Update on the next Dragon Age patch release (June 4, 2010)
#101
Posté 05 juin 2010 - 07:03
#102
Posté 05 juin 2010 - 07:20
bl00dsh0t wrote...
Ahh for the last time: Its not a bug, the gear from wardens keep is not supposed to carry over.
Well that was a bad decision by the developers, why shouldn't the people who have paid for the dlc be allowed to keep the items and skills (power of blood) they got in WK?
I don't know if WK is the only dlc that suffers from this decision as I have not played DAA, but if it's an issue with other dlc's apart from WK, that should of course be fixed as well.
From what I've read at the dragonage wikia it seems that some of the textures from DAO dlc's conflict with DAA, but if modders can help players keep the items they've payed for so should Bioware.
http://dragonage.wik...g_Bugs/Glitches
#103
Posté 05 juin 2010 - 07:31
Deathdealer_nor_ wrote...
bl00dsh0t wrote...
Ahh for the last time: Its not a bug, the gear from wardens keep is not supposed to carry over.
Well that was a bad decision by the developers, why shouldn't the people who have paid for the dlc be allowed to keep the items and skills (power of blood) they got in WK?
It wasn't know that this would happen until during internal testing of Awakening, and the fix for this is not something that can be done in a patch to either Awakening or Origins, as the problem is in the DLCs themselves (Warden's Keep, Blood Dragon Armor).
#104
Posté 05 juin 2010 - 07:53
Modifié par Bfler, 05 juin 2010 - 07:56 .
#105
Posté 05 juin 2010 - 08:12
Star Wars: The Old Republic takes place 300 years after Knights of the Old Republic 2: The Sith Lords. Which happens some 3500-5000 years before A New Hope (Episode IV).
The ONLY DLC items that are meant to cross over are: Duncan's Sword & Dagger, Maric's Sword, and Cailan's Armor. ALL of these, without exception, come from Return to Ostagar. And they also appear (except Maric's Sword) in Origins, which is WHY they transfer. Stone Prisoner, Warden's Keep, Promotional DLC items (with notable exceptions of the Bulwark of the True King and Blightblood) are NOT supposed to cross over, and officially don't. If you wish them in Awakening, you need to find a 3rd-party mod to do so, and there are a few. Bioware apparently DOESN'T want this to happen officially, so I doubt that it ever will be, especially since some are no longer available (officially, that is).
However, I have noticed Shale/Shayle's Crystals as loot on occasion in Awakening, but not really consistently.
Modifié par A Golden Dragon, 05 juin 2010 - 08:13 .
#106
Posté 05 juin 2010 - 08:12
Dragon Age: Origins 1.03
You do not need to download patches prior to Patch 1.03. Downloading Patch 1.03 contains all previous patches. Downloading Patch 1.03 will provide you with all patch data available.
Various changes have been made to code and resources to support the Dragon Age: Origins - Awakening expansion pack. Most of these changes do not affect Origins itself.
Some players were experiencing increasingly long load times. A major cause of this problem has been fixed.
At higher levels, non-player characters now receive a bonus to armor penetration. This mitigates an unintentional imbalance with well-armored high-level characters, since armor penetration previously did not scale as aggressively as armor itself did.
Elite-rank enemies (lieutenants) can no longer be shattered. This preserves the intended tactical design of many combat encounters.
Portraits for summoned creatures (like a ranger's wolf) were displaying improperly while in the party camp. This no longer occurs.
Dragon Age: Origins 1.03 (all languages)
Download Size: 63MB
Dragon Age: Origins 1.02a
Many of the fixes affecting balance, gameplay, or plot scripting are already included in the Xbox 360 and PlayStation®3 versions of Dragon Age: Origins.
Balance
Daggers now apply 0.5 points of damage per additional point in dexterity and 0.5 points of damage per additional point in strength, as originally intended. This increases dagger damage for high-dexterity characters.
During combat, mana or stamina reserves now correctly regenerate more quickly when reserves are low. This allows players to occasionally use an talent or spell in the later stages of lengthy fights.
When exploring, mana and stamina now regenerate more quickly at higher character levels. This reduces downtime between fights.
The spells Force Field, Crushing Prison, Cone of Cold, and Blizzard now have shorter durations and/or longer cooldowns. This ensures that combatants can no longer stun-lock each other by repeatedly casting the same spell.
The cooldowns for several low-level sustained abilities are now shorter. This ensures that players are not penalized for accidentally deactivating them.
Certain battles were not scaling properly, resulting in excessively difficult fights. They now scale as intended.
Enemy corpses now drop health poultices and money more appropriately, resulting in less clutter in the player's inventory.
Gameplay
In rare cases, enemy corpses were selectable when they contained no loot. This no longer occurs.
Party members whose combat tactics were set to defensive behavior no longer stop attacking after using a spell or talent.
In rare cases, combat tactics conditions could fail to determine whether a character had enough mana or stamina to use an ability. This no longer occurs.
The Rally talent no longer repeats its audio effect if it is active during certain conversations.
The Rally talent no longer deactivates upon area transitions or conversations.
The Shimmering Shield spell now deactivates when the character is out of mana.
Plot *Spoiler Warning*
Promotional downloadable content items now remain in the player's inventory when standard items are removed at the end of the dwarf noble origin.
Repeatedly talking to Duncan after gathering the vials in the Korcari Wilds but not the treaties no longer provides duplicate experience.
Leliana's personal plot can now be completed if the player substantially increased her approval (through gifts) before talking to her.
During the siege of Redcliffe, enemies are no longer able to spawn in locations that would break the plot.
Bann Teagan no longer disappears when he is supposed to be accessible during Urn of Sacred Ashes.
PC Specific
Controlling a summoned creature (like a ranger's pets) during certain special area transitions no longer results in odd behavior.
Creating a character in a custom module did not create a folder for saves. This could result in corruption of main campaign saves. This no longer occurs.
In some cases, the class icon was set incorrectly for characters imported from the downloadable Character Creator. This no longer occurs.
The options menu now includes a setting to automatically download previously purchased content that is not currently installed.
After installing new downloadable content, the game now always reminds the user to restart the game.
The icons for some promotional downloadable content items were missing. They now appear correctly.
The screenshot upload GUI would stop working from time to time on the client. There was a memory override that was fixed. It is a client fix. It doesn't affect the other problems we have seen on the server.
Dragon Age: Origins 1.01b
fixed potential corruption of character statistics
fixed portrait appearance sliders when importing a character from the downloadable Character Creator
fixed import for preset face settings from the downloadable Character Creator
made Easy difficulty easier
slightly increased attack, defense, and damage scores for all party members at Normal difficulty
fixed video issues when running on a very wide screen display, including ATI Eyefinity displays
fixed an issue with Dragon Age and Windows Game Explorer
updated Visual C runtime libraries
#107
Posté 05 juin 2010 - 08:35
#108
Posté 05 juin 2010 - 08:54
Oh and please make sure that Awakening gets a proper patch (I've had far worse issues with that DLC than the original game).
But thanks Victor for (finally) giving us some feedback.
#109
Posté 05 juin 2010 - 08:57
A Golden Dragon wrote...
The ONLY DLC items that are meant to cross over are: Duncan's Sword & Dagger, Maric's Sword, and Cailan's Armor. ALL of these, without exception, come from Return to Ostagar. And they also appear (except Maric's Sword) in Origins, which is WHY they transfer.
Actually, those specific items do not exist in the DA Toolset that the PC modding community has access to, so there is some other reason why the items transfer when other DLC items don't.
Bioware apparently DOESN'T want this to happen officially, so I doubt that it ever will be, especially since some are no longer available (officially, that is).
Patching the DLCs so that the items will trnasfer isn't more important than this patch for DA.
However, I have noticed Shale/Shayle's Crystals as loot on occasion in Awakening, but not really consistently.
Yes, because these are supplied as a part of the available content for DAO.
#110
Posté 05 juin 2010 - 08:59
Modifié par WonderGamer, 05 juin 2010 - 09:02 .
#111
Posté 05 juin 2010 - 09:08
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.
I would probably refrain from dissing them at this point....even though I realize the mantra chanted these days is Moar moar moar..like yesterday....not now.
At least they are listening and at least they are working on fixes for ALL platforms, if you think you can do better, apply for a job, and show them up.
Otherwise, a thank you IS in order here.
Surprising how many ingrates there are in the world...
#112
Posté 05 juin 2010 - 09:08
WonderGamer wrote...
For all the non-believers that audio can crash a game, I know this to be a fact from experience. This was particularly the case with Oblivion, which I mentioned in this thread. I was able to determine this because Xfire used to handle error reports for crashes in games (not anymore, though), which listed a codec that I had installed in a codec pack. I was able to fix that issue buy renaming the codec so it was no longer being used. I wish Xfire would allow for the advanced error reporting again so I could find out these problems on my own (they're a lot easier to read than Microsoft error reports).
I know very well that audio CAN crash a game. I'm just skeptical in this case due to the fact that disabling all but one core fixes the crashing issues. How does this relate to audio?
Modifié par DeadJediJamie, 05 juin 2010 - 09:40 .
#113
Posté 05 juin 2010 - 09:11
To: GithCheater. I am talking about the console version.
#114
Posté 05 juin 2010 - 09:12
WonderGamer wrote...
For all the non-believers that audio can crash a game, I know this to be a fact from experience. This was particularly the case with Oblivion, which I mentioned in this thread. I was able to determine this because Xfire used to handle error reports for crashes in games (not anymore, though), which listed a codec that I had installed in a codec pack. I was able to fix that issue buy renaming the codec so it was no longer being used. I wish Xfire would allow for the advanced error reporting again so I could find out these problems on my own (they're a lot easier to read than Microsoft error reports).
I'm wondering if this has been causing my mysterious crashes...just in the middle of battle, alot of noise and spells being thrown around, and poof! Crash to desktop, no error messages. Never thought it might be the audio causing this. We'll see.
Trouble is, I have played through so many times now, I am not sure how many more characters I will create, am pending at 22 and 97 achievements. lol
Maybe I'll go to Nightmare mode....we'll see.
#115
Posté 05 juin 2010 - 09:15
GithCheater wrote...
3 fixes in 7 months?? I count more than 3 ... Branji sounds like a toddler that never learned to count beyond 3.
Dragon Age: Origins 1.03
You do not need to download patches prior to Patch 1.03. Downloading Patch 1.03 contains all previous patches. Downloading Patch 1.03 will provide you with all patch data available.
Various changes have been made to code and resources to support the Dragon Age: Origins - Awakening expansion pack. Most of these changes do not affect Origins itself.
Some players were experiencing increasingly long load times. A major cause of this problem has been fixed.
At higher levels, non-player characters now receive a bonus to armor penetration. This mitigates an unintentional imbalance with well-armored high-level characters, since armor penetration previously did not scale as aggressively as armor itself did.
Elite-rank enemies (lieutenants) can no longer be shattered. This preserves the intended tactical design of many combat encounters.
Portraits for summoned creatures (like a ranger's wolf) were displaying improperly while in the party camp. This no longer occurs.
Dragon Age: Origins 1.03 (all languages)
Download Size: 63MB
Dragon Age: Origins 1.02a
Many of the fixes affecting balance, gameplay, or plot scripting are already included in the Xbox 360 and PlayStation®3 versions of Dragon Age: Origins.
Balance
Daggers now apply 0.5 points of damage per additional point in dexterity and 0.5 points of damage per additional point in strength, as originally intended. This increases dagger damage for high-dexterity characters.
During combat, mana or stamina reserves now correctly regenerate more quickly when reserves are low. This allows players to occasionally use an talent or spell in the later stages of lengthy fights.
When exploring, mana and stamina now regenerate more quickly at higher character levels. This reduces downtime between fights.
The spells Force Field, Crushing Prison, Cone of Cold, and Blizzard now have shorter durations and/or longer cooldowns. This ensures that combatants can no longer stun-lock each other by repeatedly casting the same spell.
The cooldowns for several low-level sustained abilities are now shorter. This ensures that players are not penalized for accidentally deactivating them.
Certain battles were not scaling properly, resulting in excessively difficult fights. They now scale as intended.
Enemy corpses now drop health poultices and money more appropriately, resulting in less clutter in the player's inventory.
Gameplay
In rare cases, enemy corpses were selectable when they contained no loot. This no longer occurs.
Party members whose combat tactics were set to defensive behavior no longer stop attacking after using a spell or talent.
In rare cases, combat tactics conditions could fail to determine whether a character had enough mana or stamina to use an ability. This no longer occurs.
The Rally talent no longer repeats its audio effect if it is active during certain conversations.
The Rally talent no longer deactivates upon area transitions or conversations.
The Shimmering Shield spell now deactivates when the character is out of mana.
Plot *Spoiler Warning*
Promotional downloadable content items now remain in the player's inventory when standard items are removed at the end of the dwarf noble origin.
Repeatedly talking to Duncan after gathering the vials in the Korcari Wilds but not the treaties no longer provides duplicate experience.
Leliana's personal plot can now be completed if the player substantially increased her approval (through gifts) before talking to her.
During the siege of Redcliffe, enemies are no longer able to spawn in locations that would break the plot.
Bann Teagan no longer disappears when he is supposed to be accessible during Urn of Sacred Ashes.
PC Specific
Controlling a summoned creature (like a ranger's pets) during certain special area transitions no longer results in odd behavior.
Creating a character in a custom module did not create a folder for saves. This could result in corruption of main campaign saves. This no longer occurs.
In some cases, the class icon was set incorrectly for characters imported from the downloadable Character Creator. This no longer occurs.
The options menu now includes a setting to automatically download previously purchased content that is not currently installed.
After installing new downloadable content, the game now always reminds the user to restart the game.
The icons for some promotional downloadable content items were missing. They now appear correctly.
The screenshot upload GUI would stop working from time to time on the client. There was a memory override that was fixed. It is a client fix. It doesn't affect the other problems we have seen on the server.
Dragon Age: Origins 1.01b
fixed potential corruption of character statistics
fixed portrait appearance sliders when importing a character from the downloadable Character Creator
fixed import for preset face settings from the downloadable Character Creator
made Easy difficulty easier
slightly increased attack, defense, and damage scores for all party members at Normal difficulty
fixed video issues when running on a very wide screen display, including ATI Eyefinity displays
fixed an issue with Dragon Age and Windows Game Explorer
updated Visual C runtime libraries
Aye this last patch was relatively large...I saw alot of files as I downloaded and installed it. It fixed for the most part, the problems I was having with slow loading times on my AMD core duo machine.
#116
Posté 05 juin 2010 - 09:28
switzki wrote...
Thanks for the update, Victor. More frequent communication will do much to reduce hostility among the more vocal community members.Victor Wachter wrote...
Since the game's launch, we have been tracking and prioritizing the issues that you have encountered and posted about in the forums. We've created a comprehensive list of these issues and have been hard at work fixing those that are the most critical to your game.
On this particular point, you might consider having someone official maintain a (stickied) list of known issues in each platform's tech support forum. This serves two purposes: (1) it gives the community a list of bugs to watch out for until a fix can be deployed, and (2) it should reduce the number of duplicate threads all discussing the same thing. Since some bugs already have detailed threads discussing specifics, those could be linked for further reading by interested parties.
Since EA tech support almost always directs players back to these tech support forums for answers, it would be nice to have a list of known issues readily available for each platform. A side benefit would be the ability to note which updates fixed which bugs.
I have to agree with this poster.
AND...being that they ARE tech forums, why is there noone there indicating that things are at least being looked at and tested. That would go a long way to calming things down.
Last "official" person to do that ..was Jesse Van Herk..and he's been gone now for several months, since that time it has been patently obvious that there is NO tech support for the platforms...or at least the PC one, ...
Ea's support team redirects people back to the tech forums, thats a merry-go-round that most people hate being on. REAL tech support please, with OFFICIAL stickied threads (from a tech person please) on workarounds for the most common problems, until Bioware manages a fix for those problems.
I have never ever seen a more unhelpful tech support forum, in all my years of gaming.
Time to pull up your socks Bioware.
#117
Posté 05 juin 2010 - 09:31
#118
Posté 05 juin 2010 - 09:43
I am looking forward the any Awakening bug fixes, though. Been wanting to buy it, but refrained from it because of all the bugs I've heard are in it. Keep up the good work, Victor!
#119
Posté 05 juin 2010 - 10:01
http://social.biowar...m/project/2563/
and
will some weapon properties (e.g. "weakens nearby darkspawn", "+x healing received") work properly after the patch?
#120
Posté 05 juin 2010 - 10:43
joey_mork84 wrote...
*Sigh*.. Some people just want a reason to complain, I suppose.. Sad.. Very sad.. Guess the only thing left is to treat their posts the same way they've treated all the posts that have some sense to them.. Pretend they aren't there
I am looking forward the any Awakening bug fixes, though. Been wanting to buy it, but refrained from it because of all the bugs I've heard are in it. Keep up the good work, Victor!
Well for the Silverite mines bug, I played through 8 times before I encountered this bug, it has to do with wearing Key to the City..and in my case the Harvestor ring from the Shale dlc. What happened was, when the cutscene opens and you are talking to the "boss Mob" won't spoil here, if the bug is going to happen all the background behind the "boss mob" in the cut-scene is very dark or black. When you arrive in the prison cell, (at least in my case) all your potions etc are still showing in your hotbar. THIS should not be, you should have lost all possessions, potions etc.
So make sure you have a save PRIOR to entering the silverite mines, and if you encounter what I have described, go back to that save, and switch out your jewellry. Don't leave in your inventory, give it to other members..ie: I gave my Key to the City to Oghren, and my harvestor ring to someone else in the party. I took their jewellry, then saved again, entered the Silverite mine, and everything worked.
I think the bug is Key to the City..plus any other "special" jewellry you might get. This needs to be tested of course, and is why I am listing it here in this patch release thread.
But thats my work-around and its worked for me.
Modifié par Feraele, 05 juin 2010 - 10:51 .
#121
Posté 05 juin 2010 - 10:53
#122
Posté 06 juin 2010 - 12:50
#123
Posté 06 juin 2010 - 01:14
It could be the codecs or it could be a combination factor as well. I've noticed that Xfire will cause problems in some games, so I shut it off & the game may or may not work properly. Sometimes it's a cross between different elements (the combined factor of codecs & Xfire happened to be a problem in some cases). If you can find out what is being included in the error reports when it crashes, then you can decide what the problem is & eliminate factors that may or may not be causing it. Xfire has become an every day application for me, so it's easier to eliminate codecs that may be causing problems rather than not using Xfire.Feraele wrote...
I'm wondering if this has been causing my mysterious crashes...just in the middle of battle, alot of noise and spells being thrown around, and poof! Crash to desktop, no error messages. Never thought it might be the audio causing this. We'll see.
Trouble is, I have played through so many times now, I am not sure how many more characters I will create, am pending at 22 and 97 achievements. lol
Maybe I'll go to Nightmare mode....we'll see.
One way around codec issues is to include codecs that the game is supposed to use over ones installed on the computer. The only problem with that is making sure that the codecs included with the software does not conflict with the OS. This is where you would have to include a few different versions (one for each component for each OS) so that it didn't cause problems in the long run. Developers may even need to include different codecs for different sound cards (which ends up being a problem when new sound devices come out that were not previously tested).
Modifié par WonderGamer, 06 juin 2010 - 01:20 .
#124
Posté 06 juin 2010 - 01:17
#125
Posté 06 juin 2010 - 01:26
Feraele wrote...
I have to agree with this
poster.
AND...being that they ARE tech forums, why is there
noone there indicating that things are at least being looked at and
tested. That would go a long way to calming things down.
Last
"official" person to do that ..was Jesse Van Herk..and he's been gone
now for several months, since that time it has been patently obvious
that there is NO tech support for the platforms...or at least the PC
one, ...
Ea's support team redirects people back to the tech
forums, thats a merry-go-round that most people hate being on.
REAL tech support please, with OFFICIAL stickied threads (from a tech
person please) on workarounds for the most common problems, until
Bioware manages a fix for those problems.
I have never ever seen a
more unhelpful tech support forum, in all my years of gaming.
Time
to pull up your socks Bioware.
very true..
Modifié par Nekator, 06 juin 2010 - 01:29 .




Ce sujet est fermé
Retour en haut





