Patch 1.03 is now in Certification
#101
Posté 26 mai 2011 - 05:51
#102
Posté 26 mai 2011 - 06:49
While beautiful, it is beyond annoying to have it constantly crash out...
yep, new machine, updated windows, updated drivers...blah, blah, blah
#103
Posté 26 mai 2011 - 06:51
. . . Ok, I'm good. Thanks for the heads up, and thank the great All-Devouring Cthulhu (and the patch team of course) that the import issues are finally going to be fixed. That was the reason I didn't start a new game after my first playthrough. Looking forward to it.
#104
Posté 26 mai 2011 - 06:55
julian08 wrote...
*shaking his cane at the monitor* Well, took ya long enough you lazy slobs! Young people have no working moral anymore. Back in my day, we didn't have no fancy internets to get any fixes for our games, so the devs came to your house and fixed the problems personally. And if it took them longer than two days to get to you and fix it, they gave you a big basket full of turnips as an apology. You owe me a lot of bloody turnips by now!
. . . Ok, I'm good. Thanks for the heads up, and thank the great All-Devouring Cthulhu (and the patch team of course) that the import issues are finally going to be fixed. That was the reason I didn't start a new game after my first playthrough. Looking forward to it.
You forgot the part where the walked uphill both ways just to get to our houses. In snow.
#105
Posté 26 mai 2011 - 07:30
highcastle wrote...
julian08 wrote...
*shaking his cane at the monitor* Well, took ya long enough you lazy slobs! Young people have no working moral anymore. Back in my day, we didn't have no fancy internets to get any fixes for our games, so the devs came to your house and fixed the problems personally. And if it took them longer than two days to get to you and fix it, they gave you a big basket full of turnips as an apology. You owe me a lot of bloody turnips by now!
. . . Ok, I'm good. Thanks for the heads up, and thank the great All-Devouring Cthulhu (and the patch team of course) that the import issues are finally going to be fixed. That was the reason I didn't start a new game after my first playthrough. Looking forward to it.
You forgot the part where the walked uphill both ways just to get to our houses. In snow.
with one shoe and socks with holes in them...
#106
Posté 26 mai 2011 - 07:32
#107
Posté 26 mai 2011 - 08:05
stobie wrote...
And licked the roads clean with their TONGUES!
Fixed.
#108
Posté 26 mai 2011 - 09:18
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.ZappMage wrote...
... (totally confused as to who has to certify a PC patch...)
(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...)
Modifié par Thandal NLyman, 26 mai 2011 - 09:18 .
#109
Posté 26 mai 2011 - 09:23
Thandal NLyman wrote...
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.ZappMage wrote...
... (totally confused as to who has to certify a PC patch...)
(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.
#110
Posté 26 mai 2011 - 10:56
#111
Posté 26 mai 2011 - 11:07
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.
Thanks!
Rob
#112
Posté 26 mai 2011 - 11:23
#113
Posté 26 mai 2011 - 11:26
#114
Posté 27 mai 2011 - 01:24
#115
Posté 27 mai 2011 - 01:27
#116
Posté 27 mai 2011 - 01:45
#117
Posté 27 mai 2011 - 01:46
#118
Posté 27 mai 2011 - 02:07
This right here makes the wait worth it. It drove me bonkers how loud I had to have the computer to hear the spoken dialog only to forget it was turned up and hit the combat sound effects. It got to the point I turned off all sound but the dialog. Which is a shame because I prefer to play with it all on.
#119
Posté 27 mai 2011 - 07:29
Looking forward to starting a new playthrough with this!
#120
Posté 27 mai 2011 - 07:42
#121
Posté 27 mai 2011 - 07:45
Cyakura wrote...
The Last Straw:) does this mean now I can kill Merrill if I side with templers?) PLSSSSSSSSS.. say yes:)
You can do that now. Just don't do any of her quests and make sure she's not maxed on either friendship or rivalry. (And for added insurance roll warrior/rogue and make Beth a Warden).
#122
Posté 27 mai 2011 - 01:21
#123
Posté 27 mai 2011 - 02:13
Cyakura wrote...
The Last Straw:) does this mean now I can kill Merrill if I side with templers?) PLSSSSSSSSS.. say yes:)
I hope it's Anders' Rivalry ending being fixed. (So far you could only have it trigger via the console!)
YAAAAAAAAAAAAAAAAAAAAAAAAY btw. Thank you, Rob. This looks fantastic!
#124
Posté 27 mai 2011 - 02:41
#125
Posté 27 mai 2011 - 03:19




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