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Patch 1.03 is now in Certification


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#1
Rob Bartel

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Hi everyone.

Good news - we've just completed work on our second major patch (Patch 1.03 on PC & Mac, Title Update 1.02 on PS3 and X360). At almost 200 fixes, this one is roughly twice as large as our previous and should address the bulk of the major issues that are still being reported.

As always, the certification process takes time and we can't promise specific release dates until we receive the final word from Microsoft, Sony, and the EA Cert team. Release dates will vary by platform and we'll work with our various partners to make them available on a case by case basis as soon as they're ready.

We'll talk a little more next week about what's included in those almost 200 fixes. I'll continue to keep this post/thread updated with the latest info.

Thanks for playing Dragon Age II,
Rob

-----------
UPDATE: Thursday, May 26, 2011

Hi everyone,

I promised you more detail about this patch and I apologize that it's taken me until Thursday to deliver on that. First off, a quick note about expected timelines - I've confirmed that the patch will not be out in time for this weekend. That said, PC, X360, and possibly PS3 Europe are all trending well for sometime next week. PS3 North America remains uncertain at this point and we've confirmed with TransGaming that, due to some work they still need to complete on the launcher, the Mac version remains highly unlikely for next week.

At any rate, there's lots of good stuff coming with this patch - almost 200 fixes, as I mentioned last week and our patch notes will attempt to do a better job of calling those out than we were able to on Patch 1. There's never a 1:1 correlation between bugs logged and fixed within our internal tracking system and the individual entries that get called out in the patch notes, just because patch notes are really all about describing the symptoms whereas bugs sometimes focus on causes. But we've made an effort to call out the symptomatic changes you can expect to see in a little greater detail.

So what are some of the hot button, big ticket items that we've addressed in the upcoming patch? We'll release the proper patch notes soon but, in the meantime, here's an overview of the big picture:

  • Failure to Launch - Some PC users were still encountering some strange edge cases that were fundamentally preventing them from being able to launch the game. Some Windows administrator accounts were receiving errors about insufficient priveleges - it turns out that was due to a corrupted file in the Windows OS so we changed our code to fail more gracefully when it encounters that problem, allowing the game to continue. This same issue was also causing an error regarding an AWC.dll file and that has also been fixed. A variety of other launch issues were also fixed. Importantly, a lot of these fixes have made their way back into some of our central EA technology, ensuring that these edge cases are addressed across a wide range of recent and upcoming EA titles.
  • DirectX 11 - Outside of the patch, AMD and nVidia have both released new drivers that greatly improve the speed and stability of the game on various cards and configurations. If you don't have the latest, definitely get them. On our side, we've added some additional checking and error messaging to our options page, preventing users from selecting certain settings if they don't have the drivers they need. Also, we had a wierd case where the full-screen gamma settings weren't saving properly and were interfering with your choice of DirectX 9 vs DirectX 11 renderer, resulting in a lot of confusion around precisely which renderer was in use.
  • Crashes - Did you know that when you play logged in on some platforms, if you crash, you're presented with an option to send us an error report? Thanks to all of you who've done so, we've been able to track down and resolve a variety of crashes. We found one that was tied to the animation of the shimmer effect you see on corpse loot, for example, and another that was tied to how arrays were sometimes used and cleared in scripting (this particular one was most evident in some combat that would occur in the Lowtown Night area). So thanks to all of you who sent in those automated error reports - it really does make a difference!
  • Achievements - The Epic, Supplier, and Archeologist achievements were all experiencing some logic errors and not unlocking reliably in all cases. We dug in, figured out what the problems were, and fixed them one by one.
  • Character Corruption, Slow-Mo Hawke, etc. - Not only did we find and correct a lot of these issues at the source (some of which was already tackled in the previous patch) but we also went in and added some code to the "Load Game" process to ensure a retro-active fix for everyone and to catch any other rare cases that might have slipped through.
  • Broken Plots - We made a bunch of fixes to plots like "Who Needs Rescuing," "Friendly Concern," "Act of Mercy," "A Murder of Crows," "A New Path," "Bait and Switch," "Demands of the Qun," "Dissent," "No Rest for the Wicked," "The Captain's Condolences," "The Last Straw," "Wayward Son," and more. We've also tweaked some banter, how some Rivalry/Friendship points are assigned, and corrected a lot of the references to events imported from your Dragon Age: Origins playthrough.
  • Traps - Trap behavior no longer gets out of synch with the visual effect and we also decided they shouldn't cause injuries (a neat idea in theory but it wasn't fun in practice and was never properly communicated within the game).
  • Items - We had some items that were supposed to be class-specific and weren't, we had some where the damage type didn't match their elemental bonuses, and we had some where the item properties interacted with certain abilities in uncool ways. The Maker's Sigh potion was causing a variety of issues and exploits (if you gave it to an archer, it would alter your inventory capacity... Huh?). Item use within the tactics menu was also improved. All of this should now be much happier.
  • Runes - When a party member changed their armor, the runes would often vaporise never to be seen again. We fixed that little five-finger discount and made Varric go stand in the corner until he's willing to apologise for what he's done.
  • DLC - We made sure that your storage chest carries over properly to the Hawke estate after you complete the main campaign and also got rid of some edge cases where it would have items in it but not open until you left the area and returned. Even better, your Mabari Hound from the Black Emporium content now follows you more reliably and has a new interaction with Fenris during your fourth year in Kirkwall. We also fixed a timeout that was occurring when players with a large number of promotional items would attempt to log in.
  • Audio Balance - We weren't happy with how loud combat audio was in comparison to exploration and dialog so our audio team did some fine-tuning on that.
  • Gameplay Options - We now offer PC users two new settings in the Gameplay Options menu. One allows you to enable persistent highlighting on useable objects, similar to holding down the Tab key, while the other allows users experiencing performance issues to select a faster but less accurate mouse targeting method.

There's obviously lots more in there as well. I've asked Mike Laidlaw to write up an article covering another section of the patch notes that I haven't even touched on yet and I'll post that as soon as it's ready - hopefully sometime tomorrow so you have lots of info going into the weekend. In the meantime, hang tight and we'll get this patch out to you across the various platforms as soon as we can.

Thanks!
Rob


-----------
UPDATE: Friday, May 27, 2011

Alright, another update. Mike got swept up with some other duties so instead you get me. :blink:

As I hinted at in yesterday's post, there's a whole other portion of the upcoming patch I haven't even touched on yet. Based on your feedback and that of a crack squad of our inhouse QA and design specialists, we decided to pursue a major combat balance pass as a part of this patch. A handful of these are outright bug fixes but the bulk are actually subtle enhancements that really improve the feel and flow of combat and character progression, making your tactical/strategic decisions more important and your characters more responsive.

No doubt some aspects of this balance pass will prove controversial but the feedback we received from our in-house and external testers has been extremely positive. The game feels more tense, engaging, and fun as a result of these changes going in. Once again, the patch notes will cover this in greater detail but here's a summary of what you can expect:
  • General Improvements - We've slowed the initial pace of enemies at the start of combat, allowing tactical positioning to play a more useful and important role. They also generally gain more health as the game progresses, they're less likely to explode into puddles of blood and gore all the time and their basic attacks are less likely to cause interruptions. Likewise, party members now resume their previous actions once interrupted so you don't have to micromanage them as much and ask them to swig that potion more than once. That said, silence effects and disruptions to stealth have been beefed up a little, making those rarer sorts of interruptions play a more critical role. Enemy commanders are also a little smarter, throwing stun grenades while encouraging their troops to concentrate on a single target. And elemental resistances actually cap out at 95% now, meaning no one can be fully immune to a given damage type.
  • Warriors - Overall, warriors were a little more powerful than we wanted them to be, making combat a bit of a cakewalk for these players. The bulk of this had to do with how frequently various abilities were applying the Stagger effect so a lot of our efforts were focused on scaling that frequency back a little (we also reduced other classes' ability to take advantage of the Stagger effect as well). The costs and effectiveness of a few abilities were also tweaked and we increased the effectiveness of some of the threat generation abilities. The effectiveness of abilities like Berzerk were also made more effective.
  • Rogues - Rogues, on the other hand, were still a little weaker than we wanted. They'll now regenerate stamina more quickly while performing basic attacks, we've increased the damage of some abilities, and we've made it easier for them to disorient their opponents and reduce their threat levels. We did lengthen some of the cooldowns, however.
  • Mages - Mages were a bit of a mixed bag and it was very easy for them to unintentionally evolve into glass cannons - powerful but finicky and fragile. Part of this was due to disparity between their different ability chains and upgrade paths, for instance, with some being obviously underpowered and others over-powered. We wanted to make them a little more forgiving and easier to play while also achieving a more even balance between the different upgrade paths. We juggled the damage and duration of a bunch of offensive abilities up and down to achieve that balance while also making their defensive abilities a little more powerful.

Finally, some updates of what to expect next week. Thanks to the Sony Europe team pushing really hard on the patch, it looks like they'll actually be the first across the finish line. They expect the patch to launch sometime on Monday, May 30th. Microsoft has also been hard at work, and they are expecting the X360 Title Update to launch on Tuesday, May 31.

PC, Mac, and Sony North America remain unconfirmed at this time but we'll keep you posted as we learn more.

Thanks again, everyone, and enjoy your weekend!
Rob

Modifié par Rob Bartel, 27 mai 2011 - 10:58 .


#2
Luke Barrett

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RinpocheSchnozberry wrote...

Is this the one that adds a slider to make boobs and booty bigger?

I ask only for Science.


For science! :D

Just a little sidenote, the 200 fixes should not be read as 200 bugs fixed. Just like the first patch, the term 'fixes' should probably be seen as 'improvements' in some cases.

#3
Luke Barrett

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The patch improves DX11 stability. As Thandal pointed out, this doesn't necessarily mean to imply that your specific issue will be improved: "You'll just have to try it and see."

#4
Luke Barrett

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There will be import fixes. All of the awakenings issues based on the lack of approval rating carrying on from DAA and onwards should be fixed as well as a few other ones.

#5
Luke Barrett

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GoA and Witch Hunt currently dont have any calls in DA2. That said, there's always the chance that they will get called later on in a DLC or something else so you may want to use your furthest import just in case.

#6
Luke Barrett

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Cyakura wrote...

That is awesome news, but fail to see why the 200 fixes can not be posted?


If for whatever reason something gets left out or doesn't work in all cases or has to be manually removed for the patch for any reason and we had previously said it would be in the patch an angry e-mob would immediately form and start demanding heads and the like. :pinched:


I'd love to disclose what's supposed to be in it just like I'd LOVE to be able to disclose information about the upcoming story DLC but unfortunately these things are done like this for a reason.  Something something patience something something. B)

#7
Luke Barrett

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Janus198 wrote...

Can we finally finished with this patch the broken quest who needs rescuing?


I can give you a confident "as far as I know" or a somewhat shakey "yes". Which would you prefer? :)

#8
Rob Bartel

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noxsachi wrote...

Will these fixes again require starting a new campaign or have they been designed to be retroactive? I've started another play through and I'm about 33% through Act I, wondering whether its okay to keep playing or if I should just wait/restart.


It will be a mix. Stat corruption fixes (including the Slo Mo Hawke issue) will generally be retroactive as will a variety of other fixes. Some fixes will only be retroactive to a certain point (i.e. if the patch is applied prior to embarking on the Deep Roads Expediition, etc) and others may not be retroactive at all.

Hope that helps,
Rob

#9
Luke Barrett

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Ryzaki wrote...

Is there an ETA yet?


Once it's in the cert process it's mostly out of our hands. All I can say as a rough guideline is to look to last patches timetables.

#10
Rob Bartel

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Heroinman wrote...

My game crashes right after pressing play *shrug* the 5 different EA support people couldn't figure it out, we tried everything


Heroinman - I'm going to have Luke contact you privately and request some log files for our programmers to analyse. If you're still affected by this issue after the release of the patch, please message me and I'll see what I can do to help.

Thanks,
Rob

#11
Luke Barrett

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JMC002 wrote...

He doesn't know.


He does in fact know that it will not be out tonight :)

#12
Luke Barrett

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arcDaniel wrote...

why not an Beta-Patch for us PC-Users? I know that for xbox and ps3 the patch must be certified, but why for the PC? and what now for the hd-Textures for the DLC? will they come whit the patch?

The cert process for PC is much quicker; while it doesn't go through first-party checks it does still get an assessment externally -  last time it was held up by additional fixes or you would have seen it a week or so earlier than console versions. As for the hi-def item pack stuff it is not bundled with the patch but it is in the pipeline and being worked on so hopefully we'll see that soon.

#13
Luke Barrett

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Thandal NLyman wrote...

ZappMage wrote...
... (totally confused as to who has to certify a PC patch...)

BioWare's dev teams have to submit their stuff to an external (to them) "Cert Team" before it can go up on the servers for download. 

(Not sure if this is new with the EA relationship, or if they always did that. And obviously this is not a "Platform Vendor" thing the way the XBox and PS3 certifications are...)


This is a pretty close representation as to what happens. Think of the PC cert process less like an official certification and more like an external double check that everything is as it should be.

#14
Rob Bartel

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Hi everyone,

I promised you more detail about this patch and I apologize that it's taken me until Thursday to deliver on that. First off, a quick note about expected timelines - I've confirmed that the patch will not be out in time for this weekend. That said, PC, X360, and possibly PS3 Europe are all trending well for sometime next week. PS3 North America remains uncertain at this point and we've confirmed with TransGaming that, due to some work they still need to complete on the launcher, the Mac version remains highly unlikely for next week.

At any rate, there's lots of good stuff coming with this patch - almost 200 fixes, as I mentioned last week and our patch notes will attempt to do a better job of calling those out than we were able to on Patch 1. There's never a 1:1 correlation between bugs logged and fixed within our internal tracking system and the individual entries that get called out in the patch notes, just because patch notes are really all about describing the symptoms whereas bugs sometimes focus on causes. But we've made an effort to call out the symptomatic changes you can expect to see in a little greater detail.

So what are some of the hot button, big ticket items that we've addressed in the upcoming patch? We'll release the proper patch notes soon but, in the meantime, here's an overview of the big picture:
  • Failure to Launch - Some PC users were still encountering some strange edge cases that were fundamentally preventing them from being able to launch the game. Some Windows administrator accounts were receiving errors about insufficient priveleges - it turns out that was due to a corrupted file in the Windows OS so we changed our code to fail more gracefully when it encounters that problem, allowing the game to continue. This same issue was also causing an error regarding an AWC.dll file and that has also been fixed. A variety of other launch issues were also fixed. Importantly, a lot of these fixes have made their way back into some of our central EA technology, ensuring that these edge cases are addressed across a wide range of recent and upcoming EA titles.
  • DirectX 11 - Outside of the patch, AMD and nVidia have both released new drivers that greatly improve the speed and stability of the game on various cards and configurations. If you don't have the latest, definitely get them. On our side, we've added some additional checking and error messaging to our options page, preventing users from selecting certain settings if they don't have the drivers they need. Also, we had a wierd case where the full-screen gamma settings weren't saving properly and were interfering with your choice of DirectX 9 vs DirectX 11 renderer, resulting in a lot of confusion around precisely which renderer was in use.
  • Crashes - Did you know that when you play logged in on some platforms, if you crash, you're presented with an option to send us an error report? Thanks to all of you who've done so, we've been able to track down and resolve a variety of crashes. We found one that was tied to the animation of the shimmer effect you see on corpse loot, for example, and another that was tied to how arrays were sometimes used and cleared in scripting (this particular one was most evident in some combat that would occur in the Lowtown Night area). So thanks to all of you who sent in those automated error reports - it really does make a difference!
  • Achievements - The Epic, Supplier, and Archeologist achievements were all experiencing some logic errors and not unlocking reliably in all cases. We dug in, figured out what the problems were, and fixed them one by one.
  • Character Corruption, Slow-Mo Hawke, etc. - Not only did we find and correct a lot of these issues at the source (some of which was already tackled in the previous patch) but we also went in and added some code to the "Load Game" process to ensure a retro-active fix for everyone and to catch any other rare cases that might have slipped through.
  • Broken Plots - We made a bunch of fixes to plots like "Who Needs Rescuing," "Friendly Concern," "Act of Mercy," "A Murder of Crows," "A New Path," "Bait and Switch," "Demands of the Qun," "Dissent," "No Rest for the Wicked," "The Captain's Condolences," "The Last Straw," "Wayward Son," and more. We've also tweaked some banter, how some Rivalry/Friendship points are assigned, and corrected a lot of the references to events imported from your Dragon Age: Origins playthrough.
  • Traps - Trap behavior no longer gets out of synch with the visual effect and we also decided they shouldn't cause injuries (a neat idea in theory but it wasn't fun in practice and was never properly communicated within the game).
  • Items - We had some items that were supposed to be class-specific and weren't, we had some where the damage type didn't match their elemental bonuses, and we had some where the item properties interacted with certain abilities in uncool ways. The Maker's Sigh potion was causing a variety of issues and exploits (if you gave it to an archer, it would alter your inventory capacity... Huh?). Item use within the tactics menu was also improved. All of this should now be much happier.
  • Runes - When a party member changed their armor, the runes would often vaporise never to be seen again. We fixed that little five-finger discount and made Varric go stand in the corner until he's willing to apologise for what he's done.
  • DLC - We made sure that your storage chest carries over properly to the Hawke estate after you complete the main campaign and also got rid of some edge cases where it would have items in it but not open until you left the area and returned. Even better, your Mabari Hound from the Black Emporium content now follows you more reliably and has a new interaction with Fenris during your fourth year in Kirkwall. We also fixed a timeout that was occurring when players with a large number of promotional items would attempt to log in.
  • Audio Balance - We weren't happy with how loud combat audio was in comparison to exploration and dialog so our audio team did some fine-tuning on that.
  • Gameplay Options - We now offer PC users two new settings in the Gameplay Options menu. One allows you to enable persistent highlighting on useable objects, similar to holding down the Tab key, while the other allows users experiencing performance issues to select a faster but less accurate mouse targeting method.
There's obviously lots more in there as well. I've asked Mike Laidlaw to write up an article covering another section of the patch notes that I haven't even touched on yet and I'll post that as soon as it's ready - hopefully sometime tomorrow so you have lots of info going into the weekend. In the meantime, hang tight and we'll get this patch out to you across the various platforms as soon as we can.

Thanks!
Rob

#15
Luke Barrett

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Bugs related to approval rating failures should be retroactive. However, if you've already gone through the conversation with it being broken the patch will not go back and fix that. So, if you're sure your game hasn't come across any of these yet you should be okay to continue. Obviously the safest bet is to start a new game but I'm sure not everyone wants to do that.

#16
Luke Barrett

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AngryFrozenWater wrote...

@Luke Barrett: Cool that you actually fixed the storage chest bug (important for DLCs) I've reported. Thanks!


No problem! I was VERY expressive on this issue that it had to be fixed before any story DLC released. Sometimes things are super easy to fix and they'll get a quick turn-over. We actually added in a toggle for showing objects to the options menu so you dont have to run around holding tab all game long - this was the direct result of a suggestion we received from the beta test group. Just goes to show that we're listening and fixing as much as we can (unfortunately, sometimes fixes or new content are just too risky to attempt)

#17
Rob Bartel

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Alright, another update. Mike got swept up with some other duties so instead you get me. :blink:

As I hinted at in yesterday's post, there's a whole other portion of the upcoming patch I haven't even touched on yet. Based on your feedback and that of a crack squad of our inhouse QA and design specialists, we decided to pursue a major combat balance pass as a part of this patch. A handful of these are outright bug fixes but the bulk are actually subtle enhancements that really improve the feel and flow of combat and character progression, making your tactical/strategic decisions more important and your characters more responsive.

No doubt some aspects of this balance pass will prove controversial but the feedback we received from our in-house and external testers has been extremely positive. The game feels more tense, engaging, and fun as a result of these changes going in. Once again, the patch notes will cover this in greater detail but here's a summary of what you can expect:
  • General Improvements - We've slowed the initial pace of enemies at the start of combat, allowing tactical positioning to play a more useful and important role. They also generally gain more health as the game progresses, they're less likely to explode into puddles of blood and gore all the time and their basic attacks are less likely to cause interruptions. Likewise, party members now resume their previous actions once interrupted so you don't have to micromanage them as much and ask them to swig that potion more than once. That said, silence effects and disruptions to stealth have been beefed up a little, making those rarer sorts of interruptions play a more critical role. Enemy commanders are also a little smarter, throwing stun grenades while encouraging their troops to concentrate on a single target. And elemental resistances actually cap out at 95% now, meaning no one can be fully immune to a given damage type.
  • Warriors - Overall, warriors were a little more powerful than we wanted them to be, making combat a bit of a cakewalk for these players. The bulk of this had to do with how frequently various abilities were applying the Stagger effect so a lot of our efforts were focused on scaling that frequency back a little (we also reduced other classes' ability to take advantage of the Stagger effect as well). The costs and effectiveness of a few abilities were also tweaked and we increased the effectiveness of some of the threat generation abilities. The effectiveness of abilities like Berzerk were also made more effective.
  • Rogues - Rogues, on the other hand, were still a little weaker than we wanted. They'll now regenerate stamina more quickly while performing basic attacks, we've increased the damage of some abilities, and we've made it easier for them to disorient their opponents and reduce their threat levels. We did lengthen some of the cooldowns, however.
  • Mages - Mages were a bit of a mixed bag and it was very easy for them to unintentionally evolve into glass cannons - powerful but finicky and fragile. Part of this was due to disparity between their different ability chains and upgrade paths, for instance, with some being obviously underpowered and others over-powered. We wanted to make them a little more forgiving and easier to play while also achieving a more even balance between the different upgrade paths. We juggled the damage and duration of a bunch of offensive abilities up and down to achieve that balance while also making their defensive abilities a little more poweful.
Finally, some updates of what to expect next week. Thanks to the Sony Europe team pushing really hard on the patch, it looks like they'll actually be the first across the finish line. They expect the patch to launch sometime on Monday, May 30th. Microsoft has also been hard at work, and they are expecting the X360 Title Update to launch on Tuesday, May 31.

PC, Mac, and Sony North America remain unconfirmed at this time but we'll keep you posted as we learn more.

Thanks again, everyone, and enjoy your weekend!
Rob

#18
Luke Barrett

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Xewaka wrote...

Since it is not in these patch notes either, I must ask again: When do you intend to patch in the PC missing feature of detached camera on AoE? Is it even feasible to patch it in? Any answer would be preferable to be met with silence (again).


Any answer I can give for this will just prompt you to follow up with a second question, one which will really just be a reiteration of the first but with a different tone of tense perhaps. SO, I'll tell you that it's definitely not in this upcoming patch and that I'll be bringing up the issue on monday to the appropriate persons.

Modifié par Luke Barrett, 28 mai 2011 - 07:44 .


#19
Luke Barrett

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The Warrior tweaks are pretty minor and mostly in the vanguard tree. The biggest change was to Cleave I believe. As for the rogue upgrades, it was more so along the lines of stamina regen and making sure all the disorients were actually firing properly. There is at least one rogue nerf that I can think of in the patch but all will be revealed as soon as the patch notes gets dropped when the first patch client comes up (currently PS3 EU, I think?) next week.

Pleasant weekend, everyone. I look forward to the ridiculous amount of forum activity I'll have to sift through regarding the patch(es) next week! :o

Modifié par Luke Barrett, 28 mai 2011 - 07:52 .


#20
Rob Bartel

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Persephone wrote...

I see that the PS3 Europe patch went online today.

Any chance for the PC patch to go online today too? *Hopeful*<3


We don't expect it today but I'm hoping for later this week. Given the complexity of the PC and Mac platforms, we had a number of PC and/or Mac-specific issues surrounding install and launch. We chose to extend the development period on the patch on those platforms to give them some extra love. We did the same on the previous patch but it looks like our timing was a little off this time around, as the consoles versions are beating us to the punch a little. :happy:

No worries, we'll get them all out as soon as we can. In the meantime, the PS3 patch notes offer a lot of specifics that will also apply to the PC patch. Note that the trophy/achievement bugs are called out as being PS3-specific but that's just a semantic issue (Sony doesn't like us referring to them as achievements) - those fixes will apply across all platforms.

#21
Luke Barrett

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All import errors caused by approval ratings were fixed. Other various import issues were fixed but there will, I fear, still be a few still in the game due to issues we cannot fix directly in DA2.

#22
Luke Barrett

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Ryzaki wrote...

Wait so has mages resistance to haste (along with Fenris) been fixed? I'm sick of having haste only last like six seconds on my party.


Should be.

#23
Luke Barrett

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Blood slave now lasts a bit longer and interrupts the target on cast.

#24
Luke Barrett

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Radwar wrote...

I do not see Aveline's 4th armor upgrade appearing on the guy's (don't remember his name) body as fixed. It was supposed to fixed in the first patch but it wasn't. Was it fixed?


It was but it cached the very first time you went in to that area in that act so you'd basically had to have been playing from before going in to that act to see it.

#25
Luke Barrett

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Approval rating issues (anything that stopped working because the import was from DAA or onward) will all be fixed. Every other issue was fixed (or not) individually. I can't go in to too much detail as to which ones were fixed and which weren't - mostly because I'm not 100% confident that the ones that were fixed will work in all cases. I can tell you specifically that the Nathaniel quest is rooted in the DAA bug where anyone left at the keep was considered dead by the game and as such there is nothing we can do directly in DA2.

As to the question of these (and a few other) issues being fixed in DAO/A with a patch to that game: all the bug and report work is written up for all the DAO/A issues that were brought up as still occurring over the last month and we're working on freeing up resources to work on that. Unfortunately, any time reactivity (plot flags) is changed it must be fully tested in both the game it was changed in as well as EVERY subsequent game to make sure nothing breaks further on - this is an insanely time heavy process. In the mean time, I'll be gathering a bunch of community made fixes for DAO/A and doing a quick test case on all of them to check the validity of the fixes and then bundle them together as a sort of 'officially unofficial patch' for everyone.

We're working very hard to rectify all the remaining plot flag issues going forward so that this process isn't repeated in future titles but you'll have to be patient - the work flow is very complex and exhaustive.

Modifié par Luke Barrett, 31 mai 2011 - 04:57 .