Beta 1 Release Notes (November 3, 2005)
Known Issues
* Map
o Zoom to Avatar won't snap to your arrow on the Big Map.
o Map malfunctions in indoor public areas.
* Character Generation
o Misc Mod column disappears when adding ranks.
o client locks up if abandoning character generation at the class video screen
o During character creation and advancement, scrolling through the spell list with the mousewheel will sometimes randomly select the spells.
* Combat/camera/target: Halflings don't target missiles accurately
* Patching Problems: If the launcher appears to hang while Patching, try opening up My Computer (or anything that opens in a window) and drag the window over the launcher. A window may appear stating that the launcher has patched and needs to be restarted, if it is there, then click the OK button and the launcher will auto-restart.
* Character already in World: rarely when a player tries to log in with an existing character after patching, an message window will pop up stating the character is already in the world. If this occurs, click the OK button on the pop up window and try to reenter the world with the character, you will succeed the second time.
* Stuck Bug: If a player gets stuck, try tumbling around, sometime the player can get unstuck this way.
* Instance resetting: If a Character dies, or fails a quest and tries to go back to it immediately, they may find that the dungeon has not reset. In some cases, this will mean the player cannot continue the quest in the dungeon, if this should happen, the player must leave the dungeon and wait at least five minutes for the Dungeon Instance to reset.
* Swimming: Swimming uses Mouselook while underwater, also the <W>, <A>, <S>, and <D> keys move the character forward, left, backwards, and right respectively while the character is at the surface of the water.
* Mapnotes: Mapnotes do not appear the first time a player enters a ward, once the ward is entered, the player can log out and log back in, and the mapnotes will function normally.
* Death: Sometimes when a character hits the button to release to the City, the character will be resurrected on the spot moments before the avatar actually leaves the dungeon, which can sometimes result in the character dying again, and showing up in the city dead. This issue is particularly noticeable when a character dies in a large group of monsters.
* UI: Adventure panels will occasionally appear on your UI in public areas. They should only appear when you are in an adventure.
* Broken Quests: The following quests have problems. Players are advised to avoid them for now.
o Warder Defense: Defend Haverdasher
o The Missing Ward: Searching for Alisandra
o Daggers quest broken
Content
* Newbie tutorial
o We’ve added a new player tutorial to the game! We encourage everyone to go through the tutorial and give us feedback on the Beta Forums.
+ Note: The tutorial will tell you that you can’t drown, however currently it is possible to drown. We expect to fix this in a future update, but for now be aware that you may not be able to hold your breath forever!
* Sequential Normal/Hard/Elite
o A long time ago, we implemented Normal/Hard/Elite variations into our dungeons. The goal was to multiply our content by increasing the difficulty of our content, and offering increased XP and treasure rewards for completing dungeons on Hard or Elite. The other goal was to increase the “level window” in which a player could experience a piece of content…so even though they may have out-leveled a given dungeon on Normal, the dungeon might still be relevant to them on Hard or Elite.
o When we analyzed the dynamic, we felt like we were fulfilling the second goal, but not the first. There was no real incentive for players to actually replay the dungeon on the various difficulty levels.
o To solve this problem, we implemented the need to unlock the higher difficulty levels. So to play a dungeon on Hard, you have to have finished it on Normal; to play on Elite, you have to have finished Hard. (Of course, just someone in the Party has to have unlocked it for you to play it). Once you finish Elite, you get a big XP bonus for it as the final carrot.
* Story Quest Reward system
o Story quests now you give you the following rewards, depending on how long the Story Quest should take:
+ 20 minutes or less = gold
+ 20-45 minutes = a choice of 1 item out of 4
+ 45-90 minutes = a choice of 1 item out of 7
+ 90+ minutes = a choice of 1 item out of 10
* Dungeon Statistics formatting
o We added a lot of color and headers to the Dungeon Statistics screen to make it more readable and highlight the most important info…let us know if it works for you!
* Dungeon Quest XP reduction
o We’ve reduced the XP from dungeon quests by about 1/3, to account for the increase in XP from the optional objective system.
* Fewer Collectables to trade in for a reward
o In order to reduce inventory clutter a bit, you now only need 3 common items, 2 uncommon items, or 1 rare item to trade in for a reward.
* Dungeon Polish
o Many dungeons have had their XP, treasure, rest camps, traps, etc. tweaked. Don’t forget to give us feedback on the dungeons in the dungeon surveys at beta.turbine.com!
* More Society quest dungeons updates
o Fallowcrest Library, Osgood’s Basement, and Haunted Library have gotten some great additions and revisions…all part of our goal to making sure each piece of content in D&D feels like a satisfying adventure.
* Detection Upgrades
o Detection (spot and search) should work much better now.
City Life
* Spells In Town
o All offensive spells (including Grease and Glitterdust) can no longer be cast in town.
* Mysteries in Kundarak and The Twelve
o We’ve blocked off sections of Kundarak and the Twelve. The reasons for this will remain a mystery for now!
* Ward Gates Updated
o Sigils are on the ward gates. Each gate that leads to a different ward now has sigil on it and on each wall to its side. Along with the DM text announcing where the gate goes, players should now better be able to navigate their city.
* Animating cranes
o Yet another small tweak adding life to the Harbor, you’ll now notice that the cranes are busy helping loading goods brought in from the ships. A busy port town, Stormreach is!
* Harbor is revamped!
o All along our desire with the harbor has been (in true adherence to fantasy tropes) to present a “run-down” grungy beginning – all the better reinforcement of how awesome your character has become when they achieve the prettier heights of the city! Unfortunately, this also led to some complaints from Alpha players that the Harbor was too run down looking. So, we’ve tweaked elements in the harbor to keep its classic harbor feel, but add in more lights, color, and elements to take it to the next level and make it look a little more inviting.
* NPC dress code in effect
o NPCs have a lot more clothing options to choose from now!
* Signs are more noticeable in the harbor
o We had been disappointed in how lonely our signs in front of the taverns and shops were. So we’ve made them larger and much more noticeable!
* Trees particle prettiness
o The Jorasco floating trees are now powered by pretty particles. You can never have too many pretty particles!
Combat and Movement
* Better perching solutions
o Many of our monsters now have some type of missile attack to use when they can’t reach you with a melee attack. We’ll be adding this functionality to even more monsters in the upcoming weeks.
* Ranged combat tweaks
o Now even without Shot on the Run, characters will be rooted for a much shorter time, and you can now initiate movement while auto-attacking.
* Auto-attacking has been sped up slightly
o It’s now a little more in-line with click-to-attack, although still slower.
Community
* Invite and Trade buttons in the focus orb
o In response to usability tests and player feedback, we’ve made the invite and trade buttons in the focus orb much more noticeable (and text labeled) when you have another player selected.
* Party display now includes spell points
o That’s right – you can now see how many spell points characters in your party have!
* A Party tab in the Social UI
o Another change made in response to feedback. Now, when you’re engaged in LFG, or GLP (Group looking for Player), you can see who’s in your Party from that Social UI, under the Party tab.
* Chat Supremacy!
o We made a ton of improvements to chat –
+ Chat tab functionality -- Right-click on the tab to bring up a number of options, including – Create Window, Rename Window, Undock Window (move it around separate from normal chat window), Remove Window (erases it), Route Message (send different types of messages to aforementioned new windows)
+ Drag and drop to dock/undock chat window – you can also drag and drop chat windows to dock and undock them.
+ New Chat text and transparency – it is now much easier to see.
+ More Chat audio feedback –
# When you type in the chat window, you’ll hear a scratching noise.
# When you get a tell, you’ll hear a pleasant “ding”.
# You’ll have an audio slider to control the volume on these UI audio cues (not yet in)
o Host of instance and party bugfixes
+ We’ve overhauled the Party and instancing system, fixing a host of cataclysmic instancing errors.
o /Friends list!
+ That’s right…you can now find your friends! The tab is located in the Social panel…never be friendless again!
o Last names are back!
+ One of the things that players seemed to miss most when we took it out were last names…but now they are back and better than ever!
# Choose your optional last name at Char gen – remember that only first names must be unique on the server.
# First names may not have spaces, but last names can, as well as dashes, apostrophes, and capitalization choices.
# When you send a /tell to someone, use their first name (and you no longer need a comma!)
# Full names are displayed in the focus orb, floaty text, and character sheet.
Character Roles and Customization
* New jumpsuits
o We’ve added in a number of new robe jumpsuits. Players have even more customization choices now.
* Iconic D&D items added!
o We’ve implemented a number of iconic D&D items (e.g. Flametongue, Luck Blade, Mace of Smiting, Frostbrand, Dwarven Thrower…), and we’ll be putting more over the next few weeks. Expect to see these popular items dropping in treasure chests near you soon!
* Invisibility redux!
o One of the bigger issues on the boards has been how overpowered invisibility has been. In response to this, we made the following changes
+ More monsters can see invisible players – many monsters that one would expect to be able to detect invisible players can now do so.
+ Reduces the duration of the spell – invisibility used to last 10 minutes per level. Now it lasts 1 minute plus 6 seconds per level.
* Other Spell Changes
o We reduced stoneskin, protection from energy, and barkskin to 1 minute per level.
o See Invisibility spell added for Bards, Sorcerers, Wizards, and monsters.
* Smite Evil is better
o The old paladin standby has been improved as a direct result of Alpha feedback.
* Sneak Change
o When a monster attacks you, it now breaks sneak mode for players.
Usability
* No more naked avatars
o The problem with your avatar appearing naked for a split second when selecting them to enter the game has been fixed. In addition, they will no longer “slide” in.
* Tooltips now share the same transparency as chat.
o All in the name of being able to see more of the world while you play!
Various Bug Fixes
* The exit from Graveyard to Jorasco now shows the right portal screen.
* A bug that prevented players from achieving level 10 has been fixed.
* Particle Effects added to Heal, Summon Spells, and Touch of Idiocy.
* Fixed a performance issue that caused monsters to remain as an object in the world even after they faded away.
* Various worldbuild, map, and dungeon tweaks.
* Multi-class characters can now only train in up to three classes.
* Updated sound effects for holysmite, break enchantment, camouflage mass, hold person mass, hold monster mass, mass suggestion, and magic missile.
* Updated targeting for break enchantment, camouflage mass, hold person mass, hold monster mass, and mass suggestion.