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The latest official news from IceCold-WoW

Maddox

Realm information

By Maddox, in Official,

Being the realm Icecold started with, Reaper has had a long history. On October 15 2016, Reaper was re-launched.
It is now an instant level 85 Cataclysm 4.3.4 realm with custom content on it.
Among other things, here are some of the features on Reaper:
- Custom quest lines and dailies
- Custom scripted dungeons inc. a daily dungeon  
- Some dungeons offer N (solo) and HC (5 man)
- Custom bag teleport system
- Custom world bosses
- Personal Loot systems
- Max haste arena
- Custom currencies
- Custom Dalaran mall
- Future custom scripted raids to be released
 

As Reaper once was a max-haste realm some of our oldest players were disappointed when max-haste was removed from Reaper.
In an attempt to keep even those players happy we created Hyjal; a copy of Reaper with increased haste.
Basically this can be considered a "Fun-Copy" of Reaper. Classes will be less balanced but more OP.
Among other things, here are some of the features on Hyjal:
- Custom quest lines and dailies
- Custom scripted dungeons inc. a daily dungeon  
- Some dungeons offer N (solo) and HC (5 man)
- Custom bag teleport system
- Custom world bosses
- Personal Loot systems
- Custom currencies
- Custom Dalaran mall
- Future custom scripted raids to be released
 

Somewhere along the line Eternian joined Icecold-WoW.
Once the remnants of the well known Eternion, the people involved rebuild Eternian to be as good or even better than Eternion ever was.
Still with us and going strong, Eternian offers many unique things. Among those things: Fully customizable gear.
Some other things that can be found on Eternian:
- Custom quest lines and dailies
- Custom bag teleport system
- Custom world bosses
- Personal Loot systems
- Custom currencies
- The ability to fully customize gear
- Very high stats

Rocx

Introducing Bug Bounties

By Rocx, in Official,

As you may have seen, we recently fixed an enormous amount of class bugs. But we're not finished yet!
We rely on your reports to find and fix bugs on our realms, and we'd like to show our appreciation with bug bounties. What does it mean? Put simply, if you find and report important bugs to us, we'll reward your account with credit that you can use on the store!
The amount rewarded depends on the severity and impact of the bug reported. For example, reporting a very serious exploit that gives players an unfair advantage could reward up to €100 store credit!
Report bugs here: http://www.icecold-wow.com/bug_tracker/project-fire/

Rocx

Realm Updates: May 2017

By Rocx, in Official,

Reaper and Hyjal have been updated to IceCore 3.2!
Below is a list of fixes and improvements in the new version.
Notable changes are massive improvements to class functionality, cross-realm whispers and channels, and account VIP status and mount improvements.
Death Knight
Fixed Dark Simulacrum Fixed Dark Transformation not being usable after gaining 5 stacks of Shadow Infusion Fixed Ghoul not always spawning with full Energy Fixed Vengeance passive Fixed Death Runes converting back to their original after teleporting Fixed Death Runes converting back to their original immediately after being spent Fixed Rune regeneration on Ice-Hyjal Blood Shield mastery now stacks correctly and is capped at 100% of the Death Knight's health Fixed Dancing Rune Weapon Mage
Fixed Flame Orb Fixed talent Hot Streak buff not being consumed after use Fixed Improved Hotstreak Fixed Mirror Image Fixed talent Reactive Barrier not triggering Fixed Frostfire Orb Fixed Piercing Chill not applying chill to additional targets Fixed Arcane Missiles Fingers of Frost charge dropping is more reliable Fixed Ring of Frost moving after being placed Fixed Frostfire Bolt stacking a movement debuff Fixed Glyph of Frostfire Fixed talent Early Frost not deactivating for 15 seconds Fixed talent Invocation proccing on non-interrupt actions Fixed talent Impact Fixed talent Cauterize Fixed talent Focus Magic Fixed talent Combustion Priest
Fixed Evangelism not proccing Fixed Archangel Fixed Inner Focus buff not being consumed on use Fixed Power Word: Barrier and Glyph of Power Word Barrier Fixed Surge of Light buff not being consumed on use Fixed Lightwell display model Fixed talent Spirit of Redemption Fixed Chakra and all its states Fixed Revelations Fixed Divine Hymn healing far more than intended Fixed talent Atonement Fixed talent Strength of Soul Fixed talent Grace Fixed talent Shadowy Apparition Fixed Power Word: Shield calculations so the tooltip is now accurate Fixed all Shadow Orb mechanics Fixed the cap on Divine Aegis to 40% of maximum health Fixed Shield Discipline (Discipline mastery) Fixed Echo of Light (Holy mastery) Fixed Shadow Orb Power (Shadow mastery) Shaman
Fixed talent Fulmination Fixed Healing Rain Fixed Elemental Overload (Elemental mastery) Fixed talent Searing Flames Warlock
Fixed Dark Intent Fixed Drain Life not healing the Warlock Fixed talent Death's Embrace Fixed Demon Soul - Voidwalker Fixed Demon Soul - Succubus Fixed Demon Soul - Felguard Fixed Health Funnel doing far more healing than intended Fixed Soulburn effect for Searing Pain, Demonic Circle, Healthstone Fixed talent Improved Searing Pain Fixed Soul Harvest not generating Soul Shards Druid
Fixed Force of Nature spawning 1 treant instead of 3 Fixed Fury of Stormrage buff not being consumed on use Fixed Nature's Ward not triggering below 50% health Fixed Vengeance passive Fixed Wild Mushroom Fixed Wild Mushroom: Detonate Fixed talent Fungal Growth Fixed Savage Defense Fixed Savage Defender (Feral tank mastery) Fixed Harmony (Restoration mastery) Warrior
Fixed Charge not stunning the target Fixed talent Blitz not stunning two additional targets Improved Hamstring now only procs on re-applications, and its cooldown is also corrected Fixed talent Juggernaut not making Charge and Intercept share a cooldown Fixed talent Heroic Fury not resetting the cooldown of Intercept Fixed Battle Shout and Commanding Shout incorrectly stacking Fixed Victory Rush not consuming the buff when used Fixed talent Executioner not triggering when Execute is used Fixed talent Blood and Thunder Fixed Gag Order not working with Pummel Fixed Thunderstruck incorrectly granting multiple stacks if your Thunder Clap hit multiple targets Fixed Vengeance passive Fixed talent Rude Interruption proccing on non-interrupts Fixed talent Blood Craze Fixed Strikes of Opportunity (Arms mastery) Paladin
Fixed Holy Power decay starting at random times after leaving combat. Decay now only starts after 10 seconds. Fixed Guardian of Ancient Kings for all specs Fixed Beacon of Light Fixed Holy Wrath and Glyph of Holy Wrath Fixed Holy Power not all being consumed when a Holy Power spell is used Fixed Inquisition Fixed talent Tower of Radiance Fixed Holy Radiance HoT effect Fixed talent Speed of Light Fixed talent Long Arm of the Law Fixed Divine Storm granting holy power even when less than 4 targets were hit Fixed talent Sacred Shield Fixed talent Sanctified Wrath Fixed talent Divine Purpose Fixed Judgement damage not being increased by Censure on the target Fixed Seal of Justice not always proccing Fixed talent Vindication not always proccing Fixed Word of Glory scaling from Holy Power Fixed talent Guarded by the Light Fixed talent Selfless Healer Fixed Glyph of Long Word Fixed talent Eternal Glory Fixed talent Ardent Defender Fixed talent Sacred Duty not proccing from Judgement Fixed Vengeance passive Fixed Illuminated Healing (Holy mastery) Fixed Hand of Light (Retribution mastery) Hunter
Implemented Assist mode for pets, replacing Aggressive mode Fixed Camouflage and Stealth Fixed some healing spells incorrectly triggering the Daze effect of Aspect of the Cheetah Fixed talent Improved Steady Shot Fixed Marked for Death Fixed talent Concussive Barrage Fixed talent Crouching Tiger, Hidden Chimera Fixed Kill Command Fixed talent Improved Kill Command Fixed talent Noxious Stings dispel effect Fixed talent Cobra Strikes proc rate Fixed talent Focus Fire Fixed Frenzy proc rate and effect Rogue
Fixed Smoke Bomb Fixed Gouge not incapacitating the target Fixed talent Sanguinary Vein Fixed Redirect Fixed talent Blackjack Fixed talent Deadly Momentum not refreshing Recuperate and Slice and Dice Fixed talent Improved Expose Armor Fixed Fan of Knives applying a Killing Spree effect to enemies Fixed Preparation not resetting the cooldown of Shadowstep Fixed Combat Readiness not expiring after a 10 second lapse in attacks Fixed Vanish not keeping you in a high stealth state for 3 seconds Fixed talent Waylay not proccing Fixed Main Gauche (Combat mastery) General
Fixed several cases of buffs of the same type stacking with each other Fixed a bug that could cause many health restoration spells to heal far more than intended Fixed a general issue where the client could sometimes display incorrect values for your secondary power (Mana/Rage/Focus/etc) Fixed some minor undocumented proc consumptions Fixed issues with corpses in instances, such as incorrectly seeing corpses from other instances, and corpses being lost in instances. Fixed boss boundaries in Grim Batol Fixed an issue that could cause some spells to not appear in your spell book after learning them as a talent Tweaked calculations for attack power in shapeshift form Fixed an issue where many NPCs had incorrect amounts of Mana Improved the reset behavior of Council type bosses in instances Fixed Armor Specializations properly Implemented cross-realm whispers and a global cross-realm chat channel VIP Status is now global, regardless of the realm you donated on Improved Mastery handling Improved Account-wide mounts. Faction-specific mounts will convert to their equivalent when you log into a character on the other faction Fixed Master loot exploit Fixed the incorrect 'Facing the wrong way' error when you're out of melee range
Cross-Realm Chat
It's now possible to talk to players on other realms!
To whisper a player on another realm, simply type their name as "CharacterName-RealmName".
For example, to whisper the player "Leeroy" on the Hyjal realm, you type "/w Leeroy-Hyjal".
Also supported is a cross-realm global chat channel.
It is not a default channel and therefore you must join it to make use of it. Simply type "/join Global" to join it.
All realms can see all messages in this channel, but only players who joined it.

Rocx

Reaper Hotfixes 04/11/2016

By Rocx, in Reaper,

GENERAL
-Fixed base melee attack power for all classes
DEATH KNIGHT
-Fixed Magic Suppression
-Fixed Blood Boil not doing increased damage against diseases targets
-Fixed death and decay damage handling
-Fixed Death Coil healing amount
-Death Pact now sacrifices the targeted minion instead of always random
-Fixed Glyph of Dark Succor
-Fixed Death Strike healing
-Fixed Blood Death Knight Mastery
-Fixed the rune regeneration part of Improved Blood Presence
-Fixed the heal absorb debuff of Necrotic Strike
-Fixed Glyph of Scourge Strike
-Fixed the cooldown of Rune Tap not being reset by the Will of the Necropolis talent
-Fixed Glyph of Resilient Grip
-Fixed Mastery not having an effect on the shadow damage of Scourge Strike
-Fixed Festering Strike not extending the duration of diseases
-Fixed Chains of Ice
-Fixed Glyph of Chains of Ice
-Fixed Chilblains
-Fixed Glyph of Pillar of Frost
-Fixed Dark Transformation not removing stacks of shadow infusion
-Fixed Glyph of Strangulate
-Fixed Resilient Infection
-Fixed Death's Advance

Rocx

Account Change Warning

By Rocx, in Official,

This is an advance notice of changes coming to accounts and authentication when Project Fire launches.
Beginning at the launch of Project Fire, your IceCold Account will be identified by its email address, not username. The username will still be used as the display name on the forum, but no longer as any kind of login credential. You will log into the game and website using your IceCold Account email address and password.
Therefore, we ask that you please verify that the email address on your account is up-to-date and correct. If not, you should fix that because it means you won't be able to log in anymore after the changes.

Rocx
Hello!
We've decided that as development on Project Fire goes on, we should occasionally post development updates about some of the new content and systems you will encounter when it goes live. This one is about dungeon and raid systems in Project Fire. Please note that the realm is still in development and no details here are set in stone, and are subject to change based on feedback and testing.
Dungeon Difficulties
Most dungeons on Project Fire have 2 difficulties, Normal mode and Heroic mode. There are some major differences between them:
Normal mode
-Can be reset and repeated as much as you want during the week (An instances-per-hour limit does apply though).
-Relatively easy. Mechanics are nerfed, and health/damage is reduced. Still challenging to do completely solo, but a skilled player could do it. 2 or more players would find it extremely easy.
-Significantly less loot. The actual loot items that are dropped is the same as Heroic mode, but in very small amounts, and bosses are not even guaranteed to drop anything.
Heroic mode
-Each heroic dungeon can be completed once per day. They cannot be reset manually.
-Challenging. Mechanics are in full operation, and health/damage is tuned for 5 decently geared players. 5-man groups are required, it would be impossible or extremely difficult to do it with less.
-More loot. Bosses are guaranteed to drop loot, and more of it.
Mechanics
All bosses in Project Fire dungeons are fully scripted with challenging mechanics. Groups fighting these bosses will have to plan strategies and pay close attention to the fights to overcome them.
Dungeon mobs also have mechanics, but these are much more simplistic and simply there to make fighting packs of mobs more interesting.
Loot
Dungeon bosses drop loot armor and weapons directly, they no longer drop tokens that you redeem for gear. A boss drops a certain number of random loot items, which are not guaranteed to be for your class or spec.
All bosses in a dungeon share a loot table, to prevent you from needing to target specific bosses for loot items.
Trash mobs do not drop loot. They drop tiny amounts of gold and/or vendor junk.
Boss Encounter Systems
-Boss fights are now handled properly by the instance. The boss fight area will become closed off from the rest of the instance while the fight is in progress (closing doors, etc). Players also cannot enter the instance while a fight is in progress.
-There are also doors blocking the way forward that will not open until the boss in front of it is defeated. No more stealthing past bosses!
-When a boss resets or wipes the group, it despawns for 30 seconds to allow the group time to recover.
Kiting a boss outside it's encounter area, or going somewhere the boss cannot reach you, will cause it to reset.
Combat Resurrections
Combat resurrection limits are now enforced during boss encounters. The limits are as follows:
5-man dungeon bosses: 1 per encounter
10-man raid bosses: 1 per encounter
25-man raid bosses: 3 per encounter
A combat resurrection only counts as "used" when the person actually accepts the resurrection, not when you cast it. Attempting to use resurrection spells after the limit has been met will result in an error message and the cast failing.
Instance Respawning
Respawning in instances has been improved for convenience. When certain bosses are killed, it saves as a "checkpoint". This means that if you die and release your spirit later on, you will not respawn at a graveyard outside the instance, but will instantly respawn at the last instance checkpoint. This saves a ton of time running back through long instance maps.
The checkpoints also apply to entering instances-in-progress. If you clear half-way through an instance, then leave and re-enter it, you will spawn at the last checkpoint rather than the entrance.

Rocx

Project Fire 4.3 Alpha Testing

By Rocx, in Official,

Project Fire 4.3 Alpha Testing
We are pleased to announce that we will shortly be opening a small piece of Project Fire for alpha testing. Project Fire is the name of the project to completely transform the Ice-Reaper realm. Absolutely everything is changing for the better. You will find hardly a trace of the current Reaper's content in the overhaul.
Purpose
The purpose of this alpha test focuses on two things:
Balance testing: This is the most essential part. We will be running extensive tests of the new armor and weapon sets on each class, so that we can collect results and use them to balance classes. Testers on the realm will be asked by staff to perform guided tests of their class, so we get the most accurate results.
Starter experience testing: For new players. A fun little questline in Dalaran that introduces players to the realm. Testers are encouraged to leave feedback on the quests.

When?
The Project Fire test realm will be opened sometime in the evening on Friday, 23rd October 2015. The tests are predicted to last approximately 1 week. The realm may be unavailable for periods of time during the testing week.
How?
To participate in the Project Fire alpha test, you will need a WoW 4.3.4 client.
I don't have one
Don't worry, you can use this quick-install client: Download
Download the ZIP file and extract the contents to a new folder. Run "Wow.exe" and allow it some time to set up. Any time you want to access the alpha, run Wow.exe in the folder. Do not use the IceCold Launcher.
I have one already
Download one of these ZIP files depending if your client is enUS or enGB: enUS or enGB
Extract the contents of the ZIP into your 4.3.4 folder, replacing the files with the ones from the ZIP. To play the alpha, run Wow.exe. Do not use the IceCold Launcher.
Notes
This is an alpha test. What you are testing is unfinished content. It may change significantly before final release.
The first test is limited to Dalaran. Players cannot leave Dalaran and so cannot view or test content outside the city yet.

Spacepanther
Ice-Eternian has been growing, and going through some adaptations as it is going. One of these adaptations is the removal of custom bags.
The main reason we are commencing this change is to allow better gear restrictions on instances, to make things a bit more challenging for you, and to put that preciously farmed Ice Warden's gear to the test.
We are going to change all currently customized bags into a token, and the description will read: "Create an Admin Support Request to redeem this token. You will be allowed one free item change for the bag token we create."
IMPORTANT: Create an admin ticket with the title "Bag Evolution" to be serviced on the matter. Any requests without this title may be disregarded.
Any tickets that are for customizing an item into a bag will be denied and closed. Any tickets requesting additional stats to a custom bag will be denied and closed.
We apologize for the inconvenience, and thank you for your time.
Please be patient if you have an admin ticket, because there may be a heavy amount of tickets open at any given time.

Rocx
Hello!
We've decided that as development on Project Fire goes on, we should occasionally post development updates about some of the new content and systems you will encounter when it goes live. The first dev update is a small one, but more detailed ones will follow as we are ready to show progress.
Scaling
Project Fire will contain plenty of world content, a major aspect of it being World Bosses and various difficult non-instanced enemies.
One problem with these enemies at the moment is that their difficulty is fixed. You need to bring a decent number of players to defeat them. And if you bring a lot, there is no longer a challenge. So how do we make it better?
For this, we've developed Boss Scaling. As you bring more people to attack a world enemy, the health of that enemy increases dynamically based on the number of players attacking it, keeping the level of challenge relatively the same for everyone.
So how does it work?
Every World Boss has a base health pool. This is the minimum size of their health pool, and it will not scale downwards. Every boss also has a "Minimum Enemies" number. This is the minimum amount of players recommended to fight the boss at his base health pool.
If the number of players fighting the boss exceeds the "Minimum Enemies" number of the boss, he will start to scale up his health pool to try and maintain the difficulty.
Example: A World Boss with a health pool of 10 million, and a Minimum Enemies number of 5. This equals to about 2 million health per enemy, and a requirement of at least 5 players to engage.
If 2 more players join the fight, the boss health increases to 14 million, keeping the "2 million per enemy" health.
We hope this feature will be well received and give groups a welcome challenge in world content. If all goes well with the technology, we may look at expanding it to other aspects of the realm!

Spacepanther
Today it was brought to our staff meeting: Staff may not use special spells on players, so if a staff member is using special, non-class or non-generic, spells on players in an abusive matter please address it by reporting it in the Report Player/GM forum section.
Secondly, with the new content recently added, it has come to our attention that some newer rules may need to be released to the public to avoid any confusion. IceCold-WoW has a general rules list here, which do apply, but there are special rules related to recent events and content. Please read the below CAREFULLY.
As a general rule, GRIEFING players or staff is now going to be our general punishable offense.
Define it:
Player/Staff offending another player/staff to an excessive extent, to which the person is feeling uncomfortable, damaged or unsafe.
Examples:
This could be unavoidable harassment, forced targetting, or other forms of intentional damage to a player's ability to play without negativity. Be aware, stealing the tag of creatures in farming zones, just for the shear pleasure of taking something from someone else is Griefing. Camping may be considered harassment, if it specific to one person for a prolonged period. Reports with screenshots are always preferred for this kind of behavior.
The punishments for Griefing include two categories:
- Physical Grief -
First Offence: 30 minute Character Ban
Second Offence: 2 hour Account Ban
Third Offence: 12 hour Account Ban
Fourth Offence: 24 hour Account Ban
Last Stage: 7 day Account Ban

(the last stage will be the same punishment for every offence after 4 offences)
- Verbal Grief -
First Offence: 30 minute Mute
Second Offence: 2 hour Mute
Third Offence: 12 hour Account Ban
Fourth Offence: 24 hour Account Ban
Last Stage: 7 day Account Ban

(the last stage will be the same punishment for every offence after 4 offences)
I was asked to address sniping in the arena. The matter was discussed and sniping is reportable, and punishable as an unfair advantage over other players. Here is an escalation of the punishments:
- Sniping -
First Offence: Warning and/or Kick
Second Offence: 30 minutes Character Ban
Third Offence: 2 hour Character Ban
Fourth Offence: 12 hour Character Ban
Last Stage: 24 hour Character Ban (account ban may be considered)

(the last stage will be the same punishment for every offence after 4 offences)

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