Core switch and bug fixes

Talk about anything here, related to Smolderforge or not.
User avatar
Henhouse
Administrator
Administrator
Posts: 7855
Location: Sweden
Contact:

Core switch and bug fixes

Post by Henhouse »

Many of you have kept hearing us mention switching cores here in the near future and addition bug fixes. To give you all an idea of what is to come, I have compiled this list to outline it all:

Special thanks to developer Hufsa for this amazing work!

Core/Features:
  • Much of the inter-workings of the core have been converted all to ACE singletons which should massively help server performance and less CPU stress.
  • Maps are additionally onto Ace threading.
  • Entire core files have been restructured to fix proper Trinity-like structures.
  • Calculations for hit/miss have been optimized to correctly fit 2.x.
  • Players no longer start out with clothes.
  • Transmogrification has been implemented into the core, but is not yet a part of the game.
Bug Fixes/Spell Fixes:
  • Tremendous work done on the summon system. Summoned pets should have correct stats now.
  • Warlock pets should now properly autocast spells when autocast is on.
  • Fixed Warlock pets name generation at first summon.
  • Stealth detection's algorithms have been optimized. These should be more accurate.
  • Water Elemental's no longer improperly run towards their target in between waterbolt casts.
  • Water Elemental's have a proper Line of Sight check now.
  • Water Elemental's are now properly immune to frost damage.
  • Water Elemental's now send a pet tab in the Mages' spellbook.
  • Water Elemental's spell bonus has been fixed.
  • Pets in defensive mode will no longer attack players that right click them.
  • Pets will attack if in defensive mode and: is being attacked, their owner is being attacked, their owner does damage to a target.
  • Warlock pets will now auto-resurrect upon player resurrection in a battleground.
  • Summoning Shadowfiend will set its react state AGGRESSIVE instead of DEFENSIVE.
  • Evocation can now be interrupted.
  • Reflective Shield no longer improperly puts players in combat.
  • Fixed Totemic Call. Now restores the correct amount of mana (25 %) when used.
  • Line of sight checks for Blizzard and Rain of Fire have been implemented.
  • Heroism and Bloodlust no longer check for if the player is in LoS.
  • It is now possible to absorb the damage from Mana Burn, but still lose mana.
  • Flare no longer improperly lands instantly.
  • Arcane Missiles will no longer set unit in combat until the actual damage is done.
  • Fixed global cooldown being removed when canceling some channeled spells.
  • Fixed totem timers being displayed under character portrait.
  • Player's companion pets should now behavior properly.
  • Slice and Dice now properly breaks stealth.
  • Sanctified Seals now affects Seal of the Crusader as it should.
  • Abolish Poison and Disease Effect are now properly working. https://github.com/ProjectSkyfire/SkyFi ... a1100b15d3 somebody help me I don't understand this one.
  • Bosses in raids/dungeons will no longer treat totems as "random" players.
  • Netherweave Net has been fixed.
  • Righteous Defense has been fixed.
  • Steady Shot has been fixed and now does the correct +150 damage.
Exploit/Combat fixes:
  • Fixed trade exploit by changing bags.
  • Fixed a meta-gem exploit.
  • Broken items cannot be enchanted. Fixes rockbiter weapon exploit.
  • Periodic ticks will now show 'Absorbed' text if the tick is absorbed.
  • DoT absorption is now properly shown in the combat log.
  • Mana Burn is now properly showing damage above player's head and in their combat log.
  • Added server-side check for not allowing non-instant spells with movement interrupt flag to be casted while moving.
  • Support for applying enchants after trades has been implemented.
  • Elixir of Major Mageblood should no longer be possible to carry over into arena.
Administrator - Project Lead / Server Management / Core Development
Amgseret
Posts: 1567

Re: Core switch and bug fixes

Post by Amgseret »

"Players no longer start out with clothes."
Hen being a perv :/
I loved my mage robes.


Rest sounds pretty awesome though. Lets check it.
Blue wrote:Yo Seret, can you untie Mayor?
Imperium
Donor
Donor
Posts: 2058

Re: Core switch and bug fixes

Post by Imperium »

Henhouse wrote:Heroism and Bloodlust no longer check for if the player is in LoS[/list]
ziiing.

Looks fantastic; When will these be implemented or when will we switch cores? Have we already? am lost.
Banzai
Posts: 114

Re: Core switch and bug fixes

Post by Banzai »

What about hunter bugs ?
Vord
Game Master
Game Master
Posts: 324

Re: Core switch and bug fixes

Post by Vord »

Banzai wrote:What about hunter bugs ?
Can you please mention them so Henhouse can clarify if the fixes come with this update or if he at least knows the bugs exist?

Thanks
Retired Game Master
Reflector
Posts: 218

Re: Core switch and bug fixes

Post by Reflector »

All this sounds lovely =)
Oceans
Donor
Donor
Posts: 77
Location: Belgium

Re: Core switch and bug fixes

Post by Oceans »

Vord wrote:
Banzai wrote:What about hunter bugs ?
Can you please mention them so Henhouse can clarify if the fixes come with this update or if he at least knows the bugs exist?

Thanks
Paladins need fixing too.

It is true that a Paladin can only have one Blessing buff up at a time.
But Blessing of Freedom and Blessing of Sacrifice aren't real buffs.

On retail you can have both of these spells on together with a real BLessing buff like example Blessing of Might.
Here when you cast Blessing of Freedom or Blessing of Sacrifice it dispells the BLessing of Might.
This is pretty annoying.
User avatar
Firstaidkit
Donor
Donor
Posts: 2015

Re: Core switch and bug fixes

Post by Firstaidkit »

Thanks a lot Hufsa and Henhouse for the hard work and bug fixes, was waiting on this core switch for a while now =)!

And yay at including Transmogs so curious now what your going to do with them =P?

Also @the people reporting bugs in this thread: 1. Your posting off-topic 2. Can't you be happy for the things he fixed for once? Instead of saying a thanks you just immidiatly start bitching about the next bug that occured for you.

Look at the list he done now. Show some respect I bet you have no clue how hard and frustrating programming can be. Just have some patient for the next update and keep reporting the bugs you find in the BUG REPORT SECTION.

This is an thread about our new core switch nothing else. Except if you got something to say about the OP.
If it doesn't challenge you, it doesn't change you..
Follow me at http://twitch.tv/firstaidkitsmolderforge for PvP and good music!
Oceans
Donor
Donor
Posts: 77
Location: Belgium

Re: Core switch and bug fixes

Post by Oceans »

Firstaidkit wrote:Thanks a lot Hufsa and Henhouse for the hard work and bug fixes, was waiting on this core switch for a while now =)!

And yay at including Transmogs so curious now what your going to do with them =P?

Also @the people reporting bugs in this thread: 1. Your posting off-topic 2. Can't you be happy for the things he fixed for once? Instead of saying a thanks you just immidiatly start bitching about the next bug that occured for you.

Look at the list he done now. Show some respect I bet you have no clue how hard and frustrating programming can be. Just have some patient for the next update and keep reporting the bugs you find in the BUG REPORT SECTION.

This is an thread about our new core switch nothing else. Except if you got something to say about the OP.
Why don't you suck up some more.

Ofcouse we're happy with all these bug fixed.

Read what Vord wrote...
Vord wrote:
Banzai wrote:What about hunter bugs ?
Can you please mention them so Henhouse can clarify if the fixes come with this update or if he at least knows the bugs exist?

Thanks
Which means that my last topic was on the subject.
What does yours do? Thank them for all their hard and awesome work? Well yes they desrve a big thanks.
But the next part about being offtopic just does my head in.

If a GM asks to explain some bugs, then yes we will. You're no Mod so please don't post shit like that.

I know this post is completely irrelevant, but this is really getting on my nerves.
I'm not gonna reply on his response, if he does. Don't want this to get derailed again.
This is the last from me on this topic, unless I find some other big issues.

Once again, great work on the fixes. This is the private server with the smallest amount of bugs that I know, and you're still fixing more bugs.
User avatar
Firstaidkit
Donor
Donor
Posts: 2015

Re: Core switch and bug fixes

Post by Firstaidkit »

Oceans wrote: If a GM asks to explain some bugs, then yes we will. You're no Mod so please don't post shit like that.

I know this post is completely irrelevant, but this is really getting on my nerves.
I'm not gonna reply on his response, if he does. Don't want this to get derailed again.
This is the last from me on this topic, unless I find some other big issues.

Once again, great work on the fixes. This is the private server with the smallest amount of bugs that I know, and you're still fixing more bugs.
You did not even thank him in the first place, kid. You started right away about some paladin bug that does not even occur for me. Oh and for your information I actually was Moderator on here until all the retarded VCN kids started to join and started to derail every thread and post retarded shit in it. Cannot be arsed to help out people that don't even thank GM's for their service and post off-topic in every thread.

You, Caspa and the other faggots from VCN are the ones that are getting on people their nerves, not the other way around.

P.S. Let's get back on topic? Is there any ETA on the core switch yet?
If it doesn't challenge you, it doesn't change you..
Follow me at http://twitch.tv/firstaidkitsmolderforge for PvP and good music!
Locked

Who is online

Users browsing this forum: No registered users and 1 guest