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Patch 1.03 for Mac is now live


11 réponses à ce sujet

#1
Rob Bartel

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 and 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: Patch 1.03 for Mac is now live!

Modifié par Rob Bartel, 16 juin 2011 - 09:41 .


#2
Rob Bartel

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

#3
Rob Bartel

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 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

#4
Rob Bartel

Rob Bartel
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Hi everyone,

I can confirm that we have the patch installer back from TransGaming and it includes a final Mac-specific fix that was required to ensure your CD-key is getting properly stored. We're running the patch through its final paces and we're expecting it to come out next week (sorry, it won't be here in time for this weekend).

I'm a Mac user myself and am sorry to see the patch delayed like this but, in this case, it was important that that Transgaming fix went in.

Thanks,
Rob

#5
Rob Bartel

Rob Bartel
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We're still expecting it for the latter half of this week but I don't have a specific ETA on it quite yet. I'll post here as soon as I know more.

Thanks for your continued patience,
Rob

#6
Rob Bartel

Rob Bartel
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Good news - we've received final approval on the patch 1.03 for the Mac and it will go live later this afternoon (Thursday, June 16, 2011). The Mac version should automatically update the next time you launch the game.

Here are the official patch notes:

------------------------
Dragon Age II 1.03
------------------------

NOTE: Some fixes are retroactive, but not all. Players with plot-breaking bugs may need to revert to an earlier save, particularly a save prior to visiting the affected area during the current year in the game.

GAMEPLAY
- In many fights, enemies now move less quickly at the start of combat. This slower initial pace makes tactical positioning more useful and important.
- If the force of an enemy attack interrupts a party member's current action, the party member now resumes the action once he or she has recovered. This means, for example, that party members who have been instructed to consume a health potion will now do so as soon as they are able, and do not need to be told to consume a health potion again if they are interrupted.
- Enemies are now much less likely to explode into body parts upon death.
- Attacks that hit a stealthed assassin are now more likely to disrupt stealth.
- Abilities that apply a silence effect now also cancel the target's current action in addition to preventing the target from using further abilities.
- When an enemy wakes from a sleep effect due to suffering damage, other status effects that were applied by the same ability that caused the sleep effect are no longer removed at the same time.
- Items that bear the property "100% of basic attack damage vs. enemies that attack in melee" no longer harm the user when equipped in conjunction with abilities like Blood Magic or Sacrificial Frenzy that reduce the user's health.
- The items known as Final Thought, Sataareth, Sundering, and Trepanner's Gift now have damage types that match their elemental damage bonuses.
- The items known as Allure's Crook, Corrupted Acolyte's Staff, Defender of the Wall, Void's Hammer, and Volcanic Shield can now only be equipped by the appropriate classes.
- The high dragon's fireballs no longer track moving targets.
- Pride demons can no longer be affected by their own Crushing Prison spells.
- The size of the area affected by an ability is now explicitly described as diameter or radius (usually diameter).
- When a party member's armor changes after consummating a romance, runes inscribed on his or her old armor now carry over to the new armor.
- Using the Maker's Sigh potion on an archer no longer alters inventory capacity.
- It is no longer possible to create more than one Elixir of Heroism.
- It is no longer possible to simultaneously enable sustained modes that are supposed to be mutually exclusive.
- In some cases, enemies would freeze while entering combat. This no longer occurs.
- In some cases, saw traps or spike traps would throw party members back even when the trap was not visible. This no longer occurs.
- The Special Deliveries chest can no longer get into a state where it contains items but cannot be opened.
- The storage chest is now present in the Hawke estate after completing the main campaign.
- If the Black Emporium premium content is installed, the mabari hound now follows his master more reliably.
- Various character-corruption issues now correct themselves automatically when you load your game.
- Various minor gameplay issues no longer occur.


QUESTS (SPOILER WARNING)
- "Who Needs Rescuing" can now be completed.
- "Friendly Concern" is now available after consummating a romance.
- In "Act of Mercy," Thrask can no longer die, which could block completion.
- In "A Murder of Crows," it is now always possible to fight the varterral.
- In "A New Path," Merrill no longer remains locked in the party after the quest.
- In "Bait and Switch," the chest in the abandoned house can now always be opened.
- In "Demands of the Qun," Aveline's guards no longer turn hostile if the player declines to enter the Qunari compound during the day and then returns at night.
- In "Dissent," it is no longer possible to loot Ser Alrik's body before the appropriate time. This ensures that the quest can always be completed.
- In "No Rest for the Wicked," Isabela now always begins the opening conversation at the appropriate time.
- In "The Captain's Condolences," it is now possible to ask Aveline about her father even if she is not currently in the party.
- In "The Last Straw," Anders now responds much differently if he is a rival.
- In "The Last Straw," Aveline no longer attacks Meredith when the party is supposed to be stunned. This prevents a subsequent issue where the game could freeze after loading the post-campaign save.
- In "Wayward Son," it is no longer possible to speak to Thrask after speaking to Samson. This ensures that the quest progresses correctly.
- If Merrill's clan members die, she no longer speaks as if they were alive.
- If Anders is a rival, giving him the Tevinter Chantry Amulet now results in rivalry points instead of friendship points.
- If the Black Emporium premium content is installed, a new conversation between Fenris and Hawke's dog is available during the fourth year in Kirkwall.
- Alternate Merrill/Aveline banter is now available if Merrill's clan is killed.
- Various references to the events of Dragon Age: Origins are now more accurate.
- Various minor story-scripting issues no longer occur.


FUNCTIONALITY
- Users with a large number of promotional items were timing out when attempting to log in. This no longer occurs.
- Combat audio has been rebalanced so that it is no longer louder than exploration and dialogue audio.
- The Epic achievement or trophy can now always be unlocked.
- The Supplier achievement or trophy now always unlocks after finding at least 66 resource varieties, including resources purchased from the Black Emporium.
- A codex entry that helps unlock the Archaeologist achievement or trophy is now easier to acquire in the Viscount's Keep during the first year in Kirkwall.
- In the tactics menu, actions that use Items no longer become blank.
- Various minor art issues no longer occur.
- Various technical changes should improve performance and limit crashes.


MAC-SPECIFIC FUNCTIONALITY
- A rare issue that caused the configuration utility to crash no longer occurs.
- In the gameplay options menu, It is now possible to enable persistent highlighting on usable objects, similar to holding down the tab key. To reduce clutter, however, this setting does not highlight characters.
- In the gameplay options menu, it is now possible to disable enhanced targeting. Disabling this setting improves framerate but makes it more difficult to highlight characters or objects in some situations.
- The Epic achievement was not unlocking properly for some users. This no longer occurs.
- The Supplier achievement now always unlocks after finding at least 66 resource varieties, including resources purchased from the Black Emporium.
- A codex entry that helps unlock the Archaeologist achievement is now easier to acquire in the Viscount's Keep during the first year in Kirkwall.
- If the game is set to use a language other than English, it no longer reverts to English upon installing a patch.
- Various issues preventing the game from launching no longer occur.


BALANCE
NOTE: Patch 1.03 introduces significant changes to the overall balance of the game, improving the strategic elements and making combat and class progression more engaging and enjoyable for players. Here is a detailed summary of the balance-related improvements:

- Enemies’ basic attacks now apply much less force, which means that party members’ actions are not interrupted as frequently.
- The secondary attribute requirement for equipping armor or shields (constitution for warriors, willpower for mages, and cunning for rogues) is now significantly smaller.
- The rate at which rogues regenerate stamina while performing basic attacks has been significantly increased. Rogues now regain 1% of their stamina per hit with dual weapons or 2% per hit with a bow.
- Traps no longer inflict injuries.
- Enemies now gain more health as the game progresses.
- Enemy assassins now have less health.
- Lieutenant-rank and boss-rank enemies now have less health.
- Lieutenant-rank enemies can no longer lose more than 40% of their health from a single hit, and boss-rank enemies cannot lose more than 20%.
- Enemy commanders now occasionally throw stun grenades while encouraging their troops to concentrate attacks against a single party member. Previously, this behavior was limited to nightmare difficulty.
- Values for armor and elemental resistances now cannot exceed 95%. The game displays values of up to 100%, but characters now suffer 5% damage from an attack even if they show 100% resistance.
- The DISORIENT effect now applies a 50% penalty to enemy defense, as described in the codex, instead of only 25%.
- The Rune of Valiance now provides a +2 bonus to all attributes instead of a variable bonus that could rise as high as +7. As well, equipping and unequipping multiple pieces of armor that each bear a Rune of Valiance no longer results in incorrect attribute scores.
- Items that improve the Blood Magic cost ratio now provide 0.25 mana per point of health instead of 1 mana.
- On hard and nightmare difficulties, status effects now persist on enemies for a slightly longer duration.
- On nightmare difficulty, enemies now inflict more damage than before.
- On nightmare difficulty, party members no longer suffer friendly-fire damage from warriors’ basic attacks.
- On nightmare difficulty, party members can no longer suffer more than 75% of their health in damage from a single friendly-fire attack.
- The warrior's Aftershock upgrade to the Tremor talent now has a 30% chance to STAGGER normal enemies instead of 40%.
- The warrior's Claymore upgrade to the Cleave talent now has a 10% chance to STAGGER normal enemies instead of 40%.
- The warrior's Cleave talent now increases damage by 75% instead of 100%, while the cost has been increased from 20 stamina to 30 and cooldown from 20s to 25s.
- The warrior's Shield Bash talent no longer automatically STAGGERS enemies within range of the attack who were not targeted directly. The primary target is still automatically STAGGERED, but other normal enemies within range have a 40% chance to STAGGER.
- The warrior's Shield Defense talent now increases threat generation by 100%.
- The warrior's Sunder talent now has a 20% chance to STAGGER enemies on a critical hit instead of 50%. As well, the talent now only STAGGERS enemies if the warrior is wielding a two-handed weapon, as originally intended.
- The berserker's Berserk talent now calculates the damage bonus differently, substantially increasing the ability's effectiveness.
- The reaver's Blood Frenzy talent and Fenris's Veneer of Calm talent now provide a maximum bonus of +50% damage instead of +100%.
- The rogue's Ambush talent now functions as described.
- The rogue's Burst Shot talent now inflicts approximately 50% more damage (and 3x physical force instead of 2x).
- The rogue's Brand talent now provides a 25% bonus to warriors' and mages' critical chance instead of 10%.
- The rogue's Disorienting Shot upgrade to the Pinning Shot talent now always DISORIENTS the victim, regardless of whether the victim was pinned in place.
- The rogue's Inconspicuous talent now extends the reduced threat generation to other rogues and mages within a 10m diameter.
- The rogue's Lacerate talent now provides a 10% chance to re-apply the damage from any ability over 5s, instead of a chance to apply a fixed amount of damage.
- The rogue's Merciless Strike upgrade to the Explosive Strike talent now applies 300% damage vs. STAGGERED targets instead of 400%.
- The rogue's Pinning Shot talent now pins the victim for the correct duration.
- The rogue's Pinpoint Strikes talent now includes a 100% bonus to attack for the duration of the ability.
- The assassin's Assassinate talent now has a 50s cooldown instead of 40s. The Annihilate upgrade now applies 200% damage vs. BRITTLE targets instead of 400%.
- The shadow's Decoy talent and Sebastian's Guardian Angel talent now have a 45s cooldown instead of 30s.
- The shadow's Disorienting Criticals talent now functions as described, and provides a 50% bonus to critical damage when obscured instead of 25%.
- The shadow's Pinpoint Precision talent now provides a 50% bonus to critical damage instead of 25%.
- The mage's Walking Bomb spell now inflicts damage equal to 50% of the victim's maximum health upon explosion, within a 4m radius, instead of 100%.
- The mage's Arcane Wall upgrade to the Arcane Shield spell now continues to provide a 20% defense bonus to the mage, as described. Previously, the upgrade reduced the bonus to 15%. Other party members receive a 5% bonus.
- The mage's Chain Reaction upgrade to the Chain Lightning spell now applies 300% damage vs. DISORIENTED targets instead of 600%.
- The mage's Death Syphon spell now drains multiple corpses more quickly.
- The mage's Entropic Cloud spell now applies for 30s instead of 15s (against normal enemies), but the cost has been increased from 35 mana to 50 and the cooldown from 40s to 50s. The Death Cloud upgrade now applies damage every 2s instead of every 4s.
- The mage's Fireball and Firestorm spells now both inflict approximately 40% more damage and apply 3x elemental force instead of 2x.
- The mage's Misdirection Hex spell now applies for 15s instead of 10s (against normal enemies).
- The mage’s Petrify spell now applies for 12s instead of 15s (against normal enemies).
- The mage's Sleep spell now applies for 15s instead of 10s (against normal enemies).
- The mage's Spirit Mastery spell now includes a 10% bonus to critical chance instead of 5%.
- The mage's Spirit Strike upgrade to the Spirit Bolt spell now applies 300% damage vs. DISORIENTED targets instead of 200%.
- The mage's Winter's Blast upgrade to the Winter's Grasp spell now notes that it affects nearby enemies.
- The blood mage's Blood Magic spell and the spirit healer's Healing Aura spell are now mutually exclusive.
- The blood mage's Blood Magic spell now reserves 70% of the mage's manainstead of 50%.
- The blood mage's Blood Slave spell now enslaves the victim for a longer duration. As well, if the spell is ineffective, the victim's current action is now canceled. The Blood Spatter upgrade now inflicts damage equal to 75% of the victim's maximum health upon explosion instead of 100%, within a 4m radius. As well, the spell description now displays this information.
- The blood mage's Grave Robber spell now affects a 12m diameter instead of 6m in order to make the ability more useful. The One Foot In upgrade now inflicts 100% of the mage’s maximum health in damage instead of 10%.
- The blood mage's Paralyzing Hemorrhage upgrade to the Hemorrhage spell now applies 500% damage vs. STAGGERED targets instead of 900%.
- The force mage's Fist of the Maker spell now inflicts approximately 50% more damage. The Maker's Hammer upgrade now applies 600% damage vs. STAGGERED targets instead of 900%.
- The force mage's Unshakable spell now provides a +50 bonus to fortitude instead of +100.
- The spirit healer's Group Heal spell and Anders's Aid Allies spell nowrestore 25% of party members' health instead of 30%. When upgraded, Group Healrestores 40% of health instead of 50%.
- The spirit healer's Healing Aura spell and Anders's Panacea spell now provide a +100 bonus to health regeneration instead of +50, and a +200 bonus when upgraded instead of +100. As well, the diameter of the spell has been increased from 6m to 10m, and from 8m to 15m when upgraded. In addition, a rare case in which the spell previously provided an abnormally high rate of health regeneration no longer occurs.
- Anders's Swift Justice spell now reduces cooldowns to 90% of their normal duration instead of 80%.
- Aveline's Bodyguard talent no longer allows her to absorb the damage from Anders's Martyr spell.
- Aveline's Immovable talent now provides a stacking 8% bonus to damage resistance per hit instead of 2%.
- If Bethany or Carver rejoin the party near the end of the game, they now learn the Force Mage and Templar specializations, respectively. Existing save games from after the Deep Roads Expedition will not receive the benefit of this fix.


------------------------
Dragon Age II 1.02
------------------------

AMD and NVIDIA have recently released new graphics-card drivers. Using old drivers may cause Dragon Age II to crash, run poorly, or display graphics incorrectly. Please visit your hardware vendor's website for further information on obtaining new drivers:
http://www.nvidia.co...aspx?lang=en-us
http://support.amd.c...rlypreview.aspx

NOTE: Some plot fixes are retroactive, but not all. Players with plot-breaking bugs may need to revert to an earlier save, particularly a save prior to visiting the affected area during the current year in the game.

GAMEPLAY
- The effects of various follower talents and item properties are now being properly removed and re-applied when loading and saving.
- Anders's default set of tactics will now activate Haste when appropriate.
- Aveline's final armor upgrade is now available during "Favor and Fault."
- Aveline's Retaliation talent no longer imposes a delay when activated.
- The warrior's Rally talent now functions as described.
- The rogue's Lacerate talent now functions as described.
- Party members who are resurrected during a fight now rejoin combat properly.
- Hawke no longer gains random spells or talents after using the Maker's Sigh potion, then saving and reloading.
- Potions, poisons, grenades, and runes can now still be ordered from the Hawke estate after the main campaign is complete.
- Various minor gameplay issues no longer occur.

QUESTS (SPOILER WARNING)
- "Who Needs Rescuing" can now be completed.
- "Duty" will now appear on the Chanter's Board even if the player accepted all of the board's quests before installing the Exiled Prince premium content.
- The journal for "Duty" will now update if the player left the Docks (Night) area immediately after killing the Flint Company mercenaries.
- In "Finders Keepers," the door to Woodrow's Warehouse will now open if the player steals the location to the warehouse from the harbormaster's office.
- In "Finders Keepers," if the player leaves Woodrow's Warehouse before finding the crate, it is now possible to return to the warehouse to complete the quest.
- In "Herbalist's Tasks," the varterral's heart is now available even if the player killed the varterral before receiving the quest.
- Merrill no longer refers to the aftermath of "A New Path" before the plot has been completed.
- Varric is no longer confused about which character Hawke has been romancing.
- Various minor story-scripting issues no longer occur.

PC/MAC-SPECIFIC FUNCTIONALITY
- Varric's Embellishment talent no longer incorrectly refers to movement speed.
- It is now easier to select party members by clicking on their portraits when the level-up arrow is displayed.
- The game now functions correctly if the Windows desktop is set to 150% size.
- The video options menu now allows a wider full-screen gamma range.
- Various issues specific to DirectX 11 no longer occur.
- Various technical changes should improve performance and limit crashes.


------------------------
Dragon Age II 1.01
------------------------

PC-SPECIFIC FUNCTIONALITY
- Game progress now saves correctly on computers with single-core processors.
- The game no longer shows an error message about requiring a disc in drive A:\\.
- The game no longer checks whether the release date has passed.


http://www.dragonage.com/

#7
Rob Bartel

Rob Bartel
  • BioWare Employees
  • 444 messages
Mac Patch 1.03 is now confirmed as live on our servers. Enjoy!

#8
Rob Bartel

Rob Bartel
  • BioWare Employees
  • 444 messages
Not sure about the distinction. But yes, saves from Act II and later won't benefit from this fix unfortunately.

#9
Rob Bartel

Rob Bartel
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Transgaming's patching system on the Mac involves automated updates. There is no manual installation method. As long as you're online, everything should go smoothly for you once you launch the game.

Cheers,
Rob

#10
Rob Bartel

Rob Bartel
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jbach67 - send me a private message if you're still having problems and I'll see if we can figure out what's going wrong for you.

Thanks,
Rob

#11
Rob Bartel

Rob Bartel
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fuchslich - I'm glad to hear it's fixed for you. For our own records and the benefit of others who might experience this, can you clarify what you needed to do on your end to fix the issue?

Thanks,
Rob

#12
Rob Bartel

Rob Bartel
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Yes, that's odd. I'm glad to hear you're back up and running again, however.

The AWC.dll error was fixed in 1.03 and was tied to an underlying bug in the Windows OS where a Windows Management Instrumentation (WMI) file would become corrupted and would report your machine specs incorrectly. We changed our code to identify the corruption and fail more gracefully when we encountered it.

From what I understand, the WMI file is self-correcting to an extent. It could be that it got itself into a bad state that isn't covered by our 1.03 fix but then repaired itself, voodoo-style, through some normal Windows process.