Murloc Cult

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First batch after the restart: glyphs, economy, death knights unstuck

Two batches validated on the test server and one critical fix shipped in a single restart: glyphs, poor characters, hopeless fights, and the end of the death knights' lockup during the battle for Ebon Hold.

Commit
ea4049e
Build
Build success (3 min) · Target worldserver
Critical fix
  • Battle for Ebon Hold: four death knights were stuck in an endless fight against the event's abominations and necromancers. The step is now a scripted step, like the other impossible steps of their chain.
  • General safeguard: solo outside instances, 120 s without a single hit from the character or its pet and the fight is declared hopeless (abandon, leave the area).
Team 1 batch
  • Glyphs: every character inscribes the glyphs recommended for its specialization, bought at the auction house.
  • Battlegrounds: stuck in the scenery for over 150 s, the character leaves the match; laggards no longer join.
  • Hunting: never a training dummy or a creature that gives no experience.
  • Performance: the module's file writes leave the server's main thread.
  • Quests: repeated deaths on the way to the same quest turn-in avoided, memory kept across restarts.
  • Acherus: two steps of the starting chain made reliable.
Team 2 batch
  • Economy: poor characters sell more at the auction house and keep a reserve for the class trainer; wand budget revised.
  • Combat: casters never idle in melee range, real disengage when a fight is hopeless.
  • Rest: while hunting, they keep going above 65% health.
Verification

Paired validation (clones played on the old then the new build): no crash, no new error, targeted bugs not reproduced, experience, quests, gold and deaths stable. Restart in one minute; before/after comparison in 30 minutes.