Siege of Mirkwood didn’t have a pre–patch download, unlike previous books and expansions. Even so, if you happen to have the Turbine Download Manager, the files you need for the update will download now. If you want to get a head start, this method could be a good alternative.
I’ve not had a chance to go through it yet myself, but for those of you who want to read things the second they hit … Here’s the Siege of Mirkwood release notes.
Today Turbine posted a Developer Diary about the Siege of Mirkwood combat changes. It’s only a couple of pages long, so I suggest you read the whole thing. The original writer was nice enough to break some things down to bulletpoints for us, though:
All weapon speeds have been normalized around the following categories of weapon, i.e. all weapons in each of these categories use the same speed rating:
The “weapon speed” rating has been removed from item examination.
Damage variance, or the range of damage per weapon, has also been standardized so that the high end of the damage range is consistent for a given category of weapon at a given weapon level. This reduced the high end of the damage range for some weapons and increased it for others. Almost all weapons will show a damage range change with this update.
This has also meant some changes in queue processing and animations:
We have updated skill queue processing to ensure that the execution of auto-attack skills is much more consistent. Previously, it was possible to starve out the auto-attacks or have auto-attacks delay the execution of your chosen skills, depending on your play style. Further prioritization and more aggressive management of combat animations makes it a lot more difficult to do either of these things so, overall, players should be a lot closer in terms of effectiveness.
We introduced a new skill timing which we’re calling “immediate.” These skills execute almost instantly when chosen, causing any prior skill to complete and make way for the “immediate” skill to proceed. These skills ignore the remaining “action duration” of the previously executed skill. We have added the “Immediate” key word to skill tooltips to make it easier for you to identify which skills use this new timing.
We also updated the existing “fast” skill timing which we have used since the game launched. The “fast” skills will not accelerate the execution of any prior skill, but they will execute “as soon as possible” whenever a previous skill animation completes. These skills also ignore the remaining “action duration” of the previously executed skill. We have added the “Fast” keyword to these skills’ tooltips.
The update to skill queuing and combat animation management has fundamentally changed how animations overlap and blend on the client. We have added two new combat options (see “Combat Options” on the Options panel) which allow you to tailor some aspects of our new animation management scheme so you can choose the appearance you prefer. NOTE: These options do not have any impact on your combat effectiveness; they are cosmetic and only affect your visual play experience during combat.
“Play Optional Combat Animations” – This option is off by default. With the new animation management scheme we sometimes bypass auto-attack skill animations in order to get to your chosen skills more quickly. By enabling this option your client will still play these optional animations. You will see more animations and appear to be attacking more frequently; however, you will also see more animation blending or interruptions as your chosen skills execute over your auto-attack skills.
“Allow combat animation blending” – This option is off by default. When disabled, you will only see one combat animation executing at a time on any attacker; we do not attempt to blend animations, rather we interrupt any running animation prior to starting a new one. When enabled we will allow all prior animations to continue and will attempt to blend your next skill animation in.
Additionally, there will be some enemy changes as well. We might be getting more effective, but so are some of Sauron’s minions:
The change above will affect Elite, Elite Master, Nemesis, and Arch-nemesis creature types from level 30 and above. These powerful creatures will do more damage and have bonuses to their critical ratings.
I’m having a hard time wrapping my head around all of it, as it seems like something you have to experience first hand to really understand. Hopefully existing players will be happy with this change and those who have complained about “slow” or “laggy” combat in LotRO will be appeased.
Also, apparently the NDA for Siege of Mirkwood beta testing has been lifted. This means people will be talking about the changes and additions more openly on sites and forums. Might be worth sifting through the official LotRO forums if there’s something special you want to know.
Personally, I’m trying to go in as fresh as possible.
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