Here you’ll find a list of hotfixes that address various issues related to the recently released World of Warcraft patch 6.0.3. Hotfixes are updates we make on our end without requiring you to download a new patch. Some of the hotfixes below take effect the moment they were implemented, while others may require your realm to be restarted to go into effect. Please keep in mind that some issues cannot be addressed without a client- side patch update. We will continue to update this list as additional hotfixes are applied.
Hotfixes have been listed by the date they’ve been implemented.
Roll Club: Serpent’s Spine should no longer cause players to float and allow them to complete the quest.
Zarhym Altogether: Spirit Chests looted during the weekly quest no longer contains gold.
World Environment
World Defense chat channel should be joinable once again.
Alliance characters taking a flight path to Shattered Beachhead should now arrive safely at their destination (rather than falling through the world).
Battlegrounds and Arenas
Bonus Honor for winning a Battleground is now only awarded when queuing for a Random Battleground (it was incorrectly awarding the bonus Honor for any Battleground win).
Welcome back to our ongoing Artcraft series that takes a look at the environmental and zone design for World of Warcraft. I’m senior art director Chris Robinson, and today senior level designer Michael McInerney is going to take us through a more high-level design overview, again using Nagrand from Warlords of Draenor to illustrate our level-design philosophies.
Hello, I’m Michael, and I’ll be providing insights on some of the thought processes that go into designing an iconic zone like Nagrand. Our approach to level design begins with asking many questions, and defining the answers. The one big question we always ask ourselves is “what is the story we are trying to tell?” This usually keys off the initial pitch—in the case of Nagrand, we wanted to convey that this was the sweeping pastoral home of the Warsong clan. But we also needed to determine the specifics of how we were going to communicate that visually to the player.
The obvious answer to how we tell their story is to put their homes within the environment. But that’s not the only thing that makes a place a home. The Warsong are fairly aggressive and confident, so when you first enter the zone, you’re not so warmly greeted by their war banners and fortified towers. We also knew the Warsong clan were wolfriders and traveled in large packs. This was something we could show with the large beaten-down roads that their war bands travel along. Their home base is nestled into a wind-carved canyon, and has subtle references to an Orgrimmar long past, with buildings and living spaces shaded by cliff sides. We also knew that the way they care for their wolves says something about their culture, and is noticeably different from the reverence for them within the Frostwolf clan. We illustrated that by using animal pits to get across their relationship with their wolves, instead of integrating them into the villages as the Frostwolf would. All of these elements come together to paint a different picture of the Warsong and give them character.
Nagrand also had some equity we wanted to explore; players have experienced a shattered version of the zone in Outland, and this was a unique opportunity to provide a contrasting look. Giving places a sense of history is high on the list of zone design philosophies. Some of the more obvious ways to tell a zone’s history are with ruins, when they make sense. The Highmaul ogres were once a great power in Nagrand. Now they are on the edge of oblivion. All that’s left of their once great civilization is scattered remnants, as evidenced by their crumbling towers and roads you find throughout the zone. It’s not a coincidence that the area they occupy in the zone doesn’t exist in Outland.
We also wanted to touch on the floating islands, one of the classic visuals of Nagrand everyone remembers. We needed to figure out how could we could capture that vibe and still tell a story. One way was to create geography so delicate in places you could imagine it snapping off and floating into the sky—fel energies notwithstanding. The sweeping arches and impossible rock formations also lean toward that realm of magic, without fully committing.
The player experience, and the way a player feels when they are moving through the environments is something we’re always thinking about. Moving from zone to zone, or even within the subzones and small microcosms we create, can dramatically impact someone’s perception of their progression and the game world around them. Stay too long in one area and it can get very tiresome, but move too quickly from one to another and it can feel overwhelming. We work very closely with the quest designers to move players through the world so they can experience a dramatic environmental change at the best possible points, or when we feel they could enjoy a change of scenery.
The challenge with Nagrand was creating enough variety within a theme while maintaining an organic feel. This is a zone that is essentially grassland, but we knew we couldn’t fill a space this large with only fields. Developing an ecology that feels fresh and real is an important tenet of designing a world. Mountains flow into valleys; the edges of a forest blend naturally into open fields. The high points are dryer with scrub bushes and dead trees. The low points are lush, sometimes flooded with water. The riverbanks are a subzone in themselves, covered in reeds and thick vegetation. These areas all offer variety yet stay within the fantasy we are trying to deliver.
The way the NPCs occupy the areas should also make sense. The panther-like Saberon live in roughed out caves below the rock arches. Herds of Clefthooves roam the fields. The Highmaul for the most part occupy the mountainous areas. These relationships to the environment tell a story without any reading required.
A great zone is one that, upon entering, you immediately “get” the fantasy of, and years later you still remember that moment, and I hope we’ve achieved that with the latest incarnation of Nagrand.
Tomorrow, senior level designer Ely Cannon will explain more about the role of level designers in the creation of a zone.
Characters that have completed the Iron Horde Incursion event can now visit a vendor near their faction’s respective beachhead to purchase replacement quest rewards.
Report to the King/Warning the Warchief: Characters with a healing specialization should now be able to select Ironmender’s Totem as a quest reward.
Thrall received a reminder that he is currently still on Azeroth.
Character Models
Resolved an issue where certain helmets could incorrectly cause an Undead’s jaw to disappear.
Resolved an issue where skin color for Human models were not matching up with their original counterparts.
Classes
Resolved an issue that could cause characters to remain disarmed for an extended period of time.
Death Knight
Talents
Breath of Sindragosa now deals reduced damage to secondary targets. Damage to the primary target remains unchanged.
Druid
Feral
Savage Roar should no longer incorrectly consume Omen of Clarity’s clearcasting effect.
Resolved an issue where Rip refreshed through Ferocious Bite was not extending its duration for the full amount against targets that were below 25% health.
Paladin
Protection
The passive ability Sanctuary, is now learned at level 10.
Priest
Shadow
Resolved an issue where Shadow Priests in Shadowform were not displaying a targeting outline.
Shaman
General
Chain Lightning, Flame Shock, Frost Shock, Lava Burst, and Lightning Bolt now costs 50% less mana.
Elemental
Earth Shock and Earthquake now costs 50% less mana.
Warlock
Glyphs
Glyph of Ember Tap was causing Ember Tap to heal for more than intended. Additionally, the glyph now increases the healing of Ember Tap by 2% (down from 5%).
Creatures
Gulp Frog no longer drops the Wilted Lilypad.
Kor’kron Butcher Cleave ability should no longer deal an excessive amount of damage.
Kor’kron Commanders with the Hemorrhagic Shadowstep ability should no longer deal an excessive amount of damage.
Pet Battles
Iron Starlette should no longer be excessively noisy when their owner is on a mount.
Quests
A Villain Unmasked: Resolved an issue where Samuelson Unmasked was dying too quickly to grant quest credit.
Basilisk Butcher: Basilisk Meat should be dropping again.
Borrowed Brew: Resolved a number of audio issues with the quest.
Get Kraken!: Resolved an issue where North Sea Kraken was dying too quickly to grant quest credit.
Warforged Seal: Added a safeguard to prevent characters from completing the quest if they already have the maximum amount of Warforged Seals.
Dungeons, Raids, and Scenarios
Raids
Looting bind-on-equip items should no longer automatically bind it to the character on Personal Loot mode.
Resolved an issue where Guild Raid groups were not receiving credit towards Guild challenges on Mythic difficulty.
Dragon Soul
Spine of Deathwing: Blood of Deathwing should no longer deal an excessive amount of damage.
Firelands
Shannox: Rageface’s Face Rage ability should no longer deal an excessive amount of damage.
Blackwing Lair
Razorgore the Untamed received a buff to increase his survivability.
Battlegrounds and Arenas
Battlegrounds
For players queued for Random Battlegrounds, the losing team should be receiving 45 Honor again.
Professions
Resolved an issue where Windwalker Monks were unable to craft more than one item at a time using the “Create All” button.
Items
Fire-Watcher’s Oath should correctly have a 100% chance to grant Bloody Coins on PvP kills once more.
Living Root of the Wildheart’s bonus armor provided by Ursine Blessing for Guardian Druids has been toned down to a more reasonable level.
UI
PlayMusic API should now work correctly and be able to play MP3s once more.
PlaySound API should now work correctly and be able to play MP3s once more.
Resolved an issue where quest headers in the Quest Log may become stuck in a collapsed state.
Game settings and macros for characters with names that contains an extended ASCII character should be saving correctly once more for users on Mac OS.
Resolved a number of situations where the mouse cursor can disappear on Mac OS.
Bug Fixes
Resolved an issue where multi-passenger vehicles entering your character’s viewing area could cause them to be booted to the character selection screen.
Resolved a client crash that can occur if a character logs out after copying a calendar event.
Resolved a LUA error when selecting monitor 3 on systems with multiple video cards.
Resolved a LUA error from using Command+M on the Credits screen on Mac OS.
Resolved an issue with the skybox flashing on systems with multiple video cards.
Hi, I’m Chris Robinson, senior art director of World of Warcraft, and welcome to a special edition of Artcraft focused on environment and zone design. Previously we showed you what it was like to create the Spires of Arak from a purely art-focused perspective, but over the coming days we’ll be releasing a series of articles focused on exterior level design, using Nagrand as a focal point. You’ll be hearing from the team who works with the artists, as well as the quest designers, systems designers, historians, and more to craft and create not only the zones we adventure in, but the visual story that is told about these locations and the creatures and races that inhabit them. For this first article, I’m pleased to introduce Julian Morris, our lead level designer.
Hey everyone, Julian Morris here, lead level designer for the World of Warcraft exterior level design team.
Exterior level design is the process of designing and constructing the zones of World of Warcraft, from Azeroth to Draenor and everything in between. Our team has planned, plotted, and designed the rise and fall of ancient cultures, as well as shaped mountains, forests, seas, lakes, rivers, roads, ruins, and every land feature imaginable. In addition to the land itself, we also design and create cities, towns, and Battlegrounds (with the random exterior dungeon or two in there every now and then, too).
The level design team is a hybrid of both art and design. We work hand in hand with the quest design team to build the environmental stories that support the content that defines Azeroth’s lands, cultures, and conflicts.
We also work every step of the way with all of the art groups on the Warcraft team. Working with the environment art team, we sculpt and paint the landscapes to create the rich, vibrant settings that form the foundation of the world. Within those spaces we work with the dungeon team, designing and constructing the thousands of camps, towns, settlements, and cities that provide the unique architectural beauty that anchors all of our cultures and creatures to the world. These locations in turn provide the scenes and staging for the finely crafted set dressing—the tables, chairs, books, and more—that our prop art team creates.
Level design binds the vision of many groups together, and it takes the passionate effort of all these teams to create an incredibly detailed, hand-crafted experience.
The zones of World of Warcraft are their own main characters that come to life before our very eyes during development. In this series, we’re going to draw back the curtains a bit to show you more on how we approach world-building and how we breathe life into a zone.
Join us again tomorrow as senior level designer Michael (Mac) McInerney gives you a deeper look into the level design of World of Warcraft using Nagrand from Warlords of Draenor.
Patch 6.0.3
A new patch is coming, which will bring along many more bug fixes!
We’re planning to release a patch tomorrow that will bring the live game up-to-date with the version currently being tested on the beta realms. This includes a number of fixes and changes to address issues we’ve identified since the release of 6.0.2, as well as remaining assets and content to prepare for the launch of Warlords of Draenor. As we’ve done in prior expansions, our plan is to not require a launch-day patch, and have a smooth transition to the new expansion in North America at midnight Pacific on November 13.
Your airwaves are about to be invaded by the Iron Horde with our latest Warlords of Draenor commercials. Check them out below, but word to the wise: it’s best to try not to make eye contact.
As we completed our Lords of War video series, Blizzard creative developers sat down to discuss the project and document the process of bringing the epic stories of Draenor’s most savage warlords to light. We hope you enjoy these behind-the-scenes extras:
To watch the entire series again, visit our complete Lords of War page, and learn more about what – and whom – you’re up against in Warlords of Draenor.
A new beasts of the savage lands has been released, this time for Gorgrond! Gorgrond is the first zone you’ll visit after you finish up in Shadowmoon Valley or Frostfire Ridge!
The primal forces that forged the lands of Draenor are still in conflict to this day, and in no other place is this more evident than Gorgrond. A land of contradictions, Gorgrond features barren rocky plains and dense overgrown jungles. Everywhere one looks, there’s evidence of a realm at war with itself and monstrous creatures as dangerous as they are ancient.
The Botani
Slender, deliberate, and calculating, these enigmatic living trees single-mindedly tend to the wilds of Draenor. Wise in the ancient ways, they seek lost artifacts of bygone ages to empower the explosive growth of their territory… often at the expense of Draenor’s other sentient denizens. The botani wage an eternal war against the creatures of stone, and the natives of Gorgrond do their best to survive in the midst of constant conflict between the botani and the goren, gronn, magnaron and others. Since the Iron Horde and the creatures of stone began working together, the botani have become even more aggressive – orcs and draenei both have been disappearing of late into dense botani enclaves.
The Infested
The botani have long cultured unique plantlife in their irrigated ponds or tree dwellings, but far more terrifying is their ability to cultivate flora within a living host. Unwary natives are captured and seeded in an agonizing process that alters their physical makeup and takes complete control over their bodies, turning them into mindless walking saplings. The entire process is poorly understood, but these grisly infested can be seen guarding botani enclaves or shambling ahead of the botani host as gruesome cannon fodder whose corpses eventually seed new terrain.
Genesaur
Genesaur are enormous demigods who date back to the age of colossals, when giants shaped the terrain of Draenor amidst constant warfare. The botani have retained the ability to communicate with these bastions of life, and genesaurs are revered as gods in their culture. Draenei have not yet determined if genesaur are immortal or not; genesaur emerging from botani-tended pools often retain the memories and will of their long-dead forebears. Adventurers fortunate enough to catch a glimpse of these rare beings are cautioned to give genesaur a wide berth. They are deceptively quick given their size and destroying them will take a small army of well-equipped heroes.
Goren
While the gronn and magnaron shape the world through their brute individual strength, the goren are scavenging opportunists who dart unseen between the lumbering feet of their larger cousins. Roughly the size of an Azerothian trogg, goren live in massive colonies that burrow through the earth, gobbling up minerals and leaving twisting caves in their wake. They enjoy devouring crystalline minerals, which are digested and extruded through their skin, giving some goren the benefit of an armored crystalline shell. The bane of both orc and draenei miners, goren sniff out and infest mineral-rich burrows. Adventurers should be wary of the gorens’ ability to shoot crystalline projectiles and swarm around unprepared explorers in rolling packs, as well as their impossibly sharp teeth and acidic spit.
Between the creatures of stone and flora, and the Blackrock Clan looking to expand their domain, Gorgrond is a place you won’t forget easily… assuming you make it out in one piece.
Blizzard also posted a reminder that the horde chopper from azeroth choppers is now available ingame.
With the recent release of Patch 6.0.2, players who logged in to claim their Horde chopper between July 24, 2014 through September 30, 2014 can now get on their bike and ride. The Warlord’s Deathwheel can be found within the Mounts tab(Shift-P in collections) and can be ridden by Horde characters with the appropriate riding skill.