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Question:

For my friend..

He has a problem: After playing few mins, or during fight, it scrambles then freezes. Have to reboot. He could play few hours just out of luck, but at MOST, he can play only few minutes before it freezes.

New drivers and all drivers updated..is this possibly ram or video card gone bad?

lemme know what you think....

can you post his system specs also have him/her run the repair file in the wow dir see if that helps

This games a big waste of money ! ! !

nice troll go away

Damn right, best waste of money there is avl to buy! ;D

same for you

Well, "big waste o money eh?"

Do you play, I am going to assume no... so who cares what you think?

Or you just like posting to the wind!

:rolleyes:

Point is, the people who do play enjoy the game enough to justify the means.

So if you don't like it, then obviously you would not pay.

*smile

Edited by Starlaflur

My friend's specs:

AMD Athlon XP 3200+ AeroVac Fan

1,024x3 PC3200 DDR 400MHz

MSI k7n2 delta 2 platinum

WD 160GB EIDE HD 7200/8MB/ATA-133

WD 160 GB EIDE HD 7200/8MB/ATA-133

MSI GeForce 6800 GT 256MB

Implode, see anything wrong?

For your information, this worked fine before the installation of sp2. So whats in sp2 thats causing this ruckus?

Whats the error message hes getting?

Is it like a failed memory execution, cause his memory could be going bad.

But if his pc is just scrambling and completly crashing I dont know what to tell you. That rig seems more than capable of running the game because mine isnt naywhere near that good and i used to run it no prob before my ram died. (poor thing.. he was so fluffy and cute.. wait wrong ram....) Now its not as smooth but still playable.

Im thinking his Video card might be dying if thats the case, take yours over to his place and install it to see if he can play.

It could also be his hds. If the game is written on a sector thats bad, it is quite possible once the pc reads it, its beyond the point of no return. And just crashes...

As for it being SP2, i doubt thats the problem becuase i have SP2 and other than having to unblock a few ports it decided to block for some reason its caused no problems...

There is one other thing i just thought of.... that game is very system intensive... perhaps its his power supply, if it isnt enough to power the rig when its running at 100% that could also cause a reboot

I knoew i threw alot of theores out there.... but you gotta start somewhere. Hope he gets his problem fixed so he can get back to his addiction.

My friend's specs:

AMD Athlon XP 3200+ AeroVac Fan

1,024x3 PC3200 DDR 400MHz

MSI k7n2 delta 2 platinum

WD 160GB EIDE HD 7200/8MB/ATA-133

WD 160 GB EIDE HD 7200/8MB/ATA-133

MSI GeForce 6800 GT 256MB

Implode, see anything wrong?

For your information, this worked fine before the installation of sp2. So whats in sp2 thats causing this ruckus?

no it should run fine on that easy .. tell him/her to defrag run AV spyware just to be safe and run the repair file in the

X:/program files/worldofwarcaft/ DIR see if that works als take a look on http://forums.worldofwarcraft.com/board.as...ow-tech-support

and have a look around might fined some helpfull info there if it went nuts after SP2 i would run the repair file try it if that dont work then try to reinstall there could be a driver conflict some place

also if you can get the error number that would be a BIG help

some news from our friends at IGN

World of Warcraft: The Burning Crusade

Blizzard drops by to drop some bombs.

by Dan Adams

August 11, 2006 - World of Warcraft is a phenomenon. It'll be studied for years as a shining example of how much freaking cash one can make if one has a good idea, tons of feeder money, and excellent design sense. Of course, having an incredibly popular license to ride on and historically popular name among gamers doesn't hurt. Either way, the phenomenon is going to be given a fiery rebirth with the Burning Crusade expansion pack. Blizzard came by the offices today to give us a glimpse at some more of the things to come including some big changes to both the PvP and raid systems that are sure to cause quite a stir.

Raids are a big part of high level gameplay. They become necessary when players find themselves challenged to complete quests full of monstrously powerful baddies incapable of being taken on without the strong support and love of a few friends. In days past, raiders would need around 40 of these chummy fighters to stand a chance. The days of needing to pump up guild recruitment pressure to gain the bodies necessary to take on the biggest challenges are about to change. With the Burning Crusade addition, players will now only need to gather about 25 others to run screaming into danger's fat face.

The move is undoubtedly going to be a controversial one with many of the hardcore raiding guilds but Blizzard is quick to point out the positives as they see them. Smaller raiding parties will mean that guilds struggling to find enough people to send into the high end raids should be a bit easier. The need to heavily recruit on a regular basis should be a thing of the past. Blizzard is also hoping this allows guilds of smaller groups of friends to focus on the fun of playing a game together rather than wrangle large amounts of people without having to give up the class diversity that makes raids fun.

New raid instances introduced in the expansion and after will all follow this rule though players still interested in the larger group activities will still have the option to play through legacy raid zones in their classic modes.

Player vs. player is also getting a rather large makeover in the expansion. The honor system is being changed around so that honor gained is used like a currency to purchase goods. There will be no more ranks in the honor system but those that have been participating will be able to keep anything they've earned to date including titles and equipment. Otherwise it's effectively being reset. The hope is also to encourage players to move between battlegrounds by having some equipment cost basic honor along with specific honor won in different locations.

Competitive PvP will include an arena system. Arena will be a competitive ladder where teams of players will be able to fight amongst themselves in a sporting environment. At this point, Blizzard is planning to include 2v2, 3v3, and 5v5 matches. Characters will be able to compete on one team from each division. Each team will also allow for double the number of players on the roster of each team to serve as substitutes if someone is gone for a while or doesn't feel like participating because he or she is a big chicken. One of the particularly cool things about this system is that players will actually be able to fight against other teams in their own faction. Alliance and Horde players can finally find out who the best players are on each side of the conflict. Individual teams will still have to consist of players in the same faction but competitions should be more interesting with some inter-faction rivalries.

Teams will be ranked depending on their fights. Blizzard is going to use a ranking system to set up appropriate fights between equals. The system of scoring will be much like that used in chess. Teams that compete with those higher in rank will get a more significant increase in rank with a win while those fighting teams significantly lower will only get a small increase with a win. The opposite is true for losing teams.

Awards for the competition will be more lucrative than those available in the honor PvP system. The best rewards for the best teams will be along the lines of the highest end rewards on raids. Awards will include items like armor though some equipment will still have to be searched out in on raids.

Outdoor world PvP will still be available as well and will be enhanced as it's started to be with recent patches. All of the zones in Burning Crusade will include objective PvP areas. One of those was in a lush green zone we had our first chance to get a look at today called Nagrand. Smack in the middle of the zone is a neutral town that can be captured for the Horde or Alliance. The owner of the town will have access to merchants that have items unavailable anywhere else along with some other bonuses.

More interestingly, the gameplay surrounding the zone will involve stations set up on the four bridge entrances into the town. For instance, if the Horde holds the town, the Alliance will be able to set up griffon towers that players can use to fly across the town (on a rail) and drop bombs onto the NPC guards and enemy players. Attackers will have to aim and blast what they can quickly because defenders can run across the bridge (without dying of course) and click on the towers to knock them down. Once the NPC guards have been killed the town can be captured in the same way that flags are captured in Battlefield games.

Along with Nagrand we also had the chance to get a look at the crisp and colorful Sunstrider Island and Blood Elf capital Silvermoon City and chat a bit about the move to push Paladins into the Horde. In an attempt to keep the fiction consistent, the Blood Elves have access to Paladins not through prayer but through force. Instead of asking the Naaru for their blessing, the Blood Elves simply captured one of the energy beings and suck the energy for their powers right out of it. Having an affinity for magic has its perks.

From there we had a nice look at the wonderfully detailed capital city of the Dranei called Exodar and the elephant/ox mount of that race known as the Elekk. While this new race may not have been players' favorite choice for a new addition, they certainly have a pretty awesome design to their architecture and detailing.

Outland was foreboding as always as we got a look at the path of glory that the orcs walked in the original invasion of Azeroth and that the Alliance assaulted in the Beyond the Dark Portal expansion. This zone called Hellfire also conveniently holds both Horde and Alliance strongholds on either side of the ravine in which the path lies. Hellfire citadel serves as one of the big instance dungeons in the area and is split into different wings. While the military wing will be set for level 70 players, the others will be a bit more reasonable for those in their mid-60s.

After completing a quest to open up the option, those other wings can also be played through on hard mode where enemies will be higher level for a better challenge. Many new instance zones (not legacy instances) will have this new unlockable hard mode feature as well for high level players who suddenly have a stab of nostalgia but still want a challenge.

Callfang, a Naga stronghold, was also a stop on the tour. As with pretty much every other location in World of Warcraft, it is also being given a great attention to detail visually. It's a lovely zone where players will eventually come face to face with Lady Nasj in the raid wing of the area. Two other five player instances will also be available.

We got a quick look at the biggest instance in the expansion pack as well. Kharazan is one of those that players will probably need to experience over a couple of sittings. It's high level and wanders up several stories full of spirits that are happy to harm.

Finally, Tempest Keep was given a quick run through. This is a high-level dungeon and one of the first that players will need to own a flying mount to find. Once again, very bright and colorful and full of plenty of challenges. It's a very other-wordly design including some transparent flooring that looks down into a bright chasm of crystals. There are three non-raid dungeon and one raid here.

Buying the flying mount to reach the Tempest Keep doesn't sound like it'll be too difficult for high level players. Basic mounts for each of the factions will be available to purchase through regular means for a reasonable price. Those that are looking for more speed and prestige can search out other special mounts such as the nether drake, which will be much harder to find and may even serve as rare drops.

The last bit that was demonstrated was the new jewel system. Items that have slots for jewels can be upgraded with some serious power. Special items will have gem sockets where different colored gems can be slotted to increase the value and power of an item. Effects can be previewed before permanently socketing the gems in place. Different colored gems can be slotted in place of others but the original gem will be lost in the process. Items will be able to be slotted with certain colors in order to gain an extra bonus as well. The correct colors will be coded on the socketing screen so that there's little confusion about the right colors.

Jewel crafting is also a big new skill. Players will be able to take gems and other base items to create powerful new necklaces and rings as well as some other objects.

The more we learn about Burning Crusade, the more World of Warcraft seems to evolve. The expansion is still a ways off from release at this point but it's pretty apparent that there's a lot of big changes along the way. We'll be sure to let you know how those changes look once we get a chance to sink into the beta a bit whenever Blizzard is ready to give us a chance at it. Until then, enjoy some new screens and look forward to more info as it becomes available.

Source

It never turns blue screen (bsod) or any error msg.

It only does this: Scrambles your monitor then freeze. Nothing you can do, not even ctrl alt del. You'd have to restart your computer.

So whatcha think?

sound like the moniter is nuts i still say its a driver prob could be but i dought the your friend has his ingame refresh rate to high

guys, heres an update:

I had him change his resolution in wow to 1280x1024 at 85 hz since his computer supports that. Boom! LESS than 5 mins, it frozen.

Had him change his resolution less than what the resolution is, 1024x768 at 75hz. HOURS HOURS HOURS of gameplay, no freeze.

weird, but there one happy wow gamer go!

guys, heres an update:

I had him change his resolution in wow to 1280x1024 at 85 hz since his computer supports that. Boom! LESS than 5 mins, it frozen.

Had him change his resolution less than what the resolution is, 1024x768 at 75hz. HOURS HOURS HOURS of gameplay, no freeze.

weird, but there one happy wow gamer go!

very strange but adlest he is playing :D

Not sure if you guys have read this yet:

Molten Core. Blackwing Lair. The Temple of Ahn'Qiraj. Naxxramas Necropolis. And nothing else. Looking ahead to Blizzard's expansion for World of Warcraft, Burning Crusade, the aforementioned instanced raids will be the last of Blizzard's 40-man raid content. In Burning Crusade, end game raiding (which occupies WoW's max level players) will be done in groups of 25 or 10. Illidan's Black Temple, the most challenging raid instance that will appear in Burning Crusade (at release), has a 25-player limit.

Source.

I'm in a raiding guild and I still support the 25 man cap. Right now it kinda feels like .... "Would anyone notice if I wasn't here?" Which shouldn't be the case. With a 25 man limit each person will have to play to the best of their ability to succeed.

I love 40 man raids but i'm happy there's going to be a 25 cap, it's a shame there wont be any more 40 man though.

I see what people are saying about feeling like their not needed in the 40 man raids but I love 'em. Going by current 40 man raids a 25 man raid would mean that every single person in the raid would need to be 100% on the ball throughout.

Maybe it's just my experiences but a raid of 40 people doesn't suffer (too much) when a few of those people are afk or not quite 'with' the rest of the group. I mean 30 man MC is do-able but it kinda takes the fun out of it, in so much that everyone needs to be focussed. I can't help thinking that they are pandering to the elitist raid groups by reducing the numbers but it really depends on the instance i suppose and having not played Illidan's Black Temple I really can't comment because as far as I know it could be 1 level 25 gnome sat on a mushroom, which should be fine for 25 people :)

Can't edit so double post.

rums of War Cross-Realm Battlegrounds

* For the first time in the history of World of Warcraft, you will be able to face off against players from other realms in the Battlegrounds. PvP Battlegrounds link Alterac Valley, Warsong Gulch, and Arathi Basin so that players from several realms will be combined into one huge matchmaking pool. Replenish your mana, sharpen your blades, and get ready for some brand-new challengers!

World PvP

* The stage is set for intense, objective-based land battles as Horde and Alliance vie for control over important strategic positions and resources around Azeroth. Head out for Silithus and Eastern Plaguelands to engage the enemy on the field!

General

* Threat Reduction Effects

o This system has been redesigned to eliminate inconsistency in how the effects work. Previously, some were additive (for example: 30% reduction + 20% reduction = 50% reduction) while others were multiplicative (30% reduction and 20% reduction made 44% reduction, from 0.7*0.8). They are now all multiplicative. This also prevents unpredictable behavior when the total reduction percentage was equal to or greater than 100%. Please note that in almost all cases, when stacking multiple threat reduction effects you will experience less threat reduction than previously.

* Haste and Slow effects

o Previously Haste and Slow effects worked inconsistently, with spells working differently from weapons, and hastes and slows not acting as inverses of each other. We have revised the system so that all haste and slow effects work the same way, and haste and slow percentages of the same magnitude perfectly cancel each other out (30% haste and 30% slow combine to no change). As a result, we had to change the tooltip numbers on all spell haste effects, and on all melee and range slow effects. The numbers in the tooltips are different, but the game functionality is unchanged (other than slight rounding errors). Those tooltips that changed will now display larger numbers than they used to display. Conceptually, haste values indicate how much more of that activity you can perform in a given time. 30% melee haste means 30% more swings in a given time. Slow values indicate how much longer an activity takes to complete. 30% slow means an action takes 30% longer to finish.

* The deserter debuff will now continue to expire even while you are offline.

* Honorable Kills now diminish at a rate 10% per kill rather than 25% per kill.

* Temporary item buffs (e.g. poisons, sharpening stones and shaman weapon buffs) will no longer persist through zoning or logging out due to technical issues. This feature is anticipated to be activated once more with the expansion.

Druids

* Barkskin: The tooltip has been changed to 25% due to the haste effect change.

* Cat Form: This form now has an innate threat reduction component.

* Ferocious Bite: Book of Ferocious Bite (Rank 5) now drops off The Beast in Black Rock Spire. In addition, Ferocious Bite now increases in potency with greater attack power.

* Furor: This talent now works correctly with Cat Form again.

* Improved Shred: The discounted cost for Shred will now be displayed correctly even when you are not in Cat Form.

* Rip: Lesser potency Rips will no longer overwrite greater potency ones.

* Fixed a bug where the incorrect sound was being played by the Claw attack.

Hunters

* Spirit Bond: This ability will now be correctly reapplied when you resurrect in a battleground and your pet is polymorphed or otherwise unable to act normally.

* Improved Concussive Shot: The effect of this talent will now still be placed on the victim if the hunter is killed before their shot reaches the target.

* Growl now correctly initiates combat when used by a pet in passive mode.

* The Ferocity talent now correctly applies to non-physical hunter pet abilities such as Lightning Breath and Thunderstomp.

* If a hunter has tamed one of the following creature types, they will no longer potentially change colors if resummoned:

o Son of Hakkar - Red

o Frenzied Bloodseeker Bat - Brown

o Deep Stinger - Red

o Dark Screecher - Gray

o Cave Creeper - Brown

o Bloodaxe Worg - Black

o Scarshield Worg -Brown

Mages

* Arcane Missiles: It is no longer possible to cast this spell on an evading mob. In addition, the animation will now stop when the target is dead.

* Arcane Power: It is no longer possible to gain the benefit of this spell and Power Infusion at the same time by careful timing.

* Frost Armor Chilled effect: Due to the haste effect change, the tooltip has been changed to 25%.

* Ice Armor Chilled effect: Due to the haste effect change, the tooltip has been changed to 25%.

* Ignite: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.

* Impact: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.

* Frostbite: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.

* Polymorph: This spell will now be removed when a player leaves a battleground. This prevents some bugs involving polymorph from occurring.

* Evocation will no longer be usable while silenced.

* Reduced the number of messages that appear in the combat log when using Combustion.

* Winter's Chill: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.

* Divine Shield: Due to the haste effect change, the tooltip has been changed to 100%.

Priests

* Mind Control: Due to the haste effect change, the tooltip has been changed to 25%.

* Psychic Scream: This spell now uses the same resistance checks as the Warlock spell Fear.

* Spirit of Redemption: Fixed an issue preventing Twisting Nether from retriggering when the Spirit of Redemption effect runs out.

Rogues

* Due to significant talent changes, Rogues will have all talent points refunded and can be re-spent. Training costs for all talent spell replacements have been significantly reduced.

* Vanish now removes effects that allow the caster to always remain aware of their target (currently Hunter's Mark and Mind Vision).

* Pickpocket can now be used on targets that are in combat, as long as the rogue remains stealthed.

* All manner of rogue reagents can be found in locked junkboxes (obtained from pickpocketing).

* Fixed a bug where the Slice and Dice ability wasn't playing an animation.

* Lethargy Root has been removed from poison vendors and is now a gray item.

* Reduced the number of messages in the combat log when using the Vanish ability.

* Fixed a bug that made Combo Points disappear from your target when using Vanish.

* Eviscerate: Manual of Eviscerate (Rank 9) now drops off Blackhand Assassins in Black Rock Spire. In addition, Eviscerate now increases in potency with greater attack power.

* Garrote: The damage from this ability has been increased. In addition, Garrote now increases in potency with greater attack power.

* Relentless Strikes: This ability will no longer trigger when your finishing move does not hit your target.

* Rupture: Rupture now increases in potency with greater attack power.

* Sap: Enemy rogues will now always lose stealth when you Sap them.

Shaman

* Reincarnation should now display the cooldown timer when used.

* Chain Heal - After the initial target is healed, the healing effect will jump to the most damaged target (by absolute health) within range. In addition, if a raid member is the initial target it will look for valid raid targets to jump to rather than non-raid targets as a priority, making it consistent with group targeted Chain Heals.

* Lightning Shield: Air Bubble pockets in underwater regions will no longer consume a charge from this spell.

Warlocks

* Cripple (Doomguard): Due to haste effect change, the tooltip has been changed to 45%.

* Curse of Tongues: This spell will no longer debuff the target if they are immune to the spellcast slowing effect

* Enslave Demon: Due to haste effect change, the tooltip has been changed to 40%.

* Health Funnel: This spell will now work correctly on low-level enslaved demons.

* Howl of Terror: This spell now uses the same resistance checks as the Warlock spell Fear.

* Siphon Life will now properly gain a benefit from Shadow Mastery.

* A soul shard will be refunded to the caster any time a summoned pet despawns rather than dies.

* Aftermath: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.

* Improved Shadowbolt: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.

* Life Tap: This spell now benefits from effects which increase your spell damage. At rank 3 and above, the base amount of health lost and mana gained will increase by 80% of your bonus spell damage effects. Talents and items can further modify those values. Rank 1 and 2 receive reduced effect.

Warriors

* Bloodthirst: This ability will now correctly benefit from attack power bonuses versus specific creature types.

* Flurry: The text on the tooltip has been corrected to indicate it triggers on all types of attacks.

* Shield Slam: This ability will sometimes no longer remove more than one beneficial effect from the target.

* Thunderclap: This ability was left at 10% despite the haste effect changes. This means its potency has been reduced slightly.

Items

* +30 Spell Damage Enchantment: Fixed a bug with this enchantment which was preventing it from benefiting healing spells.

* Blade of Eternal Darkness: The triggered effect from this weapon will no longer occur when the spell being cast has its effect broken by causing damage.

* Blazefury Medallion: The triggered effect from this item will no longer break Gouge.

* Bonescythe Armor: The Eviscerate bonus will no longer trigger when your Eviscerate does not hit your target.

* Darkmoon Card- Twisting Nether: The dialog for this resurrection will now always reappear after the Spirit of Redemption effect has completed.

* Earthfury Set: The mana refund effect can now only occur once per Healing Wave spell cast.

* Earthshatter Set: The Lightning Shield bonus will now be removed if you lose the set bonus.

* Eye of the Dead: Holy Shock now interacts properly with this item.

* Ranged Elemental Damage: Our ranged combat system does not allow a ranged weapon to do a mix of Elemental (Fire, Frost, Arcane, etc.) and Physical damage. Many ranged weapons existed which were listed as doing Elemental damage and did not function properly (the damage was dealt, but was treated as Physical). All of those weapons have been changed to deliver the Elemental damage as a chance on hit effect. Hurricane was previously changed this way in 1.11. The following ranged weapons are also fixed in 1.12: Bow of Searing Arrows, Dwarven Hand Cannon, Heartseeking Crossbow, Dark Iron Rifle, Galgann's Fireblaster, Quillshooter, Shell Launcher Shotgun, Venomstrike, and Verdant Keeper's Aim.

* Talisman of Ascendance: This item will no longer trigger from physical damage effects. In addition, if either of the buffs from the item are canceled, they will both be canceled.

* Talisman of Ascendance: Holy Shock heals will now trigger the effect from this trinket.

* Zandalarian Hero Charm: Item tooltip corrected to match the effect tooltip.

* The Items that summon mounts have been changed in their color/quality. Items that summon normal mounts are now blue(superior)items and items that summon swift mounts are now purple(epic) items.

* Fixed a bug that allowed you to use items which restored health or mana while you were already full health or mana.

* Fixed a bug with the Jom Gabbar trinket which was causing it to trigger a category cooldown for a duration longer than intended.

* Wrath of Cenarius: This item will now trigger from Arcane Missiles.

* Clarified the tooltips for the Stormshroud armor and Kalimdor's Revenge to explain that they deal Nature damage.

* Fixed a bug that caused the Blooddrenched Mask to hide a character's hair.

* Warbear leather now stacks to 20.

* Thunderfury, Blessed Blade of the Windseeker may now be equipped in either hand.

* Argent Shoulders no longer require a righteous orb to make.

* The cooldown timer on transforming Anathema and Benediction may no longer be circumvented by zoning or logging out.

Professions

* Engineering: The damage from sapper charges can now be resisted. The overall DPS of the charges should not be significantly altered from what it currently is.

* Engineering: Explosive sheep do fire damage instead of physical damage.

* Goblin Land Mines and Compact Harvest Reapers will no longer lock out using other engineering devices until the land mine/reaper dies. Harvest Reaper was given a 10 min self cooldown to prevent too many reapers from being summoned at once.

Raids and Dungeons

* Uldaman

o Reduced the number of Shadowforge Ambushers that attack after looting the quest chest.

o Shadowforge Ambushers are no longer elite.

o The respawn of the Stone Stewards has been changed to 2 hours (from 30 minutes).

* Zul'Farrak

o The respawn of the 2 Troll/1 Basilisk patrollers should now be 2 hours.

o Reduced the damage dealt by the Sul'lithuz Abomination and Sul'lithuz Sandcrawler.

o Zul'Farrak Dead Heroes are no longer elites.

o Theka the Martyr will now only remain immune to physical damage for 30 seconds before reverting to normal.

o Antu'sul's Sul'lithuz Broodlings now only hatch 4 at a time and are significantly weaker.

o Witch Doctor Zum'rah will no longer call as many Zul'Farrak Zombies to his aid when aggroed.

o Weegli Blastfuse now has slightly more hit points.

o Antu'sul's Warden no longer attempts to knock adventurers into Antu'sul's lair.

o Sandfury Cretins who engage the party during the pyramid event are no longer able to cast shadow bolt.

* Maraudon

o Noxxious Scions will no longer spawn when you cleanse Celebrian Vines.

* Ruins of Ahn'Qiraj

o Lieutenant General Andronov's Aura of Command should no longer generate threat. This will hopefully prevent him from pulling aggro on the entire wave, leading to his untimely death.

o Hive'Zara Hatchlings can now swim.

o Egg Explosion will no longer burn charges from spells such as Lightning Shield.

o It should no longer be possible for Emperor Vek'lor and Vek'nilash to Unbalancing Strike or Arcane Burst immediately after a teleport.

User Interface

o V key functionality has been improved in several ways.

+ V key now shows summoned monsters (such as the gargoyles in Stratholme.)

+ V key now shows both monsters and player enemies.

+ V now shows enemies only (no longer shows friendly targets.)

+ Shift-V now shows friendly targets only, not enemies (with a new bindable hotkey.)

+ Control-V shows both friendly targets and enemy targets (with a new bindable hotkey.)

o New floating combat text has been added to the game with a number of options. You can see when you take damage, when you are healed and how much, when you acquire and lose auras and much more. You can turn on the new options in the newly revised options screen.

o There is now an option to turn on the display of your own name above your head. You can find the option in the interface options screen.

o The Need Before Greed and Group Loot countdown timers will now have a 3 minute countdown when there is a bind on acquire item on the corpse. This should allow a bit more time in making a decision to roll for an item.

o Automatic Quest Tracking has been added to the game and is turned on by default. Any time you advance a quest by advancing one of the requirements, the quest information will appear on your screen for 5 minutes before fading. You can turn this option off from the options screen.

o The options screen has be redone and expanded due to space required for additional options. Also the location of various options has been changed in the options screen. They should make more sense now, though they will not be in quite the place you remember them being.

o There is now a confirmation dialogue when you attempt to disband your guild.

o When you destroy a superior quality (blue) or better item, you will get a dialogue that has you confirm deletion of that item.

o Raid Pullout frames are now created on demand and will not take up any memory if you are not using them.

o The player inspect range has been increased to 10 yards.

o New API Functions

+ Add-ons can send hidden chat messages to players in the party, raid or guild, using SendAddonMessage("prefix", "message", "PARTY"|"RAID"|"GUILD"|"BATTLEGROUND"). When players receive these messages, a new event "CHAT_MSG_ADDON" is sent, with arg1-arg3 being the parameters to SendAddonMessage(), and arg4 being the name of the player that sent it. The combined length of "prefix" and "message" must be less than or equal to 254 bytes.

+ Added UnitPlayerOrPetInParty() and UnitPlayerOrPetInRaid().

Bug Fixes

o Fixed a bug that caused some non-combat pets to be referred to as Minions instead of Pets. Mini Diablo however has escaped this fate and will continue to be referred to as a Minion.

o Fixed a bug that was causing Ice Block to trigger a 5 minute cooldown on the Gnomish Cloaking Device.

o Summon Dreadsteed no longer briefly puts you into combat.

o Chain-targeted abilities cast by creatures no longer hit stealthed or invisible players.

o Will of the Forsaken is no longer gray on the action bar while you are charmed.

o Fixed a bug where large amounts of damage could go negative.

o Non-combat pets are no longer affected by environmental damage.

o The dressing room window will remain open and functional while zoning.

o Fixed a bug allowing linked combat groups to be split when pathing fails.

o Soul Link will persist across instance boundaries.

o Item bonuses, buffs, and enchants will no longer be lost when swapping an equipped item with another equipped item.

o Stats will no longer fluctuate when putting points into stat improving talents.

o Devouring Plague will continue to heal the caster after the target is Mind Controlled.

o Using /assist on a Mind Controlled target works properly now.

o Recasting Feed Pet while using Feed Pet will reset the duration of the cast.

o Activating passive pet abilities while targeting an opposite faction player will no longer aggro neutral town guards.

o If a Hunter is unflagged for PvP, an enemy faction rogue won't be able to disarm his trap.

o Fixed a bug causing the floating combat text from a killing blow to be delayed until another unit is attacked.

o Text with a scroll bar should no longer get clipped while in windowed mode.

o Heals from spells such as Frenzied Regeneration will no longer close the loot window.

o Casting a spell while a loot window containing a disenchantment is open will autoloot the item.

o Pet spells can now be toggled in the pet spell book.

o Grand Widow Faerlina's Rain of Fire no longer damages players outside the area of effect.

o Players can no longer drop from combat by repeatedly placing their pet into passive mode.

World Environment

o Cities

+ Neutral guards are now able to see through the rogue Vanish ability.

o Silithus

+ Tortured Druids and Sentinels will now call only one Hive'Ashi drone on death.

Mac

o Added support for controlling iTunes from within World of Warcraft. You can bind a set of keys for play/pause, next track, back track and volume up and down.

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