Post by pyraeus on May 14, 2016 19:42:36 GMT
If anyone wants to post bugs. Please, you may make your own thread. This thread will feature very important vital bugs, but I want the players to be aware of them when they test the server. Please, read and comment if you have any questions. Thank you.
Important Issues:
1. Spell path finding is bugged. Example: Warrior's charge goes over the air or from somewhere down below. It charges to the enemy target that is above or just goes over the air to reach it. It must be fixed or a lot of exploitations or bugs will be done in the game. Either this is map pathing or spell pathing, it's unknown. But test it with Warrior's Charge and at the Blade's Edge Arena Collumns. Same thing is with line of sight. Walks walk from cliffs into the air to reach you, etc.
P.S: Please note that most of the pathfinding must be fixed. It is the main important element before we start.
2. Critters are affected by hunter's traps, all kinds, while they are not supposed to be. This can screw up hunter's mechanics or make them cheat. Forbid critters from being affected.
3. Upon taming a hunter pet for the first time in any of the hunter's quests in their quest lines. It does not follow you. It needs to.
4. Any dungeon that had to spawn enemy mobs or good folk does not have their weapon included. This includes mobs that spawn from quests. Make note, however, that sometimes the mobs do appear with their weapon spawning. However, most of all they don't. Make a script that any spawned NPC's weapon shows, or you WILL ALWAYS have an issue with this. If you have another way to fix this. Do as you please, but so far... I see no other way around this.
5. NPCs that are vendors and that walk need to stop walking when you speak to them to sell your items. That is all fine, but only when you're DONE with the vendor are they supposed to continue moving.
Death Knight Zone Issues:
Please view "Recent Fixes" to what we already fixed with the Death Knight zone. Those bugs that are seriously bugged will have to be handled by the main staff.
1. After completing many of the Death Knight quests. The quest givers do not talk at all and speak the speech they are supposed to. This includes the same text for the enemy creatures within the enclave.
2. High Inquisitor Valroth can't be completed by two Death Knights who are together. As soon as his corpse is looted (which spawns in the form of an object), it disappears. Preferably it would be nice for the corpse to disappear after a while. Not as soon as it's looted. Preferably a minute's time.
3. The Light of Dawn quest sometimes malfunctions. Highlord Darion Mograine falls through the ground via path finding issues, while the other mobs who head to attack the Chapel fly in the air to reach the enemies. This is bad for anyone's image and must be dealt with. Tirion Fordring does not dismount from his horse after the battle at the Chapel is won. During the cinematic he is supposed to be dismounted, but he remains on it even when he charges at the Lich King. Many mobs who are supposed to be there during the cinematic are already laying down dead. They are not supposed to unless they attack the Lich King. Upon the Lich King throwing them away, they're supposed to lie down and not attack nearby targets. They do that, either way. When the cinematic ends, Darion spawns on a horse to end the quest. However, he is supposed to be dismounted. Not mounted. Orbaz Bloodbane is supposed to disappear when the cinematic starts and the battle is over. Instead, he stays there, mounted, and doesn't do anything.
4. The texts that are supposed to be happening in Acherus: The Ebon Hold and the raising of new found Death Knights is not working, including many other similar events where the people are supposed to gossip and do other events. Although not game breaking. It takes away lore and some good experience.
5. When using "Siphon of Acherus" during the quest "Death Comes From on High". The Scarlet Crusades do not even acknowledge your presence and do not attack you at all.
6. Skeletal Gryphon flies through the balcony upon being used and Olrunn the Battlecaller stands in the air when you speak to her, instead of flying.
7. Death Knight Initiates do not engage the Havenshire Mobs near the Mills or Stables at all. Some of the Scarlet Crusaders are missing their equipment on.
8. Scarlet Farm Hounds drop Saronite Arrows. They are not supposed to.
9. Citizens of New Avalon that are deceased in the Scarlet Tavern are standing dead, rather than lying down dead.
10. If Koltira Deathweaver respawns, his encounter in the Bloody Breakout quest screws up.
Dungeons:
1. Trial of the Champion is locked and unavailable. When trying to do it, however. The encounter at the beginning is bugged. The enemy faction opponents are your friends instead of being your enemies.
2. Culling of Stratholme works 70 percent. Only bugs are with Arthas' texts being "Greetings, player name", instead of being actually the right ones and original ones. Lordaeron Crier does not work at all. This means the Scourge Waves aren't announced at all. Each time you dispell a crate for "Dispelling Illusions". The mobs there do not start their conversation or move as they are suppose to after dispelling each crate. The dungeon can be completed, however.
3. Looting objects sometimes bugs out. You are unable to sometimes and it states "That is already being used.". Although it isn't being used.
4. Utgarde Keep - Dark Ranger Marrah appears in Utgarde Keep for both Horde and Alliance players. She is only supposed to appear for Horde players. Fix was attempted, but resulted in greater failure. Note, do not be lazy and try to make her available for both sides. Her quests are only meant for the Horde.
5. Utgarde Pinnacle - Trophy Hall Boss fight encounter is bugged. The bosses there who become mobs after the blood orb finds them are bugged and stand in one place. They cast spells, do enrages, but can't move and it's as if they are rooted in one place. They can be killed, however, and the encounter can push on.
6. Utgarde Pinnacle - Skadi the Ruthless pathing bugged. He does not fly in the air as he is supposed to all. Instead, he falls through the ground and moves underneath it. He can't be shot with harpoon and hence the rest of the Pinnacle can't be done unless you use a cheat command. The rest of the dungeon, however, works fine.
Pathfinding is greatly affecting this dungeon.
7. Drak'tharon Keep - The Warlord's Terrace trolls that are being devoured are still being devoured even after the Ghouls move away from their body. When the Ghouls move away from their body. The troll spells called Bloody Explosion is supposed to disappear from their corpses, but it doesn't.
8. Gun'drak - Last boss does not summon any mobs to aid him. Rest of the dungeon works fine. Note: Mobs is necessary for the achievement.
9. Halls of Lightning - Volkhan summons Molten Golems, which is good, but it's not good that the "cooled off" Golems remain there after the encounter finishes. They can't be killed and provide combat bugs.
10. Halls of Stone - Brann Bronzebeard doesn't appear SOMETIMES in the final fight of Halls of Stone. Quest can't be finished due to this.
11. Ahn'kahet: The Old Kingdom - Prince Taldaram uses the Conjure Flame Sphere. But it doesn't appear or do damage at all.
12. The Nexus - Horde or Ally mobs that spawn, depending on which faction you choose, do not have their weapons equipped at all.
13. The Nexus - Crazed Mana-Wyrms are not attackable.
14. Pit of Saron - The beginning introduction between the enemies and the good folk doesn't work.
Their short cinematic where they speak.
15. Pit of Saron - The cave encounter does not work at all.
From speeches and the encounter's shards raining on your head as you go through it.
16. Pit of Saron - The cinematic between the enemies and the good folk doesn't work after the cave encounter.
Raids (Coming Soon):
1. DETAIL WILL BE COMING SOON.
Important Issues:
1. Spell path finding is bugged. Example: Warrior's charge goes over the air or from somewhere down below. It charges to the enemy target that is above or just goes over the air to reach it. It must be fixed or a lot of exploitations or bugs will be done in the game. Either this is map pathing or spell pathing, it's unknown. But test it with Warrior's Charge and at the Blade's Edge Arena Collumns. Same thing is with line of sight. Walks walk from cliffs into the air to reach you, etc.
P.S: Please note that most of the pathfinding must be fixed. It is the main important element before we start.
2. Critters are affected by hunter's traps, all kinds, while they are not supposed to be. This can screw up hunter's mechanics or make them cheat. Forbid critters from being affected.
3. Upon taming a hunter pet for the first time in any of the hunter's quests in their quest lines. It does not follow you. It needs to.
4. Any dungeon that had to spawn enemy mobs or good folk does not have their weapon included. This includes mobs that spawn from quests. Make note, however, that sometimes the mobs do appear with their weapon spawning. However, most of all they don't. Make a script that any spawned NPC's weapon shows, or you WILL ALWAYS have an issue with this. If you have another way to fix this. Do as you please, but so far... I see no other way around this.
5. NPCs that are vendors and that walk need to stop walking when you speak to them to sell your items. That is all fine, but only when you're DONE with the vendor are they supposed to continue moving.
Death Knight Zone Issues:
Please view "Recent Fixes" to what we already fixed with the Death Knight zone. Those bugs that are seriously bugged will have to be handled by the main staff.
1. After completing many of the Death Knight quests. The quest givers do not talk at all and speak the speech they are supposed to. This includes the same text for the enemy creatures within the enclave.
2. High Inquisitor Valroth can't be completed by two Death Knights who are together. As soon as his corpse is looted (which spawns in the form of an object), it disappears. Preferably it would be nice for the corpse to disappear after a while. Not as soon as it's looted. Preferably a minute's time.
3. The Light of Dawn quest sometimes malfunctions. Highlord Darion Mograine falls through the ground via path finding issues, while the other mobs who head to attack the Chapel fly in the air to reach the enemies. This is bad for anyone's image and must be dealt with. Tirion Fordring does not dismount from his horse after the battle at the Chapel is won. During the cinematic he is supposed to be dismounted, but he remains on it even when he charges at the Lich King. Many mobs who are supposed to be there during the cinematic are already laying down dead. They are not supposed to unless they attack the Lich King. Upon the Lich King throwing them away, they're supposed to lie down and not attack nearby targets. They do that, either way. When the cinematic ends, Darion spawns on a horse to end the quest. However, he is supposed to be dismounted. Not mounted. Orbaz Bloodbane is supposed to disappear when the cinematic starts and the battle is over. Instead, he stays there, mounted, and doesn't do anything.
4. The texts that are supposed to be happening in Acherus: The Ebon Hold and the raising of new found Death Knights is not working, including many other similar events where the people are supposed to gossip and do other events. Although not game breaking. It takes away lore and some good experience.
5. When using "Siphon of Acherus" during the quest "Death Comes From on High". The Scarlet Crusades do not even acknowledge your presence and do not attack you at all.
6. Skeletal Gryphon flies through the balcony upon being used and Olrunn the Battlecaller stands in the air when you speak to her, instead of flying.
7. Death Knight Initiates do not engage the Havenshire Mobs near the Mills or Stables at all. Some of the Scarlet Crusaders are missing their equipment on.
8. Scarlet Farm Hounds drop Saronite Arrows. They are not supposed to.
9. Citizens of New Avalon that are deceased in the Scarlet Tavern are standing dead, rather than lying down dead.
10. If Koltira Deathweaver respawns, his encounter in the Bloody Breakout quest screws up.
Dungeons:
1. Trial of the Champion is locked and unavailable. When trying to do it, however. The encounter at the beginning is bugged. The enemy faction opponents are your friends instead of being your enemies.
2. Culling of Stratholme works 70 percent. Only bugs are with Arthas' texts being "Greetings, player name", instead of being actually the right ones and original ones. Lordaeron Crier does not work at all. This means the Scourge Waves aren't announced at all. Each time you dispell a crate for "Dispelling Illusions". The mobs there do not start their conversation or move as they are suppose to after dispelling each crate. The dungeon can be completed, however.
3. Looting objects sometimes bugs out. You are unable to sometimes and it states "That is already being used.". Although it isn't being used.
4. Utgarde Keep - Dark Ranger Marrah appears in Utgarde Keep for both Horde and Alliance players. She is only supposed to appear for Horde players. Fix was attempted, but resulted in greater failure. Note, do not be lazy and try to make her available for both sides. Her quests are only meant for the Horde.
5. Utgarde Pinnacle - Trophy Hall Boss fight encounter is bugged. The bosses there who become mobs after the blood orb finds them are bugged and stand in one place. They cast spells, do enrages, but can't move and it's as if they are rooted in one place. They can be killed, however, and the encounter can push on.
6. Utgarde Pinnacle - Skadi the Ruthless pathing bugged. He does not fly in the air as he is supposed to all. Instead, he falls through the ground and moves underneath it. He can't be shot with harpoon and hence the rest of the Pinnacle can't be done unless you use a cheat command. The rest of the dungeon, however, works fine.
Pathfinding is greatly affecting this dungeon.
7. Drak'tharon Keep - The Warlord's Terrace trolls that are being devoured are still being devoured even after the Ghouls move away from their body. When the Ghouls move away from their body. The troll spells called Bloody Explosion is supposed to disappear from their corpses, but it doesn't.
8. Gun'drak - Last boss does not summon any mobs to aid him. Rest of the dungeon works fine. Note: Mobs is necessary for the achievement.
9. Halls of Lightning - Volkhan summons Molten Golems, which is good, but it's not good that the "cooled off" Golems remain there after the encounter finishes. They can't be killed and provide combat bugs.
10. Halls of Stone - Brann Bronzebeard doesn't appear SOMETIMES in the final fight of Halls of Stone. Quest can't be finished due to this.
11. Ahn'kahet: The Old Kingdom - Prince Taldaram uses the Conjure Flame Sphere. But it doesn't appear or do damage at all.
12. The Nexus - Horde or Ally mobs that spawn, depending on which faction you choose, do not have their weapons equipped at all.
13. The Nexus - Crazed Mana-Wyrms are not attackable.
14. Pit of Saron - The beginning introduction between the enemies and the good folk doesn't work.
Their short cinematic where they speak.
15. Pit of Saron - The cave encounter does not work at all.
From speeches and the encounter's shards raining on your head as you go through it.
16. Pit of Saron - The cinematic between the enemies and the good folk doesn't work after the cave encounter.
Raids (Coming Soon):
1. DETAIL WILL BE COMING SOON.