LOTRO Beta Release Notes - 29th March, 2007
Of Special Note
* Error messages are now localized.
* The XP curve, has become less mountainous, but does have a longer run distance. However it has very little (if any) effect on the low levels. Never fear however, heavy quest support will be released (as quoted by Made of Lions) within a month to support the hardcore achievers who’ll be out ahead of the curve.
* Lutes for all! Due to the popularity of the music system in general, and the relative lack of popularity of the clarinet in particular, all classes can now use Lutes at level 5. In addition, Minstrels can get their additional instrument proficiencies at level 5 instead of 20.
* When inviting players into a fellowship in the same newbie experience, but different layers, we now teleport the invited player to the same layer as the leader of that fellowship. This means newbie players will now be able to meet up with their friends right away. However, please note the following exceptions:
o A player that has completed the newbie experience can no longer invite a player to fellow if the other player is still in the newbie experience.
o A player in the newbie experience can no longer invite a player to a fellowship if the invited player has already finished the newbie experience.
o Players can no longer invite players that are in different newbie experiences into their fellowships. (Archet cannot invite players in Ered Luin and vice versa.)
* Large cities throughout Middle-earth now have NPCs who will appear and tell you the current state of the battle in the Ettenmoors.
* Burglars can now track many chests in which quest items are found.
* Armour points have been redistributed and rebalanced, so expect a change in the armour value of all armour suits in the game.
* The repair cost of heavy armour has been addressed, and we addressed some repair cost inconsistencies with armour in general. The overall change here is that heavy armour should cost less to repair, light armour has seen a slight increase, and there is no change to medium armour.
* Mouse steering and looking can now be done even when the focus is in the chat entry window.
* For all dialogs, you can now press the enter key to perform the "Accept" response.
* We've added support for the Logitech G15's LCD panel. When you're in character generation and selection, you'll see the name of the game. Once you've logged in, we show your morale (numbers and progress bar) your mood (number) your power (numbers and progress bar) and the landscape area you’re in. Nifty!
* Rewrote the way all static content (buildings, trees, etc.) gets managed on the client. This should significantly improve client performance.
* Travel to and from the Ettenmoors is now available from East Bree, Michel Delving, and Thorin's Gate.
* Celondim is now part of the Postal system!
* Monsters are able to reach you when you're in water. You are no longer safe.
* A great number of changes have been applied to reduce the amount of money in the game.
* An ambient sense of Hope in the recently expanded-into portions of the Shire and Bree-land is now present, bringing these areas in line with other previously hopeful areas.
* Reflecting Pools now always allow you to join your fellowship in an instance.
* Friends lists are now shared across all of your characters per shard; monster players will have a separate friends list that is also shared across all of your monster players per shard. Your friends lists will be cleared for this change.
* Bree-town now has a bank!
Gameplay
* Lore-masters using staff and sword now properly attack with both weapons during auto-attack.
* Fixed a race condition that could lead to an NPC being stuck permanently dazed.
* Fixed an issue that caused monsters to become stuck and unable to attack if they aggro'd while idling during a patrol.
* Multiple active toggle skills which increase focus or fervour will not override each other.
* You now lose all focus or fervour when you're defeated.
* Monsters should stop being quite so easy at level 40 when you are a higher level than they are.
* Fixed a bug that was causing players to occasionally lose all accrued rest bonus experience.
* Fixed a bug that was causing some items to show as busy (hourglass icon) on the quickslot bar when the player was executing skills.
* The Fellowship manoeuvre assist button will no longer show up for monster players, or for players who have not yet earned their Fellowship skills.
* Fixed how auto-attack works with the "skill target forwarding" option enabled so the correct attack (melee or ranged) is used. This will be most noticeable for those trying to use ranged auto-attack with this feature.
* Tracking distance has been decreased to 360 meters.
* Tracking ends when your target is defeated.
* AIs will fail path-planning much less often.
* Monsters should enter anti-exploit mode less often.
* Monsters will no longer attempt to move to you if they cannot get to you.
* Pets are more loyal, and will be less likely to stop following you.
* Players can no longer attack Dirk's sheep in the Archet newbie area. That includes shouting at them, you mean Captains, you.
* Casting multiple auras works!
* Targeting numbers for AOE damage for the Minstrel has been adjusted, as well as the cooldown on his AOE damage skills.
* Attributes have been re-examined. In general, they should have more impact depending on class and choice. However, some skill buffs have also been adjusted to take these new changes into account.
* Rebalancing changes and cooldown channel modifications have been made to the Minstrel.
* We’ve made some new updates to regeneration times, and pet damage has been impacted by the regeneration rebalance.
* Attribute curves have been changed for all classes for rebalancing.