Title Update 1.02 - Planning and Prioritization
#51
Posté 22 avril 2011 - 01:49
#52
Posté 22 avril 2011 - 03:45
I will assume that since this hasn't been looked at, the same is true for Healing Aura.
#53
Posté 22 avril 2011 - 08:56
#54
Posté 22 avril 2011 - 09:08
GodLikeDevil wrote...
Fool's Gold/Finding Nathaniel still not triggering properly with an imported Awakenings save where Nathaniel was left in fully fortified Vigil's Keep and survives...
I had the same identical issue.
#55
Posté 22 avril 2011 - 10:50
I haven't really noticed Anders' Panacea range (I haven't looked into it), but I did feel that Healing Aura sure seemed to have a super short range. You are probably correct.SurrealSadi wrote...
Panacea(One of Anders' abilities) is supposed to have a range of 6 meters. However, it's real in-game range is far smaller. My Hawke is out of range of the effect at a little more than what is effectively Anders' height. And since Anders cannot possibly be 6 meters tall...
I will assume that since this hasn't been looked at, the same is true for Healing Aura.
#56
Posté 22 avril 2011 - 11:54
That happened to me, but bringing Nathaniel with you and sparing the Architect ensured that quest triggering for meGodLikeDevil wrote...
Fool's Gold/Finding Nathaniel still not triggering properly with an imported Awakenings save where Nathaniel was left in fully fortified Vigil's Keep and survives...
#57
Posté 23 avril 2011 - 12:53
Customizing tactics to force health and stamina/lyrium potion uses.
I set up the custom action based on <25% for either. Once I've set up the appropriate usage, I then push the tactic directive into the #1 or #2 position and leave the screen (saving).
When I come back in, the left hand modifyer is setup, but the resulting action on the right hand side has been cleared, forcing me to reenter the action desired. Once I do this step and save, it sticks.
#58
Posté 23 avril 2011 - 01:10
#59
Posté 23 avril 2011 - 01:18
Healing Aura had a similar short range when I was playing Spirit Healers, and if Panacea, which is just Healing Aura with a fancy name for Anders, I doubt either were fixed.E-Zekiel wrote...
I haven't really noticed Anders' Panacea range (I haven't looked into it), but I did feel that Healing Aura sure seemed to have a super short range. You are probably correct.SurrealSadi wrote...
Panacea(One of Anders' abilities) is supposed to have a range of 6 meters. However, it's real in-game range is far smaller. My Hawke is out of range of the effect at a little more than what is effectively Anders' height. And since Anders cannot possibly be 6 meters tall...
I will assume that since this hasn't been looked at, the same is true for Healing Aura.
#60
Posté 23 avril 2011 - 04:57
Sandvalleykid wrote...
If you have to come up with a patch for Awakening because of the import issues, would you also be able to fix the Sentinel Armor Set and Vigilance sword skin issues on humans?
They already told us this wasn't possible.
#61
Posté 23 avril 2011 - 02:56
Luke Barrett wrote...
--------------
Current issues, post 1.01:
General Issues
- Import Issues (Awakenings; re: Approval levels)
- Import issue with Zevran, Alistair and Morrigan (all)
I'm still curious or don't understand about the issues in awakening importing to DA2 regarding Approval levels? in what cases does this shows in the game?. The issues regarding Awakening in my game was about Nathaniel saying the architect was spared when he was actually killed, as far as I know for my games.
Also, I would like to know more about the import issue regarding Morrigan, her romance?, any issue regarding Witch Hunt?, if the Warden went with her through the Eluvian? and where or when will these issues fixed will show during DA2.
#62
Posté 23 avril 2011 - 09:03
Luke Barrett wrote...
Sorry, I addressed this at some point but it was probably on one of the other tech forums. Both Epic and Supplier are being heavily looked at and I'm doing my best to make sure there is not a patch without these working properly.
Thanks for the reply. Good to know they're being worked on.
#63
Posté 24 avril 2011 - 12:33
Lord_Anthonior wrote...
Luke Barrett wrote...
--------------
Current issues, post 1.01:
General Issues
- Import Issues (Awakenings; re: Approval levels)
- Import issue with Zevran, Alistair and Morrigan (all)
I'm still curious or don't understand about the issues in awakening importing to DA2 regarding Approval levels? in what cases does this shows in the game?. The issues regarding Awakening in my game was about Nathaniel saying the architect was spared when he was actually killed, as far as I know for my games.
Also, I would like to know more about the import issue regarding Morrigan, her romance?, any issue regarding Witch Hunt?, if the Warden went with her through the Eluvian? and where or when will these issues fixed will show during DA2.
How can Morrigan be in the game i thought she disappeared in the Eluvian Mirror into that other dimension? Is the Mirror a two-way street?
#64
Posté 24 avril 2011 - 05:49
#65
Posté 24 avril 2011 - 03:58
Luke Barrett wrote...
Sorry, I addressed this at some point but it was probably on one of the other tech forums. Both Epic and Supplier are being heavily looked at and I'm doing my best to make sure there is not a patch without these working properly.
Hi Luke, thanks for looking into the issues with supplier/epic.
In regard to the supplier bug, which i am myself experiencing, when they finally fix the issue, will i be able to get my trophy retroactivly ?
I'v played through the game twice to get the platinum trophy on the ps3, the thought of having to play again just to get the supplier trophy is, well, not pleasant
Hope this is fixed soon.
#66
Posté 24 avril 2011 - 07:23
Bioware - Are there any known solution, or are you underway with a fix?
PS. I am running PS3 v3.60 and DAII v1.01
Modifié par ATV-DK-75, 25 avril 2011 - 09:50 .
#67
Posté 24 avril 2011 - 07:47
SurrealSadi wrote...
Healing Aura had a similar short range when I was playing Spirit Healers, and if Panacea, which is just Healing Aura with a fancy name for Anders, I doubt either were fixed.E-Zekiel wrote...
I haven't really noticed Anders' Panacea range (I haven't looked into it), but I did feel that Healing Aura sure seemed to have a super short range. You are probably correct.SurrealSadi wrote...
Panacea(One of Anders' abilities) is supposed to have a range of 6 meters. However, it's real in-game range is far smaller. My Hawke is out of range of the effect at a little more than what is effectively Anders' height. And since Anders cannot possibly be 6 meters tall...
I will assume that since this hasn't been looked at, the same is true for Healing Aura.
It seems that most of the abilities which mention their AOE in meters are actually feet, based on their relative proportion to the size of the characters. Either somebody at BioWare doesn't know what a meter is, or... well, I think that's the only explanation.
#68
Posté 24 avril 2011 - 08:33
For those of you who don't know, I was stuck in the cave going to find Zevran in Act 3 (Murder of Crows) and the varterral has me trapped in a cave. I cannot leave, and cannot fight it. There's a whole thread about it on here, that's been posted by me.
That's a problem I haven't seen directly addressed in any way. I don't particularly know which category it would fall under, but I'm still probably going to wait. And that's because of my next point.
I might sound like a sore loser, but in my opinion, I think Bioware has their priorities mixed up. Why would you NOT fix the "Who Needs Rescuing" or the companion upgrades and such first, instead of the "infinite XP and money" glitch or the Maker's Sigh glitch, which are two examples of problems that actually MAKE THE GAME EASIER! In my mind, it's like they're trying to make the game more inaccessible by not fixing glitches that prevent game play and are actually fixing things that make the game too easy by their standards. It's like they want us to not get something for free, and instead want us to wait to play our next playthrough so we can patch LATER to get to play certain side quests. Just my two cents.
#69
Posté 24 avril 2011 - 09:03
I'm currently on my Mage playthrough and In my duel at the end of Chapter 2 I managed to break the Arishok.
Gameplay: Hard (don't know if this has a factor or not but will list it as a potential variable)
Sustained: Rock Armour and my Mabari
Actions: Running around like a chicken with my head cut off, casting area effect spells (Tempests and Firestorms) and generally getting knocked around like a rag doll.
Bug: I decided to fire off a Gravatic Ring in the middle of the lower part of the room, between the posts (was using them to guard myself against his charges). As I caught him in the middle of it (pretty much dead center of the carpet) my Mabari engaged him, possibly a factor. All these variables together left him frozen in the spot even long after the Gravatic Ring ran out. He would attempt to move once in a while but in a bit of a jerky fashion, meanwhile I just unloaded on him with ranged attacks until he was dead.
Modifié par TheDeanoRama, 24 avril 2011 - 09:05 .
#70
Posté 24 avril 2011 - 10:32
That, or, as my brother thinks, it's a 3 Meter radius from Center(mage in question) to end of AoE instead of a 6 Meter radius.underyourspell wrote...
SurrealSadi wrote...
Healing Aura had a similar short range when I was playing Spirit Healers, and if Panacea, which is just Healing Aura with a fancy name for Anders, I doubt either were fixed.E-Zekiel wrote...
I haven't really noticed Anders' Panacea range (I haven't looked into it), but I did feel that Healing Aura sure seemed to have a super short range. You are probably correct.SurrealSadi wrote...
Panacea(One of Anders' abilities) is supposed to have a range of 6 meters. However, it's real in-game range is far smaller. My Hawke is out of range of the effect at a little more than what is effectively Anders' height. And since Anders cannot possibly be 6 meters tall...
I will assume that since this hasn't been looked at, the same is true for Healing Aura.
It seems that most of the abilities which mention their AOE in meters are actually feet, based on their relative proportion to the size of the characters. Either somebody at BioWare doesn't know what a meter is, or... well, I think that's the only explanation.
#71
Posté 25 avril 2011 - 12:02
TheDeanoRama wrote...
GAME BREAKING SPOILER ALERT (Arishok vs Mage end of Chapter 2):
I'm currently on my Mage playthrough and In my duel at the end of Chapter 2 I managed to break the Arishok.
Gameplay: Hard (don't know if this has a factor or not but will list it as a potential variable)
Sustained: Rock Armour and my Mabari
Actions: Running around like a chicken with my head cut off, casting area effect spells (Tempests and Firestorms) and generally getting knocked around like a rag doll.
Bug: I decided to fire off a Gravatic Ring in the middle of the lower part of the room, between the posts (was using them to guard myself against his charges). As I caught him in the middle of it (pretty much dead center of the carpet) my Mabari engaged him, possibly a factor. All these variables together left him frozen in the spot even long after the Gravatic Ring ran out. He would attempt to move once in a while but in a bit of a jerky fashion, meanwhile I just unloaded on him with ranged attacks until he was dead.
I managed to more or less duplicate this with my battle with Beacon and Grife. They were side by side, casted the now upgraded Gravitic Ring and Beacon ended up stuck, but only Beacon - Grife was still free to move about.
#72
Posté 25 avril 2011 - 12:24
#73
Posté 25 avril 2011 - 05:48
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Ranged allies not being directly controlled will run to the last viewed position of a target after it stealths or while enemies are crawling out of the ground. (basic undead) This is a problem.
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Dog will block the tactic:
ally: health: <50%: Heal
If the dog's health drops below the 50% threshold prior to any other ally.
The only way to work around this is to unsummon the dog or manually cast the heal.
I have come up with a tactic that works at the moment to solve this in the meantime.
As this is the only solution to unsummon the dog during cooldown.
ally: health: <50%: deactivate: Summon Mabarii
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Jump to tactic is jumping to the designated number minus 1.
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use: item is causing random tactic firing if placed in unique set ups such as:
with Anders:
self: mana: >75%: skip tactics
self: mana: <10%: use item: Lyrium Poultice
self: health: >75%: Martyr
He will begin casting martyr near non-stop, with an occasional firing of tactics placed prior to this set.
use item: also will dissapear after being set, even if nothing else in the tactics list was altered.
use item: will break the tactics set if all of that item are used or stolen, causing overall tactic failure.
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Modifié par SuicidialBaby, 25 avril 2011 - 11:27 .
#74
Posté 25 avril 2011 - 09:51
Bioware - Are there any known solution, or are you underway with a fix?
PS. I am running PS3 v3.60 and DAII v1.01
#75
Posté 25 avril 2011 - 10:07




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