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Changelog: September 2026 - part 1

20 septembre 2026
Changelog: September 2026 - part 1

We're publishing some of the changes made during the first half of September 2026:

Website

  • Added the armory and the 3D character model

  • Added 3D mount models to the web shop

  • Added statistics

  • Improved the dashboard design

  • Built a multi-tier referral programme

  • Extended the news editor so articles can be published in a shape that is comfortable to read and to edit, and more besides.

General:

  • Fixed shortcomings in the Mythic+ system relating to character statistics

  • Fixed a bug where relogging while mounted with Skyriding left every Skyriding ability dead, even though the flight itself still worked.

Plunderstorm and the Plunderstore

  • The mode was rebuilt almost from scratch: before this you could not even get in - the server ignored the choice and left you on the ordinary realm.

Entry and lobby

  • The mode now launches. Plunderstorm runs as a separate realm on the same server, and switching there and back needs no separate build.

  • The interface works. It used to load the ordinary UI

  • Ordinary characters no longer vanish. On the first visit to an ordinary realm the character list sometimes arrived empty - fixed and confirmed live.

  • The lobby no longer «claims» your first ordinary character - the game mode has a character of its own.

  • The appearance you create in the lobby is saved and restored the next time you come in.

  • The Plunder you have earned is shown next to your name in the lobby.

  • Fixed client crashes on entering the lobby and on editing a character's appearance.

  • The countdown to the start, the ready state and the mode choice (solo / duo / trio) all work, and the player counter is shown.

The drop

  • Twelve drop points on the map, chosen before the match starts. Choose none and one is picked at random.

  • The cannon, the parrot flight and a steerable descent. The parrot never took off at all before - the server rejected every flight spell.

The storm

  • The storm was not visible at all - no circle on the map, none on the minimap, no timer. Now it is all there: the current boundary, the prediction of the next circle, the timer and the phase labels.

  • Damage outside the circle is 12% of maximum health every 3 seconds and stops the moment you are back inside. There is no damage for the first 30 seconds after the cannon.

  • The storm wall is visible in the world.

Combat and abilities

  • 311 NPCs added to the map, of nine kinds, each with abilities of its own.

  • The basic attack and the heal are bound to the right buttons - they used to land in the wrong slots.

  • The combo attack works as a real three-hit chain with a reset.

  • Picking abilities up off the ground works: four ranks, and picking one up again upgrades the one you already hold.

  • The trainer in Brew Bay sells all 24 abilities and any of them can be taken to rank 4.

  • Searing Axe, Faeform, Toxic Smackerel, Aura of Zeal [сверить], Stormpetrel's Call [сверить] and Star Bomb are fully implemented (warning zone → channel → two-second throw → detonation).

  • The starting inventory no longer fills up with junk - every match used to add service items and barrels to the bag.

  • Fixed random failures when picking items up off the ground: the visibility check was aimed at a point underground.

Da'kash and the Plunderstore

  • Right-clicking Da'kash did not open the menu in the waiting area - the script was expecting a different zone.

  • The real six-entry menu is back: his story, and changing clothes, melee weapon, gun, pet and title. All six work.

  • The cosmetics you pick are saved on the account and applied when you enter a match.

  • Weapon and gun are chosen separately, out of the sets you have bought.

  • Only the pets and titles you actually own are offered - nothing is handed out in advance.

  • The Pepe outfit, which is not supported, has been taken off the purchase list.

Death

  • The character used to get stuck as a ghost and fly off to an ordinary graveyard on another map. Now it stays in the mode, and a new match begins at full health.

  • Added spectating other players after death, with switching between the living.

Housing

Housing was built from scratch and already works live: you can enter a house, furnish it and leave again, and everything you did is saved.

What works

  • The house and the entrance. You can enter your house, leave by either route and come back after relogging. The owner panel and the editor open.

  • Decor. Items are taken out of storage, placed, moved, rotated and put back. All of it is saved. An item with things attached to it moves as a whole instead of falling apart. Item locks and interactive decor both work.

  • Rooms. Adding, moving along a wall, rotating and deleting. Doors and ceilings swap for other variants, and openings close and open where they should when a room is rebuilt. Wall materials and the room's overall theme can be changed.

  • Floors and stairs. A floor can be added, removed or moved - the staircase is extended to match, and exposed surfaces are covered.

  • The look of the house. Size, type and style can all be changed. The roof can be replaced and the elements attached to it are kept. The house itself moves around the plot as a whole - together with its entrance, its extensions and the decor attached to it.

  • The yard. Decor is placed and removed outdoors, and the space counter works.

  • Storage. Up to 5000 items per account. The whole list arrives the moment you log in - before this it stayed empty until you opened storage by hand. The starter item set is granted, and things from the bag can be used.

Prey - Harandar

The hunt for Vylenna the Defector can be taken end to end: from the hunt table to the finishing blow and the rewards.

What works

  • The whole chain. Opened the hunt table, took a target, travelled to the zone, progress counts, waited for the prey to show up, summoned it with the crystal, killed it and collected the reward.

  • Progress is earned by every means the original offers: ambushes, remains, traps, clots of suffering, rare enemies and the local world quest. The prey shows up 90% of the time.

  • Vylenna fights for real: Necrotic Coil, Fatal Grasp and Unholy Rupture with a pool that ticks and fades once you step out. If you died on a clot of suffering or on the target itself, you can have another go.

  • The hunt is not lost. Traps you have used, clots you have beaten and all your progress are saved: relogging and changing maps reset nothing. Abandon the hunt or finish it and the state is cleared.

  • Rewards: a prospector's bag with crystals and gold, plus currency for the hunt itself. Remains and traps drop loot of their own. The first four hunts carry an extra bonus. Loot from remains is personal - nobody else can take it.

  • The hunt can be repeated. A second hunt used to jam dead on the reward window.

What was fixed along the way

  • The hunt table threw you out of the game - the client sent too many requests and the flood protection dropped the connection.

  • The hunt map was empty - no targets were shown at all.

  • The Accept button did not work: once the dialogue closed, the server rejected any attempt to take the hunt.

  • The crystal did not summon the prey - Vylenna's model was missing data, so she simply never appeared.

  • Magister Astalor Bloodsworn's menu was dead - it can now be used to take a hunt and to get hints.

  • The «Prey defeated» window showed a hunt time of zero.

Trading Post

The post only looked like it worked: the Traveler's Log tracked nothing whatsoever, the chest always handed out the same 500 Trader's Tender, refunds «returned» money that then vanished, and the stock was generated at random instead of being the real thing.

What works

  • The real stock - the full March catalogue: 34 items plus the bonus mount, the Comfy Bel'ameth Flying Quilt.

  • Everything is tied to the account, not to the character. Tender, purchases, freezes, the collection and log progress are shared by all your characters. Balances that already sat on individual characters have been migrated and added together.

  • The basket. Several things can be bought at once. If something goes wrong the whole purchase is cancelled, and nothing is handed out half-way.

  • Refunds within two hours. Tender comes back exactly once, and only what that particular purchase gave is taken back out of the collection. If you already owned part of a set's appearances before buying it, those stay. If you obtained the same item another way in the meantime, it stays as well.

  • A refunded mount no longer resurrects itself out of an old autosave.

  • A freeze survives relogging and keeps the price as it stood when frozen. Buy the frozen item and the slot is released.

  • The Collector's Chest. The monthly 500 Tender and the five 100-Tender rewards for activities now sit as pending rewards and are handed out from the chest. Coins used to be credited simply for opening the list, and the chest gave a fixed sum. The same reward cannot be collected twice.

  • The Traveler's Log really does count progress - 18 tasks that are tracked for real: experience quests, delves and so on. Before this the log had not one working task, and the list was padded with the first ten that came to hand. At 1000 points a bonus mount is granted.

  • A dropped connection no longer breaks a purchase - a purchase already confirmed is not cancelled, and the money does not hang.

  • The NPC, the try-on camera and the chest are placed in Silvermoon City.

The Catalyst - now working for real

The Catalyst turns a dungeon or raid item into the matching piece of a class set. It used to work only half-way: the conversion cost nothing, and the item could be lost outright.

What was wrong

  • The item could disappear. The source item was destroyed before the new one was created. If anything went wrong - full bags, any error at all - the old item was already gone and there was no new one.

  • The conversion cost nothing. No charges were deducted at all.

  • Charges did not regenerate. Once spent, that was that.

  • The result lost the item's properties: upgrade rank, enchants, gems. The new item did not go back into the same slot.

  • The server never checked that you were standing at the Catalyst at all - the request was accepted from anywhere.

  • On a refusal the window simply did not answer: no message ever arrived.

What it does now

  • A conversion costs a charge. One Catalyst charge per item, as it should be.

  • Charges regenerate on their own - one every 14 days, up to 8 in reserve. Regeneration works both while you are playing and while the character has not logged in. Charges already accumulated are not reset by the update.

  • The item can no longer be lost. The new item is created and checked before the old one is deleted, and the charge deduction and the swap are saved as a single operation. If anything fails you keep both the original item and the charge.

  • Properties are kept: slot, item level, upgrade rank, extra properties, enchants and gems all carry over to the result. An equipped item can be converted too - the result stays in the same slot even with full bags.

  • Proper checks are in place: whether the Catalyst window is open, whether you are next to it, whether the item is yours, whether class and slot match, whether you have a charge. The item you get out cannot be put back into the Catalyst.

  • The The Catalyst objects stand where they belong.

Delves - a big update

Delves can finally be taken from start to finish. Tasks did not count, coffers were empty, the companion stood there doing nothing, and the game froze for 10 seconds on the way out.

Running them

Shadow Enclave can now be run end to end. All five stages of the «Chasing Antenorian» [сверить] story work: Void Foci [сверить] can be activated, the ritual elites appear once the casters are dead, and the boss opens up after three attendants. Before this the tasks simply did not count, and there was no legitimate way to reach the boss.

A new delve: The Darkway. Tier one, the story with Technician Mireille: conversation → passage into the hall → seven Unstable Aberrations → the boss, Infiltrator Gulkat. Inside, Valeera, her configuration window, the coffers and the Leave-O-Bot all work.

The tier you choose is now actually applied. The game always told the client tier 1, whatever you had picked. Difficulty and reward now match the choice.

A delve is remembered. Your run is saved - one active per character or group. Coffer loot is saved too, so leaving and coming back does not lose it.

Rewards

  • Coffers are no longer empty. Both ordinary coffers stand where they belong and hold loot. The reward depends on the tier: 10 / 15 / 20 Undercoin for tiers 1, 2 and 3.

  • Fixed the currency awarded on completion - it handed out 83 instead of the proper 10 (the final balance had been confused with the increment).

  • The Bountiful Coffer now unlocks from tier 2 rather than tier 8, which was a mistake. The key is spent only on an actual opening, is returned on a failure, and coming back for loot you had not collected does not cost a key.

  • Fixed infinite loot. The same coffer could be opened over and over for the same items. Personal loot now holds until every participant has taken it, and clicking again once you have taken yours creates nothing new.

  • The first player leaving no longer deletes the coffers for everyone else.

  • Runs count towards the Great Vault as world activities.

Valeera

  • She was not wired up at all before - she followed you around and did nothing. She now joins the fight, helps out and uses her real abilities.

  • Added a healer role: healing you and your pet, plus a healing zone.

  • The companion window is no longer empty.

Fights

  • Lord Antenorian fights to his real pattern: projectile, a leap with a pool, two attackable orbs and a weakened state once they are destroyed. His enrage used to be scheduled for five minutes instead of twelve seconds, and one of his abilities only fired at the moment he died.

  • Antenorian's eyes are no longer scenery: they react to your approach, warn, turn towards their target and explode in a cone.

  • Invisible attacks fixed. Service objects that should not be there were hitting players (up to 1765 damage «out of nowhere»). They are no longer hostile.

  • In The Darkway the aberrations have gained Arcane Overflow, Shadowsludge a death explosion, and Gulkat Twilight Seekers along with the warning for Abyssal Burst and Illusory Deceit.

Leaving, and the small things

  • The freeze on the way out is gone. It used to be about 10 seconds of black screen; it is now nearly instant - the client preloads the outside world while you are still inside.

  • The Leave-O-Bot works as it should: sit down, a second and a half, and you are back at the delve entrance. You get outside through the portal. The bot stays available to everyone else.

  • Fixed a server crash on finishing a delve.

  • Removed the repeated notification «Traveler's Log: complete a delve», which popped up on every single login.

  • Doleana Silverstalk no longer offers the introductory dialogue from somebody else's story.

  • The delve season number and its faction are now determined correctly.

The Great Vault - now working

The Great Vault finally opens and hands out rewards for what you actually did during the week.

What was wrong

The Vault was essentially scenery:

  • Clicking the chest did nothing. The window simply did not open.

  • Rewards, if you managed to get any, were picked by the day of the week you happened to log in on. Dungeons, raids and delves had no bearing on it whatsoever.

  • M+ and delve runs were counted nowhere, even though they were recorded.

  • If your bags were full the item vanished - and the server considered the reward already collected.

What it does now

Progress counts real activities:

Row

Needed for reward 1 / 2 / 3

Dungeons

1 / 4 / 8 runs

Raids

2 / 4 / 6 different bosses

World

2 / 4 / 8 activities

  • Dungeons count M+, Mythic, Heroic and Timewalking (credited once every boss in the dungeon is dead).

  • For raids, each boss remembers the highest difficulty you killed it on that week. Killing a boss again on a higher difficulty now means something.

  • The world counts delves and the hunt for Vylenna. Ordinary world quests do not count yet.

  • The item level in a slot depends on how good your runs were, not on the single best one alone.

Rewards have become honest and stable:

  • The first time you open the Vault for a completed week, the options are locked in. Relog, restart the server - you see exactly the same items with the same bonuses.

  • You can take one reward per week. The token option counts as well.

  • If you did not take last week's reward it is not lost. Uncollected weeks are handed out in turn, starting with the oldest.

  • Full bags no longer eat the reward. Free up some room and collect it later.

  • The item picked takes class, race, faction, your loot specialization and raid difficulty into account. The catalogue is built from client data - nearly a thousand possible items.

The chest in Silvermoon City has been put in its place. The Vault only opens next to it, as it should.

The week is now one week for everything. Vault, delve and M+ progress all reset together, on the realm's ordinary weekly reset. They used to hold different views on when a week begins.

Mythic+

  • Fixed the rating calculation for a run: key level, time and active affixes are all taken into account.

  • The overall rating is now made up of your best result in each dungeon.

  • Fixed affix selection by week and key level.

  • Fixed the data on run start time, number of deaths and group composition.

  • Removed a spurious timer refresh after a death while «Tutelage» [сверить] was active.

  • Fixed the display of this season's run history. Notifications about new records now appear only when the result actually improves.

  • Fixed the progress counter in Небесный Путь [сверить] and Nexus-Point Xenas.

Windrunner Spire raid

In short: the raid could only be completed with workarounds - the entrance led somewhere else, the phoenix event hung, the way to the Sunwell opened early, the bosses had no loot, and the closing cinematic never played. All of it is fixed.


Entry and progress

  • Fixed the physical entrance and exit and the LFR point - you now arrive where you are meant to.

  • Removed a spare portal at the docks that stood in the wrong place (as a separate migration).

  • Doors now open on a boss actually dying rather than ahead of time. The way to L'ura is no longer visible before Belo'ren is dead.

  • Raid progress is saved correctly: relog and the bosses stay dead.

  • Restored the native scenario and encounter records from the client instead of the home-made stubs.

Belo'ren (first boss)

  • Reworked the phoenix intro: the flight, the merge, the eggs and Rebirth no longer get stuck.

  • Fixed factions and attackability - the phoenix no longer stands there invulnerable.

  • Fixed feather colours, interacting with them, the extra mobs and the clean-up after the fight.

  • The transition into the Belo'ren fight itself now happens properly.

L'ura (second boss)

  • Rewrote the opening of the fight, Total Eclipse [сверить], the Dark Reactor [сверить] and the Midnight phase.

  • Eclipse used to be applied to every player separately (a double healing-absorb shield) - it is now one cast on the raid per tick, as intended.

  • Fixed vehicles, Galvanize, core activation, Core Energy Collection [сверить] and the phase transitions.

  • Removed the redundant reprocessing of pool triggers.

Population and the world

  • Added 250 NPCs: trash with abilities of their own, traps, feathers for getting around, allies with their own routes.

  • Added dialogue, scenes, models and scaling across difficulties.

  • Fixed the Dark Drifters hanging in mid-air and raid NPCs sitting at level 1.

Loot

  • Both bosses now drop all 33 items from the 12.0.1 Adventure Guide, with the right difficulty restrictions and personal loot.

  • Trash drops what it is actually supposed to drop, plus gold.

  • The Mythic mount drops on a roll of its own and does not interfere with ordinary gear rolls.

The core

  • Movement packets now keep the take-off animation duration (it used to be dropped). The default is 0, so old code is unaffected and no other system is touched.

The Dreamrift raid

Chimaerus could be killed, but there was little point: no loot dropped, and after a server restart the boss came back alive - which broke the loot as well.

What was broken

  • Raid progress was corrupted on save. The record of defeated bosses was written broken, and on the next load the server discarded it wholesale: the boss alive again, the intro not working - and the loot lock still in place. Players killed Chimaerus over and over and opened an empty corpse. That was not bad luck with drops, it was a burnt-out right to loot.

  • The same fault affected the saved state of any dungeon and raid, not just this one.

  • No loot was configured. The boss drops had simply never been written down.

  • The loot window closed by itself a fraction of a second after the corpse was opened.

  • Five items regardless of group size. Twenty-five people or two - five items dropped.

What it does now

  • Progress is saved correctly. A boss killed stays killed. Old corrupted saves were repaired separately, without losing locks or their expiry.

  • Loot works. Shared loot is rolled for; personal rewards - the trophy, currency and gold - arrive separately and are counted per player.

  • The amount of loot depends on group size. A full raid gets five items, a small group one or none. Only those not yet locked to the boss are counted.

  • The loot window no longer slams shut, and if someone in the group has no personal rewards they still see the shared loot.

  • Rolls on items are fairer now: repeated, expired and invalid votes are rejected, and the «everyone passed» notice no longer confuses the group.

The fight itself

  • Aln's Dust Shake [сверить] finally fires. The mechanic did not work at all: the marker expired before the script got to use it, so neither the phase nor the effect ever reached the players.

  • Jumps fixed. Chimaerus changed animation but stayed hanging in the air - and cast everything that followed from up there. The data for the jump itself was missing.

  • The lift into the air (Eruption) raises the chosen players and brings them back down as it should.

  • Summoned NPCs follow the boss instead of standing still.

  • The stats of the boss and his retinue are fixed. Chimaerus came out at level 93 but with five hundred times less health than he needed - the difficulty data was missing. All fourteen participants in the fight now have the right levels and health.

  • A wipe and leaving the raid now clear the fight's effects and its summons.

  • Removed pathfinding errors on Chimaerus and the shades around him

Windrunner Spire dungeon

In short: the dungeon was half-broken - the entrance led into nothing, the bosses spun timers at random, there was no loot at all, half the mobs could not be selected with the mouse, decorative corpses looked alive and unkillable, and the portals between floors did not work. All of it was taken apart and redone.

Getting into the dungeon

  • The dungeon could not be opened with the button at all - the access flags were missing. They are set now, and the entrance works properly.

  • The outdoor portal stood on the wrong map in the wrong place (coordinates belonging to another dungeon). Moved to the real entrance marker, next to the icon on the world map.

  • The portal was built to the native pattern: object + trigger + teleport to the location, with no home-made C++ or other crutches.

  • The arrival point now stands outside the return trigger - the player used to be thrown straight back.

Emberdawn

  • Flaming Updraft now places its marker when the selector runs, and the fire zone appears when the marker expires - rather than whenever.

  • Searing Beak has got its fiery turn.

  • Burning Gale now moves the twisters, applies debuffs and shoves players.

The duo (Kalis + Latch)

  • Both are proper bosses with encounter loot now: the reward drops from the last one to die, not twice and not early.

  • Both respawn after a wipe - including a wipe with one of them already down. It used to take a relog.

  • Energy starts the Debilitating Shriek / Heaving Yank chain, and the ordinary rotation stops for its duration.

  • Heaving Yank did not fire at all (the boss was «busy» and the server rejected the spell). Rewritten: the marker is applied as an aura, and the yank catches the first player or Kalis on the line - hitting Kalis interrupts Debilitating Shriek, as intended.

  • Broken Bond now really does build stacks.

Commander Kroluk

  • Fixed a server crash: the energy script reached for the aura's target before the aura existed. Fixed in all three of the dungeon's energy scripts.

  • Combat squads now come out at 66% and 33% health, the ordinary rotation pauses, and Bladestorm keeps spinning until the adds are dead.

  • Restored the boss's entrance from packets (model growth, coming out of stasis, four seconds of silence, start of the fight). The opening knockback no longer starts the fight before the boss has come to life.

  • The sleeping packs (Loyal Worg, Lingering Marauder [сверить], Spectral Axe Thrower [сверить], Oppressive Drover [сверить]) used to stand there shrunken and wearing the wrong models, because nobody had seen their materialisation through. They now come to life along recorded «energy orb» chains.

  • A cleared pre-event stays cleared after a wipe and a relog. The script used to demand that you kill an already dead pack again.

  • The warning for «Reckless Leap» [сверить] was reaching the whole group (other people saw «you are targeted») - it is now a personal cast from the boss to the player who needs it.

Restless Heart

  • The opening descent, energy, Arrow Rain, Bullseye Windblast, Tempest Slash, Billowing Wind and Bolt Gale replaced the set of unconnected repeating timers that stood there.

  • The arrows on the ground were the most visible break of all. Only 5 arrows used to fly instead of 20: the periodic tick that launched the 15 «scatter» arrows had no handler whatsoever. Every zone now has a visible arrow model, a player who steps on one gets a knockback, damage and loses Squall Leap, only the arrow that was stepped on disappears, and everything is cleared away once the boss dies.

  • Bullseye Windblast is now cast for its native 7 seconds, with the projectile flying before the ring of wind.

  • Billowing Wind was hitting along the wrong trajectory (from 0 to 80 yards). Recalculated against the client's real model - the ring expands like the actual mesh, and both recorded player hits now register.

  • Removed a malformed cast with non-existent area parameters during Gust Shot [сверить].

  • Added Storming Soulfont for Mythic: an arrow that has been swallowed creates a pool after 3.5 seconds which ticks for damage as long as you stand in it.

Mobs and scenery

  • Four types of soldier (Archer, Phalanx Breaker [сверить], Windrunner Soldier [сверить]) were hitting players and casting spells - but could not be selected and had no name. Their templates carried the «non-interactive» + «hide nameplate» flags. Fixed against the recorded flags.

  • The same went for the Spindleweb spiderlings [сверить] - the invisible attacker from the log. The flags are gone.

  • The spiderlings applied a permanent «Acid Decay» [сверить] to their victim in combat. In fact the spell is cast on death and creates a pool for 30 seconds. Reworked, and the same for the Creeping Spindleweb [сверить].

  • Spider eggs had combat AI and cast a stun. They are now a passive object: step on one and a single spiderling hatches, then the egg is gone. Two players cannot hatch the same egg twice.

  • 29 decorative corpses (Trapper Scout [сверить], soldiers, archers, dead spiders and a lynx) stood there alive and invulnerable - their «feign death» flags had been forgotten. They now lie as they should and get no combat AI.

  • Fixed 50 Follower difficulty records: levels, scaling, expansion, health multipliers, flags.

Loot

  • There was no loot at all. Every boss now has its full pool from the Adventure Guide: Emberdawn 7 items, the duo 6, Kroluk 6, Restless Heart 7.

  • Kalis and Latch share one pool - the first to die switches off its own loot, the last hands out the reward. No premature lock, no double reward.

  • Fixed a general core bug: personal lootlost its recipient when direct groups were processed, which is why the class/spec filter did not work.

  • The Silvermoon training dummy - a separate bonus pool for Follower difficulty only.

  • The chances and weights in the pools are values we picked, not ones measured off retail. The Mythic+ chest was left alone.

Progress and dialogue

  • The four checkpoints now work: kill a boss and the resurrection point and the entrance both move; after a relog the right one stays active. Added the missing checkpoint at Emberdawn.

  • The 13 permanent Lirath spawns have been removed. In their place are 14 voiced episodes on recorded coordinates and delays: the dungeon summons the current narrator, removes the previous one and remembers the step in the dungeon's saved state. After an area reload he does not repeat what he has already said.

  • The dialogue after Kroluk stood in the wrong place (at the entrance trash instead of the platform), and the missing dialogue after Emberdawn has been added.

  • Entering combat removes the narrator, and a wipe lets him be brought back without redoing the whole route.

Soul beacons [сверить] (flights between floors)

  • The old beacon was always there, clicking it tried to seat the player on a creature with no seat, and it reused a single hostile vehicle which also cast a stun.

  • Now 5 beacons appear when their own boss dies, on recorded delays (3.3 / 5.4 / 3.3 sec).

  • Each player gets a temporary vehicle of their own, passive and invulnerable. You arrive, you dismount, the auras are removed and the vehicle disappears. It used to carry the player back to the starting point.

  • 4 routes along recorded points; Lirath's closing gossip line with the return to the entrance is only available after Restless Heart.

Nexus-Point Xenas dungeon

In short: an ordinary player could not pull two of the three bosses at all, half the abilities had a cast bar but no damage, Lightscar applied a stun to the player instead of a buff, the Divine Guile phase could hang the fight dead, and 8 combat NPCs stood there with no AI. All of it was rewritten from the packets.

What was fixed

Corekeeper Nisarra [сверить]

  • Split the RP copy and the combat machine into two separate objects, as on retail. The combat one appears at 60% health - which is how it was before the pull.

  • Removed the immunities, added the pre-event with waves and a ready-for-combat state.

  • Restored the real Umbral Lash and Eclipsing Step chains: native selector → projectiles → hits, instead of one empty spell that did nothing.

  • Lightscar: the 18-second stun goes to the boss and the player gets their own Lightscar Flare. The zone is a polygon on recorded vertices, with a local contact check.

  • Two repeatable Null Vanguard waves (1×Grand Nullifier + 2 adds each), with a pause and a resumed rotation. The invented ×4 damage is gone.

Lothraxion

  • Removed the protection; the pull is allowed once the arena has been prepared.

  • Searing Rend and Brilliant Dispersion are now real 3- and 4-second casts with a warning, and the child hits come from them.

  • Rend hits through the native periodic channel, and the DoT is taken from the hit's own field; each strike leaves three polygonal scars with a recorded shape and a lifetime of 105/28 seconds.

  • Divine Guile no longer hangs: the channel is interrupted explicitly, events are handled during the channel, the images live until the phase, and interrupting the right copy stops the boss's own channel. The rotation resumes after 3.712 / 11.011 / 52.280 seconds - as on retail.

  • Fractured Images have been given their native attached zones, Mirrored Rend on approach (with scars, a knockback and a 6-second DoT), a visibility aura and paired 4.5-second Flickers with native jumps.

  • Lingering Image has stopped being a fake Guile decoy - it is an ordinary killable mob with abilities of its own, which is what it was in the recording long before the phase.

Kazret [сверить]

  • Flux Collapse was built from the recording: a marker on one player → the tube fires three volleys at +2 / +4 / +5.5 seconds, three projectiles each at 250 ms intervals, a native 3-second flight and paired zones on landing.

  • The cylinder geometry was corrected to the real field order: radii 3/3, heights 6/6, decal 823, scale curve 94073, lifetime 78 seconds. «Grows from 3 to 6 yards» was wrong - the 6 is the height.

  • Leyline was redone completely: 10 summoned conduits on recorded positions, 5 seconds of preparation, paired links, Reflux periodic damage, 2.5 seconds of contact before the recoil and a native one-second stun. The old circles around random players and the invented tail of eight pools are gone.

  • The clean-up after a wipe voids the previous attempt's projectiles - otherwise they arrived during the new pull.

Mana batteries and conduits

  • Found the second missing battery entry - it begins a 12-second Corespark Overload cast four times over. It now drops from the Flux Engineer through the native summon effect, and both batteries cast the overload once and disappear.

  • Fixed target counting along the way - it is five players plus the caster, not six group members.

  • Corespark Conduit was striking directly under the nearest player every 750 ms. In the recording that is 4924 objects with shifting points around stationary conduits - including while the group is still at the entrance. Replaced with the native 4-20 yard ring.

Trash

Raised the AI of six of the eight silent NPCs: Corewright Arcanist, Duskfright Herald, Null Sentinel and Grand Nullifier on measured timings, plus Flux Engineer and Dreadflail (separate scripts). Going through them, we discarded three spells that turned out to be RP casts in the recording rather than combat ones.

Dungeon progress

  • The bridge: clicking charges it rather than opening it instantly. Several players can channel at once, each giving 3 energy per second. The charge is saved, the bridge is removed for the Lothraxion fight and comes back afterwards. All of it now lives in the instance's persistent data.

  • The lines have been queued by event: after Nisarra, after Kazret, on the charge completing, and after Lothraxion dies. They no longer arrive in a heap.

  • Removed a custom change to how polygonal zones of zero height are handled, which touched the whole core - Lightscar and Radiant Scar check their polygons inside the dungeon instead.

Dragonriding races

The «Flight Over the Mountain Chasm» [сверить] race (advanced course) can be completed in full: from the conversation with the race steward to the finish, the time and the rewards.

What works

  • The whole run. Walk up to the Bronze Timekeeper [сверить], click through the gossip - you are moved to the start, the countdown begins, 34 rings appear and the race is on.

  • The time is counted by the server, not the client. Ring order, your position and the state of the race are all checked, so cutting corners or counting a ring twice will not work.

  • The finish. The scene is cleared, the assistant tells you your result, achievements are credited and a personal best is saved. If you have the local quest taken, it is credited too and hands out its reward.

  • Medals and supplies. A first bronze, a first silver and a first gold each grant Dragon Isles supplies. Improve your time within the same medal, or do worse, and the supplies are not granted again. Tracked by the character's personal best.

  • Restarting the run. The bronze timepiece [сверить] returns you to the start: a one-and-a-half second cast, interrupted by movement. After that the race can be started again at the steward.

  • The run finishes correctly if you dismount, die, log out or move to another map = nothing hangs, and you can start again.

  • Two players do not get in each other's way - results and lines are personal.

What was fixed

  • The steward was invisible - his model was missing data and the server refused to display him. The quest was displayed all the same, which made the problem look different from what it was.

  • The start was in the wrong place - the recorded coordinates were missing, so the player was placed wherever they happened to be standing when they chose.

Raid Finder

  • Fixed the problem that prevented Raid Finder from being used.

This list is not complete: work is very much ongoing. We simply cannot keep a full changelog up to date.

Balises :News
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