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Act 2 Issues (may contain spoilers)


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#151
Kyela684

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Kyela684 wrote...

My problem is this: once I finish big battles and the big boss is supposed to give you something cool, like in all the quests where you beat down gang members and the Blackpowder Courtesy elf, they don't glow! My map has little arrows over them, but I can't click them and get their cool stuff! Then, after a heartbeat, it says the quest has been completed, and I didn't get my stuff! I got it the first time, this just makes no sense.


Could it possibly be the patch's fault? Has anyone else had this problem?

#152
artsangel

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Also having the issue with Sketch. Journal says that I took care of the Assassins, but is still marked as incomplete, and Sketch has the quest symbol still.

I took the Evil Tomes instead of reading or destroying them, and now I can't seem to complete the quest. They just go into the Junk inventory. I destroyed them in Junk but it made no difference.

#153
Wulfram

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Bethany's Grey Warden Robes turned up in my inventory.

#154
CenturyCrow

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In Act II and have yet to encounter Isabela.

#155
Kelatric

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Not sure if this one has been reported yet:

In Act II I could not complete all of the 'gang hide out' quests because of this bug.  I was able to get this bug to repeat as well.

In lowtown I encountered a random gang fight.  Somehow, one of the mobs was behind a building and he never got triggered to join the fight.  I killed all the guys (except the one that was hiding). Combat ended, got my xp, looted the corpses, and left the area.

Because I did not kill the entire group before leaving the map, NO other gang groups will spawn again.  The single guy that I did not kill was still there (and I could kill him), but no matter how many times you leave and come back, you never get another group of gang members (and hence never get the message saying where the hide out is)

#156
8DKimone

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My issues appear to be similar to what others have already posted:

1. Merrill/Mourning quest
2. Isabela's armour losing the rune slot, although removal of her from the party + reload appeared to solve that issue
3. Forbidden knowledge quest received in Act II even though I killed the quest-giver in Act I
4. Slow-down issue that's been attributed (apparently) to Isabela's 5% "thumbs up" bonus being applied erroneously.

#157
gelfie

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I encountered the following bugs in Act II:

-- Fool's Gold triggered for me even though I imported a saved game in which The Architect, the Disciple Messenger and Nathaniel all survived. Nathaniel was recruited to my party and was at 100% approval during the bulk of Awakening. My Warden chose to save Amaranthine and Nathaniel stayed behind to help save Vigil's Keep, which was fully upgraded thus the epilogue tells that he survived.

-- How to Frame a Templar: even after completing this quest by entering the templar's name twice, I had to enter it  one more time before it would finally clear from view in the Gallows.

-- Questioning Beliefs/Isabella: although not at maximum level, Isabella was a good way into the friendship zone by the time To Catch a Thief was triggered. Hawke had had the conversation, Questioning Beliefs with all the companions except for Isabella and it seems that this is why Isabella did not return with the book during the conversation with the Arishok. I replayed the whole sequence from To Catch a Thief through to the end of Act II twice to try and ensure this but the outcome was the same.

-- Sketchy on the Details: remains in the journal even though the quest was completed.

Modifié par gelfie, 21 mars 2011 - 08:21 .


#158
JediMB

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gelfie wrote...

-- Fool's Gold triggered for me even though I imported a saved game in which The Architect, the Disciple Messenger and Nathaniel all survived. Nathaniel was recruited to my party and was at 100% approval during the bulk of Awakening. My Warden chose to save Amaranthine and Nathaniel stayed behind to help save Vigil's Keep, which was fully upgraded thus the epilogue tells that he survived.


I'm confused. Why should Fool's Gold not trigger in this case?

I'm asking because my Awakening variables were identical to yours, and I played through Fool's Gold without every realizing that something was wrong.

#159
LappyTHT

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Merrill's quest, Mourning, auto-completing on a mage playthrough.  Took my sibling to the Deep Roads and they survived.

I'm hoping this gets fixed soon, I love the quirkiness of Merrill's character, and was looking forward to developing the relationship between she and Hawke.  Effectively, my play-through is on halt until this is resolved.

Otherwise fantastic game, thanks.

#160
gelfie

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JediMB wrote...

gelfie wrote...

-- Fool's Gold triggered for me even though I imported a saved game in which The Architect, the Disciple Messenger and Nathaniel all survived. Nathaniel was recruited to my party and was at 100% approval during the bulk of Awakening. My Warden chose to save Amaranthine and Nathaniel stayed behind to help save Vigil's Keep, which was fully upgraded thus the epilogue tells that he survived.


I'm confused. Why should Fool's Gold not trigger in this case?

I'm asking because my Awakening variables were identical to yours, and I played through Fool's Gold without every realizing that something was wrong.

Apparently Fool's Gold is only supposed to trigger if Nathaniel is dead. If he is alive, you are given the quest, Finding Nathaniel, in Act III instead. It is also the quest where you will loot the final piece of Varric's armour so if you were flagged for Fool's Gold you won't be able to complete Varric's upgrades. My husband made the key same choices that I did and yet he was able to take the quest to find Nathaniel.

Modifié par gelfie, 21 mars 2011 - 09:54 .


#161
OhoniX

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I got this issue where, from what I heard online, Merrill's final armor upgrade should be available in act II, at the top of Sundermount in the pile of bones. I went up there, killed a dragon, looted the bones, but got no upgrade for Merrill, just a piece of Hawke armor that I couldn't use. I suspect that the problem may have come because I'd had Merrill move in with me and she had her white armor at this point, which may have blocked her from getting the new armor upgrade.

#162
quickthorn

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'Sketchy On The Details' remains on the current quests list although the entry says 'You took care of the foreign assassins'. I got a reward and could not talk to Sketch after that, but he remained in the Docks with a flag over his head.

#163
JediMB

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gelfie wrote...

JediMB wrote...

gelfie wrote...

-- Fool's Gold triggered for me even though I imported a saved game in which The Architect, the Disciple Messenger and Nathaniel all survived. Nathaniel was recruited to my party and was at 100% approval during the bulk of Awakening. My Warden chose to save Amaranthine and Nathaniel stayed behind to help save Vigil's Keep, which was fully upgraded thus the epilogue tells that he survived.


I'm confused. Why should Fool's Gold not trigger in this case?

I'm asking because my Awakening variables were identical to yours, and I played through Fool's Gold without every realizing that something was wrong.

Apparently Fool's Gold is only supposed to trigger if Nathaniel is dead. If he is alive, you are given the quest, Finding Nathaniel, in Act III instead. It is also the quest where you will loot the final piece of Varric's armour so if you were flagged for Fool's Gold you won't be able to complete Varric's upgrades. My husband made the key same choices that I did and yet he was able to take the quest to find Nathaniel.


Ouch. I see.

Guess I might just play the game again with the same Awakening import once the bug count in DAII has been reduced significantly.

#164
*Di

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Doing the quest to get Sebastion as a companion... Repentance.

I finished the quest, but cannot return to the Harimann Estate... the game crashes. I cannot finish the quest, and apparently cannot get Sebastion as a companion. Since I had to pay extra for this DLC, I'm really, really annoyed by this.

#165
Adynata

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The Fixer quest isn't ending for me. It says there are no more dead bodies to collect but it didn't reward me nor is it telling me where to go for a reward (already tried my letterbox at home).

#166
FabMan_UK

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Can't complete Sketchy on the Details, Chantry board is unclickable.

#167
Knight Terror

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I encountered an issue last night that I feel, is a bug. At least it doesn't make sense.

For the mission Night Terrors, where you go into the Fade, if you take Merril in with you, it seems like her Friendship/Rivalry meter gets bugged. When you meet the Sloth Demon, she warns you not to trust it and that he will turn on you. If you tell the Sloth Demon you won't deal with him, you take a +5 to Rivalry for Merril. If you accept the demon's offer, you take a +5 to Friendship. Shouldn't it be the other way around???

Also, if you take her with you into the Desire Demon's room, she will turn on you and take a +20 to Rivalry. No other character takes a Rivalry hit when they turn on you in the Fade.

#168
JediMB

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Knight Terror wrote...

I encountered an issue last night that I feel, is a bug. At least it doesn't make sense.

For the mission Night Terrors, where you go into the Fade, if you take Merril in with you, it seems like her Friendship/Rivalry meter gets bugged. When you meet the Sloth Demon, she warns you not to trust it and that he will turn on you. If you tell the Sloth Demon you won't deal with him, you take a +5 to Rivalry for Merril. If you accept the demon's offer, you take a +5 to Friendship. Shouldn't it be the other way around???

Also, if you take her with you into the Desire Demon's room, she will turn on you and take a +20 to Rivalry. No other character takes a Rivalry hit when they turn on you in the Fade.


I don't know why she would get Friendship from you accepting the Sloth Demon's deal, but if you hear the demon out properly before denying his request you won't suffer the Rivalry points.

For the Desire Demon, maybe it depends on how you respond to her being tempted? I've only lost Merrill to the Pride Demon, myself, and got through the entire Night Terrors mission without Merrill receiving any Rivalry points.

EDIT: Okay, you can't lose Merrill to the Desire Demon, according to the Wiki, so you must be thinking of the Pride Demon.

Modifié par JediMB, 22 mars 2011 - 12:23 .


#169
Knight Terror

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JediMB wrote...

Knight Terror wrote...

I encountered an issue last night that I feel, is a bug. At least it doesn't make sense.

For the mission Night Terrors, where you go into the Fade, if you take Merril in with you, it seems like her Friendship/Rivalry meter gets bugged. When you meet the Sloth Demon, she warns you not to trust it and that he will turn on you. If you tell the Sloth Demon you won't deal with him, you take a +5 to Rivalry for Merril. If you accept the demon's offer, you take a +5 to Friendship. Shouldn't it be the other way around???

Also, if you take her with you into the Desire Demon's room, she will turn on you and take a +20 to Rivalry. No other character takes a Rivalry hit when they turn on you in the Fade.


I don't know why she would get Friendship from you accepting the Sloth Demon's deal, but if you hear the demon out properly before denying his request you won't suffer the Rivalry points.

For the Desire Demon, maybe it depends on how you respond to her being tempted? I've only lost Merrill to the Pride Demon, myself, and got through the entire Night Terrors mission without Merrill receiving any Rivalry points.

EDIT: Okay, you can't lose Merrill to the Desire Demon, according to the Wiki, so you must be thinking of the Pride Demon.


Yes, it was the Pride Demon. Sorry about that.

I did actually listen to the entire speech from the Sloth Demon and got the Rivalry Points. I reloaded, and assumed the points came from actually talking to him, so after the reload, I immediately chose "I don't deal with Demons" as soon as he started talking and attacked him. Still got the Rivalry Points.

#170
JediMB

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Huh. Maybe you have to have Anders/Justice with you?

#171
OhoniX

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If you tell the Sloth Demon you won't deal with him, you take a +5 to Rivalry for Merril. If you accept the demon's offer, you take a +5 to Friendship. Shouldn't it be the other way around???


Merrill likes demons, sort of. At the very least she doesn't like you to be close minded about demons and blood magic. If you dismiss them out of hand she doesn't like it. If you hear him out but then disagree at the end you shouldn't get any negative points from the encounter.

#172
Fredvdp

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"Bounty Hunter" is broken. Of the bounties, the one on the Wounded Coast, disappears like a rogue would, but never reappears. He's not listed in my journal as killed.

#173
JediMB

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Issue I'd forgotten about...

- Gamlen won't leave the Hawke Estate at the end of All That Remains, even after saying that he will visit Bethany at the Circle and tell her about what has happened. He remains there until Act 2 ends.

#174
Avissel

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I played through "All that remains" leaving Gascard alive, and he turned on me at the end so I had to fight him and Quinton. However during the scene after the fight, Gascard informed me that with Quinton dead, Hawke's mother would not last long.

In this play through I also had the bug where Gamlen is just standing in the doorway after the scene between He and Hawke is over.

#175
Xsutra

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Companion quests called "Questioning Beliefs" is a little buggy. When i go to the companions they have no icon over there head to talk to them...i usually have to add/remove them from party, to be able to talk to them. Did not have this issue in my 1st playthough.