6.0.2 is now live. If you are sure your addons are 6.0.2 ready, go ahead and tag them with the ‘compatible with 6.0’ tag. If you aren’t sure, upload your beta versions to the WoD Beta category for now.

There is quite a bit of information about the UI API and graphics changes already posted in this thread, as well as in our WoD Beta API and Graphics Changes forum that you are welcome to check out. Further contributions are always appreciated.

Once you've uploaded them for testing, be sure to check back for any bug reports and other feedback users may provide, whether in the comment field on the download page of your addon, or in the WoD Beta forums.


In addition to the live addons that are 6.0 ready, there are a number of beta versions available as mentioned above, in our WoD download category.

As you check out the beta ones, please remember that they are exactly that, beta versions, and have only been tested in another beta environment. There is a very good possibility that many of them may have bugs. Give the authors feedback letting them know any bugs you find. You can post it in the comments on the download page for that addon, or in the WoD beta forums.

As well, we have our WoD AddOn Survival Guide set up and will be continuing to keep it updated through until after the expansion goes live.

This is also a perfect time to grab Minion, our all new addon manager. Easily keep your addons current as the authors release their 6.0 compliant versions!

Finally, be sure to check out the Survival Guides posted by our sister site, Wowhead.

Happy Hunting!

*Always be sure to make a backup of your AddOn and Saved Variables folders before running Minion or manually updating your addons.

Oct 10, 2014 - 9:11 PM - by Cairenn
... is scheduled to crash into Azeroth on Tuesday, October 14. Featuring new content heralding the Iron Horde incursion, updates to the skills and abilities for every class, and a host of gameplay adjustments, this overture to Warlords of Draenor is coming at you armed to the teeth.

Treacherous Developments
The Dark Portal in the Blasted Lands has turned blood red. Hundreds of strange-looking orcs are violently pouring into Azeroth, killing everything that stands in their path. Nethergarde and Okril’lon have already fallen, and while the Horde and the Alliance moved as quickly as they could to get reinforcements to their people, they are too late. The Iron Horde invasion has begun.

In this desperate hour, King Wrynn and Warchief Vol’jin have called upon their greatest champions to join the front lines in the Blasted Lands and do whatever they can to stop the Iron Horde . . . before the rest of Azeroth falls before them.
Word of this surprise attack sends players rushing to the Blasted Lands to reckon with the barbarous infiltration. After the fall of a high ranking Iron Horde general named Gar’mak Bladetwist, you’ll report what you’ve witnessed in the Blasted Lands to King Wrynn or Warchief Vol’jin. It’s apparent to both the Horde and the Alliance that this is only the first salvo in a much larger conflict, and the only way to win is to take the fight directly to the Iron Horde . . . by journeying through the Dark Portal into Draenor.

The Infiltration of Blackrock Spire
An advance party of Iron Horde forces has barged right out of the Blasted Lands and pushed all the way to Blackrock Mountain, where they found refuge and supplies in Upper Blackrock Spire. There can be only one response: the Alliance and the Horde of Azeroth must face this iron incursion head on.
Available to level-90 characters for a limited time, this specially revamped five-player version of Upper Blackrock Spire sets the stage for the coming counterstrike against the Iron Horde. Here, you will face Orebender Gor'ashan, Kyrak, and Commander Tharbek as you begin to take the fight to the enemy and sharpen the skills—and swords—you’ll need to succeed on an unwelcoming alien world.

Prepare yourself. Draenor is waiting.

Source and PTR patch notes.


There is quite a bit of information about the UI API and graphics changes already posted in this thread, as well as in our WoD Beta API and Graphics Changes forum that you are welcome to check out. Further contributions are always appreciated.

Remember that you now have the ability to ‘tag’ your addon for more than one download category. So if you think that your live version will also work in the beta, you can just add the WoD Beta category as an optional category. (Make sure that you are tagging it for the WoD Beta cat, not the regular Beta cat.) If, however, you think that the one for beta is going to be incompatible on the current live game, you can upload a completely separate file to the WoD beta category as per usual.

Once you've uploaded them for testing, be sure to check back for any bug reports and other feedback users may provide, whether in the comment field on the download page of your addon, or in the WoD Beta forums.

Also note that we have added the 'compatible with 6.0' tag now, so go ahead and tag your addons when they're ready.


As mentioned above, we've got our WoD beta forums and a download category set up for you to use. There's already 73 addons that have been released/tagged for testing in WoD, with more being uploaded all the time. As you check them out, please remember that many of these are beta versions of these addons, and have only been tested in another beta environment. There is a very good possibility that many of them may have bugs. Give the authors feedback letting them know any bugs you find. You can post it in the comments on the download page for that addon, or in the WoD beta forums.

As well, we will have our WoD AddOn Survival Guide set up and will be continuing to keep it updated through until after the expansion goes live.

Happy Hunting!

Sep 22, 2014 - 2:41 PM - by Cairenn

For those of you who may have missed it (easily done since we hadn’t made a big announcement about it, until now), our new Minions* are here. They are a completely new breed than our first batch (rewritten from the ground up). We’ve had some of them out for a little while now, and we’re ready to make their return more widely known.

Please note, however, that they are still very young (aka, Beta). Most people that have been using them are having no problems with them, but there are some bad habits (bugs) that we are still trying to pin down. As well, they aren't fully grown yet (not yet feature complete), so as we teach them new tricks (add new features) there is always the possibility of new bad habits (bugs) being introduced.

We would really like to have more people using/testing their very own Minions now, but we also want to make sure that everyone is aware of their Beta status. It is really important to have people who are willing to help us make them better by submitting bug reports when they run into things. Please see this thread to get the information on what we need when you submit a bug report.

You can go here to get your very own Minion. Please use this forum to provide feedback and receive support.

*Minion: A free, eager-to-please little monster lackey of your own, with enough sense to stick to orders! Minion can handle all the 'work' assigned, letting you get back to the 'serious business' of playing your game sooner.

Always be sure to make a backup of your AddOn and Saved Variables folders before running Minion.
Our sister site, Wowhead, has written up a great guide covering the UI and Quality of Life Improvements coming with WoD.
Warlords of Draenor has numerous quality of life changes, ranging from the addition of the Toy box for account-wide vanity items to a new Void Storage tab and a greatly-expanded Group Finder tool!

This guide covers all of the improvements we've noticed in the beta--we've previously covered some in the Alpha, but there have been some changes.

Highlights include:
  • The new Toy box feature, which allows users to save vanity items to a special Collections tab and free up tons of bag space. These vanity items become account-bound as well.
  • Players have an additional void storage tab.
  • New reagents bank and you can craft items keeping the materials in your bank.
  • Special graphics setting specifically for Raids and Battlegrounds.
  • New Group Finder tool letting you create groups for various PvE and PvP activities.
  • Solo queuing for old LFRs and scenarios.
  • Polearms and staves can be transmogged onto 2H axes, maces, and swords now.

Table of Contents
Also be sure to check out the rest of their WoD guides at

Jul 18, 2014 - 8:36 PM - by Cairenn
In case you missed the note from yesterday's patch, AddOns have now been enabled in the beta client. Perfect timing, as the first batch of names went in today and will hopefully be getting their invites next Monday evening.

If you are an author and have not already given us your info to pass along to Blizz, make sure you do so soon. I'll be sending in the next batch next Friday.


Hopefully Blizzard will be enabling AddOns in the Warlords of Draenor™ beta shortly. And as you can always count on, we’re taking care of you guys. We’re starting to submit author accounts to Blizzard so that you can have at least a few days to play before it’s time to get down to work on updating your AddOns.

This is not a contest! If you are an AddOn author that hosts with us and you have been keeping your AddOns current, you are eligible for a key!

Once they have been enabled and you get the chance to get your AddOn ready for beta testing in the expansion, upload it to our Warlords of Draenor™ beta download category and then be sure to check back in our Warlords of Draenor™ beta forums for possible feedback.

It is going to work a little bit differently this year, as Blizzard is handling it differently on their end. In previous years we would either send a list of email addresses to Blizzard and they would send you an email with the beta key for you to apply, or they would send us a bunch of keys which we would hand out. Instead, they are now enabling accounts directly. That means that this year we will have to ask you for your email address, which we will then send to Blizzard and they will flag your account at their discretion. When they flag your account, they will send you an email giving you information letting you know. Alternately, you can watch for the flag on your account page on the Blizzard site. They typically flag accounts on Monday evenings, so we will be sending in our most recent list to them on Fridays. We'll post the number ranges when we have sent the list to Blizzard.

Let the fun begin! Sign up now for your Warlords of Draenor™ Beta key.

  • You must have an active World of Warcraft account.
  • You must be an addon author with one or more files on the site that are current to 5.4.x (Compilations & "Hello world" or its equivalent do not count).
  • You must include your email address. (It will be sent to Blizzard so your account can be flagged for beta).
  • Do not upload addons that are not your own. Anyone caught uploading someone else's work will be banned from the site. All AddOns submitted are manually checked.
  • Blizzard and WoWInterface reserve the right to deny anyone access.
  • Account must be registered before July 10th 2014.

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[Edit] Tracking numbers 001 through 057 sent to Blizzard, 18 July
Tracking numbers 058 through 116 inclusive sent to Blizzard, 25 July
Tracking numbers 117 through 143 inclusive sent to Blizzard, 01 Aug
Tracking numbers 144 through 156 inclusive sent to Blizzard, 8 Aug
Tracking numbers 157 through 173 inclusive sent to Blizzard, 15 Aug
Tracking numbers 174 through 200 inclusive sent to Blizzard, 29 Aug
Tracking numbers 201 through 215 inclusive sent to Blizzard, 12 Sept

Jul 10, 2014 - 5:45 PM - by Cairenn
Note: For a list of changes in previous patches, please see thread titled: UI Add-On Changes Compilation.

In a pre-Warlords of Draenor patch, there will be a number of updates and changes to functions that affect how User Interface Add-Ons will work. We're in the process of enabling Add-Ons in an upcoming build (TBD) for the Beta client that will allow UI Add-On authors will have a chance to test these changes out.

To help keep things organized, please specify the section you’re referencing when providing feedback.

Saving Keybinds/Macros/UI Settings

Saving keybinds/macros/UI settings has changed a little. Most of the changes were on the backend to make things more in-line with our current architecture.

The main is difference is we no longer compare local versions with the server versions of keybinds/macros/UI settings to determine which ones to load on the client. Instead, we have local CVars that toggle looking at local files or server files. All clients default to server side storage. If you don’t want that, you can change the following CVars to only look at local files instead.
“synchronizeConfig” [0/1] – defaults to 1 which will save character & account UI configurations (i.e. CVars) to the server.
“synchronizeBindings” [0/1] – defaults to 1 which will save character & account keybindings to the server.
“synchronizeMacros” [0/1] – defaults to 1 which will save character & account macros to the server.
“synchronizeSettings” [0/1] – defaults to 1 which will save all character & account information to the server (this is exactly like setting the previous three to 1 or 0).

Add-On Communications

Add-on communication is now available through custom chat channels.
SendAddonMessage() where Type is "CHANNEL", and target is the channel name.


To enable the creation of better self-contained templates that are easier to configure, (i.e. you don’t have to remember to override the OnLoad and call the original) we’re allowing both key and value types to be modified using “keyType” and “type” respectively. The default for both is “string”. Other available options are: string, boolean, number, global (where the value is looked up in the global table).

When we make templates that make use of this sort of option, we plan to add a commented out KeyValues section listing all available options so you don’t have to go digging through the code.

<Frame name="RoleButtonTemplate" virtual="true">
 <!-- Available options
 <KeyValue key="role" value="tank"/>
 <KeyValue key="tooltip" value="TALENT_SPEC_TANK_TOOLTIP" type="global"/>
 <KeyValue key="roleID" value="1" type="number"/>


 GameTooltip:SetOwner(self, "ANCHOR_RIGHT");

 <OnLeave function="GameTooltip_Hide"/>

<Frame name="TankButton" inherits="RoleButtonTemplate">
 <KeyValue key="role" value="tank"/>
 <KeyValue key="tooltip" value="TALENT_SPEC_TANK_TOOLTIP" type="global"/>
 <KeyValue key="roleID" value="1" type="number"/>

<Frame name="HealerButton" inherits="RoleButtonTemplate">
 <KeyValue key="role" value="healer"/>
 <KeyValue key="tooltip" value="TALENT_SPEC_HEALER_TOOLTIP" type="global"/>
 <KeyValue key="roleID" value="2" type="number"/>

Atlases are textures with mappings onto standard textures that include normalized texture coordinates.
useAtlasSize - Use the actual pixel size of the sub-texture as the in-game rectangle size.
<Texture atlas="_Garr_InfoBox-Top" horizTile="true" useAtlasSize="true">
 <Anchor point="TOPLEFT" y="7"/>
 <Anchor point="TOPRIGHT" y="7"/>
<!--This uses the top-left quarter of this atlas entry, not the top-left quarter of the whole texture-->
 <TexCoords left="0" right="0.5" top="0.0" bottom="0.5"/> 
filename, width, height, left, right, top, bottom, tilesHoriz, tilesVert = GetAtlasInfo("name")
atlas = someTexture:GetAtlas()
New Timer System

There is a new timer system being added in. Documentation is available in C_TimerAugment.lua

C_Timer.After(duration, callback) – Calls the callback cafter duration seconds.
timer = C_Timer.NewTimer(duration, callback) – Calls callback after duration seconds. This is more expensive than C_Timer.After, so this only should be used if you need it to be cancellable.
timer:Cancel() – Cancels a timer
ticker = C_Timer.NewTicket(duration, callback, iterations) – Calls callback every duration seconds (up to iterations times)
ticker:Cancel() – Cancels a ticker
Animation System

Animation system is receiving a few changes and various bug fixes.
Alpha animation has fromAlpha and toAlpha. This is a variant from just a change delta.
Scale animataion has fromScale and toScale.
childKey is the same as targetKey with automatically pre-pending “$parent.$parent.”
AnimGroups now have a “setToFinalAlpha” setting that will apply the animations final resulting alpha to all animating regions.
Reminder: To help keep things organized, please specify the section you’re referencing when providing feedback.


Steel thyself, O mortal realm of Anaheim! The eighth BlizzCon is coming to your Convention Center this Friday, November 7 and Saturday, November 8, 2014. Prepare for two relentless days of Blizzard gaming and fellowship, including in-depth discussion panels with Blizzard developers, hands-on opportunities with the latest Blizzard games, and intense eSports tournaments featuring top pro gamers from across the earthly plane.

Tickets for BlizzCon 2014 will go on sale in two batches, one on Wednesday, May 7 at 7 p.m. PT and the other on Saturday, May 10 at 10 a.m. PT, through the online event ticketing service Eventbrite, priced at $199 each (plus applicable taxes and fees). In addition, a limited number of tickets to an exclusive pre-BlizzCon Benefit Dinner will go on sale Wednesday, May 14 at 7 p.m. PT for $750 apiece (plus applicable taxes and fees; BlizzCon admission included), with proceeds benefitting Children’s Hospital of Orange County. Check out the BlizzCon Ticket webpage for more information—we’ve made some changes to how ticket sales work this year, and fortune favors the prepared!

If you can’t make it to the show in person, the BlizzCon Virtual Ticket is the next best thing, offering comprehensive live coverage of the event via a multichannel Internet stream. Further details on the Virtual Ticket, including pricing, availability, and programming information, will be announced at a later date.

See the full press release or check out the BlizzCon Ticket page for more information, and be sure to visit at the dates and times above for a chance to purchase a ticket to the show. See you in Anaheim!

Oct 21, 2014 - 1:57 PM - Tercioo
General Changes:
- Fixed death's tooltip which wasn't respecting tooltip's configuration set on options panel.
- Now when the window is close to the top of the screen, menus will anchor on bottom side of the menu icons.
- Added options for Micro Displayer over Window Settings on Options Panel.
- Fixed the problem with bar's custom texts.
- Function calls inside the custom text are now protected against script errors.
- Chart Data scripts and Custom Displays scripts now also are protected.
- Fixed a avoidance bug inside the parser.
- Added support to shadow plugins icons.
- Fixed few issues on icon alignment.
- Added space option for menu buttons.
- Added shadow option for menu buttons.
- Added class colors for tiny threat plugin.
- Merged the left and right menus into only one with 6 icons.
- Removed window button and added a new option for manage window under Mode Menu.
- Few changes on 'Default Skin', 'ElvUI Frame Style BW', 'Minimalistic', 'Simple Gray'.

API Changes:
- New API: instance:ToolbarMenuSetButtonsOptions (spacement, shadow) change the space and enable shadows for menu buttons.
- New API: ToolbarMenuSetButtons (mode, segment, attributes, report, reset, close) enable or disable buttons on toolbar.
Oct 21, 2014 - 7:54 AM - Digital_Utopia
The beta version of BLPNG Converter : Mac was released, which makes the next step, the Mac version of the BLP Photoshop plugin.

and on that note...

All that's left is getting the save options dialogue working. The version being used above, has the method that displays the dialogue commented out, as it's causing some "fun" errors right now. And of course, no options - no saving. So I'll be working on that, and hopefully get to the bottom of it.
Oct 20, 2014 - 12:58 AM - Digital_Utopia
Just got finished with importing and testing the actual conversion code for the Mac version of BLPNG Converter, and everything seems to be in working order. At this point, the only real heavy coding left to go is converting the raw pixel data into the PNG format, and handling writing both to disk.

Now for some potentially bad news. The collection of code that does the actual BLP conversion, is written in C++. For whatever reason, in Mountain Lion's version of XCode - Apple has decided to only support C++ for OS X 10.7 (Lion) and newer. I had hoped to go as far back as Snow Leopard (10.6); but the benefit simply doesn't match up to the extra effort, in my opinion.

First off, the user share (among Mac users) for versions 10.7 and above, add up to an astounding 85.6%.
Second, Blizzard has listed 10.8 (Mountain Lion) as the minimum requirement for Warlords of Draenor
Third, OS X 10.9 (Mavericks) is free - so if your Mac can run WoW, there should be no reason not to have at least 10.7

So, 10.7 will be the minimum supported version with this.

It's also worth mentioning that, due to the nature of Photoshop plugins - namely the fact that they're not applications, and that they don't interact directly with OS X, the Mac version of the BLP Photoshop plugin may not face this limitation. The goal is still 10.6 for that.
Oct 19, 2014 - 4:10 AM - Digital_Utopia
So, about that last post...

Sometime fairly shortly after making that last post, my largest hard drive took a dive. That drive contained my OS X install, among many other things. The good news is, that I managed to salvage most of my important data. The bad, was my Mac partition wasn't among said data. Unfortunately, that was only the tip of the iceberg when it came to bad news.

Anyway - I'm not posting this to start a pity party, just wanted to explain why the mac related section of both of my BLP projects here - are getting pretty embarrassing by now.

So. Back to WoW, both BLP related projects have been recently updated, and I immediately followed that up with getting Mountain Lion re-installed. The latter part took a good 4 days - mostly because I forgot how the hell I did it the first time. But. Everything's working right now except for the sound, and I don't need sound to code.

The Mac version of BLPNG Converter is coming along nicely - UI itself is done, and the code behind it is getting pretty close as well. Most of what's left on that end, boils down to stuff like saving settings, handling writing permissions, and preparing the images for conversion to BLP. Once that's complete, the final major step is hooking it up to the code that actually does the converting.

So, enough blabbing for now - how about some screenshots?

Basic initial view - same drop zone layout as the Windows one - sans menu bar of course.

Conversion progress modeled off the standard copy progress dialogue

(Successful) Conversion complete view, with a disabled "Log" button. Different message and icon will show if there are errors, and the log button will display a similar error log to the Windows version.
Oct 18, 2014 - 1:00 AM - EVmaker
I truly apoloize for the lack of updates, and reply, things have been hectic and I have been kept busy and away for a long while and I haven't been able to get the time to play WoW so I had canceled my subscription.

That said, I have renewed and I am getting Looter, UE and XPGain updated for any breaks that have happened, UE in particular has some pretty big ones with the major changes to the mount API in 6.0.

I'll keep this post edited with current progress.

Basic testing so far it doesn't appear Looter has broken, I need to get a wider sample of looted item types (particularly currencies) but everything so far seems to be working.

If that is so, I will just need to update the loot lists for current and missed content and release the next version.

All mount functionality (smart mounting, preferred mount, whispering to mount) is fixed and working, and consequently with the new APIs having a list of mounts is no longer necessary, so UE now can work with any mount without needing a new update when new mounts come out.

That said fixing the whisper part of things is taking a bit longer, particularly due to realID/battletag whispers. All the old guildies are not around and asking random strangers to keep whispering things on command only lasts so long, I'll probably be starting a "free" account for whispering myself to get them fixed quicker.

From testing so far, basic functionality appears to be working fine without an issue (the experience messages to chat), experience sharing between group members will likely be broken due to name-realm changes, will need to kidnap someone to test that part.

Also realized going over the code that I still had code in for pet experience gains (when pets leveled up on their own and weren't automatically whatever level the hunter is), so removed those bits as well.

If that is all that is not working there should be a new release with that fix soon as well.
Oct 16, 2014 - 8:08 AM - Tercioo
General Changes:
- Added pre-potion recognition for WoD pots.
- Added spell list for Blackrock Foundry encounters.
- Added mouse wheel scroll speed option.
- Added support for healing multistrike and damage multistrike.
- Added a Change Log button on Options Panel.
- When the windows is locked, trying to move the window through toolbar will stretch it instead.
- Renamed overheal for shields, now its called 'shield wasted'.
- Fine tuning on healing done, should have high accuracy now.
- Encounter Details plugin now supports Highmaul and Blackrock Foundry.
- New class cooldowns and spells recognition.
- Fixed few bugs on comparison panel and avoidance panel.
- Fixed encounter recognition, now it should show the encounter name over segments menu.
- Fixed Graphic part of Encounter Details Plugin, now he draws more accurately.
Oct 14, 2014 - 8:17 PM - jeffy162
All of my plug-ins for Masque and Minimap Button Frame have been updated. Imagine that. And on the day of the PATCH no less.
Oct 11, 2014 - 12:59 PM - Tercioo
General Changes:
- Added new skin: Serenity.
- Removed skin: Flat Skin.
- Fixed many issues with bar animations.
- Fixed combat encounter start if the player already is in combat when the boss is pulled.
- Fixed wheel scroll when sometimes it get doesn't scroll or scroll very slow.
- Added option 'Always Show Me' which when enabled always show your bar at the bottom of the window.
- Added option 'First Hit' which when enabled show who did the first struck in the combat.
- Added a panel to change class colors.
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