July 31st, 2024
At the end of last month we gave an update from the team letting you know the current state of development and what we needed to do. Since then we’ve been working hard on a lot of big picture issues and working in close collaboration with the QA & Bug Triage team. While we still stand on a “When it’s cooked.” stance we wanted to give you yet another update.
When we last gave an update we stated we had 4,442 issues still open across a broad spectrum of the game. As of this post this now stands at 3,109. Meaning that the QA & Bug Triage team alongside our developers have been able to close 1,333 issues. Many of these being simply duplicates closing and merging into a singular issue, but also a meaningful amount of actual fixes. We’ve been updating the internal realm with new fixes and improvements on a weekly basis and are happy with the amount of progress that has been made in that time.
In Beta 3 we included a sample of our reworked Loremaster system that focuses on key storylines within a zone rather than an overall quest count for a continent. This involved first going through every major blizzard quest and deciding what to include. As many of you noticed in beta 3 we had intentionally left out much of our custom content from the system. This was with the aim of simply not building something that might get reworked.
We are extremely happy with the response to this new Loremaster system so during this month we have gone through our more than a thousand quests and assigned them to their correct Loremaster achievement. This should not only make it easier for people to know they may have missed something new but also provide concrete and regular feedback that you’re done and can move on. We look forward to you using this to see some of the best Project Epoch custom content.
One key bit of feedback we received in Beta 3 was focused around Azshara. While we have expanded it in many ways visually and location wise this wasn’t quite matched with a wealth of content to do in those locations. Our designers have revisted this zone and added more than 50 new quests across both factions for you to enjoy.
Mayday! Mayday! A trio of Gnome aircraft have gone down in the ocean along Azshara’s southern coast. Alliance characters will need to locate the survivors at the brand new settlement of Wobble Hollow, where they can assist the Wobblesmith clan in surviving this harsh new land. Clear out naga, giant, and dragon threats, and search for supplies to earn the gnomes’ gratitude (and your own profession rewards.)
Horde characters are given orders to report to Valormok to enact the will of the Warchief! Assist in establishing the foothold at Valormok by ensuring the settlement’s supply lines, defeating nearby enemies, and scouting distant beaches. Crafting enthusiasts will find profession-specific quest chains that assist various NPCs in the area. You may uncover some of the secrets of Azshara along the way.
Characters of both factions will be asked for assistance by High Chief Ungarl at Blackmaw Village. Defeat the tribe’s enemies to establish trust, and assist the tribe’s allies to become a true friend of the Blackmaw. Goblins, butter, and dancing may be involved…
Following beta 3 there were of course many, many class related bugs that needed triaging and fixing. This process has been ongoing for all classes however in the process we’ve decided to take the opportunity to do some rebalancing, add new functionality and tidy up as many of the gameplay issues / complaints that were discovered. Classes are of course a never ending process however we feel we’re getting far closer to our intended goal.
Below are some examples
Druids are easily one of the easiest classes to come up with new fancy ideas for, they have such a strong thematic identity. It has many quirks in Burning Crusade, and there have been so many suggestions on how to improve it.
The changes below are changes that have occurred after Beta 3. For previous Druid changes, see the pinned message in the #Druid channel in Discord and our october developer log.
The changes below do not include bug fixes.
Developer’s note: You cannot freely fly with Flight Form. This replaces the visual of you riding a mount when you take a Flight Path. This ability can be toggled on and off in your spellbook at no cost.
Developer’s note: These changes are aimed at making Tiger’s Fury a new way for non-powershifting builds to compete with powershifting builds. Tiger’s Fury is lost when you exit cat form, meaning you have to stay in cat form and use bleeds to gain these stacks.
Developer’s note: A large issue that has been brought up is that Restoration Druids struggle to heal group wide damage in dungeons. The intention behind this ability is to give Restoration Druids a new tool for healing the group back up more often, without giving them extreme AoE healing tools that they have in future expansions.
Developer’s note: While this is technically not a class change, it felt important to mention here.
Below you will find the Dungeon Set 2 (Tier 0.5) boots for Feral, Healing, and DPS druids. Featherheart received a new 8pc effect, with the old 8pc being moved down to 6pc, old 6pc being moved to 4pc, and old 4pc being removed. Healer 4pc and 6pc received slight buffs. Feral 4pc, 6pc, and 8pc all received changes.
Paladins are known for having a very active Discord channel wherever they exist. The overwhelming opinion is that Paladin is cool, but it can be better. Holy suffers from a confusing identity in Burning Crusade, and solving that is our goal right now.
The changes below are changes that have occurred after Beta 3. For previous Paladin changes, see our october developer log.
The changes below do not include bug fixes.
Developer’s note: The goal with these changes is to give Holy a more passive mana sustain, along with giving them a more flexible emergency button to go along with the rest of their toolkit. Holy Paladins should be marathon runners that can sustain healing for a long period of time compared to other healers, at the cost of having less powerful healing tools. These changes are a step in that direction.
Developer’s note: Holy Paladin struggles with healing multiple targets, and this isn’t meant to completely solve that. I believe Paladins should excel at single target healing in a way that allows them to still keep multiple targets up by simply casting multiple large heals. This talent, along with some of these other changes, should help, especially in dungeon situations where you have to handle AoE damage. Overwhelming Light is based off of the total healing done, including overhealing.
Developer’s note: With the changes above creating more worthwhile Holy talents, the popular Improved Concentration Aura felt painfully out of reach in comparison. This brings it just a little closer, so you have some free talent points to spend elsewhere.
Below you will find the Dungeon Set 2 (Tier 0.5) boots for Tanking, Healing and, DPS paladins. All 3 sets have seen stat adjustments. The 6pc and 8pc DPS set effects have changed. The 8pc Tank set effect has seen a minor change to make it more effective on single target.
Priests are a class known for their incredible healing output and their shadowy methods of providing mana to their party. But it has room for improvements, especially in the Discipline talent tree. In addition, people have suggested for a long time that Holy Damage should be an aspect of priests that gets further explored.
The changes below are changes that have occurred after Beta 3. For previous Priest changes, see our october developer log.
The changes below do not include bug fixes.
Developer’s note: While we have gone through many ideas for this spell, it just doesn’t fit in with the TBC gameplay of any specialization of priest and only caused bloat and design balancing issues.
Developer’s note: Lightwell is a somewhat divisive ability, a very common suggestion is to make it heal passively, instead of requiring a click, effectively making it a totem. But then it would no longer be unique or interesting. It is well understood that nobody will click the Lightwell. But please, do try to click it!
Developer’s note: This talent brings Divine Spirit back to the values it originally had.
Developer’s note: This is a mostly flavor spell that gives Priests a unique tool against Undead, especially if you take some time to pass them out to your party. It is tuned to be slightly weaker than Stratholme Holy Water. This item shares a cooldown with many similar items, such as dynamite or crystal charges.
Developer’s note: In raid groups this shield will increase in strength, gaining absorption amount based on the number of nearby alive players in your raid group, increasing after 5 players by 17.5% per player up to 25 players. This is a powerful cooldown spell intended to give Discipline Priests a unique asset to bring to groups, as they are not bringing Circle of Healing.
Developer’s note: These two changes are intended to allow “Smite Priest” style builds to more easily reach the talents they require without wasting points in talents they do not want.
Developer’s note: This buff might look extreme, because it is, Holy Fire was a really bad ability.
Below you will find the Dungeon Set 2 (Tier 0.5) boots for Healing and DPS priests. The only change from Beta 2.5 is a buff to the 4pc Healing effect.
The Rogue class is generally in a good state in Burning Crusade, however this is mostly only true for the Combat specialization and using swords as a weapon type. Our goals on Epoch are to allow Rogue to be able to use daggers and poisons effectively, competing with the damage dealt by Combat rogues.
The changes below are changes that have occurred after Beta 3. For previous Rogue changes, see the pinned message in the #Rogue channel in Discord and our october developer log.
The changes below do not include bug fixes.
Developer’s note: Blind did not require a reagent in The Burning Crusade, and this has been commonly reported as a bug. However it was decided that we’ll keep this, as it fits well with having a Classic world. It was likely removed because Fadeleaf was no longer an herb that was relevant in Outland. The Fadeleaf requirement however is quite steep compared to other class reagents, so reducing the amount of this valuable herb Rogues will need should help.
Developer’s note: Additionally, a bug was causing Axe Specialization to do even less damage than the tooltip suggested, which has since been fixed.
Developer’s note: These Expose Armor changes are highly experimental and still being tested internally, but they are included here today to spark more conversation about this ability, and whether the ability itself should even exist at all.
Developer’s note: This buff is aimed at Envenom. There have been suggestions to give Envenom base damage before adding Deadly Poison’s damage to the mix, but I believe increasing the damage of the poison itself is more effective, because it has to compete with Windfury Totem.
Developer’s note: With Mutilate no longer having a back-facing requirement on Epoch, this talent no longer made sense. While it could have been reworded to make sense, the theming of the talent and its position in the Subtlety tree means that it should continue to only benefit backwards-facing attacks.
Below you will find the Dungeon Set 2 (Tier 0.5) boots for rogues. There have been no changes to this set since Beta 2.5
Warrior is always a solid class that scales extremely well as you get more powerful gear. Because of this, they don’t really need much beyond minor adjustments and polishing.
The changes below are changes that have occurred after Beta 3. For previous Warrior changes, see the pinned message in the #Warrior channel in Discord and our october developer log.
The changes below do not include bug fixes.
Developer’s log: Bladestorm was previously in its stock 3.3.5 state, and it proved to be slightly too strong in some cases. These two adjustments should bring the ability down closer to the power level it should have in this environment.
Developer’s note: The image below does not have agility, but to give an example: Helm of Heroism now has 19 Strength, 14 Agility, 25 Stamina, 1 Hit, 4 Parry/Dodge Reduction. It used to have 30 Stamina, 25 Strength, 1 Hit, 4 Parry/Dodge Reduction.
Below you will find the Dungeon Set 2 (Tier 0.5) boots for Tank and DPS warriors. The DPS 8pc effect has been changed.
Each class is being thoroughly looked through one at a time, and this includes fixing every gameplay important bug before moving on to the next class. Some bugs of course take much longer than others. But I know how disappointing it is to not have your class featured in this developer log (I am looking at you, Warlocks), so we will be giving small previews for the other classes. Please note that these are even more subject to change than the class changes listed above, because of this they will be vague.
Pyroclastic Flow will be a new Fire Mage talent that increases the damage dealt by Pyroblast after you critically hit with your spells, stacking up to a few times.
Mages can undertake new quests to obtain Teleport: Stonard (Horde) / Teleport: Theramore (Alliance) and Portal: Stonard (Horde) / Portal: Theramore (Alliance).
Wasps will have their Wrath ability, Sting, return with some changes to the amount of armor it reduces by.
Sentry Totem will grant nearby allies minor stealth detection, granting you more stealth detection when you look through its vision.
Seed of Corruption’s soul shard cost will be removed.
I know this is not enough information, Warlock has been the most difficult class design-wise. I truly wish I could share more of what I am cooking at this time.
Boy it has been a busy week for the modding scene. As many of you already know full public details of a remote code execution exploit within the 3.3.5 client has been discovered. While this is not all that relevant to us at Epoch we still felt the community would want some update so here it is in its simplest form. We’ve already patched the WoW exe to prevent this. You’re safe.
A lot of the time that Kaytotes has had free this month has been mostly dedicated to researching, understanding and rewriting key core components to overall improve the quality of Project Epoch across the board. While we appreciate for many these might be less interesting than new custom additions we still wanted to highlight some key ones.
Throughout the betas we’ve had reports of the spells that creatures cast being in some cases drastically underpowered. As many of you may known Blizzard has a baked in spell scaling system that uses the creatures level to dictate the final strength of the spell. This was simply implemented wrong and has now been rewritten so that spells will now correctly scale. Considering the literal thousands of spells this impacts we felt this was a big step forward and has made the world feel noticably more dangerous than it was in the past.
Considering it only impacts one profession this is very niche but gave us a rare chance to dig into some very old theorycrafting posts. Up to now fishing has essentially functioned as it does in 3.3.5 and with stock TrinityCore.
The chance of obtaining fish from fishing and the chance of receiving a skillup when successfully catching a fish have been reverted to 1.12 chances. The speed in which you catch fish has been kept in its 3.3.5 state, and so has junk fishing loot. Fishing from a pool of fish no longer guarantees a catch regardless of your fishing skill, as that was a change made in patch 3.3.0.
It’s our belief that TrinityCore actually has a better implementation than vMangos, so its been kept mostly intact. TrinityCore uses a system called “fishing steps” which is the amount of times you have to catch a fish before your next skillup. vMangos uses pure chance.
It’s well theorized by many sources, such as El’s Anglin’, that it’s likely WoW uses a Fishing Steps-like system. However it’s supposed to be an average number of catches, not a set number. Due to that it was changed so that we still use fishingsteps but when you reach the required number of steps each cast now has a 75% chance of skilling you up. It’s not perfectly blizzlike, but its close enough, especially since the whole system is speculation regardless. The values used are estimated using El’s Anglin’ archives and Vanilla / Classic Wowhead comments.
Across every beta our shady rogue allies have raised complaints that the stealth detection felt unfair to the point of it must be bugged. We decided to spend some time looking into this and it has received a rewrite bringing its behaviour far closer to vMangos, who by proxy did an incredible amount of research during Classic.
Corpse decay is a very simple concept, it is the time it takes for a creatures body to disappear. Up to now this has essentially been hard coded to be handled purely by a creatures rank. A normal mobs body may remain for 5 minutes after death, a rare might linger for 10 minutes much like an elite, etc.
The key to this however is its extremely broad. During betas we have received a lot of feedback where due to our increased dungeon difficulty people have wiped while successfully killing a boss in a dungeon eg from ticking debuffs and it finally kills the last man. Even with the increased death run speeds that 3.3.5 provides it was entirely possible to have the boss despawn in the time it takes to run back.
We have instead changed this to be configurable per creature in the database. Following that we’ve tuned it based on where the creature resides eg dungeon denizens should take far far longer to despawn. Once they have had their loot cleared this rate of despawn rapidly accelerates to offset the performance cost of extra corpses lingering.
This should mean that in almost all cases we can think of the only way to not get loot from a body you’ve killed recently is to actively not pick it up.
This is arguably one of our top 3 most critical issues to resolve. For those who don’t know essentially in betas its been possible for instances to seemingly reset out of nowhere from your perspective. This was caused by the generation and re-use of instance id’s alongside a few other problems. However, the steps to reproduce it reliably weren’t well known.
Thanks to the QA team spending many many hours isolating these issues we’ve been able to fix as many issues as we’ve found. While we won’t say this is “fixed” without a larger test this is a large confidence boost for the team that we’ll be able to hit that sooner rather than later.
Oh boy what a fun topic… Essentially the dynamic respawn system in TrinityCore is zone based. Get the number of players in the whole zone, use that to build a negative multiplier, apply to the spawn time of a creature when this dies. We’ve done everything we could to tune this with the available configuration and it was fundamentally impossible.
Using a zone like Elwynn it is possible for there to be 30 people in Northshire trying to clear their 1-5 journey and 5 people over in the Fargodeep mine and as far as the system is concerned that’s 35 people to consider. This does not mesh with reality.
We’ve rebuilt this system to have a much greater degree of control by us on the fly as well as be more tightly constrained to relevant players. For Game Objects such as profession nodes, chests, etc this is still zone based just because things like node pools are already structured to factor in a zone.
However for creatures this is much more comprehensive. Firstly it checks how many players are within X yards of the creature when it dies. We can control minimum respawns by whether the mob is outdoors or indoors to make caves less of a living hell without impacting the outside world. We can now tweak this by rank eg letting normal mobs hyper spawn but restraining elites or rares to standard respawn and so on.
This is extremely awkward to test on our internal realm so we are definitely going to need a dynamic spawns focused stress test pre launch.
Over this month we’ve made drastic strides rewriting NPC movement and have briefly demoed a work in progress build within a long form stream performed by Kaytotes. This includes techniques such as unit prediction where creatures may not just chase / follow where you are but where you are going to be. This is still receiving active development, play testing and tuning however we intend to release a more concrete before and after video the closer we get to our next public test, which is TBD.
Please know though that the feedback we received in betas that this was not of an acceptable quality have been taken sincerely to heart.
The delay we’ve taken has impacted the team in many ways but one of the positives is that it has allowed some of our designers to dedicate even more time to tinkering with end game loot in the form of re-itemizing, upgrading or nerfing many existing Blizzard items. This meant taking a ground up look and deciding if we wanted to retune or remake an item.
While we still intend to keep the majority of brand new loot secret until launch we thought this was a unique exception to that rule since they’re not new items but instead remade items. So, here is an example of some of the reworked loot you will find within Stratholme.
We’re proud to say that across Stratholme, Blackrock Depths and Lower Blackrock Spire alone you will find more than 130 brand new items to loot, theorycraft and enjoy.
With the majority of the team focused on polishing and bug fixing this month has been a very stark quality improvement across the board for Project Epoch. We know you’re itching to hop back in game and frankly we need to test at scale some of the above fundamental changes particularly with the core.
With that in mind we are contemplating a short form test in the not too distant future that while not a full beta should give us critical information we need to push towards launch. Stay tuned for new information!