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Tent

IceCold Admins
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Everything posted by Tent

  1. We made some changes to the Ice Warden/Glacial dungeons, this is meant to clear up some bloat and to create more of a structured start for new players. Glacial has been changed to have fewer but higher impact upgrades. So there's less upgrades in total (14 to 7) and they have higher stat increases per upgrade. Stats on the items have been re-distributed between the upgrades so base glacial has lower stats than before, the higher stat increase per upgrade means the current max upgrade is still mostly the same as before, so there's no major changes with the highest upgrade. We were able to reduce the total upgrades from 14 to 7 as stated earlier, which means we were also able to cut some dungeons and use the rest for starter dungeons. New characters start with a regular starter set and will have to complete quests in the starter dungeons to get Glacial. There's almost too many smaller changes to list, but here's an outline of the more important things: With this being done, we are going to focus on getting a new world boss and Firelands out. If there are any problems with this update or you have more ideas for changes you can post them on the feedback page as always or our discord server. View full article
  2. We made some changes to the Ice Warden/Glacial dungeons, this is meant to clear up some bloat and to create more of a structured start for new players. Glacial has been changed to have fewer but higher impact upgrades. So there's less upgrades in total (14 to 7) and they have higher stat increases per upgrade. Stats on the items have been re-distributed between the upgrades so base glacial has lower stats than before, the higher stat increase per upgrade means the current max upgrade is still mostly the same as before, so there's no major changes with the highest upgrade. We were able to reduce the total upgrades from 14 to 7 as stated earlier, which means we were also able to cut some dungeons and use the rest for starter dungeons. New characters start with a regular starter set and will have to complete quests in the starter dungeons to get Glacial. There's almost too many smaller changes to list, but here's an outline of the more important things: With this being done, we are going to focus on getting a new world boss and Firelands out. If there are any problems with this update or you have more ideas for changes you can post them on the feedback page as always or our discord server.
  3. Tent

    Revival

    I'm down if we can get some people together. Need to figure out staff and plan for content
  4. Tent

    Question

    Hi, The launcher is required to run the connection patch and it automatically sets the realm list. Download it at https://www.icecold-wow.com/downloads/
  5. Bug reports copied from the discord server: Deathwing fails to go into his dragon form. Nature's Ward talent not working. Some druid dots are not critting. Totems have weird behaviour and do not interact properly with certain NPCs and training dummies. Recuperate's capped duration from the previous core was not implemented during the upgrade. Some classes that normally have dual wield lose it on login and have to re-learn the spell. Instanced npcs can sometimes fall through the ground(this has been temporarily fixed but a more permanent fix is still being worked on). Quests with non-choice rewards do not always show them in the quest info. Shadowy Apparition not working/disabled. Posthaste talent is not working. Profession npcs in the profession mall are not working correctly. Certain flower npcs in Botanica follow the player when they should not.
  6. Power/content creep is definitely a concern. We don't want it to turn into something like the Ice Warden dungeons where with the exception of the IW > Glacial transition dungeon there are 13 other dungeons that all give you minor stat boosts for a small grind. I think how many challenge dungeons we make ties directly with how many regular upgrade dungeons we put out. We don't want the challenge gear to fall behind but we also don't want it to overtake the main dungeons so as a rough estimate every 2-3 high tier dungeons should be followed by a challenge tier. Scarlet Monastery could be cool, I have been looking through it the last few days and I think we could make it work. Setting up all of the different wings might take some extra time but it shouldn't be too bad. Boss specific loot would also be good to add.
  7. This is something I've wanted to do for a while now. With Firelands taking a lot longer than expected it would be good to introduce more long-term content for players to farm while everyone waits for Firelands to be completed. Do you have any ideas when it comes to which instances you'd like to see be used for challenge dungeons?
  8. Hello! The core upgrade is finally complete and we will be releasing it on the 14th of May(this Saturday). We worked hard to re-introduce old features like the coloured world chat and pvp ranks, and added a profession boost token. There are a lot of other new changes you can view in our previous announcement post here. Players will have to re-run the launcher as this upgrade uses a different connection patch, the launcher will auto update so you won't have to download a new one. I will be online most of the day to monitor things and fix any database issues we might have missed so please report any issues to us! View full article
  9. Hello! The core upgrade is finally complete and we will be releasing it on the 14th of May(this Saturday). We worked hard to re-introduce old features like the coloured world chat and pvp ranks, and added a profession boost token. There are a lot of other new changes you can view in our previous announcement post here. Players will have to re-run the launcher as this upgrade uses a different connection patch, the launcher will auto update so you won't have to download a new one. I will be online most of the day to monitor things and fix any database issues we might have missed so please report any issues to us!
  10. Hello! As many of you know we have been working on a core upgrade, this will help us make better content and it will provide a more stable experience. Info below ? !! We do not have a release date set yet. This is still under heavy development !! Fixes/core differences: No more stuttering when players in the same group are in different areas. Certain aoe spells no longer target players on the opposite faction even with PvP toggled off. Some spells are working in this core that did not work properly before(ex: Seals of Command aoe, Ebon Plaguebringer, Improved Lava Lash). However, due the the spell system being so different we are not able to port over our custom spell fixes so some spells will not be working when the core goes live. We plan to fix these over time. Better proc system that will make it easier for us to balance procs. Caster dot crits. PvP kill rank system similar to what we had on the old 4.0.6 core. All kills from the current core will transfer over and you will be able to collect all of your rewards as soon as it goes live. The rewards on Reaper will be exactly the same as they were on 4.0.6, Eternian rewards are still being worked out. Profession rank boosts that will be free for 2 weeks on launch. This could be extended depending on how the vote sites are looking. Coloured world chat is planned, I'm not 100% certain it will be ready for launch though. I've decided to implement some extra changes I had planned to do after the upgrade was complete. This includes fixing up the Renown zones and changes to event weapons. [Eternian]Renown changes: Fixed errors in some quest objectives. Adjusted guard and boss armour values. Added some waypoints (patrol npcs). Spawned correct versions of Garrosh and Varian. Quest rewards have been changed to Renown rather than honour points. While Writs of Renown still function as honour conversion, they will be mainly used as quest rewards going forward. [Eternian]Event item changes: Halloween and Christmas event items have been a good source of powerful non-vip weapons on Eternian for a long time now, we believe this is bad for the server long-term as the events are only around once a year. Sure, it gives players something to look forward to, but we think the better option is to move that into our main content so the better weapons are available at all times. The event weapons will be changed to be on par with our Diablo themed weapons and their old power will be moved to the legendary weapons we plan to make with Firelands. (This is being pushed back for now) Reaper news: Sadly not much to put in here at the moment. Plans are being worked on but nothing has been decided yet. Ideally we would fix up the realm and make it more interesting to bring in new and returning IceCold players while avoiding a complete rework like the past Project Fire overhaul. Reaper has a special place in our hearts and we want to do it right so please bear with us. !! Please note this is all a work in progress and some things may change later. !! That's it for now, I will update this as work on the upgrade goes on. I'd also like to thank everyone for their support. We definitely have our ups and downs but we will continue to work on the server for as long as it remains online/supported by our players ❤️
  11. Hello! As many of you know we have been working on a core upgrade, this will help us make better content and it will provide a more stable experience. Info below ? !! We do not have a release date set yet. This is still under heavy development !! Fixes/core differences: No more stuttering when players in the same group are in different areas. Certain aoe spells no longer target players on the opposite faction even with PvP toggled off. Some spells are working in this core that did not work properly before(ex: Seals of Command aoe, Ebon Plaguebringer, Improved Lava Lash). However, due the the spell system being so different we are not able to port over our custom spell fixes so some spells will not be working when the core goes live. We plan to fix these over time. Better proc system that will make it easier for us to balance procs. Caster dot crits. PvP kill rank system similar to what we had on the old 4.0.6 core. All kills from the current core will transfer over and you will be able to collect all of your rewards as soon as it goes live. The rewards on Reaper will be exactly the same as they were on 4.0.6, Eternian rewards are still being worked out. Profession rank boosts that will be free for 2 weeks on launch. This could be extended depending on how the vote sites are looking. Coloured world chat is planned, I'm not 100% certain it will be ready for launch though. I've decided to implement some extra changes I had planned to do after the upgrade was complete. This includes fixing up the Renown zones and changes to event weapons. [Eternian]Renown changes: Fixed errors in some quest objectives. Adjusted guard and boss armour values. Added some waypoints (patrol npcs). Spawned correct versions of Garrosh and Varian. Quest rewards have been changed to Renown rather than honour points. While Writs of Renown still function as honour conversion, they will be mainly used as quest rewards going forward. [Eternian]Event item changes: Halloween and Christmas event items have been a good source of powerful non-vip weapons on Eternian for a long time now, we believe this is bad for the server long-term as the events are only around once a year. Sure, it gives players something to look forward to, but we think the better option is to move that into our main content so the better weapons are available at all times. The event weapons will be changed to be on par with our Diablo themed weapons and their old power will be moved to the legendary weapons we plan to make with Firelands. (This is being pushed back for now) Reaper news: Sadly not much to put in here at the moment. Plans are being worked on but nothing has been decided yet. Ideally we would fix up the realm and make it more interesting to bring in new and returning IceCold players while avoiding a complete rework like the past Project Fire overhaul. Reaper has a special place in our hearts and we want to do it right so please bear with us. !! Please note this is all a work in progress and some things may change later. !! That's it for now, I will update this as work on the upgrade goes on. I'd also like to thank everyone for their support. We definitely have our ups and downs but we will continue to work on the server for as long as it remains online/supported by our players ❤️ View full article
  12. Sorry for late reply. We are working on a new core and Seal of Righteousness is working as intended there.
  13. Hello! The first set of custom class changes is live! Based on player feedback, we are adding haste scaling to the following spells: Druid: Rip Lacerate Rake Pounce Hunter: Serpent Sting Immolation Trap Black Arrow Wyvern Sting Explosive Shot Mage: Ignite Blastwave Frostfire Bolt Rogue: Rupture Garrote Recuperate - Duration has also been changed to a flat 10s Deadly Poison Blade Flurry has also been enabled after some thorough testing. The only change is a custom proc chance has been added (80%). We will continue to monitor the spell's performance and will make additional changes if needed. Death Knight: Frost Fever Blood Plague Unholy Blight Other changes: Priest: We've made a custom change to make Shadow Orbs permanent, players will still have to proc them but spells will not remove Shadow Orb charges and they have an unlimited duration. Several spells have had their damage scaling reduced to make up for the increase in tick speeds. View full article
  14. Hello! The first set of custom class changes is live! Based on player feedback, we are adding haste scaling to the following spells: Druid: Rip Lacerate Rake Pounce Hunter: Serpent Sting Immolation Trap Black Arrow Wyvern Sting Explosive Shot Mage: Ignite Blastwave Frostfire Bolt Rogue: Rupture Garrote Recuperate - Duration has also been changed to a flat 10s Deadly Poison Blade Flurry has also been enabled after some thorough testing. The only change is a custom proc chance has been added (80%). We will continue to monitor the spell's performance and will make additional changes if needed. Death Knight: Frost Fever Blood Plague Unholy Blight Other changes: Priest: We've made a custom change to make Shadow Orbs permanent, players will still have to proc them but spells will not remove Shadow Orb charges and they have an unlimited duration. Several spells have had their damage scaling reduced to make up for the increase in tick speeds.
  15. Based on player feedback, we are adding haste scaling to the following spells: Druid: Rip Lacerate Rake Pounce Hunter: Serpent Sting Immolation Trap Black Arrow Wyvern Sting Explosive Shot Mage: Ignite Blastwave Frostfire Bolt Rogue: Rupture Garrote Recuperate - Duration has also been changed to a flat 10s Deadly Poison Blade Flurry has also been enabled after some thorough testing. The only change is the proc rate has been slightly reduced (80%). We will continue to monitor the spell's performance and will make changes if needed. Death Knight: Frost Fever Blood Plague Unholy Blight Other changes: Priest: We've made a custom change to make Shadow Orbs permanent, players will still have to proc them but spells will not remove Shadow Orb charges and they have an unlimited duration. This is just the initial update, we will make more changes as we go. I'm still testing/balancing spells so the update will go live in a day or two. We'll make a new announcement when the update releases but I just wanted to get the list out there before the update goes out ?
  16. Hello, We are planning to put more development time into Reaper and could use some insight into what players want to see done to the realm. Please include as much detail as you can so we can accurately create content based on your feedback.
  17. Reaper has been restarted. If this happens again and we don't restart it right away, please contact me on discord or via admin support ticket as that is the best way to get our attention
  18. This has been resolved, please check your admin ticket.
  19. 1. Thank you for the event suggestions. We are making balance changes to our Halloween and Christmas event items. 2. I plan to add damage caps to every boss in firelands and focus most of the loot around them rather than generic material drops so a gear restriction shouldn't be required but we will consider adding one if needed. 3. This is planned. I don't know when it will release though as we are working on other projects right now. 1. We are looking for other ways to provide a permanent damage buff to hunters (and feral druids) so we don't need to over-buff items, this will only be done as a last resort. 2. A lot of this would require custom modifications to the existing transmogrification system or a custom scripted system which we are not willing to work on right now. 3. Honestly not sure if the Obelisk will be a Halloween event thing or a special timed event later on. A small note on mastery - I'm currently testing a new mastery cap system which would allow us to add a different cap for each class if needed. This would mostly apply to Warriors as it does need to be reduced.
  20. Yes this has been reported some time ago. It will be fixed soon
  21. This could be cool. I've been working more with c++ starting with this year's Halloween boss so we could probably make something like that. Event items will probably be nerfed around the time we do the Christmas event. They will be brought down to current non-event BiS levels. VIP Mall rework - Agreed. It's basically a weird mix between custom stuff and the old npcs. Faction change - I would have to talk to the owner about this one since it is a store product. Personal loot will be added to duskwood and Heights of Heaven. Those morph ids should work here. I'd like to expand our vote rewards so the more ideas the better.
  22. I will be implementing the following suggestions shortly after our Halloween event goes live: Fix VIP enchant vendor. Add Savory Deviate Delight, Orb of the Sin'dorei, Pygmy Oil, Dartol's Rod of Transformation, Gnomeregan Pride, Darkspear Pride to vote vendor. Price: 5VPs & unlimited usage. Add Faction neutral mailbox to profession mall. Other suggestions which require larger projects will be announced/released at a later date.
  23. This is something I have considered for a long time, and in the last few months I've been slowly working on a complete rebuild of eternian. I have not decided if I will go through with it or not though. I will share more on it if I get it to a good state and see how players feel about it
  24. I think all of the vendor data is still there, we just need to fix the multivendor entries so it shows up properly. I’ll try to get some of these changes out this weekend
  25. Unfortunately that is not something I am able to do.
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