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AT-Inspiration:Preparing at Open
2020-07-07 @ 20:25 by kvipka
Wintergrasp: 
* rewrited queue system
* fixed all GameObject (flags, banners and etc) issues (like 23282
* fixed all npc and go, now it separated in special groups (for switch to another group, for example when tower or workshop change owner team) 
* fixed the OLDEST bug with method of spawns (20134) - not need more set grid unload for evade drop under texture and etc.
2020-02-06 @ 17:33 by kvipka
We have spend a lot of time to receive the full information for good implementation of this quest-event.



Now this quest implement as special-event :
All players, which have a quest may participate in quest event. 
Timer of start event blizzlike - 5 minutes. 
To start event can only 1 player, others will see worldstate-timers (menu in gossip will inactive).  

All steps and phases of event has been rewrited.
2020-24-04 @ 20:28 by kvipka
We have investigated a right algorithm of damage calculation for dispel for this 2 important DOT spells : Vampiric Touch and Unstable Affliction. And have implemented this corrected formula on server.

For correct show we did tests with 709  and 0 resilience. 


Vampiric Touch :
Resilience of victim : 0
Resilience of victim : 709

Caster Shadow Priest with stats : 

Unstable Affliction :

Resilience of victim : 0
Resilience of victim : 709

Caster Affliction warlock with stats : 
2020-16-01 @ 20:07 by kvipka
Pet and Totems on Transport.

It's actual for IceCrown - battle on gunships.
Classes with pet (hunter, enchancement shaman with wolfs, warlocks, frost mages) in ICC have a trouble to keep DPS, because pet don't wanna to go attack target on another ship, or just drop under ship and dissapear.

Shaman totems have a popular issue with a totems, that "falling" under ship  wink

Also just for beauty gaming in usual traveler in usual ships, maybe gang near The Booty Bay and etc.  satisfied


Also
Sentry totem now spawning in correct position (near caster).

2020-16-01 @ 19:51 by kvipka
Info from old post:
1 - duration ~0.5 sec
2 - evade all direct spells without CC
3 - can take all spells with control
4 - sap in vanish 
5 - blind in vanish


Now this feature mechanic have been reworked and corrected.

How it Work :
###################################################################################################
#
# VanishVisionTimer
#        Description: Vanish Fade Delay (vanish evade all spells without CC control in this time)
#        Default:     500 - (0.5 sec)
#

VanishVisionTimer = 600

#   VanishCCbreakTimer
#        Description: Vanish Should evade CC spells too, when casted, but it's a little lime.
#        Default:     150 - (0.15 sec)
#

VanishCCbreakTimer = 300

#
###################################################################################################

Vanish have 1 common timer - Fade Delay (VanishVisionTimer) :
It a timer, while rogue exist in target of enemies and they can see him, before he will "fade" (dissapear).

Fade Delay consist of 2 phases :
First phase - strong fade. (VanishCCbreakTimer)
In this phase :
- rogue will evade all usual spells (without CrowdControll (CC))
- rogue will evade ANY spell WITH CC effect (for example stun, or blind), but if triggered - Rogue will lose vanish-aura (and stealth will not applied on self, just because vanish doesn't exist). Effect of CC will not applied on rogue (stun or something else).

Second - usual fade:
- rogue will evade all usual spells (without CC)
- ANY spell with CC will applied on rogue and drop him from vanish (and stealth also will not applied)

Important notice : "all usual spells" - it a target spells, not AOE

old video (not all tricks on video) :

2020-16-01 @ 19:05 by kvipka
We have a new website, and we should to remember, what we have done :

Blink - just impressive count of rewriting...
Vanish - implemented Vanish Fade Delay (it will video in next news)
Shield Wall should NOT to removed by Dismantle (remove items from both hands and remove block and block chance yes, but not aura and -% dmg)
Killing spree - server system synchronization of positions (client - server - client) has been rewrited, and now Killing Spree has all jumps (5) and attacks by main and off hand (10).


Slice and Dice and hand of salvation (by mate from party before duel started) should not remove from stealth
Shadowmeld - very cool ability, give instant stealth, remove combat state, and remove aggro from npc, if he can't see you.
Cyclone - very cool pvp ability, but should not casted through divine shield =)
Feral charge - Cat - should jump very fast, not such as dying titanic.
Master Call - one of the best abilities in game, pet should cast remove root/snare aura and move like charge at owner, and when in melee zone of owner - pet should cast "remove all root and movement impairing effects" on owner, and after go attack pet-target again.
Summon gargoyle - she flying from above at target.
Living bomb - there were a lot of bugs:
1 - related with bug, when target LoS'ed caster, and bomb can't explosive by this reason (lol)
2 - related with checks, when bomb can damaged next targets near target with bomb, and checks this guys on LoS
3 - explosive Living bomb should not break the Dragon's Breath, information from retail, but idk why
Dancing Rune Weapon - just working now
Death Grip - corrected height and speed for spell
Steady Shot - corrected dmg calculate

Confuse effects
Rewrited confuse movement, unit should not move through LoS and dynamic map, and movement should be smooth.
And main, ALWAYS should be sync between client-server positions and orientations.
For example, you by rogue give blind on target, and try in one moment to give gouge or ambush, but target looks the other way...

anyway, this spells working now perfect :
scatter shot, blind, polymorph

Fleeing effects
Rewrited fleeing movement, and now Fear working fine, without teleports, twitchings and accelerators.

Movement General
We used and corrected new movement pending system. It give the instant time of handle movement-opcode, without additional delay, related with update-on-server, just working async. And now delay between server-client - only ping.
Also we decided to add M2-texture in LoS, just cast through tree we can't understand, but it's not blizzlike (yes, we took this crime).

Crossfactions BattleGrounds
- added all avilable races for each classes
- released work with chat (horde can't understand text from alliance (coded) , and doesn't matter original or fake race you have in this BG
- released work with /wishper chat, player with fake-race can write in PM all players from this Team (for example your original team=alliance and on BG your fake-race Orc (Horde), you can talk with all ppl from your temp-team (orc, tauren and etc) 

Also you can write by /whisper anyone from your original faction . For example you playing with friend (by Horde), but on BG you registered as Alliance (you can talk with your friend by /w, but talking on BG by /s will not possible, he just can't understand you (will coded text).

2020-14-01 @ 19:59 by kvipka
I have found new interesting feature of hacks - NoFallingDamage, and prepared answer for cheaters.

Anticheat as you know in public (only for TC, AzerothCore support broken with their politic).

Now all calculation only on server, and player can override data in packets, it doesn't matter for server.

2020-14-01 @ 19:44 by kvipka
Battlefield Manager has been rewrited fully.

Now script registration of each battlefield (in wotlk only 1 - wintergrasp) loading like SpecialEventMgr from DB.

And script for Wintergrasp also has been rewrited.



loading like SpecialEventMgr