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  1. 4 likes
    Hello Everyone! I’m going to host an NPC creating contest for the Epsilon community! ? Together with the staff members of Light’s Harbour (Phase 240), we want to challenge the Epsilon community into putting their creative minds on making an NPC that they'd want to see in the public phase of Light's Harbour! The NPC creating contest starts on Monday the 28th of September and lasts till Sunday the 4th of October 9:30 PM CEST (Amsterdam) / 2:30PM EDT (New York) Everyone will get one week to create their NPC! On Sunday we will gather at the Inn of Light’s Harbour, have a good time and view the creative work of everyone that has attended and of course pick our winners! Please read through the rules and the rewards! Hit me up if you have any questions! ? ⭐Contest Rules!⭐ 1. If you’re making a reference/meme NPC then please keep the references indirect. 2. No racist, sexist, NSFW, LGBT unfriendly or generally unpleasant designs. 3. Light’s Harbour is a cold environment, so your NPC should not be wearing highly revealing clothes. 4. Please keep your NPC lore friendly/canon! Custom lore is not allowed! 5. Due to the phase being used for public RP I’d ask of anyone wanting to use an exotic design (Exotic: A creature/race that you can’t select from the “New Character menu”.) to DM me with details. 6. Representing hostile factions such as the Burning Legion, Cult of the Damned, ect… Are not allowed. 7. Your NPC must have at least 3 dialogue lines. (each not longer than one paragraph) You can submit these together with your NPC. 8. Spells are allowed within reasonable parameters. No extreme flashy spell casting or spell effects that overpower the presentation of your NPC. 9. The Light's Harbour staff will spawn your NPC at the Inn on Sunday along with its active spells, emotes and lines! Submit everything, including NPC ID to Turkish Dad#1453 after you finish your NPC design! ?Your NPC will gain points on the following aspects ? - Creativity of your design - Outfitting of your NPC - Spoken lines your NPC will say/emote (At least 3) - A short lore friendly backstory of your NPC After each submitted NPC has been viewed the scores will be given by the Light’s Harbour staff team. Out of the competition we will pick three winners, thus there are three rewards! ?Rewards!? ?First place reward: 30 Euro together with a character art portrait made by Kitty. ?Second place reward: 20 Euro together with a line art character portrait made by Kitty. ?Third place reward: 10 Euro together with a character portrait sketch made by Kitty. Don't hesitate to hit me up if you have any questions! Thank you for reading and hope to see you Sunday! ? Kind regards, Turkish Dad#1453 & Light's Harbour Staff Team!
  2. 4 likes
    Release date: 14-02-2020 Here you'll be able to read up on changes, big and small, made to various parts of the server. Highlights Character Creation Goblin and Worgen models have been updated to their HD Battle for Azeroth versions. Developer's Note: If you are using custom patches that update goblins and worgens, you are recommended to remove them. Game Objects Objects Selected objects will now be highlighted, making it easier to distinguish which object you have selected. Developer's Note: Individual objects can be deselected with ".gobject unselect" the feature as a whole can be toggled on/off with ".toggle highlight". Object Groups & Blueprints have been added. Explained further under the "New Commands and Features" section. WMOs .wmo objects can now be rotated and scaled using the same commands as for .m2s. Developer's Note: Scaling a .wmo will remove/warp its collision. This may or may not be fixed in the future as we're still investigating if this can be resolved. Items 147,005 items have been added. Developer's Note: This includes missing item variations, NPC items we've missed in the past and all NPC items up to Battle for Azeroth 8.2. 106,721 redundant items have been removed. Developer's Note: This includes items such as most of the "jelly belly" items, cloaks that were only using icon textures, as well as for example wrist items for the legs slot which did not show anything. This does however not affect items such as belts for chest slot, as those do show. Addons The Epsilon MogIt has been updated with all the new items, so make sure to get the latest one. You can get the latest version here. Developer's Note: While scrolling through the Epsilon modules, you will notice that some pages contain items from different expansions, rather than being neatly organized by expansion; this is because items are sorted by displayid (highest to lowest). There is nothing we can do about this, blame Blizzard for giving appearances displayids haphazardly. Bugs Object Rotation Yet another attempt at fixing gimbal locking (what sometimes causes object rotation to mess up). Hopefully this will be it. Developer's Note: We were unable to find a way to replicate the issue from Apertus on our development realm, as such we would appreciate to be informed of anyone continuing to experience issues with rotating objects. New Commands and Features Addons Addon API Back end API has been implemented, there are a variety of API methods that addon developers can use to epsilon-centric data. Developer's Note: Full list of API calls can be found here. Epsilon Addon The Epsilon Addon has been released. At this stage the addon release contains two modules: Epsilon Phases: Contains a list of currently hosting phases. Epsilon Phase Manager: A visual interface for changing various aspects of your phase. Developer's Note: More modules are currently in the works; however, due to time constraints, they've been omitted from this update. Character Selection Character Selection A character name filter has been added. Class text is now coloured. Current number of characters is now displayed on the Character Selection screen. Level information has been replaced with race. Portrait rings have been added. Your active morph is displayed on screen in the form of a pet. Developer's Note: This works better with smaller morphs. .cheat New subcommand added. .cheat duration [$on/off] When toggled on, channeled spells will last for 24 hours and auras will last indefinitely as spells are no longer permanent by default. .gobject New subcommands added. .gobject group A set of commands that allows you to group up several objects and manipulate them all at once. Use ".gobject select" to select the object you wish to be the "leader" of the group. You can change which object is the leader afterwards. Available subcommands are: .gobject group add #gameobject_GUID Adds the selected object to the gameobject group of the desired group leader's guid. Example: An object with the guid "9487480" is your desired group leader. Select another object and type ".gobject group add 9487480" and the selected object will be assigned to the gameobject group of object 9487480. .gobject group addnear #distance Adds all objects within #distance (yards) to the selected object's gameobject group. .gobject group addbox [#z] Adds all objects within a box drawn by coordinates from "pos1" and "pos2" to the selected object's gameobject group. Developer's note: pos1 and pos2 are assigned using the ".pos1" and ".pos2" commands. .gobject group remove Removes the currently selected object from any group it is in. .gobject group clear Clears the entire gameobject group assigned to the selected object. .gobject group promote Promotes the selected object to the leader object of the group it is in. .gobject group info Outputs information about the group the selected object is part of. .gobject group delete Deletes all objects that are assigned to the group. .gobject group copy $direction #value Copies the gameobject group towards the given direction by the given value (yards). .gobject group zcopy $direction #value Copies the gameobject group towards the given direction by the given value (yards). Additionally, the gobjects will align their Z-axis to match the terrain. .gobject group go Teleports you to the centre of the origin object in the gameobject group selected. .gobject group move $direction #value Moves the gameobject group towards the given direction by the given value (yards). .gobject group select Selects the group leader of the object you target. This is necessary if you want to use ".gobject group" commands. .gobject group unselect Deselects the currently selected gameobject group. .gobject group turn #value Turns the selected gameobject group by #value (degrees). .gobject group scale #value Scales the selected gameobject group by #value relative to the leader object. .gobject group relative $direction #value Moves the gameobject group towards the given direction by the given value (yards) relative to the player. Example: Typing ".gobject group relative forward 4" will move the grouped objects forward by 4 yards based on where your character is facing. .gobject blueprint A set of commands that allow you to save, share and import gameobject groups across characters and other people. Use ".gobject group select" to select the gameobject group you wish to turn into a blueprint. You can update this blueprint with new objects afterwards. Available subcommands are: .gobject blueprint spawn $name Spawns a blueprint using its name, at the player's location and orientation. .gobject blueprint new $name Creates a new blueprint and assigns it a name, based on the currently selected gameobject group. .gobject blueprint update $name Updates an existing blueprint using its name, based on the currently selected gameobject group. .gobject blueprint delete $name Deletes an existing blueprint using its name. Developer's note: A copy is kept for backup purposes. .gobject blueprint rename $name $name2 Renames an existing blueprint. .gobject blueprint description $name $description Sets a description for an existing blueprint. .gobject blueprint info $name Outputs information about a blueprint; name, size, creator and its assigned description (if there is one). .gobject blueprint share $name $player Shares the blueprint $name in its current state with $player. .gobject blueprint import $name/$id Imports the blueprint $name (or $id if there are duplicate names) into your blueprint library. .gobject blueprint reject Rejects (removes) the blueprint $name (or $id if there are duplicate names) from your blueprint library. .gobject unselect Deselects the currently selected object. .lookup New subcommands added. .lookup blueprint [$name] Lists all the blueprints in your library. Blueprints can be filtered by name. .lookup blueprintimport [$name] Lists all blueprints that can be imported. Importable blueprints can be filtered by name. .phase .phase forge npc New subcommand added. .phase forge npc vehicle Enables a creature's vehicle seats if the creature has a vehicle template. Developer's Note: This can be used on NPCs using the displayid of mounts such as Traveler's Tundra Mammoth, Grand Expedition Yak and so forth. It is not meant for normal mounts, ".phase forge npc mount" already exist for that purpose. .phase forge npc list New subcommand added. .phase forge npc list next Shows the next 50 phase forged NPCs if a phase has more than 50. .pos New commands added. .pos1 [#x y z coordinates] Sets a recorded position where you are or to the specified coordinates. .pos2 [#x y z coordinates] Sets a recorded position where you are or to the specified coordinates. Developer's Note: These commands are used in conjunction with ".gobject group addbox" .toggle New subcommand added. .toggle highlight [$on/off] Enables or disables the highlighting of your currently selected object. Developer's Note: If your selected object is glittering, you can turn that off by going here in-game: ESC → Interface → Display → Outline Mode Disabled = Outline and glitter Quest Objectives Only = No outline or glitter Quest Objectives and Mouseover (Default) = Outline only Quest Objectives, Mouseover and Target = Outline only Command and Feature Changes Character Selection Character Creation Character limit raised from 30 to 50. Social Friends List Character limit raised from 100 to 255. Ignore List Character limit raised from 50 to 255. Spells Spells can no longer make a character untrackable. Spells do no longer have an infinite duration by default. Developer's Note: We believe this will help alleviate some of the server lag we've been having. System Various system messages have been updated to convey more information via hyperlinks that can be used by addons. .gobject .gobject delete Now outputs the deleted object's map and coordinates in chat. .gobject select No longer requires "quotations" when selecting objects via their name. Developer's Note: If you have the "GobSel" addon installed, you will need to uninstall it. Once more shows object visibility in the output message. Setting an object's visibility to "-1" will now display "Permanent (-1)". .gobject mass visibility Setting an object's visibility to "0" will now return it to its default visibility, this will be clarified in the output message. .gobject set visibility Setting an object's visibility to "0" will now return it to its default visibility, this will be clarified in the output message. .lookup .lookup display creature Now accepts both model path and creature texture. Example: ".lookup display creature ogre" or ".lookup display creature ogreskingray". .npc .npc info Now includes the NPC's name in the output message. Now displays equipped items. Developer's Note: Only retail creatures will display what items they have equipped. .npc spawn Spawning an NPC now includes the displayid in the output message. .phase .phase population A character's rank is now displayed by their name. .phase show members A character's rank is now displayed by their name. Deleted characters are now marked with [Deleted]. .phase show officers A character's rank is now displayed by their name. Deleted characters are now marked with [Deleted]. .phase toggle listed Now usable by phase officers. .teleport Now outputs a message containing the location of where you teleported. .visibility New arguments added. .visibility verylow .visibility ultralow Available visibilities are: High - 533 yards (max) Medium - 400 yards Low - 300 yards Verylow - 200 yards Ultralow - 100 yards .waypoints .waypoints modify delay Duration limit raised from 100,000 milliseconds (10 minutes) to 600,000 milliseconds (60 minutes). Output messages have been updated to reflect this change. Bug Fixes Announce Colours should no longer leak when linking items, spells and etc in ".announce". Character Selection Character Creation Changing genders as demon hunter should now work properly. Character Deletion The "Create New Character" button is no longer displayed on the Deleted Characters screen. The "Restore Deleted Character" button is no longer displayed on the Deleted Characters screen. Deleting a restored character should no longer result in an infinite "deleting character" message. Models Full list of fixed models below. NPCs Equipping NPCs with a robe item should no longer 'skirtify' the lower section. Phases Phase Permissions Fixed an issue where phase members could use ".mod scale" on phase officers/owners but not the other way around. .gobject .gobject select Should no longer be case-sensitive. Example: Typing ".gobject select ChAiR" should now select any object with "chair" in the name. .phase .phase forge npc display Should now properly use all 1-4 displayids assigned and not turn NPCs into checkered boxes. Developer's Note: This was a result of the multiple displayids feature not functioning properly. Turns out it was always assigning the 4th displayid, even if it wasn't being assigned an actual displayid. As such it defaulted to displayid "0", a checkered box. .phase info Should no longer display an inaccurate amount of people currently in the phase. Developer's Note: As a result of this, phases should no longer be removed from ".phase overview" because of this counter reaching 0 despite there being people in the phase. .phase member It should now be possible to demote and remove deleted characters from phase member/officer Miscellaneous Server Restarts Server restarts will be happening weekly now around Wednesday 08:00 UTC. Developer's Note: While having two weeks of uptime feels good, we're aware that there are some issues that server restarts are needed for, as such we'll be restarting the server on our end at least once a week.
  3. 3 likes
    Beginning with this topic, I want to first preface this post with a note of appreciation for Epsilon's server. A private server dedicated to roleplay and sandbox creation is something quite unique. I had not any experience with Roleplay Heaven's server before it was shut down and hearing Epsilon having both active moderation and active developments has shown a deep appreciation for a community that is passionate for an underappreciated community and activity that beckons creativity out of everyone. Whether for artistic vision for the written word or environmental storytelling and the like. I joined back in 2021 after the first patch launched for Shadowlands and Epsilon had really occupied my time where Retail WoW has failed to capture my attention. I've since quit retail using Epsilon as the medium to get that RP feeling that I had left behind. Epsilon has seen a lot of life since Retail's Shadowlands released with critical disappointment from all walks of WoW's roleplay communities. Phases born and died, people came and gone. There is a solid, consistent playerbase for a server. In the near three years I've been here. I've seen a lot of developments and situations in a very short amount of time that has really grasped my attention, but also stacked onto some of my concerns for the future of Epsilon since my arrival. I have built phases, created blueprints, hosted a public server both of my own creation and in a small team of others in various short intervals. There's a lot to offer that can really get people hooked to the server for as long as the community is strong, healthy, and thriving. But since 2023, I've begun to notice a lot of troublesome issues arise that I don't think has been quite so addressed. Issues that could be solved with development, issues that is purely a player problem, and other concerns that I don't think can be remedied without player engagement to help shift it. We will tackle just some the positive features of Epsilon has to offer first: ✓ Solid, easy to use building tools to create your own unique vision of Azeroth with custom Epsilon objects and pre-existing assets of World of Warcraft. Whether you make an island, a castle, a house, or even a simple bowl of soup. You can create whatever you want and inject it into the world. ✓ Unfettered access to GM tools allowing you to modify the world, objects, npcs, and even players that you have permissions to alter or interact with. ✓ Fast, responsive moderation team that don't take all that long to address problems that occur in Epsilon both in and out of the game. ✓ Incredibly friendly community that will happily give building advice, social engagement, lore discussion, and more. ✓ No needless monetary systems inside the game that prevents access or utilization of Epsilon's assets or features. ✓ Performance-friendly commands to help low grade PCs handle object dense phases and overall access into the server from all walks of PC qualities able to run World of Warcraft. ✓ Player-Driven communities within communities offering plentiful RP outlets that can suit many people's tastes to how they wish to roleplay. ✓ Wide access to Transmog/outfit creation and spell macro creation to make your own spells, attacks, and aura combinations. Allowing unique poses, animations, etc. ✓ Open support for custom patch content for models, texture changes, and more that can be downloaded individually. Sometimes it even is integrated into major content patches for Epsilon! This list can continue on and on. Epsilon has a lot, and I mean a lot of positive features that makes it hard to fully ignore this server. It's a solid place I've found to find roleplay in, or an activity to engage myself in should I simply desire to do so. Epsilon is really driven by your own personal initiative to see things done. With yearly activities such as the Stranglethorn Summer Beach Bash that has its own unique map, armors, and npc model patches to provide a high quality experience. People who desire to create a unique experience has plenty of tools to make their own world within this server with plenty of available tools to provide. I came up with nine things I liked with ease, But no custom content is truly without need of feedback over faults or difficulties one may come across. To tackle this can help people be aware of some of these hurdles. Some of the aspects of Epsilon I've found distasteful: New Player Unfriendly Experience. Newer players find Epsilon to be incredibly overwhelming without a guiding hand to help navigate and engage the server upon entrance. While an introduction has been made for new players; once they leave the tutorial area. They are tossed to the wolves and they either sink or swim. Much of the tools to build, create, and the like are all off the game on this site. On top of the command prompts needed to truly get around Epsilon, especially for people who've not utilized GM tools before. They can ask for help but they do need to learn the commands on how to speak to people in game; otherwise they need to utilize Discord to get assistance which can be jarring. Lack of Developer-Community Engagement. Unless you have paid for the server's Patreon, there's very little engagement with the team outside of moderation or occasional posts on Discord to be found. There has yet to be a community event or contest since December 5th, 2022. The Epsilon Youtube Channel is shared, but all under-development videos are strictly for Patreon members to get early teasers of content to come. The Epsilon Launcher is currently behind with a whole year, January 5th, 2023 since the last new development for Epsilon. This can be a very demoralizing thing to see. Leaving people to wonder just what to expect? Nothing to get people's attention or implore people's awareness. Such as the Rule Updates that came to Epsilon that would be very important to get people up to date. The NPC in the start zone is not enough to make people aware of this. Vague and Unclear Directions to supporting Epsilon / Joining the Patreon. As it is an active, developing custom server. I've come to discover there is no easy means to help support the development of Epsilon. There is a Patreon integration that allows people to donate to the further development. But neither the Discord, nor this website has clear directions on how to get involved. Not even the launcher to the server. Many people would like to help donate to keep the lights on and the server running strong! This lack of option to help support this custom server directly hinders the server from speeding new developments along. Lack of Phase Support for public phases. Phases in Epsilon have lifespans, and many creative public phases fizzle out as soon as they begin. With only the Epsilon addon and .ph overview to see who is currently hosting for an open community. Epsilon does not allow guests of phases to see how many people are in a phase, forcing them to join and hope to find people. Without knowledge of how many people are in a phase, people will often join a phase, run around to see who's in it and if there's a lack of people... they'll leave. This is the common cause of public phase closures as nobody is willing to hang out in a low-populated phase for whatever reason. Higher population dense locations Like the Stormwind or Silvermoon Phases that has a consistent player volume easily garner more and more attention and grow. As one has a reliable source of people to connect with. New Phases are taking shots in the dark to hope and garner a form of consistent audience and engagement. Phases hosted by teams are more likely to succeed, while also further demoralizing people who lack a group of likeminded people creating a phase to open. Ambitious people on their own may open a phase for a month and then close it due to very few people joining, or being engaged long enough to justify the time requirement. This leads to people closing their phases, or whitelisting it to an insular group of friends rather than engaging with the whole. No "In-Character" Start Zone This relates to the new player experience mostly, but the Starting zone for Epsilon is the easiest way to meet people. It is an out of character area where people typically hang out. Undoubtedly you'll find 40-50 people at most given days hanging out. Either chatting, waiting, killing time and the like. It's easy to connect to people but now the question to ask.. where do you go from there? This is a ripe opportunity to offer Developer-endorsed or even developer-created zones to become official roleplay spaces that can allow people to quickly jump into a roleplay scene. Offering a place to go for new players to begin their experience in Epsilon. Whether it's something simple such as Goldshire and Razor Hill, or a unique tavern for anyone to hop into. Something to test the scene and explore about for roleplay avenues. Lack of Future Development Insight Epsilon does sometimes offer video clips of features to come to Epsilon. Shadowlands has been a heavily anticipated update that has been hard at work. But many, many people DO NOT KNOW at what stage the future is at. While this is a small team and it's no easy feat to get it out into a stable, reliable condition. People wonder what is to come and the radio silence is very disheartening. The last "big" announcement for Shadowlands' Epsilon integration was on 08/04/2023 which provided a feature teaser of Phase Light Editing on the Discord Announcements. Arcanum saw an update on 10/20/2023 but very little else has been officially seen outside of players leaking future customizations through unlisted video. Bifurcated Player Interests This is more of a community/player issue than a development issue that the team can fix. One can easily find that Epsilon's community heavily skews Alliance with a heavy emphasis with Humans and Blood Elves easily making up a majority portion of the played races. This leads into a heavy leaning towards phase creation with those themes in mind. And thus the activity of the current Epsilon populace being found in phases themed around those races. There is also a notorious locked phase that has a concerningly high population that is more active than most phases readily available to the public. With the lack of engagement and options for public phases, this lack of diverse creativity lends itself to these things becoming more glaring. Epsilon feels like the world is at your fingertips, but you're easily stunted due to the active populace not really interested in the niche and less popular races, themes, and aspects. Epsilon provides the tools for custom macros and spells, but less and less phases actually provide a space for such. It's all too common to find the roleplay scenes available not really catering to people who desire more than Human-themed buildings or elven settings. It's grand that, as of writing this post; Fourth War Kalimdor offers that scene for combat and warfront Roleplay. But they are one out of an active 8 open to the public for people to join into. These are the glaring issues I came across, with some of the sentiment shared among the less vocal people who have noticed similar patterns. Epsilon has provided a wonderful space unlike any other private server seen yet that is currently active. I'd love for Epsilon to thrive and grow with more people and custom content, and I've no intentions to quit now. I want to avoid the burnout for myself and plenty others who impatiently await the release of Shadowlands and the assured player surge that will bring. But while we wait, I do want to address these concerns of mine and also compile possible feedback others may share, or criticisms of the points I have raised. Perhaps developments could be made to reignite the community's creativity as well as lure them out of the insular groups and have a long list of open phases once more like I had once seen back when I joined. When we had hit our record high of 1000+ people in December of 2021.
  4. 3 likes
    Hello Epsilon, recently I've been busy with an exploration movie going over some of the more interesting prototypes in WoW from 0.x to 10.0. A sizeable chunk of that had to be shot on Epsilon so with the help of a few friends I decided to convert the cut 8.0.1 island expeditions and other early maps to 8.3.0, here's a link to the full folder. Most are rough early iterations but a few are highly detailed and would likely be interesting not just for exploration but for RP too. Note: these are not custom Noggit maps, these are simply ports from 8.0.1. For a way to convert from Wrath someone with technical and C# knowledge would need to update/fix this tool. Otherwise the tools I used are uploaded and documented here: ADT converter, WDT converter. Also for some reason sometimes Epsilon patcher doesn't always load custom map files on first log-in. Abandoned Mines An unreleased island expedition set in a mining town. Link: https://mega.nz/file/NcNFBJhR#wAPNcQZLDq-26X1y_PsuFlsooNEaJSM2CKL7gM7B8X4 .worldport 1916 1 2 2127 Katalina Island Another island prototype with some cool tech and easter eggs present. Link: https://mega.nz/file/pFsFAB4L#tsESCqTZ7PmliE7WJ5BUeev14farXmi9F0lFMBqGphU .worldport 6193 -2372 2 1889 Swamp Island Prototype Prototype island expedition set in a swamp. Link: https://mega.nz/file/tMETCC4S#8wrOo_3azepjmyjsQjPRqri1ereVOad6xa9j-AWXdKc .worldport 2731 1041 0 1887 Jaina Arena In Battle of Dazar'alor the arena is a server-side game object, there was a prototype with it being terrain-based. Due to technical reasons it's not on the actual raid mapid but is bundled with the swamp island. Link: https://mega.nz/file/tMETCC4S#8wrOo_3azepjmyjsQjPRqri1ereVOad6xa9j-AWXdKc .worldport -8299 3018 3 1887 Islands420 Wonderland The first island on this mapid, a copy of bone town from Draenor with environment resembling a snowstorm. Link: https://mega.nz/file/sd8B2SjI#VuUHXWHq-aR0NhZK46E-L0E5vTqZW0IHaUNOjPk_uOE .worldport 2065 -2446 31 1896 Islands420 Mushroom Island The second island is a modified copy of timeless isle overgrown by mushrooms. Link: https://mega.nz/file/sd8B2SjI#VuUHXWHq-aR0NhZK46E-L0E5vTqZW0IHaUNOjPk_uOE .worldport 1669 2493 5 1896 White Mesa Islands A series of small islands with a mix of legion and bfa assets. Link: https://mega.nz/file/MYlz1SKD#RfBiQnf86watMdWM-tS4tf1IynSWgirKot54vqLBmWc .worldport 1726 2427 58 1885 Nazjatar Level Design Kit A version of Nazjatar shipped by mistake with a level design kit. Link: https://mega.nz/file/lMVQRYrA#3ny1CbIsGtTi8LNLHSdVMEXcTOtpyY2lX_AZth-fR1I .worldport 1674 2206 100 1718 Nazjatar Unknown An unknown early version of Nazjatar unreferenced in the files. Goes bundled with the previous patch. Link: https://mega.nz/file/lMVQRYrA#3ny1CbIsGtTi8LNLHSdVMEXcTOtpyY2lX_AZth-fR1I .worldport 762 -6806 -202 1718 Sinkhole Island Another cut island expedition, though more rough and early than the ones above. Link: https://mega.nz/file/dAkiGLIT#r3p_rMnv8nA5yIzjwjvsQjzlaD78rtyO4-RML-c0XUY .worldport 14432 14351 88 1881 BFA Level Design Map A devmap showcasing Blizzard's level design process, techniques and resources. Link: https://mega.nz/file/5J8HjK6D#mAttbzru_uvlyRtxha4mkrOLEAwC1w5chl-cN38td5Q .worldport 14397 14589 31 2168 Mechagnome Island Another island expedition, very rough. Link: https://mega.nz/file/BZUgEaSB#YGZvFutbEwBHWnzpi9KPl08J_wb4gK94KxCtx04h9WI .worldport 915 1297 39 1809 AI Test Map A copy of old Arathi Basin modified to resemble an island expedition layout. Link: https://mega.nz/file/kBVBCSjK#X8ej7eNZXPdI6hAP2C-2eemqVPHLzExjFyd-jIT0yr0 .worldport -16009 -15960 -27 1685 Snake Cave A series of prototypes for Temple of Sethralis. Link: https://mega.nz/file/MEFUnC7a#smXVXipeh7VaYfn3THecR5DjVxIC6AainulVfqz_xGA .worldport 2717 2784 -105 1690 Nzoth A really old version of Nazjatar with Nzoth present in the second part of the zone. Link: https://mega.nz/file/cVtw1TgK#r1yVsdNLafBRVZ7dHio84jikyEpC1lXrVhg7T-CWt-k .worldport 473 -283 -94 2117 Assassins Scenario Drustvar An early version of Drustvar from pre-alpha. Link: https://mega.nz/file/ZVkGTAjA#ipUXZoEuTSvcLNdRY4F97zcS_c2jARqaZDAZta6BwJ4 .worldport 1476 3133 324 1890 Islands Cursed A really messy prototype island expedition. Link: https://mega.nz/file/IJ8AnbLQ#ZAiMrk57nLKivzjbrwirrpDLpiE3COKI6OOBKhfbCBg .worldport 1514 891 251 1891 Underrot An early version of underrot. Link: https://mega.nz/file/5M1D2ZCA#FlGhFP43fNxMBf-FPdG2DCmaL-VhytvO5d1YJeMjQXM .worldport 563 1415 100 1841 KulTiras 8.0.1 version of KulTiras, no time-accurate WMOs, there is a model kit present though. Link: https://mega.nz/file/RMFn3CKZ#1KGqWLus2WTSn8QVPUb0pAdlf8bXn-fjgrvy39gjZeI .worldport 2605 -5428 7 1643 Zandalar 8.0.1 version of Zandalar, no time-accurate WMOs. Link: https://mega.nz/file/Rd1ElJyR#RdxqPdwXDEDdPLxcWvaGkoXNzkbkN89d7LUgdVYDdLE .worldport -2770 2375 4 1642 GM Island It is ported to the new alpha format that will work with non-classic Kalimdor. Link: https://mega.nz/file/5IVmBCqB#QjbKGEjjctO0oSbuWKxzIXn-IT9Q1mCMR2EepVILEc8 .worldport 16222 16264 14 1 Enjoy! Have fun exploring, if you have any questions regarding how it was done or if I've screwed anything up feel free to reach out on Discord implave#7038.
  5. 3 likes
    Release Notes (Mini Patch 830 - "No Tricks, Only Treats!") Finally, a patch that allows you to decorate the abode for your things that go bump in the night! We are well into Spooky Season, but with this update, it never has to end! Don't worry, though, for those of you who aren't into having a live-in monster year-round, we've got you all covered as well! We've got stuff for ghouls, we got stuff for goblins, but scariest of all, we've got stuff for humans. Developer Credits - Taldor, Quizley, Skylar, T, Slate, Gwetha For a full list of IDs, scroll to the bottom of the post or look here Release date: October 2022 Highlights 1. Forsaken Objects (.look object eps_fk) Ogregine Forsaken Windows (.look object eps_fk_window) 2. Forsaken WMO's Have you ever wondered what Gilneas would look like if the Forsaken kept it for themselves? Now you can! Or you can simply use the buildings for other purposes! (.look object eps_fk) 3. Hallow's End Decorations and Candy For the.. hoard? Assorted candy piles to represent your true treasures and loot hauls this Hallow's End! Candy Buckets and Barrels (.look object eps_candybucket/eps_storehouse_barrel_hallowed) Candy Piles (.look object eps_candypile) Enchanted Fires (.look object eps_fire) Spell Objects (.look object eps magicenergy) In smoky, cosmic and aquatic versions. 4. Goblin Objects! Goblin Recolors! Mechagon items reskinned for a more goblin appearance! The following screenshot is only a small representative of a much larger collection of items! (.look object eps_gb) 5. Hearthglen, Stratholme, and Scarlet Human WMOs / Dalaran Sewer WMOs! A continuation of the collection of human nation retextures! (.look object eps stratholme, eps scarlet, eps hearthglen) The following screenshot is only a small representative of a much larger collection of items! (.look object eps_7dl_sewerhut) 6. Assorted Banners and Blank Signs (.look object eps banner) (.look object eps blank) 6. Vulpera Buildings! (.look eps_vulpera) Credits Taldor - Human Nations Buildings Quizley - Goblin Objects, Banners, Forsaken Tower Skylar - Forsaken Windows Slate - Candy Texture, Barrel and Bucket Repaints, Blank Signs T - Enchanted Fires, Forsaken Objects, Forsaken WMO's, Vulpera Objects, Candy Piles, Spell Objects, Food Retextures, OGREGINE Gwetha - Blank Signs, Assembly & Forum Post and a special thank you to Kekie for the use of their ! For a full list of IDs below or here Epsilon Wants YOU! If you feel like you can help us as we continue to make developments to the server, we're currently on the lookout for addon creators/object modellers/retexture artists to join our team. In time this will open up to items/creatures perhaps, but right now our technology is developed to work with these fields. For addon creators, please contact Azarchius on discord. For object related modders, please contact T on discord with an album of what you can do, their user is AJT#0715, or T in the user list. Thank you! That's all folks!
  6. 3 likes
    Release date: 8/3 When? Here you'll be able to read up on changes, big and small, made to various parts of the server. Legend • White - This was not changed. Also used for contrast. • Green - This was added. • Red - This was removed. • Yellow - This was changed. Along with patch 8.3, we're happy to announce our brand new, very own launcher! • The launcher will update itself and Epsilon to the latest patch • • Easy installation of player patches • • Easier than ever to connect • 8.3 Connection Guide 8.3 Patch Guide Launcher functionality designed by Aigar. Launcher graphics designed by Tia. Highlights Battle for Azeroth Creatures Creatures up to Battle for Azeroth 8.3 have been added. Items Items up to Battle for Azeroth 8.3 have been added, including hidden appearances. Maps Maps up to Battle for Azeroth 8.3 have been added. Objects Objects up to Battle for Azeroth 8.3 have been added. Many previously missing objects have also been added, going as far back as Legion 7.3. Spells Spells up to Battle for Azeroth 8.3 have been added. Infinite Maps Map size expanded from 40x40 → 64x64 ADTs. Difference: 21,333 → 34,133 yards across. Difference: 19,507 → 31,211 metres across. At speed 1 it takes 51 → 81 min to run across. This should not affect current builds on the map, inform us if it does. Phaseshifting The Broken Isles are no longer restricted from being phaseshifted. Phaseshifting is no longer capped to 6 ADTs or zones, you can phaseshift as many areas as you want. It is recommended that you phaseshift an entire zone rather than multiple ADTs within a zone if you're going to end up phaseshifting most of it anyway. Any currently phaseshifted area(s) will be reset, though it should not affect anything you've built so just re-phaseshift the area(s). Character Creation & Customisation Alliance Draenei Male Hair Style 16 new hair style options. Difference: 15 → 32 Facial Hair 51 new facial hair options. Difference: 8 → 59 Features (New) 4 new feature options. Horn Style (New) 16 new horn style options. Tendril Style (New) 12 new tendril style options. Draenei Female Hair Style 20 new hair style options. Difference: 15 → 35 Horn Style 9 new horn style options. Difference: 8 → 17 Features 12 new feature options. Tendril Style (New) 8 new tendril style options. Tendrils moved from Hair Style to Tendril Style. Dwarf Male Hair Style 6 new hair style options. Difference: 18 → 24 Facial Hair 48 new facial hair options. Difference: 11 → 59 Tattoo Style (New) 6 new tattoo style options. Features (New) 8 new feature options. Accessories (New) 16 new accessory options. Dwarf Female Hair Style 29 new hair style options. Difference: 21 → 50 Accessories (New) 48 new accessory options. Difference: 6 → 59 Tattoo Style (New) 6 new tattoo style options. Piercings renamed to Accessories. Gnome Male Hair Style 27 new hair style options. Difference: 15 → 42 Facial Hair 50 new facial hair options. Difference: 9 → 59 Brow Style (New) 9 new brow style options. Accessories (New) 16 new accessory options. Eyebrows moved from Facial Hair to Brow Style. Gnome Female Hair Style 27 new hair style options. Difference: 14 → 41 Piercings 55 new piercing options. Difference: 4 → 59 Human Male Hair Style 44 new hair style options. Difference: 15 → 59 Facial Hair 50 new facial hair options. Difference: 9 → 59 Brow Style (New) 6 new brow style options. Features (New) 6 new feature options. Human Female Delayed. Night Elf Male Hair Style 31 new hair style options. Difference: 12 → 43 Facial Hair 52 new facial hair options. Difference: 8 → 60 Features (New) 6 new feature options. Accessories (New) 9 new accessory options. Horn Style renamed to Features. Blindfolds renamed to Accessories. Accessories and Features temporarily share new options. Night Elf Female Hair Style 31 new hair style options. Difference: 12 → 43 Markings 50 new marking options. Difference: 10 → 59 Features 6 new feature options. Accessories 9 new accessory options. Horn Style renamed to Features. Blindfolds renamed to Accessories. Accessories and Features temporarily share new options. Markings colour separated and moved from Hair Color to Markings. Worgen Male Skin Color 24 new skin color options. Difference: 7 → 31 Face 7 new face options. Difference: 11 → 18 Hair Style 28 new hair style options. Difference: 13 → 41 Facial Hair 16 new facial hair options. Difference: 9 → 25 Ears (New) 11 new ear options. Mane Style (New) 10 new mane style options. Features (New) 6 new feature options. Ears moved from Facial Hair to Ears. Worgen Female Delayed. Horde Blood Elf Male Hair Style 37 new hair style options. Difference: 17 → 54 Facial Hair 49 new facial hair options. Difference: 10 → 59 Features (New) 3 new feature options. Accessories (New) 6 new accessory options. Horn Style renamed to Features. Blindfolds renamed to Accessories. Accessories and Features temporarily share new options. Blood Elf Female Hair Style 27 new hair style options. Difference: 20 → 47 Piercings 48 new facial hair options. Difference: 11 → 59 Features (New) 3 new feature options. Accessories (New) 6 new accessory options. Horn Style renamed to Features. Blindfolds renamed to Accessories. Accessories and Features temporarily share new options. Goblin Male Hair Style 34 new hair style options. Difference: 19 → 53 Facial Hair (New) 59 new facial hair options. Ears (New) 12 new ear options. Nose (New) 11 new nose options. Features (New) 12 new feature options. Ears renamed to Facial Hair. Ears moved from Facial Hair to Ears. Noses moved from Ears to Nose. Chins moved from Ears to Features. Sideburns moved from Hair Style to Facial Hair. Goblin Female Hair Style 29 new hair style options. Difference: 19 → 48 Accessories (New) 59 new accessory options. Ears (New) 15 new ear options. Nose (New) 6 new nose options. Features (New) 12 new feature options. Ears renamed to Accessories. Ears moved from Accessories to Ears. Noses moved from Ears to Nose. Chins moved from Ears to Features. Orc Male Skin Color 9 new skin colour options. Difference: 30 → 39 Hair Style 19 new hair style options. Difference: 12 → 31 Hair Color 8 new hair colour options. Difference: 11 → 19 Facial Hair 48 new facial hair options. Difference: 11 → 59 Features (New) 15 new feature options. Accessories (New) 16 new accessory options. Mag'har skin colours now use Face variations. Orc Female Skin Color 8 new skin colour options. Difference: 31 → 39 Hair Style 28 new hair style options. Difference: 14 → 42 Hair Color 8 new hair colour options. Difference: 11 → 19 Accessories (New) 48 new accessory options. Difference: 6 → 59 Features (New) 15 new feature options. Tusk Style (New) 6 new tusk style options. Mag'har skin colours now use Face variations. Piercings renamed to Accessories. Tauren Male Skin Color 1 new skin colour option. Difference: 28 → 29 Horn Style 13 new horn style options. Difference: 16 → 29 Facial Hair 51 new facial hair options. Difference: 8 → 59 Tattoo Style (New) 10 new tattoo style options. Mane Style (New) 16 new mane style options. Accessories (New) 16 new accessory options. Highmountain Tauren skin colours now use Face variations. Piercings moved from Facial Hair to Accessories. Tauren Female Skin Color 1 new skin colour option. Difference: 20 → 21 Horn Style 15 new horn style options. Difference: 18 → 33 Hair Style 54 new hair style options. Difference: 5 → 59 Tattoo Style (New) 10 new tattoo style options. Mane Style (New) 12 new mane style options. Accessories (New) 12 new accessory options. Highmountain Tauren skin colours now use Face variations. Troll Male Skin Color 2 new skin colour options. Difference: 18 → 20 Hair Style 20 new hair style options. Difference: 13 → 33 Markings 53 new marking options. Difference: 6 → 59 Facial Hair (New) 16 new facial hair options. Tusk Style (New) 6 new tusk style options. Difference: 10 → 16 Accessories (New) 16 new accessory options. Tusks renamed to Markings. Tusks moved from Markings to Tusk Style. Troll Female Skin Color 2 new skin colour options. Difference: 16 → 18 Hair Style 35 new hair style options. Difference: 12 → 47 Piercings (New) 27 new piercing options. Tusk Style (New) 6 new tusk style options. Difference: 6 → 12 Accessories (New) 16 new accessory options. Tusks renamed to Piercings. Tusks moved from Piercings to Tusk Style. Default piercings removed. Undead Male Hair Style 25 new hair style options. Difference: 16 → 41 Features 49 new feature options. Difference: 10 → 59 Accessories (New) 16 new accessory options. Torso Style (New) 16 new torso style options. Limb Style (New) 16 new limb style options. Face straps moved from Features to Accessories. Undead Female Hair Style 27 new hair style options. Difference: 15 → 42 Accessories 51 new accessory options. Difference: 8 → 59 Features (New) 6 new feature options. Torso Style (New) 16 new torso style options. Limb Style (New) 16 new limb style options. Face straps moved from Accessories to Features. New Commands and Features .doodad (New) .doodad select Allows you to select doodads placed by Blizzard. Selected doodads cannot be edited. Import them into your phase as gameobjects first. .doodad near %radius Shows all nearby doodads within the specified amount of yards. Defaults to 10 yards. %radius accepts 1 to 50 .doodad mass import %radius Imports all doodads within the specified amount of yards to your phase as gameobjects. %radius accepts 1 to 500 Accepts -1 to affect entire map. .doodad mass unimport %radius Removes all gameobjects within the specified amount of yards from your phase if they were added by importing doodads. %radius accepts 1 to 500 Accepts -1 to affect entire map. .forge (New) .forge item clone $item_link [$name] Clones an existing item with the option to specify a new name. .forge item copy $item_link1 $item_link2 Copies the data from $item_link2 to $item_link1. Example: .forge item copy [Custom Item] [Thunderfury, Blessed Blade of the Windseeker] Copies the data from [Thunderfury, Blessed Blade of the Windseeker] to [Custom Item]. .forge item create [$name] Creates an item with the option to specify a name. .forge item set bonding $item_link #binding #binding accepts 0 to 4 0 → None 1 → Bind on Pickup 2 → Bind on Equip 3 → Bind on Use 4 → Quest Item .forge item set description $item_link $description Sets a description, also known as flavour text, to the specified item. .forge item set display $item_link1 [$item_link2/#appearance_id] Applies the model and texture of $item_link2 to $item_link1. Optionally specify an appearance ID to apply to $item_link1. .forge item set icon $item_link $icon_link Sets the icon of $item_link to $icon_link. $icon_link accepts item, spell or achievement links. Example: .forge item set icon [Custom Item] [Dirge] Copies the icon from [Dirge] to [Custom Item]. .forge item set material $item_link #material_id Sets the material of the specified item. Material affects the sound that is heard when equipping and moving the item, swinging a weapon or running in armour associated with the item. #material_id accepts 0 to 8 0 → None 1 → Metal 2 → Wood 3 → Liquid 4 → Jewelry 5 → Mail 6 → Plate 7 → Cloth 8 → Leather Sounds may vary depending on the item type they were applied to, the above are just a guideline. .forge item set name $name Sets the name of the specified item. .forge item set quality $item_link #quality_id Sets the quality of the specified item. For mor info, see Wowpedia - ItemQuality and Wowpedia - Quality. #quality_id accepts 0 to 8 0 → Poor 1 → Common 2 → Uncommon 3 → Rare 4 → Epic 5 → Legendary 6 → Artifact 7 → Heirloom 8 → WoW Token .forge item set sheath $item_link #sheath_id Sets the sheath of the specified item. #sheath_id accepts 0 to 8 0 → Hidden (Two-Handed) 1 → Two-Handed 2 → Staff/Polearm 3 → One-Handed 4 → Shield/Bow 5 → Crossbow/Gun 6 → Hidden (Two-Handed) 7 → Hidden (Two-Handed) 8 → Hidden (One-Handed) .forge item set slot $item_link #slot_id Sets the slot of the specified item. For more info, see Wowpedia - ItemType. Only works on equippable items with class/type ID 2 or 4. #slot_id if #class_id is 2 accepts 0, 13, 15, 17, 21, 22, 25, 26 #slot_id if #class_id is 4 accepts 0 to 12, 14, 16, 19, 20, 23 0 → Non-equippable 0 → Non-equippable 9 → Wrist 13 → One-Handed 1 → Head 10 → Hands 15 → Ranged 2 → Neck 11 → Finger 17 → Two-Handed 3 → Shoulder 12 → Trinket 21 → Main Hand 4 → Shirt 14 → Off Hand 22 → Off Hand 5 → Chest 16 → Trinket 25 → Thrown 6 → Waist 19 → Tabard 26 → Ranged 7 → Legs 20 → Chest (Robe) 8 → Feet 23 → Held In Off-hand .forge item set stackable $item_link #amount Sets the max amount of times the specified item can be stacked in your inventory. Does not work on armour or weapons. #amount accepts 1 to 9,999 .forge item set subtype $item_link #subclass_id Sets the subclass of the specified item. For more info, see Wowpedia - ItemType. #subclass_id if #class_id is 2 accepts 0 to 10, 13 to 15, 18 to 20 #subclass_id if #class_id is 4 accepts 0 to 4, 6 0 → One-Handed Axe 9 → Warglaive 0 → Miscellaneous 1 → Two-Handed Axe 10 → Staff 1 → Cloth 2 → Bow 13 → Fist Weapon 2 → Leather 3 → Gun 14 → Miscellaneous 3 → Mail 4 → One-Handed Mace 15 → Dagger 4 → Plate 5 → Two-Handed Mace 18 → Crossbow 6 → Shield 6 → Polearm 19 → Wand 7 → One-Handed Sword 20 → Fishing Pole 8 → Two-Handed Sword .forge item set type $item_link #class_id Sets the item type of the specified item. For more info, see Wowpedia - ItemType. #class_id currently accepts 2/4/7/13/15 2 → Weapon 4 → Armour 7 → Tradeskill 13 → Key 15 → Miscellaneous .forge item set property adder $item_link $on/$off Sets whether the specified item is stamped with <Made by Character> based on the character that added the item. .forge item set property copy $item_link $on/$off Sets whether the specified item can be copied or cloned by another character. .forge item set property creator $item_link $on/$off Sets whether the specified item is stamped with <Made by Character> based on the character who created the item. .forge item set property info $item_link $on/$off Sets whether the specified item can have its info seen by other characters using .forge item info. .forge item set property lookup $item_link $on/$off Sets whether the specified item can be looked up by other characters using .lookup itemforge. .forge item set property additem anyone $item_link $on/$off Sets whether the specified item can be added by anyone. .forge item set property additem character $item_link $on/$off Sets whether the specified item can be added by characters who have been whitelisted. .forge item set property additem member $item_link $on/$off Sets whether the specified item can be added by characters who are members in a whitelisted phase. .forge item set property additem officer $item_link $on/$off Sets whether the specified item can be added by characters who are officers in a whitelisted phase. .forge item set whitelist character add $item_link $name Adds permission to the specified character to add the specified item. .forge item set whitelist character remove $item_link $name Removes permission from the specified character to add the specified item. .forge item set whitelist member add $item_link #phase_id Adds permission to members of the specified phase to add the specified item. .forge item set whitelist member remove $item_link $phase_id Removes permission from members of the specified phase to add the specified item. .forge item set whitelist officer add $item_link $phase_id Adds permission to officers of the specified phase to add the specified item. .forge item set whitelist officer remove $item_link $phase_id Removes permission from officers of the specified phase to add the specified item. .gobject Subcommand added: .gobject anim #anim_id Modifies a gameobject's animation state. Animation IDs can be found using .help gobject anim .gobject spell #spell_id Sets the gameobject to constantly have the effect of the given spell on them. Spell IDs can be found using .lookup spell .gobject tint #RR #GG #BB [#alpha] Sets a gameobject's colour to the specified RRGGBB values and alters its transparency to the specified alpha value. #RR accepts 0 to 100 default is 100 #GG accepts 0 to 100 default is 100 #BB accepts 0 to 100 default is 100 [#alpha] accepts 0 to 100 default is 0 Accepts -1 to reset both tint and alpha. Currently only works on .M2s .gobject group tint #RR #GG #BB [#alpha] Sets a gameobject group's colour to the specified RRGGBB values and alters its transparency to the specified alpha value. #RR accepts 0 to 100 default is 100 #GG accepts 0 to 100 default is 100 #BB accepts 0 to 100 default is 100 [#alpha] accepts 0 to 100 default is 0 Accepts -1 to reset both tint and alpha. Currently only works on .M2s .lookup Subcommands added: .lookup detaildoodad $name Looks up detail doodads containing the specified name. Detail doodads are generally known as ground clutter or ground effects, such as grass for grassy zones, pebbles and small stones for deserts to name a few examples. .lookup itemforge $name Looks up custom items forged by players containing the specified name. .lookup tiletexture $name Looks up tile textures containing the specified name. .modify Subcommands added: .modify anim #emote_id Modifies a player's animation state. Useful for idle-alterting animations such as 717 - State_WAGuardStand03 Interrupted by talking but not by moving, opposite of .modify standstate .modify sitstate $height $height accepts high/medium/low Places the character in a sitting position according to the specified height and lowers them onto the surface they were standing on. Current values used are universal, resulting in some models sitting slighting inside an object. .npc Subcommands added: .npc conversation .npc conversation say $text Causes the targeted NPC to say $text in both chat and a floating chat frame. .npc conversation test $text Causes the targeted NPC to say $text in both chat and a floating chat frame that is only visible to you. Used to check the floating chat frame's appearance if conversation settings have been modified. .npc conversation textemote $text Causes the targeted NPC to emote $text in both chat and a floating chat frame. .npc conversation yell $text Causes the targeted NPC to yell $text in both chat and a floating chat frame. .npc conversation set animkit #animkit_id Replaces the animation kit used by the NPC in the floating chat frame with #animkit_id. You will need to review AnimKitSegment.db2 on WoW.tools to understand how this works. Accepts 0 to reset to default. .npc conversation set camera #camera_id Replaces the camera perspective used by the floating chat frame with #camera_id. You will need to review UICamera.db2 on WoW.tools to understand how this works. Check out the cameras with names containing Default-Race-Gender-L/R such as Default-Human-Male-R. Accepts 0 to reset to default. .npc conversation set colour $RRGGBB Sets the hex colour code of the text displayed in the floating chat frame to $RRGGBB. $RRGGBB accepts 000000 to 999999 or AAAAAA to FFFFFF numbers and letters can be combined. Accepts 0 to reset to default. .npc conversation set duration #seconds Sets how long the floating chat frame persists on screen to #seconds. Default is 4 seconds plus 0.1 seconds per character. Accepts 0 to reset to default. .npc conversation set spellkit #spellkit_id Applies spell kit #spellkit_id to the floating chat frame. We currently do not know what this does. Let us know if you find out. Accepts 0 to reset to default. .npc conversation set texture #texture Applies texture #texture_id to the floating chat frame. We currently do not know what this does. Let us know if you find out. Accepts 0 to reset to default. .npc formation .npc formation add Makes the target NPC the leader of a formation. .npc formation add last Adds the targeted NPC to the formation of the NPC that was last promoted to leader. .npc formation here last Adds the targeted NPC to the formation of the NPC that was last promoted to leader, using your current position as its position in the formation. .npc formation info Shows information and a breakdown of the targeted NPC's formation. .npc formation remove Removes the targeted NPC from a formation. If the target NPC is a formation leader, the formation is disbanded. .npc formation show Shows the leader and all formation members by playing a levelup effect. .npc run $where [$formation] $where accepts here/there here → Your current location. there → Location specified by spell 160299 - [Epsilon] Location Marker Optionally specify $formation to cause entire formation to run to $where. Target NPC does not need to be the formation leader. .npc turn $where/#degrees [$formation] $where accepts here/there/likeme here → Your current location. there → Location specified by spell 160299 - [Epsilon] Location Marker likeme → Your current orientation. #degrees accepts 1 to 360 or -1 to -360 Optionally specify $formation to cause entire formation to turn to $where. Target NPC does not need to be the formation leader. .npc walk $where [$formation] $where accepts here/there here → Your current location. there → Location specified by spell 160299 - [Epsilon] Location Marker Optionally specify $formation to cause entire formation to walk to $where. Target NPC does not need to be the formation leader. .phase Subcommands added: .phase forge npc gossip .phase forge npc gossip debug Enables or disables debug text for NPC gossips, shown additional information which can be used to identify gossip command requirements. .phase forge npc gossip disable Disables the gossip forge for the targeted NPC. .phase forge npc gossip enable Enables the gossip forge for the targeted NPC. .phase forge npc gossip option add $text Adds a new option to the targeted NPC's current page with the specified text. .phase forge npc gossip option link #option_id #page_id Links option #option_id to page #page_id. .phase forge npc gossip option remove #option_id Removes option #option_id from the targeted NPC. .phase forge npc gossip option text #option_id $text Changes the text associated with option #option_id. .phase forge npc gossip page add [$text] Adds a gossip page to the targeted NPC, optionally specify text to be included. .phase forge npc gossip page list Lists all gossip pages of the targeted NPC. .phase forge npc gossip page remove #page_id Removes the specified gossip page from the targeted NPC. .phase forge npc gossip text add $text Adds gossip text to the current page of the targeted NPC. .phase forge npc gossip text delete #textblock_id Removes gossip text from the current page of the targeted NPC. .phase forge npc gossip text get Outputs a message to help you with the usage of the .phase forge npc gossip text overwrite command. .phase forge npc gossip text overwrite #textblock_id $text Replaces the text of text block #textblock_id with $text. .phase forge npc displays Subcommands added: .phase forge npc displays add #display_id [%scale] [%weight] Adds a display ID to the template of the targeted forged NPC, with an optional scale and weight. Templates of forged NPCs support more than one of the same display ID, each of which can have its own scale and weight. #display_id accepts 1+ %scale accepts 0.000001 to 50 default is 1 %weight accepts 0.000001 to 1,000,000+ default is 1 Think of weight as casting a (very big) die to determine which display ID the forged NPC will spawn with: Display ID: 69 has a weight of 69.69 Display ID: 420 has a weight of 420.420 Display ID: 666 has a weight of 666 The NPC's probability of spawning with one of the above display IDs is between: 0 and (69.69+420.420+666=1,156.11)-1 (-1 because it rolls from 0, not 1) Display ID: 69 spawns if the die rolls between 0 → 68.69 (~6%) Display ID: 420 spawns if the die rolls between 69.69 → 419.420 (~36%) Display ID: 666 spawns if the die rolls between 420.420 → 1,156.11 (~58%) If all display IDs have the same weight, then they will all have an equal chance of being used. .phase forge npc displays list Lists in order of index ID all display IDs, scales and weights used by the template of the targeted forged NPC. .phase forge npc displays remove #index_id Removes a display ID used by the template of the targeted forged NPC by specifying its index ID. #index_id accepts 1+ .phase forge npc displays scale #index_id %scale Changes the scale of a display ID used by the template of the targeted forged NPC by specifying its index ID. #index_id accepts 1+ %scale accepts 0.000001 to 50 default is 1 .phase forge npc displays weight #index_id %weight Changes the weight of a display ID used by the template of the targeted forged NPC by specifying its index ID. #index_id accepts 1+ %weight accepts 0.000001 to 1,000,000+ default is 1 .phase reset .phase reset skybox all Resets all skyboxes in the current phase. .phase shift Subcommands added: .phase shift detaildoodad .phase shift detaildoodad list Lists all currently phase shifted ground clutter in the phase. .phase shift detaildoodad list [$next] Lists the next 50 results of shifted ground clutter in the phase. .phase shift detaildoodad map #detail_id #replace_id Replaces all ground clutter on the map of ID #detail_id with ID #replace_id. #detail_id accepts -1 to replace everything with ID #replace_id. #replace_id accepts -1 to remove everything with ID #detail_id. If both are -1 then all ground clutter objects are removed. .phase shift doodads adt [$on/$off] Toggles the shifting of all doodads on the current ADT. .phase shift reset Resets all phaseshifts on the current map. Using this command while in the Eastern Kingdoms will reset every phaseshift regardless of the zone you're in. .phase shift texture .phase shift texture list Shows all textures currently replaced on the map. .phase shift texture map diffuse #texture_id #replace_id Replaces the diffuse texture #texture_id with #replace_id. .phase shift texture map height #texture_id #replace_id Replaces the diffuse texture #texture_id with #replace_id. .world (New) .world adt .world adt texinfo .world adt texinfo diffuse Displays all diffuse textures on the current ADT and their respective texture_id. .world adt texinfo height Displays all height textures on the current ADT and their respective texture_id. .world adt detailinfo Displays all detail doodads on the current ADT and their respective detail_id. Command and Feature Changes .gobject .gobject info Now includes information about the selected gameobject's tint and alpha values. .lookup .lookup item Look up results of custom weapons will now include their sheath within brackets after the item name. .npc .npc cast player No longer requires a targeted player. If a player name is not specified, the NPC will cast on every player within 10 yards. .npc info Now displays items equipped by the targeted NPC. Only works on non-forged NPCs. .phase .phase forge npc create Syntax changed: .phase forge npc create #display_id → .phase forge npc create Functionality changed: Creating a new forged NPC template is no longer done by specifying a base display ID. Newly created forged NPC templates are now by default a base human male. Forged NPCs are no longer limited to 4 display IDs, assign as many as you want. .phase forge npc displays Syntax changed: .phase forge npc displays $display_id1 [$display_id2] [$display_id3] [$display_id4] → .phase forge npc displays Functionality changed: See .phase forge npc displays under "New Commands and Features" .phase shift .phase shift doodads Syntax changed: .phase shift doodads [unknown] [on/off] → .phase shift doodads zone $on/$off Functionality changed: Now shifts all doodads on or off in the current zone. .phase shift list Syntax changed: .phase shift list → .phase shift doodads list .phase whitelist add Now allows spaced names. Achievements Achievements tab has been disabled. Characters Draenei Can native into Broken from Legion 7.3. Kul Tiran Can native into Thin Humans. Troll Can native into Zandalari Trolls with correct UVs. Items All bags now have 36 slots. Players Players should no longer leave corpses behind. Spells Artillery Strike - 160299 Renamed to [Epsilon] Location Marker. Used to mark the location for the following commands: .npc walk $there .npc run $there .npc turn $there Bug Fixes .gobject teleporter Teleporters with a delay should now properly inform the player of which phase they're being sent to. .npc .npc scale Max scale should now be 50. .phase .phase forge npc scale Max scale should now be 50. .phase forge npc weapon Forged NPCs should now be able to equip Held In Off-Hand items. .phase summon Should now summon a player to the exact coordinates and orientation of the summoner, or all players if all is specified. .summon Should now summon a player to the exact coordinates and orientation of the summoner. .wmo .WMOs should no longer have their scale and/or rotation reset after leaving a player's vision. Characters Gnome Collections should now appear on the model properly. Highmountain Tauren Collections should now appear on the model properly. Scale 1 should no longer be tiny. Mechagnome Collections should now appear on the model properly. Tauren Collections should now appear on the model properly. Scale 1 should no longer be tiny. Zandalari Troll Tattoos should now display properly. Pets Using .npc scale 2 on a pet should no longer result in a crash. System Changing graphics settings in-game (such as view distance from 6 to 10) should now properly update the Config.wtf file. Removed Commands .additemset .character .character deleted .character level .cheat .cheat explore .cheat power .cheat repair .cheat taxi .discord .discord link .discord pong .discord unlink Players no longer link their Discord through in-game, do so instead by logging in on our website. .freeze .honor .honor add .honor add kill .honor update .learn #spell_id [$all] .learn .learn all .learn all crafts .learn all default .learn all gm .learn all recipes .learn all my .learn all my class .learn al my pettalents .learn all my spells .learn all my talents .lookup .lookup event .lookup itemset .lookup quest .lookup taxinode .reset .reset achievements .reset all .reset honor .reset level .reset spells .reset stats .reset talents .modify .modify honor .modify talentpoints .modify xp .npc .npc cometome Functionality moved: See .npc run $where under "New Commands and Features" .scene .scene cancel .scene debug .scene play .scene playpackage .unfreeze .unlearn #spell_id [$all] .whisper Redundant as you can whisper a player with a spaced name by replacing the spaces with underscores "_". Example: /whisper Bob_the_Builder .wchange Outdated .phase set weather. Maps Azshara Crater has been removed. Results in a streaming error due to Blizzard removing associated files in Battle for Azeroth 8.3. Invisible walls that could not be removed by phaseshifting have been removed entirely. Such as those on the Battle of Gilneas map. End of Changelog Glossary Below is a list of common terms you will encounter when reading changelogs and using commands on Epsilon, to help you understand how a command might work. Syntax The structure of a command, composed of strictly arranged words (arguments and/or parameters) required to be met for the command to be performed. Think of it as the grammar of programming, where all computers are grammar nazis who won't do what you ask if you don't write perfectly. How you see Epsilon's changelog and in-game use of syntax is not what it tends to look like in actual programming. Parameter Parameters in our case are used to structure the specific command it is you wish to perform. Argument Arguments in our case are used to tell the parameters which data type(s) to use when performing the command. Example: Syntax = .phase forge npc displays add #display_id %scale %weight In the case of Epsilon, is the same as: Syntax = .parameter parameter parameter parameter parameter argument argument argument .phase forge npc displays add 100 2 5 The arguments (green) tell the preceding parameters (white) to: "Add" #display_id "100" at %scale "2" with %weight "5" to the targeted forged NPC. Data types Floating Point - Symbol % A real number, accepts decimals. World of Warcraft does not count more than 6 decimals. .mod scale %scale = .mod scale 1.063523 Integer - Symbol # A natural number, does not accept decimals. .gobject spawn #display_id = .gobject spawn 175490 String - Symbol $ A sequence of characters, typically forming one or multiple words. .summon $name = .summon Bob the Builder Optional - Symbols [ ] When a single data type is encased in brackets, it means it's an optional argument and is not required in the syntax for the command to function. .phase forge npc displays add #display_id [%scale] [%weight] #display_id is required but [%scale] and [%weight] are optional. When two or more data types are encased in brackets, it means that though they are optional, if one is specified then both are required for the command to function. .gobject teleporter add [#guid] [#icon "$text"] [#x #y #z] [#orientation] No argument is required as the command uses player position by default, however [#icon "$text"] requires both arguments to be specified to work.
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    Changelog (Patch 830.2b - "Shifting Sorcery") Release date: 17 July 2021 Here you'll be able to read up on changes, big and small, made to various parts of the server. Legend • White - This was not changed. Also used for contrast. • Green - This was added. • Red - This was removed. • Yellow - This was changed. Highlights WMO attribute edits You can now change the name, ambience, music and intro sound that plays inside a WMO, both custom spawned & blizzlike versions. Area, Zone, WMO Music Soundkits The area, zone and wmo music commands now support specifying soundkits rather than Blizzard's limited ZoneMusic collection. Water, Vertex Shading Shifting It is now possible to remove water, or vertex shading from a map (or chunks of the map). Examples of vertex shading is the purple blurs beneath Brill; blackened ground underneath campfires and WMOs; and tinted terrain in Mechagon. Preamble WMOId, DoodadSetId & GroupId This update introduces the .phase shift wmo manual commandset. These commands require a rather comprehensive understanding of how WMOs work in World of Warcraft. This section aims to provide some brief details about the matter. A WMOId is a (typically) unique ID assigned to each WMO displayid. For instance, the Goldshire Inn WMO uses the file "goldshireinn.wmo" and has an arbitrarily assigned WMOId of 53. A DoodadSetID or NameID is an ensemble of objects that will only display if the spawned WMO has its DoodadSet set to that ID. So far, this data can only be set in the ADT (and thus is not possible for players to manipulate with their custom spawned WMOs). With the goldshireinn.wmo, there are three DoodadSets associated with it: Deepwater Tavern in Menethil Harbour, Lion's Pride Inn in Goldshire and the unnamed and mostly empty variant when you, the player, spawn it. A GroupID is a section of the WMO, which is sometimes used to provide sub-area names while inside the WMO. For example, inside Ironforge you will have the Great Forge, Hall of Explorers, Military Ward, Hall of Mysteries, etc. If you want to affect the whole WMO, you make changes to the GroupID "-1", whereas if you want to affect a small section of it, you will use its GroupId. New Commands and Features .phase Subcommands added: .phase shift wmo .phase shift wmo list [$search_string] Lists all WMO overrides that are in effect in your phase. If $search_string is used, only show the area overrides with that edited name. .phase shift wmo list next Displays the next 50 results of the previous command. .phase shift wmo root These commands affect the entire blizzard spawned WMO you are in quite like a zone affects an area (Ironforge, Lion's Pride Inn, etc.). .phase shift wmo root name $new_name Replaces the name of the Root WMO you are in with $new_name. If you enclose a colour code between two $ signs, the text following it until the next $ will be coloured (e.g. $81B558$Coloured Text$ will appear as Coloured Text) .phase shift wmo root ambience #ambience_id Replaces the ambience that plays in the Root WMO you are in with #ambience_id. .phase shift wmo root music #music_id [#music_id2] Replaces the music that plays in the Root WMO you are in with #music_id. If #music_id2 is specified then instead creates a new Zone Music entry with #music_id & #music_id2 as sound kits and will play #music_id at day and #music_id2 at night. .phase shift wmo root intro #intro_id Replaces the intro sound that plays in the Root WMO you are in with #intro_id. .phase shift wmo root remove Removes all Root WMO overrides applied to the WMO you are currently in. .phase shift wmo sub These commands change the section of the blizzard spawned WMO you are in rather than the whole WMO (Hall of Explorers in Ironforge, Hall of Arms in Ironforge) .phase shift wmo sub name $new_name Replaces the name of the WMO section you are in with $new_name. If you enclose a colour code between two $ signs, the text following it until the next $ will be coloured (e.g. $81B558$Coloured Text$ will appear as Coloured Text) .phase shift wmo sub ambience #ambience_id Replaces the ambience that plays in the WMO section you are in with #ambience_id. .phase shift wmo sub music #music_id [#music_id2] Replaces the music that plays in the WMO section you are in with #music_id. If #music_id2 is specified then instead creates a new Zone Music entry with #music_id & #music_id2 as sound kits and will play #music_id at day and #music_id2 at night. .phase shift wmo sub intro #intro_id Replaces the intro sound that plays in the WMO section you are in with #intro_id. .phase shift wmo sub remove Removes all area overrides applied to the WMO section you are currently in. .phase shift wmo manual These commands change the attributes of a WMO found by the three data points you provide it: The WMO Id (interchangable with "RootId"), DoodadSetID and GroupID. WMOs you spawn will rarely have a DoodadSetID that is used by Blizzard WMOs, so this is the only method to change them. .phase shift wmo manual name #WMOId #DoodadSetId #GroupId $new_name Replaces the name of the WMO section you are in with $new_name. If you enclose a colour code between two $ signs, the text following it until the next $ will be coloured (e.g. $81B558$Coloured Text$ will appear as Coloured Text) .phase shift wmo manual ambience #WMOId #DoodadSetId #GroupId #ambience_id Replaces the ambience that plays in the WMO section you specify with #ambience_id. .phase shift wmo manual music #WMOId #DoodadSetId #GroupId #music_id [#music_id2] Replaces the music that plays in the WMO section you specify with #music_id. If #music_id2 is specified then instead creates a new Zone Music entry with #music_id & #music_id2 as sound kits and will play #music_id at day and #music_id2 at night. .phase shift wmo manual intro #WMOId #DoodadSetId #GroupId #intro_id Replaces the intro sound that plays in the WMO section you specify with #intro_id. .phase shift wmo manual remove #WMOId #DoodadSetId #GroupId Removes all area overrides applied to the WMO section you specify. .phase shift water .phase shift water adt $on/$off Removes or restores all water on the current ADT. .phase shift water map $on/$off Removes or restores all water on the entire map. .phase shift water reset $CONFIRM Restores all water shifts on the map. .phase shift mccv .phase shift mccv adt $on/$off Removes or restores all vertex shading on the current ADT. .phase shift mccv map $on/$off Removes or restores all vertex shading on the entire map. .phase shift mccv reset $CONFIRM Restores all vertex shading shifts on the entire map. .lookup Subcommands added: .lookup wmo [$search_string] Lists the WMOId, DoodadSetId and GroupId of all WMOs for use in the phase shift wmo manual commands. If $search_string is used, the list only shows WMOs that match the $search_string in one of three ways: The WMO matches the gameobject name entered in $search_string; the WMO displays the area name text $search_string; or the WMO Subsection displays the area name text $search_string. Command and Feature Changes .phase .phase shift area music #music_id [#music_id2] The #music_id2 is now supported as an optional parameter. If specified, then it will instead create a new ZoneMusic entry using #music_id and #music_id2 as SoundKits and will play #music_id at day and #music_id2 at night. .phase shift zone music #music_id [#music_id2] The #music_id2 is now supported as an optional parameter. If specified, then it will instead create a new ZoneMusic entry using #music_id and #music_id2 as SoundKits and will play #music_id at day and #music_id2 at night. .gps GPS will additionally display the WMOId, DoodadSetId and GroupId of the blizzard spawned WMO you are in. This information can be used in .phase shift wmo manual Bug Fixes Crashes Various efforts have been undertaken to improve server stability and fix causes of crashes. End of Changelog Glossary Below is a list of common terms you will encounter when reading changelogs and using commands on Epsilon, to help you understand how a command might work. Syntax The structure of a command, composed of strictly arranged words (arguments and/or parameters) required to be met for the command to be performed. Think of it as the grammar of programming, where all computers are grammar nazis who won't do what you ask if you don't write perfectly. How you see Epsilon's changelog and in-game use of syntax is not what it tends to look like in actual programming. Parameter Parameters in our case are used to structure the specific command it is you wish to perform. Argument Arguments in our case are used to tell the parameters which data type(s) to use when performing the command. Example: Syntax = .phase forge npc displays add #display_id %scale %weight In the case of Epsilon, is the same as: Syntax = .parameter parameter parameter parameter parameter argument argument argument .phase forge npc displays add 100 2 5 The arguments (green) tell the preceding parameters (white) to: "Add" #display_id "100" at %scale "2" with %weight "5" to the targeted forged NPC. Data types Floating Point - Symbol % A real number, accepts decimals. World of Warcraft does not count more than 6 decimals. .mod scale %scale = .mod scale 1.063523 Integer - Symbol # A natural number, does not accept decimals. .gobject spawn #display_id = .gobject spawn 175490 String - Symbol $ A sequence of characters, typically forming one or multiple words. .summon $name = .summon Bob the Builder Optional - Symbols [ ] When a single data type is encased in brackets, it means it's an optional argument and is not required in the syntax for the command to function. .phase forge npc displays add #display_id [%scale] [%weight] #display_id is required but [%scale] and [%weight] are optional. When two or more data types are encased in brackets, it means that though they are optional, if one is specified then both are required for the command to function. .gobject teleporter add [#guid] [#icon "$text"] [#x #y #z] [#orientation] No argument is required as the command uses player position by default, however [#icon "$text"] requires both arguments to be specified to work.
  8. 3 likes
    Release date: 20-09-2019 Here you'll be able to read up on changes, big and small, made to various parts of the server. Highlights Battle for Azeroth Creatures 405 creature models from Battle for Azeroth 8.0 - 8.2 have been downported. Full list of creature models can be found here. Items 5,702 unique items from Battle for Azeroth 8.0 - 8.2 and in total 8,144 appearances have been downported. Full list of items can be found here. Objects 2,408 objects from Battle for Azeroth 8.1 - 8.2 have been downported. Full list of objects can be found here. 1,153 EmptyWMO objects from Battle for Azeroth 8.0 - 8.2 have been added. Full list of EmptyWMO objects can be found here. Tiles 1,957 tiles from Battle for Azeroth 8.0 - 8.2 have been downported. Full list of tiles can be found here. A new and updated tile mall can be accessed from anywhere through ".tele tilemall". Character Creation All Battle for Azeroth allied races have been downported and are accessible through character creation. If you're using custom patches for allied races (such as Zandalari replacing normal trolls) and/or updated goblin/worgen models, remove said patches else you will be encountering #132 errors. Item Limit We have managed to bypass the artificial item limit in WoW; allowing us to add as many items and unique appearances as we want from now on. New Commands and Features Character Creation Character Creation Screen Names now allow a max of 24 characters, up from 12. Names now allow spaces and apostrophes. Loading Screen Default loading screen tips have been replaced with Epsilon-themed tips to be more relevant to the server. Objects Deletion Deleting an object will now flag it for database deletion in 72 hours. The object will be visually removed although memory of it will be stored, making it easier to restore accidental uses of .gob mass delete and griefing. WMOs Trying to roll/pitch/scale a .wmo object will now result in an error message. .enchant .enchant mainhand #enchant_id Applies the given enchant to your main hand weapon. .enchant offhand #enchant_id Applies the given enchant to your off hand weapon. .gobject .gobject activate New argument added .gobject active [#guid [permanent]] Activates the given object's guid permanently. .gobject set [This feature was delayed.] New subcommands added .gobject set name [$name] Assigns what text shows if the object can be interacted with/hovered over. .gobject set type chair [$sit_height] [$sit_type] Turns the gobject into a chair. Sit height defines at what height the player model will sit at using yards. Sit type defines which sitting animation is used. The available animations are: low, medium, high .gobject set type static Removes the ability to interact with the object using your cursor. .gobject set type door [#time_until_reset] Turns the object into a door. You can specify how long it takes for the door to automatically close once opened using milliseconds, limited to 15000 milliseconds (15 seconds). .gobject set type sign Turns the object into a sign. Assign the text that shows when hovering over the sign object by changing its name. .gobject teleporter New subcommand added .gobject teleporter $unaura #spell_id Gives an object teleporter the ability to unaura a spell from a player as soon as it teleports them. If "0" is the given spell, it will no longer remove any auras from a player. New subcommand added .gobject relative $direction %yards Works like .gob move, the difference is that it moves the object relative to your character's orientation rather than the object's. .lookup .lookup enchant $name Searches for an enchant using the given text, e.g. "fire". Multiple keywords are not supported. You can use the Appearances tab to view enchants normally available to players. .lookup faction $name Searches for a faction using the given text, e.g. "stormwind". Multiple keywords are not supported. New subcommand added. .lookup display .lookup display creature $part Searches for the displayid(s) of the given part (creature model), e.g. "ogredraenor". Shows the model path and the texture in use by the displayid. .npc .npc cast New argument added .npc cast [#spellid] Allows a spell to be cast upon an NPC instantly, once. Type: ".help npc cast" to get an overview of spell scripting commands. .npc set clickable Toggles whether the NPC is clickable or not. This is useful for scenery NPCs, statues and so forth. You can edit an unclickable NPC by using ".phase dm on" .phase .phase enter New argument added .phase enter [$here] Makes you enter the phase at your current coordinates. Only available to phase owner and officers. .phase forge npc .phase forge npc outfit unequip New argument added .phase forge npc outfit unequip [$all] Lets you unequip all items from an NPC at once. This does not include weapons. New subcommands added. .phase forge npc aura #spellid Applies the given spell to all forged NPCs of the targetted NPC's entryid. .phase forge npc unaura #spellid/all Removes the given, or all spells from all forged NPCs of the targetted NPC's entryid. .phase forge npc clickable Toggles whether the NPC is clickable or not. This is useful for scenery NPCs, statues and so forth. You can edit an unclickable NPC by using ".phase dm on" .phase forge npc copy Copies the targetted custom NPC and creates a new one with a new entryid. .phase forge npc creaturetype [$aberration, beast, critter, demon, dragonkin, elemental, giant, humanoid, mechanical, undead] Sets the NPC's creature type, allowing them to be tracked on the minimap by tracking spells and so forth. NPC tooltips will only show creature type if the NPC is hostile or neutral. Can still be tracked. .phase forge npc faction #faction_id Sets the faction of the NPC. If the faction has a name, it will show up in the NPC tooltips under certain circumstances. Friendly factions require a friendly NPC to show. .phase forge npc health #mod Sets the health modifier of the NPC to a max of 1,000,000. .phase forge npc level #minlevel [#maxlevel] Sets the level, or level range of the NPC between 1 and 110. .phase forge npc mana #mod Sets the mana of the NPC to a max of 1,000,000. .phase forge npc mount #display_id Sets the mount of the NPC using the given displayid. Setting the mount to displayid 0 will dismount them. .phase forge npc rank #rank_id Sets the status of an NPC, such as Elite, Rare, etc. 0 = Normal 1 = Elite | Gold border 2 = Rare Elite | Silver border 3 = Boss | Gold border, skull 4 = Rare | Silver border .phase forge npc sheath #sheath Allows you to set the default sheath type for a custom NPC. 0 = Sheathed 1 = Melee 2 = Ranged .phase own New argument added .phase own [$here] Makes you enter the phase at your current coordinates. .phase set weather $weather #density Allows you to set the weather and its density of your phase. Available weather types are: rain, snow, sandstorm, thunderstorm, blackrain, bloodrain, blacksnow, mistgrain, fireball, deathwing, firespark, arcanespark, thunder Density goes from 0 to 100. Known issues: Requires terrain to work. If you've built a phase more than 60-75 yards above terrain, the command will not work for you. Some weather effects do not show below a certain density, for example, arcanespark must be at density 30+ to show. Using [Blink] spells, object transporters or ".gps" will break the weather effect, simply re-activate it. .phase shift New subcommand added .phase shift $list Shows which zones have been shifted within your current phase. New subcommand added .phase dm $on/off Allows you to toggle on or off "Dungeon Master", or "<DM>" status in a phase, making you essentially a <GM> of that phase. DM status allows you to click and edit unclickable NPCs, now important due to the addition of the ".npc set clickable/.phase forge npc clickable" commands. Both commands turn NPCs into the perfect candidates for scenery or statue NPCs, for example. DM status is only available to the owner of a phase and officers. DM status will be removed upon leaving a phase and will also be removed if the player is demoted. Command and Feature Changes Character Creation New Characters Action bars should no longer be filled up with spells and/or abilities. New characters should now start with 4 Foror's Crate of Endless Resist Storage (36-slot) instead of Madman's Luggage (34-slot). NPCs NPCs now spawn with their weapons unsheathed by default. Whispers You can now whisper a player with a spaced name by replacing the space(s) with an underscore "_". Example: "/whisper This_Char_Doesn't_Exist" .whisper still works as well, however it will be pointing out this new system and will thus likely be removed in a later patch. .character .character changefaction Has been restored to being a player command. Using it twice will remove the faction change flag from the character. .character changerace Has been restored to being a player command. Using it twice will remove the race change flag from the character. .gobject .gobject info Now shows the current gobject state. Now shows who built the object. Now shows visibility of the object. Now shows gobject teleporter information. .gobject mass visibility #sight_range #entry #radius Sight range is now a 3D sphere instead of a 2D circle. .gobject move System message changed to match that of ".gobject spawn". .gobject select Has been rewritten from scratch to reduce lag caused by ".gob sel <keyword>". Functions the same, only difference is; keywords now have to be written within quotation marks. Example: .gob sel "bench" Now accepts an object's guid as input. No longer shows who built the object. No longer shows visibility of the object. No longer shows gobject teleporter information. .gobject set visibility #sight_range sight range is now a 3D sphere instead of a 2D circle. .gobject teleporter setspell #spell_id/0 Now accepts "0" as the given spell to remove setspell from teleporter. .lookup .lookup item Now accepts an optional slot input, the slot must be prefixed with a dash "-". All available inventory slots can be seen by typing: ".help lookup item" Example: ".lookup item tattoo -shirt" Will show you all items with "tattoo" in its name that can be equipped in the shirt slot. This works with keyword filters, such as: ".lookup item tattoo brown -shirt" It does not matter in what order the slot or keyword(s) are given as long as the slot is prefixed. .nameannounce (GM-only) Command renamed. New syntax: .serverannounce To result in fewer accidental server announces from misspelling GMs. It had a stupid name anyway. .npc .npc info Now shows what gender the NPC is. Now shows which phase a custom NPC was created in. Now shows who spawned the NPC. .npc revive Renamed from ".respawn" to be more clear about what it does. .npc set weapons Standardised to: ".npc set weapon" Syntax changed to match that of ".phase forge npc weapon" New syntax: .npc set weapon #item_entry #item_slot [#bonusid] .phase .phase enter Entering a phase you're already in will now take you back to the phase start. .phase forge .phase forge npc outfit equip Now accepts displayids. When assigning an item using a displayid, the number will have to be negative. Example: ".phase forge npc outfit equip -149737" Assigns vrykul tattoos to the NPC. Use ".help phase forge npc outfit equip" in case something is unclear. .phase forge npc outfit feature Help description now clarifies what the command is used for. .phase forge npc weapons Standardised to: ".phase forge npc weapon" .phase own Using ".phase own" in your own phase will take you back to the phase start. .waypoint .waypoint show Waypoint NPCs now appear the same as the custom player model NPC they belong to. Waypoint NPCs do not retain weapons. "Let me see what you have." "A knife!" "NO!" Bug Fixes Announce Discord Patrons should now have their title (and not just colour) in-game when posting in the Discord #main channel. Character Creation Character Creation Screen It should now be possible to create void elf warlocks. When entering character creation, a random race and class should now be chosen instead of a blood/night elf demon hunter. Blood/night elves should no longer default to having demon hunter customisation options. Characters Should no longer leave character artefacts when teleporting or joining/leaving a phase. Meaning, you no longer have to move to see someone's character disappear. NPCs NPCs should now retain weapons assigned with ".phase forge npc weapon". All subsequent spawns of the same entryid should have their weapons applied without the need of a server restart. Party Should no longer be possible to enable/disable ".cheat fly" (and other targetted commands) on a targetted party member who is in another phase. .appear Should now properly appear to characters with spaced names. Should now place the appearing character at the exact coordinates of the appeared character no matter if they're on another map or high in the sky. Should now be case-insensitive. .gobject .gobject info Should no longer show "Unknown" if a character that was deleted spawned the object. .gobject mass delete Has been re-enabled. Should no longer remove all objects despite an object's specific entryid being input. .gobject mass visibility Now accepts "-1" as radius once more. (Affects entirety of current map.) .gobject select Selecting an object by typing part of its name should no longer display a scale of "0". .lookup .lookup creature .lookup next should no longer return: "You have no pending .lookup in memory." Should no longer result in a crash every 1-5 days. .modify .modify scale Scale should now persists between game sessions. System message when changing scale now shows up to 6 decimals instead of rounding up to 2 decimals. .npc .npc set unaura Trying to unaura a specific spell from an NPC should no longer unaura all spells applied to the NPC. .phase .phase blacklist/whitelist You should now be able to remove deleted characters from the list of blacklisted/whitelisted characters. Removing someone from blacklist should no longer tell the affected player they've been phase banned. Cleaned up system message to affected player for all blacklist and whitelist commands. .phase forge npc outfit feature #slot #feature Should now correctly assign the input of "#slot" and "#feature". The two had been reversed in the code. Removed the "?" at the start of the syntax shown in the help description. .phase forge npc flyable Should now persist between server restarts. .phase forge npc scale Scale should now persist between server restarts. .phase set time Setting phase time to "00:00 permanent" should now keep it at midnight, permanently. .summon Should now properly summon characters that have spaced names. Should now be case-insensitive. .waypoint .waypoint modify emote Emotes should now persist between server restarts. Removed Items Items no longer support more than one bonusid. Fare thy well, my glorious Cooking Ingredient Timewarped Warforged Champion Equipment [Thunderfury, Blessed Blade of the Windseeker]. .respawn Renamed to ".npc revive".
  9. 3 likes
    I agree with the sentiment. However, I disagree with advertising Epsilon as a brand new server--it really isn't. We have already advertised ourselves to /r/wowservers in the past, and we are even mentioned in its sticky and have an entry in the associated dkp website, which is how several people have found us. I think it's a good idea if we make a thread to time with the release of 735.4, but I'm not sure which locations are proper other than /r/wowservers. I also don't see Argent Dawn and Moonguard as threats--a lot of people who join Epsilon come from there, as I ask each and every single person how they found us and what community they hail from. It appears our name circulates across multiple guilds and communities in both servers, and that's pretty much all we can hope for in that regard beyond making WoW accounts and starting to advertise in Pornshire (no thank you). I also second the subject of welcoming new players. It is a very difficult transition to make if you've never played on this type of server before, and many roleplayers who have heard of phase-based servers lambast it as a ridiculous premise. Our primary objective should be to educate players on the differences that can be found between streamlined narrative RP servers, whether GM or not, and phase-based RP servers. Our server is more like Reddit, a place to host private servers (phases) that each act as more like a campaign with a central theme, so that each can coexist. Much of people's annoyance with streamlined RP servers is that characters are developed for years and people refuse to part with them, even under epic circumstances, or try to bring them back. It is less common here as characters are, inherently, throwaway, and are more similar to a D&D campaign rather than some kind of personification you must protect at all costs.
  10. 2 likes
    Chaos has long been a central part of the Great Dark Beyond. It fuels entropy, causes disorder, and is the lifeblood of demons– beings brought into existence by the inherently chaotic interplay of the fundamentally opposite forces of light and dark. Whereas other universal forces are bound by perceptions both natural and unnatural, chaotic beings act on their own accord at all times: They are never beholden to a concept as set-in-stone as “fate” or “destiny”, and only use those terms to take advantage of lesser things. While demons are the main observers of this fundamental power of the Universe, being fueled to the core by its energies and thus unbound from mortality in realms where they are truly vulnerable, mortals have begun the worship of Chaos as a force – or, in a way, representatives thereof– ever since they had made contact with the Twisting Nether. Chaos worship takes many forms, however. Some are outwardly destructive, others inwardly destructive. Some worship outside forces in the form of Fel-gods or demon princes, others worship disorder itself, and some worship nothing yet take great reverence in the Fel’s capability to defy the natural order. One thing, however, remains consistent among all these interpretations of Fel-worship: All of them inevitably lead down the path of corruption, dark magic, and darker deeds. Commonly, worship of the Fel manifests in three ways: • The Great Burning Shadow, wherein the devoted worship Sargeras, known also as the God of Fel and Flame, as a force of destructive nature that will eventually burn away heretics and ascend believers into demonhood, • Demon Cults, wherein the devoted align themselves to a figurehead besides the Dark Titan, instead seeking to fulfill their deity’s will in in exchange for power, • Divine Entropy, wherein the devoted worship Chaos as a fundamental force and allege it is possible to exert one’s will over the universe through a certain worldview, mindset, and Fel practice. Following the formation of the Burning Legion, Sargeras was widely worshipped as a god of destruction, rebirth, and domination by the more religiously inclined demons within the Crusade. This rapidly extended to the mortal vassals of the Legion until those too became converted into the demonic war legions serving the Dark Titan’s plans. However, even after their demonic ascension, many demonic agents still worshipped Sargeras as a deity: Most commonly are the Shivarra and Eredar, incidentally also the most commonly seen greater demons, who lavished praise upon their god in order to incite their servants to spread disorder and sow chaos. Following the War of the Ancients, many meddling demonic lords sought to enact their Dark Lord’s will across Azeroth. Incidentally, these demons found it more profitable to erect cults of personality around themselves: Through this, a steady stream of income was able to be funneled towards these demons: Souls, fuel for Fel magicks and also a source of power and energy for their kind. These demonic cults were often centered around the worship of the demon in question, who offered their worshippers magical powers to defeat enemies or subjugate their peers, or mystical “untold riches”. Although many were small in number, the propensity for demons to sow chaos made it difficult for these cults to remain in secrecy for a long period of time. Sooner or later, the sect would be exposed, and the demon either banished or forced to relocate. Following the impriosnment of Sargeras and the breaking of the Burning Legion, large pockets of demons have split from the Sargerite ways of worship. Eons-old Shivarra have re-commandeered Legion command centers to create Nether-Monasteries, devoted in their entirety to perpetuating the pre-Crusade belief of Divine Entropy; that is, the way of Chaos as a natural force. Although this form of religion has only now begun to spread among mortal kind, it has rooted itself rapidly in a world beset by disasters that not even miracles can apparently prevent, and where every occurrence seems predetermined by an even greater force to those initiated in the paranatural truth of things. Chaolytes differ from other worshipers of Fel magicks in that they do not offer concessions to a higher power, and do not perform daily rituals – not exactly – to appease any deity. Instead, Divine Entropy focuses in its entirety on enabling a chaolyte to forge their own path, disseminating the basic knowledge in conjuring Fel magic among its practitioners and telling them a simple truth in the universe: Your destiny is your own. • Dominance • Ambition • Violence • Power The Fel intrinsically changes, corrupts, and destroys anything it comes into extensive contact with. Demons operate on a similar manner, invoking dominant personalities, violent tempers, and power-hungry mindsets. Many Fel-worshipers, be it theistic or self-centered, seek to embody the traits the Fel appears to possess as a supernatural force. As demons and the Fel seek to dominate and control the things they come into contact with, exerting one’s dominance and power over others – be it people or the environment – is considered a sign of competence, power, and ability among Fel-worshipers. Ambition is a necessary value among all sects devoted to Fel magic, as the ruthless Sargerites and demon-cultists will always seek to outperform one another and will do anything to appear as a more promising servant in their masters’ eyes. Chaolytes, however, tackle ambition in unique ways: They view sedentary life as a challenge, and thus seek to gain power – be it in the form of knowledge, physical strength, or other metaphysical forms thereof – in order to grow as an individual. Violence is an intrinsic part of the Fel, and thus an intrinsic part of the way its users and worshipers inevitably act. Violence is the language of chaos, and believed by Chaolytes to be one of the five keys to infinite power. As Fel users deepen their understanding in this accursed magick, their mindsets inevitably drift to cruelty and misdeeds that could, or perhaps should, be done unto others. Power is the ultimate display of status among Fel-adjacent faiths, as those with power often gain the most authority. By embodying the destructive powers of the Fel, worshipers can destroy their competitors and take their place, and forcibly take what they want from others. • Weakness • Compassion • Humility Antithetical to the nature of Fel magic are mindsets that contradict its nature, and mindsets that discourage its proliferation. Weakness is considered a sign of worthlessness, and being seen as weak among Fel-worshipers is equivalent to being seen as cattle: To be called a weakling is to be called incapable, and food for demons; the gravest insult. As Fel magic seeks to gain power through violence, domination, and power, acts of compassion and good-heartedness are fundamentally incompatible with the mindsets of Fel-worshipers. Theistic cultists and Sargerites believe that unconditional compassion towards anything signifies an unnecessary and irrational attachment; and thus a weakness that can be exploited. Compassion is an emotion that will eventually completely dissipate within a Fel-worshiper as they deepen their corrupt path into the dark arts. Although it serves a devotee to placate their masters, humility in the face of lesser acolytes is considered a sign of weakness. Ruthless ambition is key to attaining power; eschewing an opportunity to give it to someone else is a habit that will be exploited by all who can see it until one’s usefulness expires. Although increasingly varied in their forms of worship, there is a certain overlap among Fel-based religions, particularly theistic varieties. • Sacrifice • Not only do demons thrive off of the suffering of others, the killing and offering of flesh or blood of a victim, be it man or beast, is capable of conjuring Fel energies. As Fel magic is inherently a sacrificial form of magic, sacrifice is deeply associated with it – both large, in the form of victims, and small, in the form of bloodletting. • Arson • Although Fel worshipers generally do not perform funeral rites for their deceased on account of its nature as a cult-like faith, fire is considered a non-magical embodiment of disorder and chaos. Pyres, effigies, bonfires, and other forms of fire are created in order to pay respect and observance to the force, or to evoke a weak channel to one’s deities. • Soul-Draining • Those versed in the dark magicks of Fel are capable of draining the life and soul energies from a person. As the soul is the truest and fullest part of a being, trapping and destroying it to fuel one’s magic rather than delibitating oneself is considered an act of reverence to the Fel. Souls are also commonly offerings to demonic masters, who gorge on the spirits of mortals to sate a never-ending hunger. • Summoning • The summoning of demons is perpetrated by many worshipers of Fel magic, most particularly the theistic variations. By conjuring forward denizens of the Twisting Nether as minions, worshipers demonstrate power over the Fel, and thus competence and dominance over the chaotic and dangerous force. Additionally, the presence of demons naturally sows chaos in the surroundings of worshipers: Demonic cults often summon many demons in service of their masters in order to raid settlements or wreak havoc in their surroundings. • The Throne of Kil’Jaeden, Outland • ◦ The infamous site of Mannoroth’s Gift, wherein the orcs were first subjugated by the Burning Legion. The fel energies that permeate it now make it exceptionally close to the Twisting Nether, and make the area a common target for demon cultists seeking to commune with their dark masters. Saturated with fel energies, the Throne of Kil’Jaeden is a ripe place for demon conjuring. • The Hand of Gul’Dan, Outland • ◦ This massive volcano is the greatest sign of dominion. Created by the Shadow Council, it looms over an entire countryside devastated by its felborne presence. Revered by many demon-worshipping sects, it is seen as the ultimate display of someone imposing their will on their world. • The Dark Portal, Eastern Kingdoms • ◦ A testament to the powers of Fel magic, the Dark Portal remains a monolithic reminder that attempting to counteract the Fel conjures a terrible consequence. Now, it remains the paramount example of a gateway fueled by these dark magicks, and is a marvel of spellcasting and Orcish masonry alike. • The Blasted Lands, Eastern Kingdoms • ◦ Considered holy land for the destruction inadvertently wrought by Khadgar and the Alliance in their attempt to close the Dark Portal. This red wasteland, once a damp and heavy swamp, is seeping with demonic energies and crawling with the denizens of the Twisting Nether. Being within the immediate vicinity of the Dark Portal has caused the local wildlife to become corrupted, as this interdimensional gateway radiates Fel energies to everything nearby. • The Tomb of Sargeras, Broken Isles • ◦ The Tomb of Sargeras is a legendary temple said to hold countless Fel secrets and tomes of demonic knowledge. Although ruined by demonic corruption and the reclamation of its area by the Armies of Legionfall, many demonic cults still seek out the tomb of legend to behold the face of a god’s corpse. • Argus • ◦ Although unreachable to the average mortal, Argus is the homeworld of the Eredar, and the Fel-burning world that appeared in the skies of Azeroth for over a year. It is, in Sargerite lore, considered to be the seat of power for the Burning Legion, and a most sacred place to any theistic Fel-worshipers. The core faith of the Burning Crusade’s forces is known as The Great Burning Shadow, and the Sargerite followers put great stock into their deity – the Dark Titan, the Destroyer himself. Ever since Sargeras’s fall to the Fel and the creation of the Burning Legion, demonkind has lauded the Evil One as the ultimate embodiment of their chaotic nature. His goal aligned with theirs: To destroy everything that could be destroyed, and to remake it into an entropic, burning Universe in which demonkind reigned supreme. The Great Burning Shadow took hold among the Burning Legion’s demonic denizens after the shattering of Mardum, the Plane of Banishment. Although many demons had grown to despise Sargeras the Defender to the core of their immortal soul, their subsequent freeing by Sargeras the Daemon Lord had him lauded as a god. It is here where he gained the title of “God of Fel and Flame”, among others, primarily from the many covens of Shivarra that were imprisoned upon Mardum. Over the course of millennia, Sargeras’s deification solidified itself into the core principle of demonic worship: Sargeras was, to the Legion’s forces, the ultimate being of chaos, and the ultimate harbinger, and unable to be truly killed. Instead, within Sargerite lore, it is believed Sargeras can only be delayed – and that the destruction and rebirth of the universe is inevitable. • Deceitfulness • Discipline • Fervor The great plan of Sargeras has been quietly operating for over thirteen thousand years. In this time, many truths were learned by the Dark One: Among them is that pure, rabid strength is nothing without a capable mind. As such, the organized servants of the Dark Titan bestow great power upon those who are able to think on levels similar to themselves. Those with silver tongues, who can manipulate outsiders into joining their cause and turn armies against one-another with words alone are said to carry a ‘Demon Tongue’ – a derogatory term used in the First and Second Wars against warlocks claimed as a term of respect towards warlocks and leaders. The demonic hordes employed by the Great One were, at first, directionless and violent, squabbling among one another for leadership. Now, the Burning Legion operates like a singular organism: It spreads, destroys, and reclaims the souls of its victims with the unison of a handful of warriors whilst operating on the scale of planets. Even in cults like these, however, all members must operate the same. The Destroyer of Worlds smiles upon the cogs in his dark and burning machine. The feverish devotion to the Master is one of the most virtuous things in the eyes of agents of the Burning Crusade. Those who truly and inherently believe the gospel of Fel are seen closer to chaotic perfection than anyone else, second only to those who are blessed with a demonic form themselves. It is through this fervor that agents of Sargerite cults are willing to kill and die for their dark masters. • Apostasy • Cowardice • Compassion To resist the true gospel of Fel is considered a crime punishable by death to Sargerites. If one cannot be swayed to serve the Dark One in his plan, then they are an obstacle to the ultimate fate of the universe. Those who are led astray from the word of the Destroyer and doubt themselves are viewed with incredible scrutiny, as well. In the deeply regimented, shadowy ranks of Sargerite cults, any mind that is not fully devoted to the cause is a mind that may be swayed and made to divulge information like a leak in a ship. Due to its inherently violent nature, the fervent Sargerites put great stock in dying for the cause, no matter what. Routing in battle or seeking mercy at the hands of the enemy are both considered unforgivable sins, even if the demonic messengers of their cause appear to do the same – the masters of the Legion are not beholden to these petty vices, and must always be protected in either case. Compassion breeds attachment, and while the Sargerite cults do indeed seek the end and rebirth of all things, there is an ulterior motive for the apparent distaste for compassionate people – the vexing whispers of the Fel despise goodness in all forms, and thrive on suffering. The many warlocks, Fel-gorged sycophants, and myrmidons of the Legion’s mortal cults all suffer from these voices in their head. They cannot help their cruelty, and enjoy it all the same. Expressing compassion in a genuine manner is not only hard to comprehend, but also a sign of attachment to this imperfect world. • Profanement • ◦ A central part of Sargerite identity is to tempt non-believers and opponents of their faith to believe in their destructive god. Although subtle methods, such as advocacy, temptation, and deception may work on some, there always are factions and groups that are led astray from the path of the Fel. If they cannot join on their own accord, then their faith must be stamped out with violence. By defiling holy sites, defacing holy symbols, and slaying holy people, devotees of Sargeras can whittle away hope from their victims until their shell of resolve breaks. • Fel Baptisms • ◦ The awakened mortal worshipers of Sargeras are deeply aware of the battle they fight: That the will of Sargeras is not only that to destroy and profane the Titans’ creation, but also to deny the forces of Shadow – the true enemy – a foothold in reality. In order to combat this possibility, warlocks of Sargerite cults have adopted a means to bring them closer to the divinity of Fel and Flame: By infusing water with demon-blood and washing themselves with it, Sargerite warlocks believe they cleanse themselves of the doubts instilled by them of the Old Gods, and come closer to being part of Sargeras’s infinite army. Indeed, the demonic corruption diluted within the water does at least bring them closer towards one goal: Slowly, they corrupt themselves with Fel magic until they mutate physically. • The Awakening • ◦ Sargerite cults operate on a massive, sprawling scale, and while the demonic lieutenants of the Ravager of Worlds sometimes refocus this demonic worship onto themselves, the most disciplined and loyal ones ensure that nobody besides the most dependable mortals understand the reality of the universe. Through this careful plotting, an inner circle forms within these cult-branches: On the outer side are the surface-dwellers, who know only of the Destroyer’s name, and often have only a cursory interest in the ultimate goal. Within the shadows, however, lurk the awakened: Those who know and understand the goal they must work towards. To cross the boundary, one must be loyal to the Legion’s doings, and truly begin to understand. Facilitating this understanding is often done by an awakened leader who puts forward a single challenge to the prospect: Recite the names of the worlds destroyed by Sargeras. Initially, only a handful are given to the prospect, who is required to remain in isolation and meditate on the universe’s history with the names of these planets as a mantra. In due time, this mantra opens the prospect’s eyes to more names, and soon darker truths: Visions of the destruction of countless worlds by the Evil One’s very own hands. Only when the prospect’s throat is hoarse and cramped from speech are they considered awakened to the reality of the universe. While The Great Burning Shadow is an organized and disciplined faith, the term “Demon Cults” applies to the countless lesser cults that have existed for millennia and have been in service to particular demonic entities of varying power. Deeply disconnected, these cults have very little in common with one-another, although certain parts of their doctrines, virtues, and vices overlap. Many demon cults were, at one point Sargerite cults such very similar to the Shadow Council and its derivatives and sister-organizations. However, the intervening millennia after the War of the Ancients and years following the Burning Legion’s second invasion of Azeroth have helped to realign many lesser lieutenants of the Dark Titan to focus on their own survival instead. After all, the servants of one demon can simply be made to serve the Legion’s goals when the time comes. Through this inherent shift in focus, the demonic masters of these cults often only truly care about one thing: Sating their own appetite and lust for anguish, destruction, and mortal spirits. As a consequence to this, demon-cults have largely formed their own bodies of belief around their deity or deities, implementing their own forms of worship that their demonic gods look at with mild entertainment as they await a sacrifice of flesh, blood, and spirit. • Devotion • Opportunism • Brutality Commonplace among the largely unrelated and independent demon cults is the submission and utter devotion to their demonic masters. Through supplication and fervent praise, members of demon cults seek to aspire to greatness and acquire powerful boons from their gods. The initiated and enlightened members of a cult are often very much aware how much power a demonic bargain can bring. Through both their leaders and their demonic allies, cultists are often goaded into acting for their own gain – ruthlessly outperforming others in dirty, underhanded ways in order to gain an advantage themselves. Members of demonic cults vie for the attention of their dark masters, and would gladly stab one another in the back if it meant they could increase their own status within the cult’s ranks. The greatest honor, however – and the greatest affront to infidels – is the acts of brutality these demonic cults almost always indulge in. In order to appease their demonic lords, cult members are expected to make more than sacrifices to their masters. In fact, they are expected to kill in their name at all times. This inevitably leads cults down two paths: Silent murder, and massacres. Bold cults seek to ensure their name is heard across their realm of influence. They raid villages and townships, burn their victims on stakes, and torture them alive so their screams can echo throughout the streets. Make no mistake, however, as even the silent cults who try to hide themselves will slay an innocent man in an alleyway and butcher their remains to create a horrific work of tortured art for others to witness afterwards. The true difference between them lies in their expression: Loud cults will ensure everyone witnesses the act; silent cults will only allow others to see the end result. Not only does stir fear in potential enemies, but it also acts as a form of test: The weak ones will reveal themselves, while the strong ones will slowly become less and less attached to their humanity. • Doubt • Fellowship • Sentimentality The many disconnected clans and cults devoted to demonic worship put great stock in the decrees made by their dark masters. As their demonic lord is indeed very real, and often grants very real blessings to their servants, those who doubt its strength or seek to sow it among their members are often put forward as sacrifice immediately. A meritocracy like this, disorganized as it is, is very fragile, and in turn the figurehead must ensure they remain in control over the other mortal worshipers. Among many cults devoted to demonic worship, the vast majority of members are quick to realize that all of their fellow cultists are out to benefit only themselves. Opportunism and cutthroat politics are rampant among demon cults, and as a consequence, relationships operating on any level beyond the cult’s hierarchy or pragmatic benefits are looked down upon as a sign of attachment and humanity. Showing a critical weakness such as these quickly allows other members to exploit that very weakness through a variety of means. All of demonkind strives to wreak havoc and destruction in its surroundings, and in turn the demonic masters of virtually every cult try to ensure its members are capable, willing, and unwavering in their want to perpetuate their master’s will. As a consequence, those who find an attachment to their surroundings, be it through familial love, or their environment, are driven to dehumanize themselves. Being unable to come to terms with the loss of one’s home and people – when they should be happy to do so – is considered sinful among many demon cults. • Living Sacrifice • ◦ The most prominent overlap among these few and far inbetween cults is the abduction and sacrifice of a victim, most commonly sapient, and most commonly of a relatively sophisticated culture. By way of sword, axe, dagger, or simply mauling, the victim is murdered in the presence of their demonic lord – and its spirit is drained by an effigy or altar to be feasted upon. • Communion • ◦ Commonly, these demonic cults are small in scale and tightly woven. Similar to a secret society, the only individuals that are truly “in the know” are the few members who understand and comprehend what they worship. In order to understand their masters’ goals, these enlightened members of the inner circle perform dark rituals to call upon their demonic lords for guidance, orders, and evil blessings. • Ordeals of Loyalty • ◦ Commonplace within many demonic cults is the requirement to prove oneself worthy through trials and ordeals. These can take many forms, from tests of physical endurance or strength, to mental challenges or riddles, to dark rituals or sacraments. The specifics vary from cult to cult, but the one constant is that these ordeals are not for the faint of heart – only the brave or the foolhardy need apply. Commonly, prospective members of the cult are only considered true members if they perform one of these ordeals. Before the ascent of the Dark Titan, demonkind followed a radically different and, generally, much more destructive state of mind. The Shivarra, who had in the earliest days of creation known and tangled with demonkind before in spite of their very mortal selves at the time, eventually experienced a radical shift in their body of faith. Deeply religious and divided into the strictest social castes, the Shivarran peoples believed every member of their society was destined to serve in one part of their community, their station revealed in a rite of passage. These destined stations were known as the Winding Paths to An-Xeh-No, and among them were merchants, priests, and warriors. An-Xeh-No is a Shivarran word translatable to “enlightenment”. The destinies associated with being a merchant, priest, or warrior were known as “Enlightenment by Prosperity”, “Enlightenment by Praise”, and “Enlightenment by Preservation”. Following a series of wars, a fringe group of Shivarra turned to the Fel, although were too fervent in their own beliefs to fall prey to demonic influences. Instead choosing to adopt a philosophical yet agnostic stance on their faith, these Shivarran fringe groups codified their mindsets into the philosophy of Divine Entropy. While not a religion in and of itself, Chaolytes strive to dominate destiny rather than serve it. They believe that the ultimate way to An-Xeh-No was to defy their destiny; to reach Enlightenment by Power. By the time of the Evil One’s ascent to demonhood, Divine Entropy quickly began to decline within Shivarran society. With a very real deity of Fel (and an agreement made between it and the Shivarra), demonkind quickly began to embrace The Great Burning Shadow as a means to rally and organize under their new god. The Shivarra were perfectly suited to perpetuate this newly codified faith, as their perception of the Dark One allowed for a very deep understanding of His philosophies. In the aftermath of the Burning Legion’s breaking, select Shivarra have shifted back to practicing Divine Entropy. In a lawless universe where all demons seek to carve out their own pockets of power, where there are no gods or masters, more demons (and mortals) have begun to view the resurging philosophical faith with increasing interest. True Divine Entropy’s goal is to ascend to demonhood, but not to be beholden to any greater power’s whims. More moderate derivatives thereof have begun to exist, primarily focusing around reaching An-Xeh-No through independence from benefactors and masters. Although their ultimate goals vary, there are very few differences in the tenets and philosophical acknowledgements of true and toderate Divine Entropy. • Ambition • Independence • Strength • Determination Practitioners of Divine Entropy put great stock in furthering themselves, and while it lacks the characteristics of a proper, organized religion, the codices of Divine Entropy still dictate mindsets that may help guide Chaolytes down the ten steps to An-Xeh-No: Ambition is core to Divine Entropy: It is through aspiration to greater heights that one betters themselves, and becomes closer to enlightenment. Without constant improvement, stagnation occurs; thus, an orthodox practitioner of Divine Entropy always tries to aspire to grow more powerful, smarter, stronger. Outside forces are considered shackles by Chaolytes. Being the servant of a greater force means a Chaolyte cannot think or act for themselves. Because of this, practitioners of Divine Entropy strive to be as independent as possible in the ways that matter – be it by acquiring their own livelihood on their own terms, harvesting their own sustenance, or simply destroying lesser people to take what was theirs. The path to enlightenment is riddled with challenges. In times of hardship like this, it is required for a Chaolyte to display their strength – the outwards projection of their power – in order to remind the universe they are in control. Displays of strength are considered virtuous among Chaolytes, and a sign of respect among them. Reaching An-Xeh-No is a perilous path, and there are many times wherein fate seeks to fetter a Chaolyte to its shackles again. However, to spit in the face of destiny and remain resolute in the path is a deceptively dangerous act to accomplish: To portray this resolve and project it outwards is a sign of mastery over one’s destiny. • Submission • Sloth • Ignorance • Love As mentioned before, outside forces are shackles to Chaolytes. Submission is a sign of weakness, and evidence that the person in question cannot dominate their destiny. Those who are in service of others, mortal or demonic, are believed to be unable to reach enlightenment unless they begin their path anew. In the eternal quest for self-improvement, there are many tempting hurdles and pitfalls that appear the perfect place to stop. However, as one settles down to rest, they may not realize how quickly time passes. Sloth is a perpetual stalker of the Chaolyte, as abandoning the quest for distractions both physical and metaphysical may tempt one to abandon it altogether. Although rest and relaxation is considered a benefit sometimes, it is imperative to indulge these pleasures only sometimes – and only in a measured, controlled manner. The power of the Fel is something paramount to orthodox Chaolytes. Those who are ignorant of the potential inherent within Chaos are considered not apostates, but astray; maybe not able to consider the potential of disorder yet, but capable in the future. Those who actively oppose the Fel’s power, however, directly oppose their practitioners as well. Thus, enemies of the Fel are often viewed with hostility – priests, paladins, and magi who make it their duty to hunt down warlocks and demons. Love is only one form of the intrinsic sentimentality of mortal kind. However, it is also the ultimate prison. Sentimental attachments are an instinctual desire, and ever-pervasive. To overcome love and attachments like it is the greatest challenge a Chaolyte may face, and in turn they view those committed to these attachments as hopelessly lost in their mortality. • The Ten Steps to An-Xeh-No • ◦ A central facet of Divine Entropy is the path to enlightenment by power, codified by a set amount of steps one must take throughout their course to enlightenment. While the classical paths in Shivarran faith had incredibly varied amounts of steps, those within Divine Entropy involve ten: 1. Knowledge of Power – The understanding of Fel magic, and the realization of its inherent power, and potential to enshackle oneself to the Wrong Gods (also known as demons). 2. Will to Power – The practice and study of Fel magic, in a practical sense. To use it in offensive, defensive, and utilitarian manners. Also extends to ambitiousness in life, overcoming inherent weakness, and overcoming fear. 3. Edict of Power – Whereas the Will to Power concerns itself with overcoming inner conflicts, the step of the Edict of Power decrees speaking to benefit oneself (either by way of lies or the truth) and displaying power through speech. 4. Acts of Power – Acting to benefit oneself practically in any way possible; to acknowledge only one’s own authority, and to display power through actions, be it benevolent or malicious. 5. Wealth from Power – Using one’s powers, be it literal Fel magic or philosophical power, to accrue wealth. Although abstract in its definition, Shivarran Chaolytes considered “wealth” to be material resources, jewelry and ornaments, but also power over others in the form of command, favors, and other means. 6. Wisdom from Power – Meditating on the nature of Fel magic to further one’s understanding from the deepest facets of its nature. Also extends to learning from the past to improve upon oneself. 7. Detachment through Power – Freeing oneself from the sentimental attachments of mortality such as love and other desires. Divine Entropy’s belief in demonic immortality implies it is impossible for an immortal and a mortal to coexist like so without one party being the subject of another. 8. Passion through Power – Indulging oneself in their accrued power and/or wealth. Extends to gluttonous pleasure, carnal pleasure, homicidal pleasure, and destructive pleasure. Divine Entropy believes there is a difference between pleasure and attachment, viewing the latter as an addiction to preserve something and the former as a means to indulge the senses. 9. Control through Power – Using one’s power to exert control over their surroundings. Often, this is depicted in the destruction of environments, creation of cults of worship, or wanton slaughter. However, it is not limited to such: Lay Chaolytes find a more grounded alternative to this in controlling land, businesses, or people through favors and influence. 10. Enlightenment by Power – By having walked the nine previous steps, it is believed a Chaolyte is in full understanding of their own power, and capable to transcend into demonhood. The process of doing this is said to be revealed on the tenth step, where one becomes enlightened. • Meditation • ◦ Divine Entropy revolves heavily around accruing knowledge on top of power. It is believed that by meditating on the nature of the Fel, it is possible to discover more about it – and thus, about what one should aspire to be. By taking hold of the innate urges the Fel provokes and indulging in them in a controlled manner, it is said one can glean almost any secret from the Twisting Nether. • Thysics • ◦ A thysic is an offering of energy to enlightenment, and takes any form: foodstuffs, objects, people, meat, and plants are all observed as relatively equal as the type of offering does not matter; instead, it is the fact it is made. By laying forward a suitable offering and reciting a mantra, Chaolytes destroy the object in question with Fel magic to consume its inherent energy, whether it is little or much. A great emphasis is made on the control of this form of consumption; wanton draining of life energies will inevitably cause oneself to grow addicted to the sensation, and become a slave to desires. • Indulgent Baths • ◦ Prepared with various herbs, a small amount of felblood, and a variety of fruits, indulgent baths are designed for relaxation and fel infusion at the same time. Within these baths, the Chaolyte is advised to cease thinking – a form of meditation in and of itself – and to, very slowly, call upon the Fel to feed upon the waters and the things within. Over time, the liquid may heat up, and the fruits floating in the water will turn to ash if the Chaolyte is advanced enough on their winding path. Indulgent baths are a deceptively difficult exercise, as one has to make conscious effort to metaphysically reach out and consume the energy within the fruits.
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