bugtracker issueshttps://staging.gitlab.com/aurora-server/bugtracker/-/issues2017-08-27T15:30:32Zhttps://staging.gitlab.com/aurora-server/bugtracker/-/issues/392Stormwind: Defias Breakout event might be missing2017-08-27T15:30:32Zusername-removed-819791bo@sbane.deStormwind: Defias Breakout event might be missingEvery full hour and half-hour a group of 4 Defias Rioters (npc=5043) would charge from the Stockades towards the guards for a brief combat encounter where the guards will murder them with ease.
I've been checking if anything like this h...Every full hour and half-hour a group of 4 Defias Rioters (npc=5043) would charge from the Stockades towards the guards for a brief combat encounter where the guards will murder them with ease.
I've been checking if anything like this happens, and it seems that this particular NPC is not even in the db.
Prior to them spawning and charging outside of Stockades there should be a sound of cell doors opening and closing 4 times in a row with 30-45 seconds between the sounds.
This is how the NPCs should look like:
https://vignette3.wikia.nocookie.net/wowwiki/images/3/3f/Defias_Rioter.jpg/revision/latest?cb=20090909205423https://staging.gitlab.com/aurora-server/bugtracker/-/issues/378Hillsbrad Foothills - Southshore attack event2017-08-09T00:17:14Zusername-removed-818313Hillsbrad Foothills - Southshore attack event**Current behaviour**:
The Southshore Crier yells -
Southshore Crier yells: Help me! Help! Assassins in the hills! To arms! To arms!
Which spawns npc=2434
They only go for low level NPC's and doesn't trigger the guards when they're ...**Current behaviour**:
The Southshore Crier yells -
Southshore Crier yells: Help me! Help! Assassins in the hills! To arms! To arms!
Which spawns npc=2434
They only go for low level NPC's and doesn't trigger the guards when they're attacking either low level NPC's or you, they don't seem to attack the guard. Ontop of that, i've only seen one spawned so far to the right of the Inn and it's name was "Unknown"
**Expected behaviour**:
The entirety of the dialogue is
1. 7:18
1. Southshore Crier yells: Help me! Help! Assassins in the hills! To arms! To arms!
1. 7:20
1. Southshore Crier says: Guards to your posts! They must be after the Magistrate again. He must be protected! They could come from any direction!
1. Southshore Crier grabs the back of his neck and his eyes go wide.
1. Southshore Crier says: Assassins... save... th... Magistraaa...
1. 7:20-7:40
1. Magistrate Henry Maleb says: More agents of the Syndicate I'll wager! You'll never take back Alterac... or Southshore!
It probaly didn't do it correctly because he died (The Southshore Crier) due to the guards not being on /assist on nearby combat or me being too far away. Trying to get confirmation on it is hard because this event seems to be every 2 hour or so. I think there's supposed to be more than 1 shadowy assassin spawn in the hills to the northwest of Southshore, but needs confirmation.
**Steps to reproduce the problem**:
1.
2.
3.
**Proofs for expected behaviour if necessary**:
**Include the ID for the game objects, npcs (creatures,pets,minions), spells, items, quests, instances, zones, achievements, skills**:
npc=2434
npc=2435
npc=2386
**Include Screenshots from the issue if necessary**:https://staging.gitlab.com/aurora-server/bugtracker/-/issues/377Hillsbrad Foothills - NPC and mob keeps resetting2017-08-14T21:46:17Zusername-removed-818313Hillsbrad Foothills - NPC and mob keeps resetting**Current behaviour**:
Keep resetting to their original position
**Expected behaviour**:
Southshore guard is supposed to fight off the bear and the bear is supposed to die
**Steps to reproduce the problem**:
1. None needed
2.
3.
...**Current behaviour**:
Keep resetting to their original position
**Expected behaviour**:
Southshore guard is supposed to fight off the bear and the bear is supposed to die
**Steps to reproduce the problem**:
1. None needed
2.
3.
**Proofs for expected behaviour if necessary**:
None
**Include the ID for the game objects, npcs (creatures,pets,minions), spells, items, quests, instances, zones, achievements, skills**:
npc=2356
npc=2386
**Include Screenshots from the issue if necessary**:
https://www.twitch.tv/videos/165387291https://staging.gitlab.com/aurora-server/bugtracker/-/issues/374Hillsbrad Foothills: Zixil and his mech have broken waypoints2017-08-07T18:10:30Zusername-removed-818313Hillsbrad Foothills: Zixil and his mech have broken waypoints**Current behaviour**:
They will patrol and sometime mess up their pattern. Rerouting around fences on the side of the road or walking to a waypoint on a ballista near the guard tower at the T section in Hillsbrad before returning to th...**Current behaviour**:
They will patrol and sometime mess up their pattern. Rerouting around fences on the side of the road or walking to a waypoint on a ballista near the guard tower at the T section in Hillsbrad before returning to the road again. Talking to the goblin Zixil stops him (For too long aswell, he's supposed to stand still to allow you to buy for a brief amount of time, but it seems like he stand still for a minute or so) but not his mech which will keep walking until the next waypoint. Xizil himself is also supposed to have dialogue options according to wowhead comments, will need some research.
UPDATE: It seems that at some point when they reach Southshore, their waypoints are so broken that the mech will run directly back to Tarren mill as seen on https://www.twitch.tv/videos/164993117 and the same will the Zixil, except he's slower and moving through underground. He shows up at https://www.twitch.tv/videos/164993117?t=04m52s like a true champ
**Expected behaviour**:
They will patrol on the road, mech will stop together with Zixil when players prompt him for repairs/sell/buy, should have dialogue when you buy stuff from him.
**Steps to reproduce the problem**:
1. Follow him
2. Watch they divert from the main road
3. Walk around some fences and waypath onto objects
**Include the ID for the game objects, npcs (creatures,pets,minions), spells, items, quests, instances, zones, achievements, skills**:
http://www.wowhead.com/npc=3538
http://www.wowhead.com/npc=3537
https://staging.gitlab.com/aurora-server/bugtracker/-/issues/372Mob attack behavior in water influences nameplates2017-08-09T01:53:44Zusername-removed-818313Mob attack behavior in water influences nameplates**Current behaviour**:
Mob will do a spontanous movement underwater for a brief second before auto attacking, it's very noticeable with nameplates since the nameplate will drop 3 yards under it's normal position and then up to it's prev...**Current behaviour**:
Mob will do a spontanous movement underwater for a brief second before auto attacking, it's very noticeable with nameplates since the nameplate will drop 3 yards under it's normal position and then up to it's previous placement when it attacks
**Expected behaviour**:
Mob should stay at the surface when meleeing you and should not move at all when it auto attacks
**Steps to reproduce the problem**:
1. Attack at swimable water
2. Watch the mob
3. Look at target frames before melee swing
**Proofs for expected behaviour if necessary**:
None
**Include the ID for the game objects, npcs (creatures,pets,minions), spells, items, quests, instances, zones, achievements, skills**:
Not needed
**Include Screenshots from the issue if necessary**:
https://www.twitch.tv/videos/164932931https://staging.gitlab.com/aurora-server/bugtracker/-/issues/371Mob behavior in water (Pathing) vanilla zone2017-08-14T22:19:19Zusername-removed-818313Mob behavior in water (Pathing) vanilla zone**Current behaviour**:
When you're jumping in the water while in combat, the mob will repeatably dive and rise in the water
**Expected behaviour**:
It should stay at the surface of the water, regardless if you jump or not.
**Steps to...**Current behaviour**:
When you're jumping in the water while in combat, the mob will repeatably dive and rise in the water
**Expected behaviour**:
It should stay at the surface of the water, regardless if you jump or not.
**Steps to reproduce the problem**:
1. Be in swimable water
2. Jump
3. Watch the mob
Evidence:
https://www.twitch.tv/videos/164931102?t=36shttps://staging.gitlab.com/aurora-server/bugtracker/-/issues/362Stranglethorn Vale - Colonel Kurzen(npc=813) - abilities2017-08-27T15:31:04Zusername-removed-1200619Stranglethorn Vale - Colonel Kurzen(npc=813) - abilitiesColonel Kurzen(npc=813) did not cast:
Garrote(spell=8818)
Smoke Bomb(spell=8817)
http://db.vanillagaming.org/?npc=813#abilitiesColonel Kurzen(npc=813) did not cast:
Garrote(spell=8818)
Smoke Bomb(spell=8817)
http://db.vanillagaming.org/?npc=813#abilitiesusername-removed-819309username-removed-819309https://staging.gitlab.com/aurora-server/bugtracker/-/issues/347Azuremyst Isle: Draenei Youngling missing spawns2017-08-27T15:41:58Zusername-removed-819791bo@sbane.deAzuremyst Isle: Draenei Youngling missing spawnsnpc=17587
Currently only one of them exists. However, there should be several of them at different locations.
Some of the locations are:
east of Odesyus' Landing up the hill (roughly near 40,70)
east of Stillpine graveyard right sma...npc=17587
Currently only one of them exists. However, there should be several of them at different locations.
Some of the locations are:
east of Odesyus' Landing up the hill (roughly near 40,70)
east of Stillpine graveyard right smack on the road near a rock (37,20)
near otherwise undescribed coordinates (55,47), (58,41), (46,31)
north and east of Azure Watch
east of the mountain where the Totem of Coo is found
TomTom:
/way 55.4, 29.0
/way 37.4, 19.4
/way 58.0, 41.6
/way 53.6, 43.8
/way 55.6, 47.8
/way 56.8, 59.6
/way 42.0, 57.4
/way 39.6, 71.4https://staging.gitlab.com/aurora-server/bugtracker/-/issues/346Azuremyst Isle: Draenei Youngling not patrolling2017-08-27T15:41:58Zusername-removed-819791bo@sbane.deAzuremyst Isle: Draenei Youngling not patrollingnpc=17587
This mob is involved in a particular combat event and a follow up quest which are currently hard to get without forcing them because these mobs just stand on their spawn point, never encountering any enemies. According to wowh...npc=17587
This mob is involved in a particular combat event and a follow up quest which are currently hard to get without forcing them because these mobs just stand on their spawn point, never encountering any enemies. According to wowhead comments, they have defined patrol routes.https://staging.gitlab.com/aurora-server/bugtracker/-/issues/344Azuremsyt Isle: Taming the Beast pet issues2017-08-14T21:46:17Zusername-removed-819791bo@sbane.deAzuremsyt Isle: Taming the Beast pet issuesThis is a hunter quest where you have to tame an NPC 17217 using an item 23896.
Two issues are present:
1.) once the mob is tamed, it just stands frozen and will not follow you as you move unless you give it any sort of a command. I've...This is a hunter quest where you have to tame an NPC 17217 using an item 23896.
Two issues are present:
1.) once the mob is tamed, it just stands frozen and will not follow you as you move unless you give it any sort of a command. I've tried other hunter quest such the night elf and troll versions, and this issue doesn't happen there as in those cases pets instantly follow you once they're tamed.
2.) it has a Thorns spell (31271) which it does not use on the player once tamed, even though the spell itself is set on auto-cast.
By taynas (397 – 1·3) on 2007/04/25 (Patch 2.0.12)
I found it odd that when you tame them for the quest you get a thorns like ability cast on you but if you tame normally they don't have the spell.
By muabdib (2,637 – 7·26) on 2007/07/03 (Patch 2.1.2)
When you tame these guys for the hunter quest they have a 3-4 point thorn buff they share with your hunter.
When you go back to tame them after the quest they do not.
By Volcan (24,042 – 7·35·118) on 2008/10/27 (Patch 3.0.2)
This pet has a special ability when tamed for the hunter quest, because using the Taming Rod does not really tame the pet. It is a bit like Enslave demon type of spell. That is the reason why it keeps it's ability it uses in the wild.
After taming it by a spell and NOT by the item, all skills are the special pet ones.
This pet uses the ability Thornshttps://staging.gitlab.com/aurora-server/bugtracker/-/issues/338Azuremyst Isle: Kurz the Revelator missing RP events2017-08-27T15:31:29Zusername-removed-819791bo@sbane.deAzuremyst Isle: Kurz the Revelator missing RP eventsnpc=17443
Every now and then this NPC should do some voodoo tricks to conjure up visions above his pot. One of them is a vision of a hero (npc=17452) fighting the Vision of the Kurken (npc=17453), and there some other ones as well.
In ...npc=17443
Every now and then this NPC should do some voodoo tricks to conjure up visions above his pot. One of them is a vision of a hero (npc=17452) fighting the Vision of the Kurken (npc=17453), and there some other ones as well.
In this video (https://youtu.be/8SzGQlKQPoI?t=109) you can see the Kurken vision before it ends.
In this video (https://youtu.be/VzxGDBE7ho8?t=69) you can just about see the end of one random vision.
By Contay (27,627 – 6·47·171) on 2007/08/15 (Patch 2.1.3)
Every once and a while, this NPC will conjure up images over his cauldron. One possible scene is of a random Draenei fighting the Kurken, deep within the Stillpine Hold.
Another scene that I saw was a bit more cryptic. It showed a great Naaru labeled as "Purity", and then a comparitively smaller red-haired human paladin before it, labeled as "Remembered."
By badget (4,532 – 10·36) on 2008/01/15 (Patch 2.3.2)
He also shows a "Vision of the future" which just shows a big red crystal in some kind of damaged metal wreck (didnt take a picture...). From the look at the crystal and the wreck it looks quite big.https://staging.gitlab.com/aurora-server/bugtracker/-/issues/337Azuremyst Isle: Chieftain Oomooroo missing furbolg raid event2017-08-27T15:30:13Zusername-removed-819791bo@sbane.deAzuremyst Isle: Chieftain Oomooroo missing furbolg raid eventquest=9573
When this quest is finished, an event should start. NPC 17445 should yell "Stillpine raiders, the time to strike is at hand! Charge!" and a large group of furbolgs would spawn and head into the cave.
This video (https://www....quest=9573
When this quest is finished, an event should start. NPC 17445 should yell "Stillpine raiders, the time to strike is at hand! Charge!" and a large group of furbolgs would spawn and head into the cave.
This video (https://www.youtube.com/watch?v=MfXeLd1Xsyc) shows the event already in action once it was started by someone else, as well as direction, general pathing, combat behaviour and ultimately their despawn point.
This video (https://youtu.be/X0rOTmqzKmg?t=142) shows how the event actually starts.
Behaviour present in current retail, as well as in TBC & Wrath:
By keLston (3,731 – 11·49) on 2007/09/10 (Patch 2.1.3)
For anyone that was curious, nothing actually happens if you help the Stillpine raiders "win". They reach the back of the cave before the kraken and they just despawn. (Handing in this quest causes a scripted event for some Stillpine furbolgs to attack and "take back" the cave).https://staging.gitlab.com/aurora-server/bugtracker/-/issues/322Azuremyst Isle: Azuremyst Peacekeeper drops and glitches through broken terra...2017-08-09T01:10:05Zusername-removed-819791bo@sbane.deAzuremyst Isle: Azuremyst Peacekeeper drops and glitches through broken terrain while patrollingDB GUID: 63774
At some point during patrol, it will walk around the coordinates below and drop through the ground and up repeatedly for a few seconds.
![gps](/uploads/fe2a122775a7af2cef11f04fe07ff3f6/gps.PNG)DB GUID: 63774
At some point during patrol, it will walk around the coordinates below and drop through the ground and up repeatedly for a few seconds.
![gps](/uploads/fe2a122775a7af2cef11f04fe07ff3f6/gps.PNG)https://staging.gitlab.com/aurora-server/bugtracker/-/issues/321General: Chat bubbles are not working for NPCs2017-08-01T15:30:49Zusername-removed-819791bo@sbane.deGeneral: Chat bubbles are not working for NPCsPerhaps limited to some areas or just not active currently, but at the moment none of the Azuremyst NPCs saying or yelling things will get speech bubbles above them. Obvious with all the NPCs in Azure Watch, as well as the furbolg NPC th...Perhaps limited to some areas or just not active currently, but at the moment none of the Azuremyst NPCs saying or yelling things will get speech bubbles above them. Obvious with all the NPCs in Azure Watch, as well as the furbolg NPC that you have to follow in quests 9539, 9540, 9541 and 9542.
All videos online show them as having speech bubbles when they talk.https://staging.gitlab.com/aurora-server/bugtracker/-/issues/291Arathi Highlands - Stromgarde Soldier not using ability properly2017-07-15T23:21:34Zusername-removed-819309Arathi Highlands - Stromgarde Soldier not using ability properlynpc=2585 is supposed to cast spell=8602 when a near Stromgarde NPC dies, currently he's casting it at 20% HP.npc=2585 is supposed to cast spell=8602 when a near Stromgarde NPC dies, currently he's casting it at 20% HP.username-removed-819309username-removed-819309https://staging.gitlab.com/aurora-server/bugtracker/-/issues/290Alterac Mountains - Crushridge Warmonger not using ability properly2017-07-15T23:21:22Zusername-removed-819309Alterac Mountains - Crushridge Warmonger not using ability properlynpc=2287 is supposed to use spell=8269 when another ogre near him dies, hes currently using it at 15% HP.npc=2287 is supposed to use spell=8269 when another ogre near him dies, hes currently using it at 15% HP.username-removed-819309username-removed-819309https://staging.gitlab.com/aurora-server/bugtracker/-/issues/288Silverpine Forest - Nightlash not spawning correctly2017-08-25T16:37:04Zusername-removed-819309Silverpine Forest - Nightlash not spawning correctlyNightlash http://www.wowhead.com/npc=1983 is supposed to spawn when you kill a random amount of rot hide gnolls near you, while on the quest=437. Currently she's just spawned all the time without the player having to kill any gnolls.
By...Nightlash http://www.wowhead.com/npc=1983 is supposed to spawn when you kill a random amount of rot hide gnolls near you, while on the quest=437. Currently she's just spawned all the time without the player having to kill any gnolls.
By deadrogy (477 – 8·9) on 2008/01/01 (Patch 2.3.0)
> once u go to the the dead field, start killing rot hide gnolls until nightlash appears in the middle of the field.
I did this quest two times, at the first time nightlash appeared after killing 2 rot hide gnolls but at the second time i had to kill at least 8 for her to appear.
i hope this helps u!
By inscrutibob (834 – 2·11) on 2008/09/20 (Patch 3.0.1)
> I know the thing about random numbers is that they're random, but it took me 14 dead gnolls before she showed up.https://staging.gitlab.com/aurora-server/bugtracker/-/issues/271Ghostlands: Deatholme Darkmage potential spawn issue2017-05-19T21:04:39Zusername-removed-819791bo@sbane.deGhostlands: Deatholme Darkmage potential spawn issueDB GUID: 82657
This particular one seems to stand quite close the wall barrier between the entrance and the rest of the room. Normally it shouldn't be able to see me or attack me through the wall, but it will aggro onto me as I enter th...DB GUID: 82657
This particular one seems to stand quite close the wall barrier between the entrance and the rest of the room. Normally it shouldn't be able to see me or attack me through the wall, but it will aggro onto me as I enter the ziggurat. The NPC can also shoot Shadow Bolts at me through the wall, and I am able to hit the NPC with spells, despite the wall between us. Sometimes after aggroing the NPC will run around to get to me, and sometimes it just immediately cast spells through the wall.
However, if I run away outside, it will run back to its original location, and when it does that, it can no longer see me through the wall, nor can I hit it with spells unless I have real LoS. Since the NPC is behind the chest in the middle of the room, standing quite close to the wall, perhaps it spawns partly "inside" the wall, allowing it LoS through it towards the entrance.https://staging.gitlab.com/aurora-server/bugtracker/-/issues/248Darkshore - Plagued Lands quest - Quest does not work2017-05-09T16:53:45Zusername-removed-818792Darkshore - Plagued Lands quest - Quest does not workQuest: http://www.wowhead.com/quest=2118/plagued-lands
Item: http://www.wowhead.com/item=7586/tharnariuns-hope
The target is to catch Rabid Thistle Bear in the trap (item above) - it will turn into Captured one (http://www.wowhead....Quest: http://www.wowhead.com/quest=2118/plagued-lands
Item: http://www.wowhead.com/item=7586/tharnariuns-hope
The target is to catch Rabid Thistle Bear in the trap (item above) - it will turn into Captured one (http://www.wowhead.com/npc=11836/captured-rabid-thistle-bear). It is not necessary to guide him to npc.
There are no requirements for capture, means bear can be captured with full hp, he just should step into placed trap (http://www.wowhead.com/quest=2118/plagued-lands#comments:id=1083431)
And it does not work now, bear steps into trap and nothing happens. I tried several times.
![WoWScrnShot_050917_142327](/uploads/298622b2b4a21ef44e4b14ea76897713/WoWScrnShot_050917_142327.jpg)
![WoWScrnShot_050917_142358](/uploads/1ad6527f47d7a2d4b6cfb408c67893cb/WoWScrnShot_050917_142358.jpg)
UPD. As I remember if you lose your trap, you can request a new one from questgiver (http://www.wowhead.com/npc=3701/tharnariun-treetender). There should be dialogue option, but there is nothing now.https://staging.gitlab.com/aurora-server/bugtracker/-/issues/244Ghostlands: Missing RP (Deliver the Plans to An'telas)2017-05-20T16:24:37Zusername-removed-819791bo@sbane.deGhostlands: Missing RP (Deliver the Plans to An'telas)quest=9166
Once the quest is finished, there is some RP supposed to happen.
1.) When you turn the quest in, Magister Sylastor (npc=16237) will say: "Look out... the night elves are back!" and point his finger in their direction
2.) Tw...quest=9166
Once the quest is finished, there is some RP supposed to happen.
1.) When you turn the quest in, Magister Sylastor (npc=16237) will say: "Look out... the night elves are back!" and point his finger in their direction
2.) Two level 15 Night Elf Ambushers (npc=16238) will spawn on a nearby hill and head towards the guards and engage combat once close enough
3.) Once the ambushers are close to the guards they will dismount and attack while one of the ambushers will say: "You won't get away this time"
4.) Once the ambushers are dead, Magister will say "Thank you very much! I don't know what I would have done if you weren't here!"
There are no videos from pre-cata, however all comments on appropriate quest and NPC pages on wowhead state that everything happens exactly as shown in this video:
https://youtu.be/H68L3vz1KG4?t=110