Title Update 1.02 is now in Certification
#76
Posté 27 mai 2011 - 04:26
#77
Posté 27 mai 2011 - 04:39
Thank you all the same.
#78
Posté 27 mai 2011 - 05:43
Is this bug 100% across the board? I'm going to be so bummed if that's the case.
#79
Posté 27 mai 2011 - 05:59
tristax78 wrote...
Wait...so I'm just getting around to playing (currently in the beginning of Act 2). I've been looking forward to the Nathanial quest a lot. He lived in my Awakenings game but I did leave him at the keep (fully upgraded). I also let the Architect live. Since I left him at the keep does this mean that DA2 assumes he died and the quest won't trigger?
Is this bug 100% across the board? I'm going to be so bummed if that's the case.
Yes. The problem is that Awakening doesn't take upgrading the keep into account, and automatically flags everyone you didn't bring to the Dragonbone Wastes as dead, no matter what the epilogue says.
#80
Posté 27 mai 2011 - 06:40
#81
Posté 27 mai 2011 - 07:07
Anyone?
#82
Posté 27 mai 2011 - 07:20
DaBigDragon wrote...
No answer for Bodahn's merchant bag not being usable in Hawke's Estate?
Anyone?
Agreed, this would be nice to have.
#83
Posté 27 mai 2011 - 08:51
#84
Posté 27 mai 2011 - 09:12
#85
Guest_PureMethodActor_*
Posté 27 mai 2011 - 09:37
Guest_PureMethodActor_*
MrProliferation wrote...
PureMethodActor wrote...
Rob Bartel wrote...
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.
So based on my bolded parts, Rob, does this mean that if Zevran was killed by the Warden in Origins, "A Murder of Crows" won't trigger? This has been my biggest gripe with the game thus far and I hope this has been fixed. I had to stop my first 2 playthroughs because of that particular glitch.
I think that was fixed in the last patch. Both my playthroughs I've done with two separate Warden imports where the Warden killed Zevran that quest didn't show up.
It wasn't fixed for me with the first patch. Even with Patch 1.01 console, I still had problems with this quest.
Doesn't matter at the moment, though since I'm doing a safe Zevran-alive playthrough. As long as I hear from Rob or Luke or anyone else that the fix is for sure fixed when 1.02 is released, I'll be happy.
#86
Posté 27 mai 2011 - 10:53
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
#87
Posté 27 mai 2011 - 11:07
#88
Posté 28 mai 2011 - 12:59
#89
Posté 28 mai 2011 - 01:44
#90
Guest_Guest12345_*
Posté 28 mai 2011 - 01:50
Guest_Guest12345_*
#91
Posté 28 mai 2011 - 06:27
...we increased the effectiveness of some of the threat generation abilities.
I have found my tank in DAO to be quite better than in DA2 so I'm looking forward to this change.
Microsoft has also been hard at work, and they are expecting the X360 Title Update to launch on Tuesday, May 31.
Thanks for the ETA ;-)
#92
Posté 28 mai 2011 - 09:39
#93
Posté 28 mai 2011 - 10:19
One little question; are there any fixes for the talents cleanse, dispel magic or healing aura in this patch? Thanks.
#94
Posté 28 mai 2011 - 11:31
trying very hard
#95
Posté 28 mai 2011 - 03:20
#96
Posté 28 mai 2011 - 03:38
#97
Posté 28 mai 2011 - 04:35
#98
Posté 28 mai 2011 - 04:43
[*]Audio Balance huh? I always did kind of notice that the combat audio was rather loud. Thanks for the fix.Rob Bartel wrote...
[*]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.
#99
Posté 28 mai 2011 - 07:00
Any chance this will be addressed in this or a future patch?
#100
Posté 28 mai 2011 - 09:41




Ce sujet est fermé
Retour en haut






