September 30th, 2024
Behind the scenes as ever the Project Epoch team is steadfastly working towards a release as soon as humanly possible. However one downside of this is that the primary focus has been entirely on bugs, polish, tuning and wrapping things up with a neat little bow.
While these monthly logs have gotten less and less visual due to that we look forward to giving you these updates on key challenges we’ve faced and accomplishments along the way.
When we last gave an update we stated we had 2,599 issues still open across a broad spectrum of the game. As of this post this now stands at 2,275. Meaning that the QA & Bug Triage team alongside our developers have been able to close 324 issues with a further 44 in the Testing state awaiting validation of fixes done by our developers. We’ve been updating the internal realm with new fixes and improvements on a bi-weekly basis and are happy with the amount of progress that has been made in that time.
This is of course a slowing of things however that is because issues are getting more and more granular. We are happy that the biggest issues are being tackled swiftly and a majority of what remains are lower priority or cosmetic.
Importantly we are now churning through some of our most critical core issues and feel we are approaching the home stretch.
Last month we announced we are recruiting for a paid core developer position. This spurred on interest from both new core developers and experienced ones. This has allowed us to kill a number of key core issues such as:
Using your Hearthstone while on a transport should no longer be able to send you falling to your death. Corpses no longer disappearing on instance reset. Character creation name collision issues that could have broken many aspects of the game. New GM commands for investigating and teleporting to players instance id’s. Major performance improvements to support many players in a singular location. Pooled resources such as mining nodes should no longer expire over time. Our fork of TrinityCore has now been synced up with the upstream branch bringing in around 7 months of core changes which required some hefty conflict resolution on our end. This is now deployed to our internal realm and is going through validation.
We wanted to express a heartfelt thank you to the Duskhaven team who we have been collaborating with to tackle down core issues as both projects use TS-WoW and TrinityCore as a base.
Not everything we’ve been doing in the background over these months is solely bug fix related. Our intent was always to work on loot fully between the end of Beta 3 and Launch. With our extra time needed on bugs this freed up Kes to go ham on loot additions for end game dungeons and raids. We are happy to say that with the exception of a handful of items that require fancy scripting this work is now complete.
This means that you will find more than 400 new pieces of armor and weapons across almost all bosses.
While classes are, and always will be, an ongoing design and development process Eredun wanted to make sure you were kept up to date on the final classes that we have not covered post Beta 3. With that in mind below you can find the latest iterations of the Shaman and Warlock classes.
Master of the elements, ancestral speaker, and most importantly of all, that person that makes the warrior sometimes hit an extra time. Shamans are an excellent class in Burning Crusade, but the class design has always left people wanting more.
The changes below are changes that have occurred after Beta 3. For previous Shaman changes, see the pinned message in the #Shaman channel in Discord and our october developer log.
The changes below do not include bug fixes or damage/healing numerical buffs/nerfs.
Developer’s note: This was a bug, but there was some positive reception towards it and it seems like a fun addition, so it was cleaned up and implemented intentionally as a feature.
Below you will find the Shaman Dungeon Set 2 sets (T 0.5).
Felguard? What Felguard? I don’t know anyone named Felguard!
The changes below are changes that have occurred after Beta 3. For previous Warlock changes, see the pinned message in the #Warlock channel in Discord and our october developer log.
The changes below do not include bug fixes or damage/healing numerical buffs/nerfs.
Developer’s note: Previously we updated Soul Shards to stack to 5, and while this was a nice Quality of Life change on paper, it greatly devalued Soul Shard bags and made it easier to hoard extreme amounts of shards. This adjustment means you can have only 33 stacks of Soul Shards on you at a time, which any Soul Shard bag can hold. This should also help prevent Warlocks from having a full inventory from fully preparing.
Developer’s note: The previous Seed of Corruption change, making it require a Soul Shard, was frankly not fun. But we still want to incentivize the use of other AoE damage spells. Seed of Corruption remains a very strong ability despite these changes, but it should bring it closer in line.
Developer’s note: Numerical changes are not typically in these developer logs as this is not a complete changelog, but the buffs to this spell are significant enough to warrant mentioning as it has a large impact on gameplay for Affliction Warlocks.
Developer’s note: Discussion about these two spells has been never-ending since the previous changes were announced. Demon Portal simply needs a lot more time in the oven, and there is room to bring it back in a very thematically appropriate way in the future. As for Felguard, it does still suffer from the previously stated issues, but this is something we hope to address over time in a different way instead of outright removing it.
Developer’s note: Yes the tooltip of Demonic Empowerment is as long as you think it is.
Developer’s note: There are other tuning adjustments besides this one. The reason why this one is being mentioned is because the previous number was mentioned in a previous developer log.
Developer’s note: This is intended to synergize with Dark Pact.
Developer’s note: In Cataclysm when Banes were introduced, it only affected Doom and Agony. For the sake of PvP balance, our version of Banes includes Tongues and Exhaustion, so players cannot have Tongues/Exhaustion and Agony up at the same time. These Banes are still considered Curse effects for the purposes of Remove Curse spells.
Below you will find the Warlock Dungeon Set 2 (T 0.5), which has received some new changes since the last time it was shown off. The 8pc effect was moved to 6pc, and the 4pc and 8pc effects were overhauled.
Community member Ashnagarr provided us a new texture for a Stromgarde Warhorse. We do not know yet if it will be made into a mount, but we wanted to showcase this excellent art and thank him for it, along with showing an image of the mount in-game on the existing NPC Lieutenant Valorcall!
We feel we need another month, approximately, focused on class bugs before we consider letting you all in for another testing session. We are itching to let you back in but want to ensure that there is meaningful improvements over our Beta 3 state. Stay tuned for more info.