Update on the next Dragon Age patch release (June 4, 2010)
#51
Posté 05 juin 2010 - 02:46
#52
Posté 05 juin 2010 - 03:50
#53
Posté 05 juin 2010 - 03:54
#54
Posté 05 juin 2010 - 04:19
WonderGamer wrote...
[grumble] While I'm happy to see that a new patch is going to be released, I'm very disappointed that none of the reported problems in this thread have been addressed. Because of this, I'll probably be sticking with 1.02a until I know otherwise. I might try it just to see if how it works, but I won't be purchasing any new DLC until I know that the required patches are working properly... <_<
..... they did not even tell you the whole list and you are ASUMEING that none of the asked fixes will be in it?
#55
Posté 05 juin 2010 - 04:32
http://social.biowar...m/project/2563/
Qwinn's Fixpack is a comprehensive unofficial patch for Dragon Age on the PC, which fixes a large number of scripting issues, as well as bugs related to game mechanics and dialogue options. There are absolutely no changes to gameplay, characters, etc., and the most substantial change is the restoration of the Jowan's Intention quest. I think that, if it hasn't been checked out already, it would be worthwhile for you to investigate the fixes made, and consider incorporating them in the update - even if they aren't major issues, they contribute to the overall polish of the game.
Either way, the news is appreciated and I'm eager to finish up Awakening, since bugs had caused me to put it on hold less than a week after buying it.
#56
Posté 05 juin 2010 - 05:22
#57
Posté 05 juin 2010 - 05:38
Though what's with the marketing approach there, why not just give a generalized list of what's being worked on instead of the "More to come!" spiel like your trickling information about a product in order to generate hype? It's a patch, shouldn't be that big a deal.
#58
Guest_gamerm_*
Posté 05 juin 2010 - 06:08
Guest_gamerm_*
Experienced Graphical Glitches:
[*]Disappearing people
[*]Vibrating head movements
[*]Playable character becoming 'stuck' in a certain physical position that will not change despite drawing of weapon, changing of armour or entering/leaving a loading screen area, such as wandering around Redcliffe with arms outstretched and continuing to hold this position even when in battle or having the playable character or other characters in the group getting stuck in 'combat position'.
[*]Failure to show changed shape. [/list] Movement / Game appearance Glitches
In some cases of a character becoming stuck in certain physical positions that can't change, save the game and reload it. This should change the playable characters posture. Unfortunately this does not work in all instances.

In my personal experience, this frozen character syndrome has been severe enough to force me to have to start a new game, so make sure you save often until a patch is released to correct this problem. Although it has been suggested to use another character and move them to correct your frozen character, at a certain point in the game, this is not possible as you lose access to your created character. I will investigate this error further as it has only occurred when my created character was a mage and was imprisoned with Alistair. No amount of waiting around or leaving the area with the rescuers would prompt the player character to activate despite the fact that all armour and weapons had been returned and the jail cell was opened. My created character remained in kneeling position despite all of my attempts to change her position.
>As a workaround, close the door from INSIDE the cell using L2/LT and open it again. it should trigger the cutscene. I am unable to close a door once it has been opened using both L buttons. Could someone please confirm this work around works? (Use the plus button to select the door then press A)
For vibrating head movements and disappearing people, there is no solution for this and although they look odd, the game is of course still playable!
[*]
[*]Sound Errors
Missing voice on NPC's during one on one conversations. Again there does not seem to be a solution for this. The vocals will eventually come back when the camera angle changes or the NPC moves onto another point of conversation. Actually its not just 1 on 1 conversations. In the Landsmeet there were no voices from the time Anora started talking until after I beat Loghain.
If you have your options set to display text, you will notice that often times the NPC will repeat an already stated portion of the conversation whereas the text above clearly notes they should be saying something else, they will repeat a sentence they have already said. The movements etc make it clear they should be saying the line listed in text, but they never will, they will repeat a line and then move onto the next line in the queue.
Delays in Triggering of Plot Relative Conversations/Enemies Spawning Treasures/Quest Updates
At the end of a battle or the completion of a task, it is sometimes difficult to actually start that end conversation. Though they are usually triggered automatically by completion of the quest. During the Circle of Magi quest, despite wandering around and nearly leaving an area, it is difficult to complete the quest. When this happens, the only solution is waiting for the trigger to happen. Although some say to install the game to your hard drive corrects this problem, I have had the game installed to my hard drive from day one and this problem still occurs.
Plot dialogue following an important fight, in which the main character was in a changed shape sometimes resulted in the combat "mode" not ending, requiring the fight to be done all over again ending with the player in regular shape.
[*]Sometimes during gameplay, you can run into an instance where enemies not spawning to treasure/piles of blood have an impact on gameplay. You can have party members getting trapped by bodies of vanquished enemies (attempting to run to the PC) while you're waiting for them to be spawned to treasure or just into a pile of blood. Although this will happen eventually, the delay (if it exists early in a game) becomes more pronounced as the game goes on and there seems to be a relationshp between this delay and the delay of triggering plot relative conversations. This is especially annoying when you need something off of one of the enemies you have just beaten (Eirik in Haven for example). You may have to stand around for extensive periods of time with your party waiting for this occurrence.
[*]Delays in Quest Updates Hampering Gameplay
This delay could seriously impact your survival rate in areas where the PC is able to pass through a previous blocked passage ( such as the door on which Wynne had a forcefield during the Broken Circle quest) but your companions are unable to pass through this doorway as it is still 'unavailable' to them. You could end up being on your own fighting the first group of monsters you encounter before you realise your group isn't with you.
Triggering of Quest Updates seems to also be related to this delay (i.e. having to stand there or run around in circles until the quest updates in the Fade allowing you to reach a Nightmare or the Sloth Demon as these paths will not be opened until the quest updates).
Another one of these pesky bugs for the quest delays would be the dead trenches. There have been multiple reports of players on the Xbox 360 being unable to find the Dead Trenches, the western entrence being another way to the deep roads which has no Dead Trenches button. Players can try exiting Ortan Thaig via the north exit AFTER getting the journal and the quest update to trigger the Dead Trenches to be unlocked.
[*]Bridge Glitch
2-4 hours into the game: After joining the gray wardens, and the darkspawn engages the king's army, you'll find yourself standing on the bridge filled with archers, ballistaes and catapults. When you begin to run across the bridge towards the tower, you will have to light to complete the quest, you will eventually become knocked down by burnings stones fired from enemy catapults. These catapults have also made a couple of holes in the bridge, and one - I actually think it's the first hole to the right - you can walk into the hole, and even right out the air, and fall off the bridge. You will then find youself standing in the middle of the battle underneath the bridge. Remember to save though before trying this glitch though, as you cannot get back on the Bridge, and will have to load the game! You cannot join the fight, as it is just a park of the environments, and the texture is very bad, but the glitch is fun though.
[*]Achievement Glitch
For anyone who purchased and played the game in the first 4 days may not have properly received their DLC achievements. It would show that the Achievements were unlocked and when they looked at their achievements it may or may not have shown them. If it did show them they were not reflecting points wise in your Gamerscore. MS said try recovering your Gamertag and if you did this they disappeared. They would show through your Dragon Age Community Website but not on your Xbox 360 or xbox.com. All attempts to redo the achievements have also failed. Testing included, deleting the DLC, recovering your gamertag, clearing the cache, downloading the DLC again, disconnecting from live (also ea servers), and replaying. This still didn't unlock the achievements which means something is being stored in the gamertag itself. There is still no official word other than they are aware of the problem and an EA forum admin said if and when they know if you can receive your achievements they will post about it. Here is a link to the EA forum post:
This has been fixed as of the January 29th title update along will all other known Achievement bugs.
As of April 20, a number of Achievement glitches still exist: many players have complained that the Master Warden achievement (for killing 500 Darkspawn, multiple playthroughs possible) and the Blight Queller (for killing 1,000 Darkspawn) are not working. Some players report having well over 1,000 Darkspawn deaths but no achievement.
Action Circle
If you bring up the action circle (Left Trigger) when entering a new area but prior to your view fully loading then the game will not pause while you have it up. After you select an action or close the circle the game will pause. This is the inverse of what SHOULD be happening. To fix this pause the game using the start button and then unpause it.
Pathfinding Glitches
During the Attack at Nightfall in Redcliffe it is possible that the corpses attacking the city will become stuck on the docks or refuse to come down the hill at the windmill. The only way to correct this is to have the Warden and group find the trapped corpse at the docks or attack the corpses up the hill with arrows or go to them up the hill and attack them with melee. This glitch is also applicable to the PS3 version.
Rise of the Vanquished
It is possible for an already vanquished foe to rise from the dead and become an unkillable menace to your party. The newly risen vanquished will have no HP so all damage you to do it will be zero, but they will still be able to do normal/critical damage to your party. The only way to correct this is to revert to a previous save as once in combat mode, you will be unable to leave an area, meaning you will be fighting an unkillable foe for eternity.
This instance happened to me in Lothering with the 'Bandit Leader' on the bridge. He rose from the dead, I went to investigate and he was an undead/unkillable machine who chased me around Lothering. I was forced to revert to an autosave. The following are some ways to attempt to resolve this without being forced to use a save or autosave:
[*]Using some form of knockdown ability. Stone Fist/Shield Pummel/Pommel Attack/etc.... If you get them down again they usually die.
[*]Forcing the cutscene/dialogue with the woman and merchant (or other cutscene dialogue). When the scene ended, the Bandit Leader was gone and it was no longer in "combat mode." [/list]Orzammar Glitch
If you complete either of the quests "A Prince's Favor: The First Task" or "A Lord's Trust: The First Task" at any point it is possible to betray either Bhelen or Harrowmont and begin working for the other side. If you do this you either need to speak with Vartag or Dulin. They will ask why you were working for the other side, and it is possible to tell them that you only completed the other's quest in order to spy for their side. If you complete both quests then tell Vartag and Dulin you want to spy on Bhelen and Harrowmont respectively, neither side will trust you. The inability to effectively speak with either candidate or their agents will break the "Paragon of her Kind" quest. Can't have your cake and eat it too.
At the end of 'A Paragon of Her Kind' I chose Harrowmont. Thing is he still shows up as an active quest and I have waited for some time for it to disappear. And when I leave the place the doors get locked behind me and I can't get to him. Fortunately I have made many saves, but I don't know if it will fix it...
Captured! Bug
If you choose to get captured after completing the mission where you have to fight Arl Howe and you also choose not to try and escape there is a bug where when you get to the end of the mission you cannot talk to your main character and continue with the mission. I used my mabari and Wynne and i do not know if using different characters changes this. I reloaded my save point and it worked fine after this.
I chose Leilana and Morrigan and had the same problem. Had to reload the save point and go through the fort again. Worked the 2nd time around.
(If this happens, try entering the cell with the nonresponsive main character, use the D-pad to target the cell door, and try to close it and open it again. This caused the cutscene to trigger and the quest to continue.)
Apparently you do not need the key obtained from the guard to open the door and if you don't have the key when you open the cell to your main character you can only talk to them and they won't rejoin your main party.
Warden's Keep Bug
If you decide to kill Avernus, it is possible that the skeleton's he spawns to assist him in battle will be stuck inside the back room, trapping your party in combat mode after Avernus is dead. Being unable to open doors in combat mode and being unable to get far enough away from the skeletons to end combat mode makes this a game ending situation as you are unable to actually reach the skeletons because they are behind a locked door and appear to be stuck in a pathfinding issue. I was forced to reload from the last autosave and thankfully the skeletons spawned when Avernus summoned them and immediately entered the room.
Profile Transfer Glitch
It is possible to lose all saved information if your XBOX 360 profile is transfered to another XBOX 360 console. Despite this, all downloadable content as well as completed achievements remain. There is no way around this other than re-transfering the profile, however, it is not guarenteed to fix the issue.
Locked Specializations
It is possible to have all unlocked specializations become locked once more, forcing the player to go through the trouble of completing the quests/buying the manuals. If a specialization becomes locked after completing a specialization quest, the player will no longer be able to give any characters those specializations.
For instance: I have 2 Arcane Warriors in my party, myself and Wynne. I want to teach Morrigan how to be an Arcane Warrior but the specialization has become locked and the quest that unlocks Arcane Warrior has already been completed. Morrigan will never be an Arcane Warrior.
I did not notice what caused this but I did not have this problem until after the latest update for the 360 version.
Successful way to re-unlock your specializations if you did download the patch is as follows; You have to do a Gamertag Recovery. This forces Microsoft to re-sync your profile and therefor corrects the error applied by the patch. To do this, sign out of all your profiles then select the box for Profile Sign-In, select Recover Gamertag and input the information for your Xbox Live ID. It wont erase or change any of your data because you are simply re-writing the profile you already have back onto to your hard-drive. Then go into an old save file, find a way to re-unlock just one specialization (I suggest using some party members' dialogue options) then save in a NEW file. Exit the game completely, then when you go back in all specializations you had unlocked will be re-opened across your entire profile. Yay!
Darksnow217 06:05, January 17, 2010 (UTC)
XBox 360 - Specializations
After some playing, an error has popped up for me that slightly hinders gameplay. Any specialization that requires a book to learn, such as Spirit Healer or Ranger, will not be attainable should you continue playing several other characters and progress through the dialog with characters to unlock specializations again. Example being you played a Warrior, and missed buying the Ranger book or could not afford it, and on your next playthrough you did not unlock the specialization again, but continued unlocking other ones, and continue this chain until you bother to finally purchase the specialization, and now it is no longer available for purchase.
A similar bug will keep specializations locked, even if you have completed the prerequisite requirements. For example, learning Assassin specialization from Zevran, when levelling up the specialization remains 'locked' despite having been taught.
With the newest patch for the game, all of my unlocked specializations have also gone away.
PS3 Kolgrim bug
After you defile the ashes you will meet Kolgrim once again. I chose to fight with him this time by saying "all you guys are too dangerous to live" but before the fight started another dialogue scene suddenly appeared in which i got to speak with Kolgrim normally. After saying goodbye the fight scene started. The same thing happens with sten during "The Fade:Lost in Dreams" quest.
XBox 360 - Berserk bug
The Berserk sustained ability will almost always turn itself off after battle; this can be very frustrating, as it has a 30 second cooldown before it can be activated again, and should be considered by anyone interested in becoming a Berserker.
While this may seem like a bug as other sustained abilities remain after battle it is most likely deliberate as the description given by Oghren of what makes a bezerker implies the ability only lasts as long as your anger hence it would make sense for it to fade after your foes are vanquished.
This is not a bug, as its behavior is consistent with other talents that are only able to be "activated in battle." It is, however, unusual behavior and is not adequately noted in the talent's description. Note that attempting to activate this talent when there are no enemies present will simply start the cooldown timer without activating the talent.
Another Achievement Glitch
After having used the latest bugged patch for the game, certain achievements for the game did not pop at their appropriate times for me, including "Recruiter" and "Traveller" (Despite my party statistics saying I've explored 100% of the world). Perhaps the patch disabled some other flags in addition to the specialization ones? I am currently seeing if clearing the hard drive cache and recovering my GamerTag will allow me to obtain it on another playthrough.67.84.224.173 16:55, January 18, 2010 (UTC)
[*]This is a known glitch, the one that was supposed to be fixed by the title update. You see, the only problem there was with RtO was that for some reason the new achievements added somehow conflicted with old ones, allowing them to not unlock properly. The minor title update that jacked your specializations was supposed to fix this, but obviously it had problems of its own and just broke them anyway. As far as I know there isn't actually a way to fix this that I have seen confirmed...cache clearing/gamertag recovery might work, but I already have all the achievements so I can't confirm it for myself. [/list]Darksnow217 19:46, January 18, 2010 (UTC)
XBox 360: Wynne Dialog Bug
I've found a bug in the XBox 360 version of the game with Wynne's "mothering" regarding your relationship with Morrigan/Leliana. I had romanced Morrigan and then Leliana started doting on me and I told her "let's just be friends!" When I talked to Wynne she started asking about my relationship, I got a couple options:
"You mean Leliana" "You mean Morrigan"
It seemed as if no matter which one I chose, the conversation proceeded to assume I had chosen Leliana. I'm not sure if this is fixed or due to the fact that my relationship chat with Leliana occurred after that with Morrigan (even though I shot her down). Tivadar 03:12, March 3, 2010 (UTC)
Awakenings Bugs
When meeting up with the Smuggler leader, selecting 'What else?' and 'I can't do this' allows for and indefinate amount of gold and experience through repeating the process.
Non-Transferable Origins Equipment
[*]Problem: Most DLC equipment (including promotional items and Warden's Keep items) do not carry over with imported characters, so you may start the Awakenings naked and weaponless.
Solution: You can use XML Notepad (NOT REGULAR NOTEPAD!) to edit the AddIns.xml file to allow those items to carry over, but that's only an option for the PC.
[*]In XP, the AddIns.xml file in question is located at My Documents\\\\BioWare\\\\Dragon Age\\\\Settings\\\\AddIns.xml [/list][/list] Wending Wood / Silverite Mine Destroys Main Character's Equipment
[*]Problem: The Silverite Mine in the Wending Wood may destroy most/all of your main character's and yor companions' equipped armor, weapons, and jewelery. An explanation is available here http://dragonage.wik...erite_Mine#Bugs [/list]
Solution: Before entering the Silverite Mine, save the game and take off everyone's equipment (leave them in your inventory).
[*]If your character's equipment has already been lost you may be able to re-purchase certain parts by using this modification that adds a vendor to Vigil Keep. http://www.dragonage...ile.php?id=1035 [/list][/list]Trap Detection
[*]Problem: The PC cannot detect traps, regardless of Cunning or Device Mastery levels. Awakenings NPC Rogues (Nathaniel & Sigrun) CAN detect them, and the PC can disarm them once another party member detects them.
[*]Work-around: For now, all you can do is bring Nathaniel or Sigrun with you and ensure they have sufficient levels of Cunning and Device Mastery. [/list]Retrieved from "http://dragonage.wik...s_Bugs/Glitches"
Modifié par gamerm, 05 juin 2010 - 06:26 .
#59
Posté 05 juin 2010 - 06:28
Totally agree with this post. This is the best patch for Dragon Age so far and guess what? It's not from Bioware. At least hire the guy who made it and let him do your patches Biowarians. But patches are given for free, so this is not going to happen. Just read the list of the fixes in this unofficial patch, a bugfest!searanox wrote...
I'd like to highlight the following mod:
http://social.biowar...m/project/2563/
Qwinn's Fixpack is a comprehensive unofficial patch for Dragon Age on the PC, which fixes a large number of scripting issues, as well as bugs related to game mechanics and dialogue options. There are absolutely no changes to gameplay, characters, etc., and the most substantial change is the restoration of the Jowan's Intention quest. I think that, if it hasn't been checked out already, it would be worthwhile for you to investigate the fixes made, and consider incorporating them in the update - even if they aren't major issues, they contribute to the overall polish of the game.
Either way, the news is appreciated and I'm eager to finish up Awakening, since bugs had caused me to put it on hold less than a week after buying it.
#60
Posté 05 juin 2010 - 06:46
#61
Posté 05 juin 2010 - 07:20
After 7 months of Bioware claiming to be "working on it" all they have fixed is three bugs. That should bother people. Modmakers fixed almost every bug quickly, but a large company with many developers has only been able to fix three bugs in 7 months. That's nothing to be happy about. Just 3 bugs in seven months. Think about it. That's the best they have done? Not acceptable.
Fans have been giving feedback for seven months. Bioware has supposedly read all that feedback yet has fixed so little.
And I don't care how many they are still working on. Can't you understand how silly it is for them to have done only do a fraction of the work some modmakers have done? Obviously you can't.
#62
Posté 05 juin 2010 - 07:30
What bothers me most at this point, is that a non-intermittent bug that is part of core gameplay (e.g. Stealing) is not one of the very first being announced sure to be in the patch.
Modifié par ShinsFortress, 05 juin 2010 - 07:31 .
#63
Posté 05 juin 2010 - 07:36
#64
Guest_Elps_*
Posté 05 juin 2010 - 07:43
Guest_Elps_*
DeadJediJamie wrote...
Branji wrote...
Very not impressed. Over 7 months and 3 bugs is all you have fixed? That's definitely laziness or incompetance. Modders quickly fixed most and this is all you have done. You should be ashamed that's all you have done.
To be honest I'm more interested in the engine fixes, stuff the modding community can't fix. People still buy Bethesda games and those frequently require community made patches but it hasn't harmed Bethesda's reputation much. Let's just get the game stable again, one thing at a time.
One thing I will add though is that I am concerned about the "Audio driver" crash. Is this crashing shi* related to audio? Or is this just one known problem? I'd like to know how disabling all but one core remedies this issue. Is Bioware absolutely positive the crash is audio related?
I'm not Bioware (obviously!) but some PC crashes with DA are a result of audio issues. Audio sampling rates can impact badly on performance. This causes problems with many games (from other game developers too) so should always be checked if your game isn't performing well.
This article shows how to check your audio sampling and set it for optimal performance:
http://filenetworks....avp-3-2010.html
DA has more than just audio problems to contend with though.
#65
Posté 05 juin 2010 - 07:46
I expect better, and soon. Otherwise I'll be up there with HeartCore and co.
Edit: as for those audio issues. Affect performance? Sure. But those settings are legitimate Windows parameters, so why does the game crash as apposed to just go slow? Is robustness no longer at all a desired property of software?
Modifié par ShinsFortress, 05 juin 2010 - 07:50 .
#66
Guest_Elps_*
Posté 05 juin 2010 - 08:05
Guest_Elps_*
ShinsFortress wrote...
Edit: as for those audio issues. Affect performance? Sure. But those settings are legitimate Windows parameters, so why does the game crash as apposed to just go slow? Is robustness no longer at all a desired property of software?
You might be surprised at how many games crash due to audio sampling/buffer sizing issues. It's the first thing I check for if a new game crashes & it's often easy to identify. If turning the sound off in game settings stops it crashing its a pretty good clue
#67
Posté 05 juin 2010 - 08:14
Modifié par -Semper-, 05 juin 2010 - 08:57 .
#68
Posté 05 juin 2010 - 08:24
#69
Posté 05 juin 2010 - 08:39
#70
Guest_nosecone2010_*
Posté 05 juin 2010 - 08:41
Guest_nosecone2010_*
I, for one, understand just how difficult it is to track down bugs of the kind that cause unreproducible, random crashes for no apparent reason and you have my thanks for putting effort into it.
*applauds Bioware*
#71
Posté 05 juin 2010 - 08:41
#72
Posté 05 juin 2010 - 08:42
I know Bioware has different sections, groups and locations. But I still feel that most projects have been leeched of resources for Star Wars. I was and still will not be interested in the Star Wars MMORPG (I have a weird thing wherein I almost never dig prequels), so that is lost to me. And so it seems is Bioware.
Although I am also not going to buy The Old Republic, the Star Wars MMO, it is not a prequel, it is set 300 years after. I doubt that would change your decision but just thought I'd tell you.
#73
Posté 05 juin 2010 - 08:42
Aryck1095 V2 wrote...
Any chance they'll fix the Awakening bug where DLC items don't carry over from Origins? I was hoping they'd fix that before I get Awakening for myself, as I'd rather be able to keep my Starfang longsword.
Ahh for the last time: Its not a bug, the gear from wardens keep is not supposed to carry over. You will find better equippment pretty fast anyways.
Either way nice to hear that a patch is being worked on, hopefully it will fix the problems with awakening to make further playthroughs worth it. Also fixing the pc crashes would be neat.
#74
Posté 05 juin 2010 - 09:07
Wiki
>>>
The story takes place in the Star Wars fictional universe shortly after the establishment of a tenuous peace between the re-emergent Sith Empire and the Galactic Republic,[32] 300 years after the events of the Star Wars: Knights of the Old Republic games and more than 3,500 years before the events in the Star Wars films.
<<<
Q&A from stwor.com itself.
>>>
Q:When does Star Wars[/i]: The Old Republic take place in relation to the movies?
A:Star Wars[/i]: The Old Republic takes place more than 3,500 years before the rise of Darth Vader. The most powerful Sith Empire in history has emerged from deep space to attack the Republic and its legendary Jedi guardians. After decades of war, a tenuous truce has been established between the Sith Empire and the Republic, but events occurring in the game are leading the galaxy back to an all-out war.
<<<
Since Star Wars: IV is what brought Star Wars into popular culture for most people (I'm no exception), then it's a prequel as far as I'm concerned. In fact, other than the way in the past set KotR setting, I don't think it's a follow-on to anything.
Modifié par ShinsFortress, 05 juin 2010 - 09:24 .
#75
Posté 05 juin 2010 - 09:49
Having said that, I must admit, that DAO was already well polished directly after release. Still, after reading about many bugs in Awakening, I decided to stick with community expansions and playing also RtO before Awakening. I didn't get the latest DLC with the Darkspawn yet, but it's planned.




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