FeenixServerProject / Archangel_2.4.3_Bugtracker

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[Instance][Karazhan] Collected bugreport #231

Closed shzzm closed 12 years ago

shzzm commented 12 years ago

Index:

1.) General issues

2.) Boss issues

3.) Additional comments

Shzm

Luk Edit: Refined, reformatted, reorganized, and compiled all the subsequent tickets into the main report on 2/16/12. This will make it easier to identify problems and confirm fixes.

Bwayzoe commented 12 years ago

This bug report looks even better than the ones I make. Thank you.

antimoo commented 12 years ago

"Zupski's pet should be dismissed and never be summoned again." of course being a referance to #227.

Sideways commented 12 years ago

The curator should be a lonely guy since yesterday.

Egozy commented 12 years ago

Confirmed, curator IS lonely

Hajdu commented 12 years ago

What about the backdoor? We are going there today so hoping it fixed as well!

Egozy commented 12 years ago

The backdoor SHOULD ONLY open after you get to where it gets you. True, it doesn't work, but it also shouldn't really help you get to the end faster

Hajdu commented 12 years ago

We are way past the backdoor! And still it dont open, and with the door to aran closed we cant teleport up to his room. So we wiped at shitt trash after aran to chess, and had to clear all the trash up to curator again. Since the backdoor was closed, and since then 3 Curators was up we called the raid. Thats why we want the backdoor:P

fagoatse commented 12 years ago

see below

shzzm commented 12 years ago

This issue with the back door might be because we constantly had 2 curators up.

fagoatse commented 12 years ago

door handling is weird in sd2 anyway. According to other sources, the door should opened after OPERA event is done and this piece of code handles it: case TYPE_OPERA: m_auiEncounter[3] = uiData; if (uiData == DONE) { DoUseDoorOrButton(GO_STAGE_DOOR_LEFT); DoUseDoorOrButton(GO_STAGE_DOOR_RIGHT); if (GameObject* pSideEntrance = GetSingleGameObjectFromStorage(GO_SIDE_ENTRANCE_DOOR)) pSideEntrance->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_LOCKED);

However, take a look a this check:

case GO_SIDE_ENTRANCE_DOOR: if (m_auiEncounter[4] != DONE) pGo->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_LOCKED); else pGo->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_LOCKED); break;

btw, auiEncounter[4] = curator. I've got two questions, are these two bosses mandatory and when should the backdoor be opened according to retail?

fagoatse commented 12 years ago

ok im a stupid fuck. I just realized that the 2nd check is there to prevent taking a shortcut by going out of kara after the opera event and getting inside through the side door. It should be okay i guess, multiple curators might've bugged it.

Egozy commented 12 years ago

Not related at all

Zupski commented 12 years ago

Adding some things

fagoatse commented 12 years ago

chess event is not scripted, has probably never been in any emu to date.

Bwayzoe commented 12 years ago

Yeah, we're working on changing that.

Sideways commented 12 years ago

I have looked into the chess event quickly, with the proper core support for the mind control spell it should be possible. However, I am really not sure how to apply the chess rules of moving one field etc. and restrict the movement that way.

EDIT: Why do I think so overcomplex? It shouldn't be that hard after all if you just think simple lol

Egozy commented 12 years ago

True, but right now the biggest issues are all the doors in karazhan. Side door, Shade of Aran and Prince. Prince door was closed and non-intractable even for me, so it was impossible to re-open it for the players. sam

fagoatse commented 12 years ago

It's possible but there's very little retail data on it(cant trust wowhead/wowiki). Most spells require core scripting and MC doest work at all. As far as I remember movement on the chessfield is handled via spells as well. Are triggers in db at all?(they should be on very field i think, as target for move spells)

Egozy commented 12 years ago

It's possible to get some videos of it if any developer decides to go and fight on it..

antimoo commented 12 years ago

I'll notify Shzm and have him edit his post.

Egozy commented 12 years ago

It's not a partial fix, the side entrance door has nothing to do with the master's key..

antimoo commented 12 years ago

According to the information here: http://www.wowwiki.com/Karazhan, the door should be open or openable after the Opera event is cleared without the Master's Key.

Egozy commented 12 years ago

True, after the opera event is done the door should be unlocked for that specific ID. When you reset it, the door gets locked down again. In no situation a group can go to Curator without clearing the earlier bosses (Opera event, since the first 3 are skip-able). A simple solution can be to simply trigger it after the opera is over and than make it non-interactable while it's open. not blizzlike, true, but still a possible solution without ruining gameplay.

fagoatse commented 12 years ago

both door handling and saving are already in the script. I posted code blocks earlier. I'm still wondering, can you use the side door w/o killing curator?

case GO_SIDE_ENTRANCE_DOOR if (m_auiEncounter[3] != DONE) pGo->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_LOCKED); else pGo->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_LOCKED); break;

a quick draft to open the door after open event is done. It's actually the same as the one i posted above but it opens the door after opera and not curator, which i believe is just a typo ( in earlier revs of the script 4 was opera, now its curator, so 4->3).

Egozy commented 12 years ago

Techinally, you need to actually click the door after the opera event. It prevented people from skipping the trash between opera and the door.

Kalsi commented 12 years ago

On our first run in Kara we could open the backdoor after we had done opera event and it worked fine until we got back the day after then we couldnt click the door anymore.

Also if you enter throu the backdoor you cant exit the instance again the same way, we had to summon anyone who entered there back out again.

I cant remember how trash respawning inside Karazan worked in early tbc when Kara acctuly was more then a one evening event but was really all of it supposed to respawn every soft reset? When we had downed Attumen, Moroes, Maiden, Opera, Curator & Illhoof and we still had respawns on all the trash which surely must be wrong?

Egozy commented 12 years ago

it should be around 2 hours, but needs confirmation

Kalsi commented 12 years ago

Prince also uses Enfeeble(http://www.wowwiki.com/Enfeeble) on current target, it doesnt reduce his HP tho just makes him unable to recieve healing for the duration

http://i.imgur.com/pG46s.jpg

fullint commented 12 years ago

2.7.2 with small modification works for me (didn't test before).

fullint commented 12 years ago

1.6, 1.8, 1.4, 1.2 Fixed.

1.2 - Not quite sure how it is possible to survive all attackers, if they are linked incorrectly, let me know.

3.3 Which mob is that? Can't find.

fullint commented 12 years ago

I collected whats left in this issue, maybe it will help to fix it faster:

1.7: Spell Shades are not effected by LoS. We had to pull them back by out-ranging their abilities. Spell Shade: http://old.wowhead.com/npc=16525

2.5 The Opera Event (Romulo and Julianne): Romulo: http://old.wowhead.com/npc=17533 Julianne: http://old.wowhead.com/npc=17534

2.5.1: There might be some loot issues on this event, although I'm not entirely sure. We only got loot from Julianne, but I've been told that both of them should drop items.

3.2 In my opinion, the Spectral Servants in the Grand Ballroom (at the start of Karazhan) moved too fast. If this is intended, ignore this comment. As they patrol between the packs, it is difficult to time the pull since they move very fast. This made us pull more packs than intended several times.

3.3 Zupski's pet should be dismissed and never be summoned again.

rscx commented 12 years ago

3.3 is not an actual issue, it is about the pet of a hunter that was in that raid. Its a reference to #227 (the pet aggro range is too big and so it pulled the trash accidentally)

Sideways commented 12 years ago

1.7 is a general issue 2.5: Please open an additional issue on that one with facts please

Bwayzoe commented 12 years ago

This issue should not have been closed, there are FAR too many issues that have been reported and not fixed that still need attention.

Bwayzoe commented 12 years ago

1.2.) These packs are indeed linked, but they do not charge after the players to begin their assault. They simply just stand in place and only engage upon being approached. However, even after engaging, they do not follow the player or are capable of being LoS'd. Also, the patrols in the same room move MUCH too fast.

1.9.) The drunk effect from Ghostly Stewards Drunken Skull Crack does not dissipate after 10 seconds. Also, the Stewards are not CC/taunt immune. Disarm should negate the use of Drunken Skull Crack (100% miss chance) when timed correctly.

1.10.) All mobs in the Livery Stables move much too fast, and several of the packs are not linked properly.

2.0.) Attumen the Huntsman does not wield a weapon, but still can be disarmed. Also he charges players, namely hunters, that stay at the minimum range before the hunter dead zone (5 yards). This should be a safe distance to stand behind Attumen without getting charged. This needs fixed.

2.1.) Tested Moroes, still needs lots of work, if he was even worked on at all.

fullint commented 12 years ago

1.2) Not quite understand what is wrong. Can you be more specific? They should start attack sooner?

1.9) Fixed drunk effect (now it disappears).

2.0 Fixed charge (can't find which weapons should he use).

2.1 A and B fixed, C - working fine for me, and code looks correct, can someone check it again?

abstephe commented 12 years ago

1.2) Grand Ballroom/Banquet Hall

1.11) The Guest Chambers

1.12) The Opera Hall

2.1) Boss: Moroes

2.5) The Opera Event (Romulo and Julianne)

Bwayzoe commented 12 years ago

1.2) @fullint No, I'm saying that after being attacked by the players, they do not move in to engage after being LoS'd. This means they are easy to AoE by the raid, do minimal damage, and are NO challenge at all to clear. Also, the elite patrols in the same room move MUCH too fast. They need to be reduced to 1x speed.

Link 1 Link 2 Link 3

2.0) @fullint Let's use this model for Attumen's weapon, I think it fits him better than the one he had on retail.

2.3) Shade of Aran, with a helpful guide

2.4) Terestian Illhoof

1.13) Wravien, Kamsis, and Gradav seem to have a similar taste in mindless literature, as all they say to me is "Greetings, Lukhien".

1.14) Arcane Watchmen can be stunned and disarmed. They should be immune. Also, their Overload ability does no damage.

1.15) Spell Shades do not LoS properly, and when LoS'd for too long, they remove themselves from combat.

1.16) Sometimes, when zoning back into KZ after dying, I still have to corpse run instead of resurrecting automatically at the instance portal.

fullint commented 12 years ago

1.2) Works fine for me, they attacked and ran to me. Fixed speed. Mind Controlled by whom? Alluring Aura - this spell is used somewhere in db (will leave for db devs).

1.11) There are quite a few of them, they all should be walking? Or only the two from the first room? Concubine and Night Mistress fixed .

1.12) Skeletal Usher - Fixed. Spotlight fixed.

2.0) Fixed.

fullint commented 12 years ago

2.1) Adds - fixed. Moroes pull - fixed. ***Garrotte - can't be fixed, 1075 is closest to 1000 what we have. Blessing of Might - fixed. Garrote after Moroes death - fixed.

Bwayzoe commented 12 years ago

@fullint Ugh, I don't get it, why do you not have problems that I do? First the Satyr boss in Botanica, and now these adds... /sigh

Mostly the problem lies in the LoS, as it becomes difficult to AoE the group down without pulling another pack of these guys and causing a wipe. If there's anything you can do to try and fix this, it would be greatly appreciated.

In regards to your Mind Control question, I saw players being subject to it while fighting Night Mistresses and Concubines, but I checked their ability list and can't find this spell. This is very strange, indeed...

Also, when will you update Karazhan with these changes? We plan on testing tonight and I'm interested if we can review your fixes.

abstephe commented 12 years ago

1.11) The Guest Chambers

-- Guest Chambers SS

-- Patrol Paths SS

fullint commented 12 years ago

2.3) Fixed interruption and arcane missiles.

Added AoE Counterspell.

Added knock back to nearby players. Not quite understand this part " It must be made sure that Cloak of Shadows, Divine Protection/Divine Shield, and Iceblock trigger the damage/knock-back of Flame Wreath on the raid (but not the shielded player)."

Added channeling for Flame Wreath (sometimes animation not work, but he stops all his attacks and emote, can be interrupted).

Mass Polymorph fixed.

The Circular Blizzard - "Every 30–35 seconds, Aran uses one of his three special abilities (never the same twice in a row)" so its not possible to have to at the same time (made him invisible).

And about pulling all raid members, all stages should happen faster? Not quite understand this too.

I will push to server all changes today.

Bwayzoe commented 12 years ago

If you do, please reset all instances too, if you can.

fullint commented 12 years ago

2.4) Terestian Illhoof

Currently he does not cast Summon Imp in order to regain Kil'rek, but instead the imp just spawns next to him. This is not correct. Actually he uses spell 'Summon Imp'

When Kil'rek is slain, Terestian does not gain Broken Pact as a debuff. FIXED

I did not see Amplify Flames cast on me by Kil'rek during the encounter. FIXED

The Demon Chains do not spawn directly on the player after being sacrificed, but instead appear randomly near the back of the room. All chains should spawn swirling around the sacrificed player. FIXED

The Fiendish Portals that are summoned do not remain stationary at their spawning location, but wander around a bit. All portals should not move whatsoever. FIXED You might be not exactly in the middle of the chains, but inside them.

fullint commented 12 years ago

1.14) This spell do damage to nearby allies.

fullint commented 12 years ago

All fixes pushed to server, also found whats from with guests, but it can't be fixed now (not possible).

Bwayzoe commented 12 years ago

@fullint Clarification, Terestian doesn't CHANNEL a cast to summon Kil'rek, it is an instant cast. This is not working as intended.

fullint commented 12 years ago

1.15) Spell Shades do not LoS properly, and when LoS'd for too long, they remove themselves from combat. Can someone explain this with more details? (for non wow player, hard to understand )

Egozy commented 12 years ago

1.15) I did not check this out, but i'll try to explain: LoS means line of sight. Theoratically, when you LoS a mob (that's a dumb term to mean that you go into a place the mob can't cast a spell on you, behind a pillar/wall/rock/any sort of obstacle), the mob needs to go around that obstacle and start attacking or casting a spell on you when it gets within your line of sight. The report was that this mob does not follow a player when he leaves it's sight. It attacks you from far away (ranged attacks and spells) and when you go behind a wall, the mob just stays there doing nothing, and eventually leaves combat.