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Everything posted by Aenra
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Palemane poachers (Mulgore)
Aenra commented on Aenra's bug in Archived Reports (Zero)(Resolved issues)
Apologies for delaying; Seems it is as you say, as i still can't see said animation. And there is a similar issue with Kolkar windrunners, again a ranged one. That i cannot see i mean :) Since you will be reading this, and to spare you further questioning..after i install, can i instantly patch WoW to 1.12.1, or do i need all patches in the appropriate sequence? -
Still crashing I had a lot of crashes in One, as run in covenant-wow.com (MadMax) I saw that someone "deactivated" Belves/Dranaei, and as all my crashes were with a Belf, thought ok, let's try again. Same issue, same reason, both with undead and a troll "Stack Overflow", identical to the previous ones. This is just to let you know, not sure if it's just me or not. (Antz has the log)
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Palemane poachers (Mulgore)
Aenra commented on Aenra's bug in Archived Reports (Zero)(Resolved issues)
[quote=Xenithar]Cannot reproduce this. It appears as though your client is missing their bow/crossbow animation. Poachers can do ranged attacks. I have had four players through here since June and none reported issues, and that does not include my main character (Tauren Shammy). Oh, and my neighbor's kid now plays with us and he had a warrior go through there, no issues. My fiance is right next to me now on her system and poachers are working. She got close, it started attacking with a sword. She rooted it and backed off, and it used a crossbow. Is there anything special you were doing to cause this? If not, I will have to close it as "cannot reproduce". I'll allow some time for a reply.[/quote] Xeni do me a favour please. If it is not an issue, PM me with a torrent URL that would give me your client please. -
Palemane poachers (Mulgore) They aggro normally, the rest gets a bit weird though.. Even though they stand still doing absolutely nothing visible, your health is going down if you are wihin range. So i am guessing they are casting something, just that lacking any visual indication.. The problem i had mentioned previously regarding casters and out of line of sight does of course apply here as well. But the above is a different issue, as it happens when you are both within range and LoS
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Quest "Poison Water" Upon completion, Mull Thunderhorn makes an entirely irrelevant speech (this is not an info 1/2 panel written thing, it's an emoted "speech"), denoting instructions about some spybot and my needing to attack... random, definitely belongs to a different quest. Quest can however be completed properly.
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[quote=Xenithar]I have a 47 undead lock right now and played in the alpha, beta, vanilla, TBC, and WoTLK. I never summoned anything in a tent. It always took place in the tower. Perhaps it was different on EU servers? Ah-HA! You can have pets out. Not only that but they mention the building, not a tent. This solves two issues. Reference: [URL="http://www.wowwiki.com/Quest:The_Binding_%28Felhunter%29"]Tome of The Cabal[/URL] As you can see they recommend having the VW out for this battle, which I always did, and they mention her walking into the BUILDING behind her, not a tent. There are three people involved that do this for you, in that tower.[/quote] if that article/post's date is pre-TBC, i got no personal website to dispute it with. Still stand by my words, no pets out during those three particular quests. It's why it was hard, why folks died doing it, why i had seen people having friends help them. Dead sure. Perhaps we are both right, and this was removed in some following patch.
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[quote=Xenithar]In vanilla, identical effects overwrite one another. For example, if I drank an elixir of intellect and then the one (I forget the name) that does intellect and spirit, it would overwrite the other. This is working as intended. What are you using that you feel should not overwrite?[/quote] the combination mentioned above, in the OP. Flask of supreme power + greater arcane elixir if you are sure however, you're sure. I'd still like to say it once more though. It was, and remained throughout, one flask + one elixir + one pot edit: which is in fact correct with any combination in Mangos, except these specific two.
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Food buff "appears" immediately
Aenra commented on Aenra's bug in Archived Reports (Zero)(Resolved issues)
[quote=Xenithar]I cannot reproduce this. I must eat for 15 seconds before the buff appears. What exactly are you eating that appears instantly?[/quote] The regen health from the poached salmon does it, the run tum tumbler does it, the desert dumplings (20 str) do it as well. Basically, all the foods (according to class) you'd be eating before a raid -
[quote=Xenithar]1) Are you sure about that? I always used my helpers. In fact, I just spent some time looking and I cannot find any reference to not being allowed to use existing pets. Do you have anything that can show us this? 2) This would be a missing or bugged script, likely in SD2. 3) What tent? This takes place in a tower. I cannot summon it outside the tower, but I can drag it out once summoned. How are you summoning this thing outside? 4) I have not tried this, will test. 5) Cannot reproduce this one. 6) I need to test this. 7) And this... 8) And this. Actually, this raises questions for me. You comment about a GM command in another ticket (does Max even allow GM commands for users?) yet claim to be on Covenant. These quests you mention are spread out by many levels, how are you testing them so quickly without GM? Are you on your own server?[/quote] Am sure about all of them, my hand on fire. I know my casters. Yes, about everything, including the 'no pets allowed'. That was why it was so hard back then, especially with v/walker, as your gear was total shit at 15. tent. In Ratchet. Behind Menara Voidrender. As mentioned in OP. Are you alliance, you little traitor? tsk tsk
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[quote=Xenithar]Unless I am mistaken that is correct. That command should learn all of the default skills for your character. For example, if you had removed the daggers skill on a rogue, it should add it back. Also, this would be a core (server) issue. Are you saying you can unlearn skills and the default will not add them back?[/quote] am still learning the categories, don't shoot :)) yes, i am saying that (for me) it doesn't work. Nothing happns, nothing changes with it. Tried it with rogue, still had to go pick up skills, and raise them. Still had to go do the quests to unlock the locked ones. Same with lock, could not complete dreadsteed, so tried it with him too. Nada. Have also tried it on a previous lock, just to see if he could acquire..well..everything. Nohing happened
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Food buff "appears" immediately As per title, the instant you sit down to begin your eating, the equivalent buff of the food you are consuming (if applicable) appears on you immediately. Should have been 10/15 seconds after initiating, and assuming nothing interrupted said process.
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GM command ineffective (apologies if this is the wrong category for this) .learn all_default does absolutely nothing. No skills missing now learned, no skills already acquired up to 300, no quests yet to be undertaken marked as taken and completed.
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Pot effects overwritting one another currently, Flask of Supreme Power overwrites/removes the greater arcane elixir effect. And vice versa. should have been one flask, one elixir, one potion. not sure if it was so on my mage as well and i just missed seeing it, but on my lock at least, drinking either one does remove the other.
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Warlock-related issues where to start.. 1) all, but all the quests involving your summoning pet within ritual circles so to kill pet, so to learn summon void/succy/felly must be done ---without--- your having any pet out at the moment of summoning within the ritual circle. There should be some script that disallows you to use the scroll given to you by your quest giver, an error warning popping up saying "you must unsummon your pet first!" or something similar, forget the exact wording, but you shold be able to find it. Currently, you can fight them all with the aid of pet. 2) when given the quest to go collect the two hearts for the succubus quest, you will notice that the NPC tells you in the end something in the lines of "let me show you". Upon pressing accept and closing the quest window, there should be a script that activates an animation sequence, where said NPC makes an image appear that shows your two quest objectives, ie the NPCs you need to find and kill. Currently, nothing is conjured. This is for Horde mind you, don't know if Ally equivalent works as it should. 3) in the Ratchet Fellhunter quest chain, we also have two issues. Again, these are for Horde: 3)a) See 1), namely your being allowed to fight fellhunter with another pet out; 3)b) said fight must happen ---inside--- that tent behind Menara Voidrender, right where the runes are. Currently, the summoning can take place right in front of Sahar. There should be another script here, where when clicking on the cabal tome, an error waring would pop up saying "requires summoning circle" or something along these lines. 4) the NPC standing alongside lord Baneholow (?) in Jaedenar selling Xorothian Stardust is currently "open" for you before even talking to said Lord. You could go straight to him and buy them. While he should have a "greetings" text for you as you are currently "friendly", he should additionally only be able to have his wares available to you after you have handed in Ulathek's heart. Not before. 5) in the questline infernal orb of Dor'ahil (or whatever its name was) you should only be able to choose between the two awards (off hand/stave) related to your choice of orb. Currently, even though i choce to bring back an Infernal heart, the quest completion text appeared for both the Fellhunter -and- the infernal one, allowing me if i wanted to complete the chain as Fellhunter, even though as i said, the soul in my inv was that of an Infernal. Note here that after choosing (wrongly) either of the two, the chain completes correctly, ie last step where you pick off hand or stave. 6) the Imp Jeeves (in a Jar) is not scripted so as to correctly do its animation within Scholomance, after which you'd get your quest progressed as "complete". Currently, summoning it while close to the alchemy lab results in it being hostile and attacking you instantly after summoning it. The animation sequence is lacking, and obviously, it should not have been hostile. Note here that after killing it, quest paradoxically marks itself as "completed", so you can at least move on with the chain line. 7) same issue with Jeeves in DM West and the summoning Dreadsteed quest. No animation event, hostile and attacking you on sight. 8) The mobs spawning once the ritual is initiated should be controlled by some script that makes them spawn in waves. Currently, they allspawn out together, simultaneously. If there are any further issues in that last quest, i have yet to see them, could not progress it further than said mob wave of death.
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(minor) Soul Fire tooltip It does not mention that a soul shard is required to cast it.
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Elixir of Shadow Power not working
Aenra commented on Aenra's bug in Archived Reports (Zero)(Resolved issues)
[quote=Xenithar]Elixir of Shadow Power is working as intended. I was in Deathmist gear but the only buff I had (as you can see in the attached images) was my demon armor to restore health and such. I enabled GM mode so the mobs would not fight back, then used shadow bolt on a raptor, let the raptor heal up, and repeated until my combat log was full. I then drank the EoSP and repeated the process. As you can clearly see, my damage was roughly 40 above where it was without the elixir. I was hitting around 485 without, and around 515 with it. That is a 30 damage increase. Sometimes it hit higher, sometimes lower, as you can see. The description says "up to", so it does not mean you will always get max damage bonus from the elixir. Perhaps your DPS meters are not 100% accurate or take other things into consideration. I will leave this open for a few hours for a response before I close it. Changing status to "cannot reproduce" for now.[/quote] Numbers don't lie, close it :) The bitch is finding out why i cannot see this..feel free to lock it, will PM if i find out why i am having this. -
Elixir of Shadow Power not working As per title, consuming one appears to do nothing whatsoever. Buff icon is there in my buffs, but that's about all that happens. Got two addons tracking spell damage/caster stats as well, neither of those seems to recognise it either. Spell damage remains exactly the same as before driking one. (on the contrary, arcane elixir for exaple [+35 all types of spell dmg] works as should)
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[quote=Xenithar]With the full Deathmist set and some other bonus gear, here's how it works out. I do have two points in the talent. Rank 5 Life Tap - Normally 300 for 300. +20% SHOULD be 360 mana for 300hp When cast, it takes 420hp and returns 504mana. Something does seem off here. The base is 40% higher than it should be (300 * 1.40 = 420) and the return is 68% higher than it should be (300 * 1.68 = 504). Therefore the talent OR the spell is being affected by spell bonus. This MAY be blizzlike, but we need to confirm it. However, I still cannot reproduce your original post of losing over 1k hp per use.[/quote] You can if as i said, you go BIS on every slot. Or in case you know commands i do not, have a Spell dmg bonus exceeding 750 :) it's over 1k health cost per cast, for that same 420 mana..and mind you, it's 1k+ --because- full plagueheart reduces health cost by 10%, would have been 1,1k+ without t3 8set bonus
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Was right about Life Tap! can't find my old bug report, apologies; why do you have it auto-hiding the reports by date? Extra clickies for nothing,lol..anyway, sorry bout that; Now to topic, it does indeed bug when you equip bonus spell damage gear. Naked, all good. Rank 6 takes 420 health, gives 420 mana. Talented and naked, less health as should be, same mana. All good. You start equipping spell damage bonus, things go awry. The more you stack it, the more health Life Tap leeches out of you. For the exact same mana...issue is thus obviously more noticeable the more SP you got on you. With BIS gear on every slot, it's...baaad :) The above, fact. 101% (now as to the previous post..you CAN bug it retroactively, if you unspec talents, wear spll dmg gear, and spec improved life tap afterwards. That's why i said before even the talents don't work correctly. If you tried this with a naked/GM robe toon and you saw it fine...it's not..) (fact n2.. Plagueheart set t8 bonus, the only thing in vanilla that made changes to life tap [will remind you life tap did[I] not [/I]scale], works fine. It --does-- reduce the amount of health taken off of you correctly..but the reduction it correctly calculates is based upon the wrong initial leeching..see issue as described above)
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[quote=Xenithar]If you are on covenant and there are all these problems, Max is NOT running R20, which I doubt. I am starting to wonder about your client. Also, if you're on covenant, some boxes may repop fast, but have you considered that some don't and other players may have looted them? If you are on covenant, try doing the command we keep mentioning. Type in ".server info" in the chat box and tell us what it says. You do not need to use quotation marks. Maybe Max IS behind a few updates or something.[/quote] no other players around, just me at the moment sadly :( take my word for it, respawn rate is horrifast. This was one the worst torments ever, leveling lockpicking. In vanilla that is. server info gives : 20003 Using script library: ScriptDev2 (for MaNGOS Zero Release 0.19+) MaNGOS Zero/0.20.0 ...blah blah.. Using WorldDB: ZeroDatabase 2.0.10
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Tyr's Hand, castle basement NPC placement (minor to the square, but still) you get down there, the 2 torturers are fine, the three victims are not. As they are currently placed, their feet shoot vertically out of the ground, the rest of their body lost somewhere below. All three undead victims should be properly lying atop their respective torture racks. "[I]tell me.. tell me everything..[/I]"
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Npc ai You aggro an NPC, or an NPC aggroes on their own towards you and they are a caster, moving behind walls/out of their line of sight does -not- make them run to you. Like they should have. Instead, they stand still and get stuck on a casting animation, like they get bugged. Won't move to you/to a position closest within LoS, won't reset. They just freeze there in the middle of casting their thing. Obviously, this means you can't pull, you can't "separate" mob groups and you surely die like crazy in the high level areas. Have had this multiple times, in various level ranges. Definitely a general issue with all caster NPCs. As you surely remember yourselves, in vanilla LoS had a huge importance in gameplay. It's a big issue with this. Results in so many solo quests, group quests, and surely instances being proper overkill difficulty-wise.
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Rogue poison procs Bit of an issue, when they do proc, it doesn't happen the way it did in vanilla; Namely, my character behaves as if he just cast an actual spell, resulting in: 1) an animation of my "shooting a spell" right amidst combat. Should never have been there. It is the animation (the one separate per each race) played when shooting magic spells 2) breaking my auto-attack (baaaad for rogues) (for obvious reasons) 3) my needing to wait because your DB? treats my poisons as instant spell casts The animation should be removed entirely, nothing changed when they procced other than the green smoke they gave off upon impact. ie if they didn't miss their 17% (will remind you poisons are under spell hit) They should be separated (server side) from being treated like any other 'spell', so as to avoid the rotation breaking You can die because of the above, it's a bit worse than it sounds when you get down to playing.
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i do not know guys, wish i could help :) am playing in the server hosted by MadMax, covenant-wow.com no clue about databases, sorry :S and by the way Eluna, the lockboxes were not there. In Zoram strand. even if i did miss those, it is indeed possible because that was not --where-- you looked for them. For the obvious reason, it would have been too damn easy if that's where they were. No mobs there :) lockboxes were further down, on the beach, right amidst all the hostile naga. Not where your screenies show them. Am 101 sure about this On a sidenote, as i don't want to open a new ticket..the respawn rate of ALL the lockboxes i have come across thus far is ridiculously fast. I literally stand still, it pops bk, open, stand still, pop, new one out. Am 300 lockpick and i started doing this yesterday..that should say it all. Should have been plenty of minutes real time prior to them respawning.
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[quote=Foereaper]Tested using the Frostwolf Insignia and Insignia of the Alliance, could not reproduce. Which trinkets triggered GCD exactly?[/quote] you did not read.. to quote me in the OP, "if you got TWO and you proc one".. test again using two pve trinkets of your choice, both with a "use:" effect. You will see that you can't. The instant you proc the first one, be it slot 13 or slot 14, matters not, the second one enters some sort of a GCD resembling phase, and becomes greyed out for you. Not how it was.
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