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Release notes

v2.12.0

PUBLISHED: 24 July 2026

Crowd Control And Combat Clarity

  • Rebuilt stuns, sleeps, fears, roots, snares, silences, knockdowns, and other loss-of-control effects on one consistent system for players, pets, mounts, and NPCs. Effects now report their name and remaining time consistently in room descriptions, look, affects, staff inspection, GMCP, and MSDP.
  • Added diminishing returns to repeated control from the same family. A target receives the full duration, then half, then one quarter, and is temporarily immune to that family; the sequence resets after 18 seconds without an active effect from that family.
  • Preserved each ability’s identity and counterplay while standardizing durations, damage breaks, movement rules, casting restrictions, wake and struggle behavior, dispels, death cleanup, and overlap handling.
  • Retuned several outliers during conversion: Roar and Mob Hold now last five seconds, Kick’s spell lockout lasts five seconds, and room Silence and Cone of Silence use matching 30-second durations.

Rogue And Paladin Combat

  • Added a reusable combat-resource system. Rogues now build up to five Combo Points and Paladins up to five Holy Power; %q, resource, GMCP, and MSDP show the active resource without replacing Mana or movement costs.
  • Rogue builders now feed a spend-all finisher rotation built around Rupture, Eviscerate, Envenom, Kidney Shot, and the new Slice and Dice attack-speed finisher. Combo Points survive target changes, expire after a short period out of combat, and are spent only when a finisher succeeds.
  • Paladins now generate Holy Power with Judgment and Crusader Strike, then spend three points on Templar’s Verdict, Word of Glory, or Shield of the Righteous. Paladin progression, auras, damage, healing, and combat sounds received a supporting balance pass.
  • Refreshed Rogue Stealth and Vanish around one reliable lifecycle. Stealth is slower to move in, no longer breaks on harmless or rejected commands, and interacts consistently with attacks, incoming damage, detection, mounts, Cheap Shot, Sap, and Backstab.
  • Modernized Deadly Poison into a temporary Rogue coating for both melee weapons. Landed attacks can apply or refresh an owned Nature-damage effect, while Envenom spends Combo Points and briefly improves that Rogue’s poison application chance. Poison cures and legacy poisoned items remain supported.

Recovery, World Hunts, And The Living World

  • Added ranked mana drinks to capital shops. Drinking consumes the item and starts fast, interruptible mana recovery while resting; movement, combat, damage, changing posture, reaching full Mana, logout, or copyover ends it. Mana potions were also strengthened and healing-water feedback standardized.
  • Completed the retirement of the old Global Quest implementation. World Hunts now schedule automatically, avoid starter areas, keep targets within the Hunt’s realm, group journals by area, reveal targets to participants, credit nearby groups, and provide clearer cooldown and search guidance.
  • Expanded NPC racial combat with recognizable abilities for many Warcraft creatures, including roots, webs, poisons, cries, defensive reactions, area attacks, and chained effects. consider gives better warning about an NPC’s spell and ability threat.
  • Added and redistributed large numbers of level-appropriate Alliance, Horde, and Sentinel creatures across the 1-50 journey. Numerous city and wilderness areas received new populations, corrected resets, navigation fixes, guard policy improvements, and presentation polish.
  • Rebalanced pre-remort starting attributes, aligned istat with trainable attributes, improved starter weapons and class presentation, removed Paladin hand-to-hand training, moved key Rogue tools earlier, and sped up Flash Heal.

Reliability And Compatibility

  • Hardened character creation, pulse-timed affects, room deletion, NPC combat scheduling, copyover failure recovery, and control-effect cleanup. Added extensive unit, integration, protocol, sanitizer, save/load, and live-boot coverage for the new systems.
  • Added client metadata for combat resources, active control effects, restrictions, diminishing returns, delayed-cast progress, and recovery timing without removing existing GMCP or MSDP fields.
  • Consolidated implementation, compatibility, deployment, and administrative details in docs/changes/v2.12.0-CHANGES.md.