So many bugs..

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Imperium
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Re: So many bugs..

Post by Imperium »

Cool story, Hen. No I'm kidding a but yeah I've heard of Trinity's head dev. team dropping(the four devs that they had quit) 2.4.3 support.
Would be nice to play on a working 100% world pvp server, and arena.
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Henhouse
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Re: So many bugs..

Post by Henhouse »

Currently Endania and I are testing the OregonCore(TrinityCore 2.4.3) and so far we've found everything working, we're just downing down the list off stuff in Bug Reports.

I'll have Endania post a list of all the stuff we tested that's working XD.
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Endania
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Re: So many bugs..

Post by Endania »

Ok so yeah... Heres a short list of stuff that is fixed in OregonCore (that we tried...)

- Some AoE attacks (frostnova, blastwave, traps, holy nova, consecration) had incorrect range, and has been fixed.
- If intercept / charge gets resisted, its only the stun that is resisted, not the whole moving part.
- Feign death and vanish now properly stops spellcasts.
- Grounding totem dissapears on spell cast like its supposed to.
- Dispel and stun resistances working.
- Normal dispel can no longer dispel bubble/iceblock, they're only dispellable with mass dispel.
- You will drop flag when you bubble.
- If you get disconnected in battleground, you log back in in the battleground and will avoid deserter.
- Frostbite now works correctly.
- Arcane missiles animation has returned =P
- Vampiric Touch mana return should be working correctly.
- Rogue talents "relentless strikes" and "Improved Sprint" now working.
- Envenom works.
- Wound poison (50%) has returned.
- Water elemental can use the spell 'freeze' while casting waterbolts.
- Improved scorch is back.
- Mutilate (tested with PvP geared rogue [s2] doing 2000 + 1400 as best mutilate on leather target)
- Coldblooding mutilate now does a double-crit, instead of just mainhand crit.
- Poison procrate is back to normal.
- Hunter talent ENTRAPMENT.
- Cyclone now prevents the cycloned target from being healed, including HoTs.
- Vanishing blinds and the other way around is now possible.
- Prayer of Mending scales with bonus healing, and now bounces correctly.
- Talents that gives resistance to spell pushback now work.

That's all that comes up to my mind right now... But remember, it's not 100% sure that these will come to Smolderforge. Henhouse is currently working hard on converting it for us.
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Henhouse
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Re: So many bugs..

Post by Henhouse »

I successfully finished converting a database over, and the entire Dev servers character database, it actually wasn't as hard as I thought it was going to be, looks like we might be moving cores after all. Just give me some time to work out bugs, get Warden on this core and we'll be up and moving.
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Avronax
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Re: So many bugs..

Post by Avronax »

Try out damage differences that Mutilate gets from poisons.
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Endania
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Re: So many bugs..

Post by Endania »

Avronax wrote:Try out damage differences that Mutilate gets from poisons.
It works. Testing it as we speak, and just did 1800 + 1100 mutilate on leather target.
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Imperium
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Re: So many bugs..

Post by Imperium »

WINDFURY.

TEST IT.

EDIT: Also, test to make sure ghost wolf is not an acceptable target to sap mechanics, neither are druid forms.
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Re: So many bugs..

Post by Balls »

in all honesty, I don't think basic stuff like that need to be tested.
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Re: So many bugs..

Post by Endania »

Updated the list a bit...
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Henhouse
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Re: So many bugs..

Post by Henhouse »

Only problem I'm encountering is they changed the waypoint system drastically in Trinity and I'm finding in almost impossible to get everyone waypoint movement moved over. I mean the stupid this is there was NO reason to recode the waypoint system in the first place -- sometimes I don't understand why Trinity actually changed things. They made the waypoint scripting system about 10 times harder.

I'll try working on it more tomorrow.
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