection of Elune" buff. W

    # Hyjal Summit Event 75%
    »» Trash waves are working perfectly.
    »» In case of a wipe, mobs and bosses continue to attack, till they kill NPC.
    »» If NPC (Jaina, Thrall or Tyrande) dies, fight resets till first wave of mobs before the boss being fighted.
    »» Mass Teleport is working from Alliance to Horde Base. That is, if players manage to keep some alive after Anetheron, they will be teleported to Horde Base and help fight there. Players are NOT teleported.
    »» Ancient Veins spawn in groups, after Alliance Base and Horde Base phases are over, respectively.
    »» Overrun is working on both Bases, same time as Ancient Vein spawn (be quick :p).
    »» Tyrande Whisperwind gives Tears of the Godess.
    »» When Archimonde dies, Tyrande Whisperwind spawns and says her stuff.
    Last edited by Aegis; 07-06-2010 at 12:15 AM.

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  15. #8
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    Default Re: [UPDATED 31-05-2010] Important informations about the Update

    ++ BLACK TEMPLE ++
    # High Warlord Naj'entus - 95%
    »» Speeches correctly used
    »» Enrage triggers properly after 8 minutes
    »» Tidal Shield prevents boss from doing any action
    »» Needle Spine is triggered correctly at a single player
    »» Needle Spine's aoe damage on adjacent targets needs further testing
    »» Impaling Spine is used correctly, players can now loot it and throw it at Naj'entus to disable Tidal Shield
    »» Door at sewer pipe, which leads to the outside grounds, opens *only* after Naj'entus is defeated

    # Supremus - 95%

    # Shade of Akama - 95%
    »» Speeches during fight are correctly used, and Akama's gossip dialog is correctly usable
    »» Door properly closes when event is started
    »» Akama walks to the middle of the pillars at beginning of event, as it should
    »» Soul Channel is properly cast at the right position
    »» Ashtongue Defenders correctly spawn at either of the two alcoves
    »» Ashtongue Elementalists, Rogues and Spellbinders are correctly spawned at both alcoves
    »» Ashtongue Sorcerers do not replace successfully Ashtongue Channelers, but are still required to be dead for Shade of Akama to release
    »» Shade of Akama successfully attacks Akama once the banish is over (all Channelers/Sorcerers are dead)
    »» The final event is shown partially: Akama walks to the platform and casts Soul Retrieve. Broken Ashtongue are also spawned, but parts of the speech are omitted

    # Teron Gorefiend - 75%
    »» Teron needs LOS fixing, so he *only* aggros in his room
    »» Speeches during fight are correctly used
    »» Doom Blossom now properly casts a shadow bolt at enemies
    »» Crushing Shadows properly targets a maximum of 5 random players
    »» Shadowy Constructs cast Atrophy
    »» CORE ISSUE: Shadow of Death, ghost phase and mind control at ghost phase are disabled until core supports Mind Control mechanism properly.

    # Gurtogg Bloodboil - 95%
    »» Speeches during fight are correctly used
    »» Enrage triggers correctly after 10 minutes
    »» Bloodboil aura now triggers properly *only* on the 5 farthest players
    »» Arcing Smash, Fel Acid Breath and Eject abilities are correctly used and distinct in each phase
    »» Fel Rage target is correctly aggroed during phase 1, if Fel Rage ability is in use
    »» Door on top of stairs correctly opens once boss is defeated
    »» CORE ISSUE: Any ability that shares the same icon will not be working 100%, because they will eliminate each other (such as Bloodboil and Warlock's Blood Pact)

    # Reliquary of Souls - 90%
    »» All speeches are used correctly
    »» Ribcage opens and closes (partially), between Essences
    »» CORE ISSUE: Auras are cast on the entire raid, but only work partially due to several different issues (such as equal-icon replacing spells)
    »» Enslaved Souls are properly spawned, and restore correctly players powers
    »» Phases are working correctly
    »» The first 2 Essences successfully retreat at 1% health
    »» Fixate targets the closest next target on threat list
    »» Soul Drain, Enrage, Rune Shield, Deaden, Spirit Shock and Soul Scream trigger properly
    »» Spite is not working as intended

    # Mother Shahraz - 90%
    »» All 6 prismatic auras are used, one of them used randomly every 15 seconds aprox.
    »» Speeches are corrected, Silencing Shriek, Enrage and Berserk are triggered
    »» Fatal Attraction is now working as intended: teleported players suffer damage *only* if within 25 yards from each other
    »» Saber Lash partially working. Damage is distributed between at most 3 targets, but affected targets are not guaranteed to be immune to beams and fatal attraction (first aggro target is)
    »» Beams now repeat 3 times before switching to another (random) beam

    # The Illidari Council - 80%
    »» Kill comments from each other's council members are included now
    »» Initial speech event script works partially
    »» Veras Darkshadow properly uses Deadly Poison, Envenom and Vanishes every minute, approx. Missing speeches are included.
    »» White damage on random raid members during Vanish phase is also implemented
    »» Veras also correctly turns visible and attackable very shortly before unvanishing.
    »» Gathios uses Auras, Blessings, Seals, Consecration and Hammer of Justice
    »» Gathios' Judgement is not working. Judgement of Blood is refreshable (shouldn't be), Judgement of Command does not work at all
    »» Gathios now properly casts Auras/Blessings on alive council members only. Need to confirm if he casts on one at all each cycle
    »» Lady Malande now casts Empowered Smite on tank *only* and Divine Wrath on a random player. Also uses Reflective Shield
    »» Circle of Healing now heals *all* four Council bosses (it didn't before) and interrupt effects properly prevents *any* of them from being healed
    »» Zerevor's Arcane Explosion now *only* triggers when a player (other than Zerevor's tank) is within 5-10 yards
    »» Zerevor also uses Arcane Bolt, and Dampen Magic can be spellstolen
    »» Flamestrike and Blizzard are also triggered at random locations
    »» Bosses can only be looted once all 4 of them are dead

    # Illidan Stormrage - 90%
    »» Starting even needs only minor fixes
    »» Flame Crash is triggered and causes damage as intended
    »» Flame Crash and Parasitic Shadowfiends cause periodic damage as intended, Draw Soul causes damage in a frontal cone as intended.
    »» Parasitic Shadowfiends debuff players they touch and cause them to spawn additional parasites
    »» Phase 2 triggers properly. Both Flames of Azzinoth are spawned, Eye Blast and consequent demon fire are used correctly. Fireball and Dark Barrage are also working.
    »» Phase 3 triggers properly. All abilities from Phase 1 are used and Agonizing Flames is added properly.
    »» Phase change between (Phase 3, Phase 4) and (Phase 4, Phase 5) has been corrected to occur approximately every minute.
    »» Shadow Blast is used correctly. Shadow Demons are spawned occasionally, and are working as intended.
    »» At 30% health, Maiev's event begins properly
    »» At 1% dead event triggers correctly.
    »» CORE ISSUE: Spells that modify health by a percentage (such as Shear) during a certain time, do not triggered until that time expires. They should be active throughout the whole duration.

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  17. #9
    Member Aegis's Avatar
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    Default Re: [UPDATED 05-07-2010] Important informations about the Update

    ++ SUNWELL PLATEAU ++
    # Kalecgos 90%
    KALECGOS DRAGON FORM
    »» Does activate Force Shield.
    »» Does Cast Arcane Buffet. Removed when enter Spectral Realm.
    »» Does Frost Breath.
    »» Does cast Wild Magic. Spell does correctly selects one of 6 random buffs/debuffs.
    »» Does cast Spectral Blast. Spell does transport player to Spectral Realm (see some limitation below (Event Mechanics)), and opens a portal for players who wish to go there also.
    »» Spell Spectral Realm worked, but because of the limitations you can see below (Event Mechanics) it was changed for a pure dummy buff (named Positive Charge. However buff description is not working, dont worry) for the timer.
    »» Does enrage when his HP gets to 10%.
    »» Does banish when HP hits 1%, if Sathrovarr is not banished also. If he is banished, combat ends.

    SATHROVARR
    »» Does cast Corrupting Strike.
    »» Does cast Curse of Boundless Agony.
    »» Does cast Shadowbolt Volley.
    »» Does enrage when his HP gets to 10%.
    »» Does banish when HP hits 1%, if Kalecgos Dragon Form is not banished also. If he is banished, combat ends.

    KALEC HUMAN FORM
    »» Does cast Revitalize spell.
    »» If he dies combat ends. Equivalent to a wipe.

    EVENT MECHANICS
    There will be two paralel combats. One in the normal realm (Kalecgos Drago Form) and another one in the spectral realm (Sathrovarr vs Kalecgos Human Form). When players are teleported for the spectral realm, by Kalecgos spell or upon touching the portal, there should be a visual effect: players would be in invisible state and could see invisible things. However, the spell that do this is being interpreted by the Core as stealth. End result: players would cease to be invisible and see invisible things. This would break the combat. The "fix" was to no apply the invisibility. However, the invisibility buff was usefull to control the time players are in the spectral realm (1 minute). To guarantee this a "dummy" aura which doesnt do nothing except counting time was applied. In the end, the only thing lost with this was eye candy. The fight mechanics remain the same.

    # Brutallus 90%
    »» Pre-fight event works OK, except shield barrier not being applied. Still players cant attack boss before event is over.
    »» Does cast Meteor Slash.
    »» Does cast Burn. Burn does spread around to nearby players.
    »» Does cast Stomp.
    »» Does go berserk after 6 minutes.

    # Felmyst 75%
    »» Does spawn upon Madrigosa corpse.
    »» Does use cleave.
    »» Does cast Gas Nova.
    »» Does cast Noxious Fumes.
    »» Does cast Encapsulate. The stun and AOE damage applies. However, the lifting in the air is not working same time. They are two different spells and the CORE currently replaces two spells with same icon. If both were casted, one would nulify the other. Instead, a manual knockback was applied.
    »» Does cast Demonic Vapour. Skeletons are summoned when it hit players. If players step upon the Demonic Vapour Trails, it seems it does indeed summon more skeletons. Need further testing with a bigger group though.
    »» Does fly after first skeletons spawned.
    »» Fog of Corruption is not working, because CORE has problems with Mind Control (see other raids for more info).
    »» Does go berserk after 10 minutes.
    »» Upon dead, fire wall opens.

    # Eredar Twins 95%

    »» Speeches working correctly.
    LADY SACROLASH
    »» Does cast Counfounding Blow.
    »» Does cast Shadow Touch. Removes Fire Touch.
    »» Does cast Shadow Blades. They do apply Dark Strike.
    »» Does cast Shadow Nova.
    »» Does spawn Shadow Images. Their melee attacks apply Dark Touched and Dark Strike.

    GRAND WARLOCK ALYTHESS
    »» Does get Pyroblast buff.
    »» Does cast Flame Touched. Removes Dark Touched.
    »» Does cast Conflagration.
    »» Does cast Blaze. However, their trails dont do damage.
    »» Does cast Flame Sear.

    »» Upon dead, Gate Opens.

    # M'uru 90%

    M'URU
    »» Does cast Negative Energy.
    »» Does summon Shadowsword Berserkers and Shadowsword Fury Mages.
    »» Does summon Void Sentinel. Void Sentinel does cast Shadow Pulse and Void Blast. Void Sentinel, uppon dead, spawns 8 Void Spawns. Void Spawns do melee damage and cast Shadowbolt Volley.
    »» Does cast Darkness. A void zone appears with damage to who is in it. Also summons 8 Dark Fiends that run to random players and upon arrival do AOE damage and apply a debuff to all raid. The Dark Fiends can be dispelled.
    »» Does enrage after 10 minutes. Timer is shared with Entropius.
    »» Upon dead, does summon Entropius.

    ENTROPIUS
    »» Does cast Negative Energy. Needs further testing to see if the chain, with diminished damage per player hit applies.
    »» Does cast Darkness under a player and spawns 1 Darkfiend. See M'uru phase for more info.
    »» Does cast Singularity. However, visual image is not correct. Damage applied but knockback effect is'nt.
    »» Does enrage after 10 minutes. Timer is shared with M'uru.

    »» Upon dead, gate to SunWell Plateau opens.

    # Kil'Jaeden 75%

    PHASE 1
    »» Hand of the Deceiver does cast Shadowbolt Volley.
    »» Hand of the Deceiver does cast Soul Portal.
    »» Hand of the Deceiver does get Shadow Infusion when his HP hits 20%.

    PHASE 2
    »» Kil'Jaeden does spawn. Animation and speeches work correctly.
    »» Kil'Jaeden does cast Soul Flay.
    »» Kil'Jaeden does cast Legion Lightning.
    »» Kil'Jaeden does cast Fire Bloom.
    »» Kil'Jaeden does Summon 2 Shield Orbs. Shield Orbs cast Shadowbolts.

    PHASE 3
    »» Kil'Jaeden does summon 4 Sinister Reflections. With the classes tested it works fine. Needs testing with further classes, but it should work.
    »» Shadow Spikes - This spell has issues. It was targetting Kil'Jaeden and not players. In fact it is made of 3 spells, despite only one being visible. The workaround was making cast the damage spell on players, when he strucks himself, and return the damage done at himself to his HP pool. He still gets the debuff of less 50% healing, but as he does not heal himself by any spell (the damage return doesnt count for this) its not critical.
    »» Kil'Jaeden does cast Soul Flay.
    »» Kil'Jaeden does cast Legion Lightning.
    »» Kil'Jaeden does cast Fire Bloom.
    »» Kil'Jaeden does Summon 2 Shield Orbs. Shield Orbs cast Shadowbolts.
    »» Kil'Jaeden does cast Flame Dart Explosion.
    »» Kil'Jaeden does cast Darkness of a Thousand Souls.

    Kalecgos
    »» Kalecgos speeches work correctly.
    »» Kalecgos does empower orbs one at a time, by timer.

    Orb of the Blue Dragon flight
    »» It is not working as intended. It should summon dragon and make player mind control dragon (note: at blizz you might have the impression that player is transformed into a dragon. Visually is like that. On the background what happens is you char gets invisible and you control the dragon just like you do with a priest mind control spell, for example). Although the dragon can be summoned, the mind control is not working. This is a CORE issue. This way is not possible to use all four spells of the dragon. However, as the spell Shield of the Blue is critical to survive Kil'Jaeden "Darkness of a Thousand Souls" spell, a workaround was implemented through the Orbs themselfs. Thus, when you click an Orb the spell is automatically casted. Also, as in the dragon form you could cast Shield of the Blue twice, each orbs will be available for two uses. Thanks to Y0UR for calling this detail to my attention.

    PHASE 4
    »» Kil'Jaeden does summon 4 Sinister Reflections. With the classes tested it works fine. Needs testing with further classes, but it should work.
    »» Shadow Spikes - This spell has issues. See phase 3 for more informations.
    »» Kil'Jaeden does cast Soul Flay.
    »» Kil'Jaeden does cast Legion Lightning.
    »» Kil'Jaeden does cast Fire Bloom.
    »» Kil'Jaeden does Summon 3 Shield Orbs. Shield Orbs cast Shadowbolts.
    »» Kil'Jaeden does cast Flame Dart Explosion.
    »» Kil'Jaeden does cast Darkness of a Thousand Souls. Interrupts Armaggedon when channeling spell.
    »» Kil'Jaeden does cast Armaggedon. Spell has not correct visual, as there is no meteor falling from sky. However, the hellfire circles on the floor do appear, alerting where it will be casted.

    PHASE 5
    »» Kil'Jaeden does summon 4 Sinister Reflections. With the classes tested it works fine. Needs testing with further classes, but it should work.
    »» Shadow Spikes - This spell has issues. See phase 3 for more informations.
    »» Anveena speech works correctly.
    »» Anveena does commit suicide.
    »» Kil'Jaeden gets debuff for 25% more holy damage.
    »» Kil'Jaeden does cast Soul Flay.
    »» Kil'Jaeden does cast Legion Lightning.
    »» Kil'Jaeden does cast Fire Bloom.
    »» Kil'Jaeden does Summon 3 Shield Orbs. Shield Orbs cast Shadowbolts.
    »» Kil'Jaeden does cast Flame Dart Explosion.
    »» Kil'Jaeden does cast Darkness of a Thousand Souls. Does NOT Interrupts Armaggedon when channeling spell.
    »» Kil'Jaeden does cast Armaggedon. Spell has not correct visual, as there is no meteor falling from sky. However, the hellfire circles on the floor do appear, alerting where it will be casted.
    »» Upon dead, the "dismiss" animation from Kil' Jaeden is working.

    Kalecgos
    »» Kalecgos does empower all orbs at once.

    END EVENT
    »» Prophet Velen and Lady Liagrin do spawn.
    »» Prophet Velen and Lady Liagrin speeches work correctly.
    »» Animations and/or spell are not working. Couldnt find the right ID.

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  19. #10
    Inactive Forum Admin dead_parrot's Avatar
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    Default Re: [UPDATED 02-08-2010] Important informations about the Update

    Quote Originally Posted by Aegis View Post
    First video, with Kalecgos fight. Sorry for the crappy quality and no sound.

    Quote Originally Posted by Aegis View Post
    Now the video of Brutallus.

    Brutallus is not as a complex fight as Kalecgos, but its more of a gear check. He doesnt do much things, but he does IMBA damage. He managed to kill my OP testchar with 100.000 HP >.<

    Notes:
    1- Sometimes, in my test chars, the text ballons dont appear (but its not from the script, as its normal to see them in one char, and not on another, or both at same time);
    2- Brutallus resisted the last spell from Madrigosa in the video >.< (not that it matters anything for the fight; just eyecandy).

    Quote Originally Posted by Aegis View Post
    Got to an internet with much better upload speed :p





    ´

    Note: In the middle of the fight I did ".kill" at the boss by mistake >.< (he doesnt change to Entropius form if i do that, only by damage). So I respawn it and did the damage to pass the second phase anyway, as first one was seen.
    Quote Originally Posted by Aegis View Post
    When I have patience to do it :p
    I have already start it two times.. And both times I did ".kill" by mistake -> /ragequit >.<
    I started also work on SSC meanwhile.

    EDIT: Here it is...


    EDIT2: I continue without understanding why some videos play "full box" and others are smaller in the middle of the box >.<
    Quote Originally Posted by Aegis View Post
    Battle for Hyjal Summit videos

    Notes:
    - My testchar is a little fucked up from some "gone-wrong" experiences, and thats why you see him making weird things like multi-stum sometimes. This is specific to this chars, will not happen to yours unless a GM do that to them.
    - You might see the testchar get hit by flames out of nowhere. This will NOT happen in the testrealm and update. The reason for this is those were to be the flames with the Overrun. However, their invisibility does not refrain them from attacking players. (Thats why in Old Hillsbrad (Thrall escort quest) the houses are already on fire before you use the barrels).
    - On the interlude, not all chars are teleported to the horde base. This because the script is a little bit time sensitive.Small lags in server break it. However my PC is still way less powerfull than Crogges Server hardware.








    Edited: There was one video repeated and one missing instead.
    Quote Originally Posted by Aegis View Post
    Quote Originally Posted by Aegis View Post

    Quote Originally Posted by Croggeadmin View Post
    We decided in the last meeting (Yesterday) that a small group of players will be able to join the test realm this month to help us with the last internal test's. Afterwards we will leave it public running for a few days to be sure that the major changes work as expected. I think a few days more to test everything carefully won't hurt anyone and will ensure that we can upgrade the default realm without any unexpected issues.


    Collected the video posts. Added some info.

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