Cataclysm Summary
Many of you are probably eager for information about the development of the new kernel and other information directly related to our server. At first, I would like to mention a few things that most of you know, so skip to the next paragraph if you already know everything from past news on this topic. As I wrote before, we use Cataclysm because we have to. And why? So let's do it again. If someone does not read these news and specifically ask for the details that I write here, he will be severely punished according to Rules 1.j. It is not because we want to punish players, but purely for the protection of our time and constant spam on this topic. If there is no more accurate or detailed information, it means that we do not know them ourselves and questions about them are considered the same offense against the already mentioned rule (even for fun, sometimes even more and are even worse when dozens of people do it every day). Why are we switching to a new patch/datadisk when it is relatively stable and not all things (instances, quests, spells, systems, etc.) from the existing patch are still there? For further development of the server, it is necessary to upgrade to the new version/datadisk. Since we take data strictly from official servers, we must keep up with them in versions as well. New data is required to repair other spells, quests, loots, instances and the system, and if we want to verify something, we can not, because on official servers they already have other, new data. We do not want to make temporary solutions like other servers, to think how it should be. Searching for some information from database servers (Wowhead etc.) is sometimes almost impossible to older versions and so a transition is necessary and since our policy always sounded as close as possible to official servers, we have to switch to higher patches/new expansions even if you do not like it or we do not like it. Why don't we open instances before the transition? Why don't we fix things from the current patch first? Imagine that you want to fix a spell or quest. Where are you going? You cannot access official servers because they have a different version and different data and systems, so you will go to the Internet. But there is already updated information, and your spell can have completely different properties, behavior, ways of application on the new patch and search for information for our older patch, on which our server is running is almost impossible. Look for some temporary unstable solutions not only for spells, but also quests and others simply we will not do. If someone does not like our policy and prefers to stay on older versions, where we will fix everything in a nonsensically unstable way without verification and then after a year we will switch to new systems (patches) and nothing will work nepůjd it is not a solution řešení the solution is to do everything gradually with new data and ways to make it last even after switching to new patches/datadisks. If someone publicly publishes their negative opinions about the transition, they have nothing to do on our server and have an open door with the exit sign. Yes, it will be unstable at the beginning and there will be a lot of errors, but also new features, systems, maps and especially the supply of new data, according to which we can fix again. Even for us it is more work and worry, but it is our way and the ways are never easy and direct.

Update on the new kernel
Official servers have already deployed the add-on on 7.12.2010 and recently also the latest patch with the designation 4.0.6a. Work is already underway on a new kernel for this expansion, finding important information, packages and more for a successful transition. In the last news, I mentioned that there may be complications that delay or, on the contrary, do not occur and accelerate development. Of course, there are complications and not just some. The first major problem is now the so-called private key. Think of it as a password, without which clients will not connect to free servers, other than the official ones. The temporary solution is currently the so-called “patch” of the client so that it does not require the key when sending login data. It's not complicated and we could implement it in our Drahy program. But everything has its ale. Here, our “but” is quite significant. The EULA terms of use of the client, which you can read after the first login or after a new installation, state that it is not legal to modify the client in this way. We also have it right in the rules, although somewhat in a different sense and favoritism (programmatic modifications (hacks) of the game client and changes in files are prohibited, which would allow the game to benefit, as well as the use of any external "helper" programs (bots).) So it is the biggest problem so far and a "restraint" that prevents us from further development (rather in deciding what to do next). Another "retainer" is random packets. Every patch seems to change the packet structure from time to time, and packets are not constants now, but constantly changing values after each patch pat this is not such a problem, because it can be edited and updated. it is actually just extra work, but that counts as a delay. As soon as we have solved the first of the mentioned “retainers”, I will keep you informed. However, I have positive thinking and I believe that we will come up with a solution that will be legal and feasible for everyone, because I require that players try the game for free and legally, as it was in previous years. We’ll stay on the patch for a while. How long I can’t say because I don’t know. It may take months, but someone may think of something tomorrow. I am a pessimist and I think it will take some time. Other “retractors” seemed to be new quests. Official servers deleted almost all quest data (number of completed quests, achievements from them, etc.) and all quests were to be remade. However, this will not be so hot and it is only a matter of feeding data from temporary player files from official servers, scripting and phasing, which will not be so complicated because we are able to download the data directly with the given phase as opposed to scripting quests, which will be slightly worse. However, a large number of quests remain only with another number, etc.

This concludes my information on preparing for the new expansion. Don't think of it as doom and pessimism. We need new data to a large extent now and so we will do our best. Don’t expect miracles in a week or a month. We do it for free and in our free time it is all necessary to remember that we do not have any working time or limited time and we also have to feed this server outside the server, because we run it for free and nothing is paid, except for a contribution here and there. Count on the transition and now more probably with a delay. I will not abandon the development or the server, and if nothing else, at least we will enjoy WotLK in peace.

Instance and conclusion
As for the new instances, we tried to repair, test and repair several other instances with GM. However, we have several glitches in each of them, whether it is a malfunctioning part of the code rewritten several times in one boss system or just the unavailability of data verification. So how does it work? Why don’t we “almost” make it work? We do not want it to be 100% functional, but that the boss uses basic skills and systems, without which the boss would be just an ordinary mob with an increased size of attack. The point is that the players finished the instance, they did not have it easy or difficult within the boss's abilities and at the same time they could finish the instance according to tactics from the Internet, or report errors that we did not find ourselves and they could refer to information from official servers and mainly enjoy it with as few errors as possible. One of our GMs decided to look at one unnamed server where they opened an instance of Ulduar. He examined it and their bug reports and found that although the instance is open, the bosses and their spells and systems work at most 10%, the states of bosses (HP, dmg, etc.) probably did not even have from official servers, etc. Due to broken systems in most bosses, they decided to artificially increase the dmg of bosses and shorten the enrage times. Thus, the boss went into the enrage not as the sources say, for example, after 20 minutes, but after 5-10 minutes, so that it was not so easy. After that, the bosses were too heavy again and so artificially increased the resistance of the players. These are no solutions, but absolutely inadequate solutions to problems and hacks. We do not want to go in this direction and prefer to wait, try all available methods and ideas, we will do our best to be able to use only the systems of the bosses themselves and not add and adjust "tailor-made" as it suits us or "how hard it should be". I hope everyone understands and respects that. We don’t hang around and fix what we can do at night and during the day, and we try to fix instances as much as possible so that players can enjoy all the benefits of the boss and at the same time they can finish the instance without being hindered by a bug or boss can “bug” and kill in a few clicks on one of their abilities. If anyone has read it so far, congratulations and thank you for your attention and these individuals now know as much as we do and do not have to ask questions in the game, they are behind the water and have an overview.

Repairs
17.2.2011 - 03:00
1) Fixed server freeze after saving Molten Core instance, server crash and reloading intance - thank you for reminding Aruth player who received minipet => fine-tuned patch number 7) from the previous patch list
2) Fixed cases of increased server latency when the number of > 1000 players online at the same time, which was done to a greater extent today
3) Other minor fixes to ToCh and ICC instances
4) Fixed immunity to fear in DK pets
5) Fixed imunity u Anti-Magic Shellu
6) Additional enhancements to not attack Mirrors on CC targets

18.2.2011 - 02:15
7) Fixed HP regeneration of SOTA and WG vehicles after dismounting and remounting + additional HP items
8) Fixed Ram spell at Demolishers in SOTA
9) Fixed teleport of players to ships at the beginning of each round - removal of levitation and position specified closer to the deck to avoid injuries - modified system to load ships always before teleporting players (because of this there was initially the levitation) - there will be no attendance of falls in the water - players always appear immediately on the ship at the beginning of each round
10) Fixed possible server crash
11) Fixed possible exploits of global cooldown from macros etc.
12) Fixed attack power bonus from Explosive Trap
13) Better fixed the function of re-login to BG after disconnection

18.2.2011 - 23:30
14) Fixed Combustion spell jamming in magicians
15) Fixed temporary solution for DK quest The Gift That Keeps On Giving
16) Fixed two more server crashes
17) Fixed vehicle immobility after previous repairs
18) Fixed banker and vendor Jeeves (Engineers)