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Patch 1.03 is now in Certification


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#126
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)

#127
shedevil3001

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omg this is awesome luke, i hate having to hold tab all the time so i dont miss any loot, and thank you for the update rob & luke cant wait to get the new patch, it means i can finally play my game that was bugged and had to be put on hold, not that i mind restarting a game to see all the fixes. :}

#128
ZappMage

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I read the patch notes, but am not sure if they mentioned this.
Is there any fixes for High Res/High quality DX11 cutscenes? I have a 100% reproducable crash when entering the chantry to finish 2 quests...currently stuck here and out of other quests(besides buying my way into the adventure..would love to finish these quests to get more money for Black Emporium goods)

p.s. When I went from 1920x1080 DX11 everything as high as possible(including HiResPack) donw to 800x600 DX9 with everything as low as possible(YUCK!!!) it played fine and I was able to complete them.

Modifié par ZappMage, 27 mai 2011 - 05:52 .


#129
PSUHammer

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Luke Barrett wrote...

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)



This is awesome....I had to install a mod to do this as my pinky was getting tired holding it the whole time!!!

#130
Deganis76

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@Luke Barrett-

Regarding the Import fixes: are there presently any flags/dialogue in the game that acknowledges the "Dalish Homeland" boon choice at the end of Origins? I am curious if this will be fixed in the 1.03 patch, or if it simply does not acknowledge this flag as positive in the zz_vault_debug script because it is irrelevant to the game.

Thanks, BW, for all your hard work!

Modifié par Deganis76, 27 mai 2011 - 09:46 .


#131
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

#132
Siegdrifa

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Dear Rob Bartel, would you please stop spaming the forum with your copy / paste, you could get reported.

In the wise word of EDI, That is a joke (don't give me Jocker's look).

I'm curious to test the new balance, limiting mob gore slpash is also greatly appreciated.

#133
chart4ever

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Tbh... I rly hoped there would be few more maps added...

Well you can't have everything.

#134
Kloreep

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Sounds like combat has been changed quite a bit, even if the individual tweaks may be subtle. Thanks for giving it some time and attention. :)

Especially looking forward to these:

Rob Bartel wrote...

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
...
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.



#135
Big_Chief

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Nice to hear about the tab button and the bug fixes, and the balance changes sound interesting. Next week might be a good time to start up a new playthrough.

#136
KennethAFTopp

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Cool! but not really sure I agree with downgrading the warrior.

#137
Ryzaki

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Not sure I like the warrior downgrading with the rogue upgrading. Rogues were powerful enough as was :/

And warriors were fine to me. Downgrading them...ah well a mod will fix that.

#138
grey_savant

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I am sorry the patch will not be released, but I am thankful for the Bioware team worked on improving class balance and fixing those quest problems. Good work!

#139
seraphymon

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yeah mages im not sure about. but it seems they are doing the opposite. As it is rogues are OP and warriors UP if anything. Not that i think warriors need many buffs, but i certainly dont think they are more powerful.

#140
ReiSilver

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Are there going to be fixes for some of the cutscene bugs? I'm mainly talking about the Fenris Rivalry-romance where at one point the Fenris model is floating in mid air before Hawke grabs his arm. I also suspect Fenris' head gets stuck as he turns around and is off to one side rather then looking at Hawke. It doesn't seem intentional to me given the angle of their faces when they kiss etc.

#141
R0vena

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I just hope warriors didn't get downgraded too much. For the first time in the very long period it was fun for me to actually play a warrior - not rogue or mage like in DAO.

#142
SergeySW

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So much work! Impressive.
But is "Finding Nataniel" fixed?

#143
Cyakura

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Hope among the fixed plots is also Forbidden Knowledge one. That quest is you are not a rouge with over 44 cunning, traps can not be detected. If you are any other class none of your companions can detect traps no matter what cunning they got.

#144
mesmerizedish

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Cyakura wrote...

Hope among the fixed plots is also Forbidden Knowledge one. That quest is you are not a rouge with over 44 cunning, traps can not be detected. If you are any other class none of your companions can detect traps no matter what cunning they got.


I doubt that's a bug?

#145
Xewaka

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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).

#146
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 .


#147
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 .


#148
flexxdk

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Cyakura wrote...

Hope among the fixed plots is also Forbidden Knowledge one. That quest is you are not a rouge with over 44 cunning, traps can not be detected. If you are any other class none of your companions can detect traps no matter what cunning they got.

If you want to disarm traps, either play a rogue or take a rogue with you that has enough cunning to disarm traps.

#149
Fiend13

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Cyakura wrote...

Hope among the fixed plots is also Forbidden Knowledge one. That quest is you are not a rouge with over 44 cunning, traps can not be detected. If you are any other class none of your companions can detect traps no matter what cunning they got.


I assumed this was either bugged or intended since i could see the traps with 40 cunning both when playing a rogue myself and having one in the party but not interact with them. (this applys to the second corridor -> the one with the arcanes horrors + various sceletons; the traps before that could be disarmed just fine).
Circumvent it by running past them on the side and pulling everything back into the first room.

Modifié par Fiend13, 28 mai 2011 - 09:02 .


#150
stobie

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ReiSilver wrote...

Are there going to be fixes for some of the cutscene bugs? I'm mainly talking about the Fenris Rivalry-romance where at one point the Fenris model is floating in mid air before Hawke grabs his arm. I also suspect Fenris' head gets stuck as he turns around and is off to one side rather then looking at Hawke. It doesn't seem intentional to me given the angle of their faces when they kiss etc.



I haven't had this issue, but I get almost the exact same scene with Fenris in both rivalry & friend romance, and grabbing his arm or letting him go, then come back is also the same for friend/rivalry. I just assumed they weren't that different.