Patch 12.1.0 - Curse of Ula'tek

Discuss the upcoming Midnight expansion.
WerebearGuy
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Re: Patch 12.1.0 - Curse of Ula'tek

Post by WerebearGuy »

The more I look at the writhes, the more flaws I notice. For one, the snakes just kind of blend together rather than look like a knot. They're mostly just flat textures on a slightly bumpy model, and while that's an easy way to save time and effort, the effect does not pay off that well. The thing that bothers me most about them is how they're all connected; notice the base of the neck on the large snake head? There are multiple snakes implied to be there, but they don't have room to exist. Each of those snakes are just... disappearing into the bobblehead. Not meshing, not fusing, just vanishing into the model. I thought that maybe it was just some sort of large mask, or maybe a detached head, but no; that's a giant and short snake that just has random snakes slithering OUT of it. Yes, the texture is animated, and it's moving in a way that implies those snakes are slithering out... infinitely. Like a clown car, but snake form. Then, there's the giant sword tail that makes no sense. The scale texture just blurs into the weird solid mass at the end. It's like they took a fel dagger, removed the black, and blurred it onto a snake tail like mixing different colors of clay. The two small heads also bother me now, because there are at least four snakes in addition to the big snake, but only two heads are visible while MORE than two are inside the giant head. Finally, while I don't mind feathers on snakes, the feathers here are a perfect example of what Danny mentioned about how they're features that are just tacked on. Same with the random curved spikes jutting out on its back; they're irregular, some don't look connected to anything, and a few look like two models clipping into one another.

Writhes need to go back in the oven. This is not a good design on closer inspection. I try not to be negative, I really do, but the writhe model is really hard to defend. The idea is there, and I really like the concept of a mass of snakes forming a suit of slithering armor around a bigger snake, but this just ain't it, chief.
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Writhe up close, side view
Writhe up close, side view
WoWScrnShot_062126_102801.jpg (48.61 KiB) Viewed 366 times
Writhe up close, underside
Writhe up close, underside
WoWScrnShot_062126_103513.jpg (36.7 KiB) Viewed 366 times
Writhe up close, playing dead
Writhe up close, playing dead
WoWScrnShot_062126_103802.jpg (36.83 KiB) Viewed 366 times

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Wain
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Re: Patch 12.1.0 - Curse of Ula'tek

Post by Wain »

I just added the serpent hydras. Any idea what the in-game name for this model might be? I couldn't find anything consistent.



While I like the design, I find the black & fluoro-green venom patches clash more with the hide colour on this model and I think it'd be wonderful if they could adjust the venom colour for the base skin. The venom is so strong, and placing it over black only accentuates it. There's a lot going on, colour-wise.
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Re: Patch 12.1.0 - Curse of Ula'tek

Post by WerebearGuy »

I don't think they have a proper name ingame. The only two tameable variants, Destria (rare) and Venomgall Tyrant, don't really have any kind of title. Rav'i, the second boss of the Altar of Fangs, doesn't have any descriptor other than "ravenous hydra", though it clearly says [PH], so that may change eventually. Serpent Hydra works for now though, for sure.

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Wain
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Re: Patch 12.1.0 - Curse of Ula'tek

Post by Wain »

WerebearGuy wrote: Sun Jun 21, 2026 11:12 am I don't think they have a proper name ingame. The only two tameable variants, Destria (rare) and Venomgall Tyrant, don't really have any kind of title. Rav'i, the second boss of the Altar of Fangs, doesn't have any descriptor other than "ravenous hydra", though it clearly says [PH], so that may change eventually. Serpent Hydra works for now though, for sure.
Great, thanks :) Probably better than my second thought of "Snydra" :P
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Re: Patch 12.1.0 - Curse of Ula'tek

Post by worgpower »

I particularly love the different color shading on these ones that’s darker by the legs than the body, and I particularly like the red one with the mottled spots, the green venom is Lupine glow bright, it could be toned down a bit and it would look better. I also love how there’s feathers by the front legs to add some bulk
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Re: Patch 12.1.0 - Curse of Ula'tek

Post by WerebearGuy »

First thing you made me think of is Dan Schneider with that name lmao. Dan Snydra lol

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Re: Patch 12.1.0 - Curse of Ula'tek

Post by Wain »

Last one for tonight.

Venomfangs - feathered flying (or sea?) serpents. I took the name 'Venomfang' from some mount versions of this model but there's no guarantee it'll become generically used with the wild ones. It's probably a silly name since it refers to a trait that most serpents have.

This model is not yet configured properly for texture handling, but it's good enough that I managed to get all the colours displayed. It's possible the feathers will be a little brighter once the model is fixed and if so I'll take new shots.

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Re: Patch 12.1.0 - Curse of Ula'tek

Post by worgpower »

Wow these are gnarly looking. I love how Aztec looking these flying serpents are and I hope they make it as a tameable beast. The glow looks unfinished, there’s a obvious line in between the chest, but it will probably look better once fixed into a wild model, I like the design of the tail, but the glow is a little too yellow, if it was greener it would of looked a little bit better. Aside from the flaws, this is what I call a “true” cloud serpent
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Re: Patch 12.1.0 - Curse of Ula'tek

Post by WerebearGuy »

Are there even wild venomfangs? I haven't seen any, unless I am just blind (wouldn't be surprising if so).

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Re: Patch 12.1.0 - Curse of Ula'tek

Post by DannyGreen »

the weird rocks on their heads reminds me of the dragon cats
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Re: Patch 12.1.0 - Curse of Ula'tek

Post by Wain »

WerebearGuy wrote: Sun Jun 21, 2026 4:51 pm Are there even wild venomfangs? I haven't seen any, unless I am just blind (wouldn't be surprising if so).
If there are, there won't be many. Only two of the five colours are defined in the CreatureDisplay database, so not many will be currently used. That, and the bugs with how the model handles textures suggest they were caught mid development.
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Re: Patch 12.1.0 - Curse of Ula'tek

Post by Valnaaros »

There currently any wild venomfangs. That could change, but nothing right now.
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Re: Patch 12.1.0 - Curse of Ula'tek

Post by Wain »

I've just added the new windserpent model. Again, in 5 colours, though these are a little different to many of the others.

For now I've called these "harrier serpents", because (of the tiny number of NPCs currently in the game) a couple of them have "harrier" in their name but there's no obvious name pattern yet.






The pale grey one with blood red feathers is really striking!
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Re: Patch 12.1.0 - Curse of Ula'tek

Post by worgpower »

I like the blue one in particular, the colors of the feathers have a slightly different color to them, giving me a reminder of an amphithere
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Re: Patch 12.1.0 - Curse of Ula'tek

Post by WerebearGuy »

I personally like how the new wind serpents have a second set of wings. They're a nice addition that don't take away from the overall silhouette. Plus, JUSTICE FOR WHITE/PALE WIND SERPENTS AT LAST. We lost our original white wind serpent, but the new red and white one is a spectacular (if not late) addition. Not gonna lie; all of the new models (except writhes) look good with the repeated color schemes, and my blatant bias towards the white/pale ones makes me happy. Now if only the pale hydra was tameable... Maybe two expansions down the line since it's a dungeon boss lol.

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Re: Patch 12.1.0 - Curse of Ula'tek

Post by Wain »

WerebearGuy wrote: Mon Jun 22, 2026 9:44 am Plus, JUSTICE FOR WHITE/PALE WIND SERPENTS AT LAST. We lost our original white wind serpent, but the new red and white one is a spectacular (if not late) addition.
I was so angry they replaced it with that coffee-coloured one. I don't expect revamped models to look identical to the originals but they shouldn't be used as replacements unless they at least respect the original design intent.
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Re: Patch 12.1.0 - Curse of Ula'tek

Post by Wain »

I just added the final 12.1 model (for now?) to our database.

These braided snakes are called "writhes" in the game but I'm using the generic name "Writhing Serpents" in our database.

They're actually a pretty cool and creative design, though I feel a little bad for the poor snakes, unless they're a happy and very close throuple.

The usual five colours apply:

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Re: Patch 12.1.0 - Curse of Ula'tek

Post by BestAzlanEver »

Wain wrote: Mon Jun 22, 2026 11:03 am I just added the final 12.1 model (for now?) to our database.

These braided snakes are called "writhes" in the game but I'm using the generic name "Writhing Serpents" in our database.

They're actually a pretty cool and creative design, though I feel bad for the poor snakes, unless they're a happy and very close throuple.

This Writhe serpents make me think that Blizzard wouldn't shy away from making rat kings as beasts in WoW.
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Re: Patch 12.1.0 - Curse of Ula'tek

Post by worgpower »

That green writhe looks particularly good, the coiling effect is actually nice I’ve never seen a tameable creature in wow like this. I think of it as one huge serpent that is coiled by multiple snakes, two other heads poke out while the other snakes endlessly loop around it
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Re: Patch 12.1.0 - Curse of Ula'tek

Post by Wain »

I haven't published a 12.1 looks guide yet, but there's an unlinked rough page which may be useful as a reference:

https://www.wow-petopia.com/Patch%2012.1.0.php

I'll have to work on adding looks with auras/effects, like those venom creatures.
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