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DA Version PC 1.03 / Console 1.02 Bug/Error Reporting Thread *unofficial*


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#1
SuicidalBaby

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As there are no threads specifically concerning the flaws with this latest version of the game, I am making one.
Please use the format presented to report ALL bugs or errors with the game.

Platform :
Bug/Error type : quest, ability, mechanic, tactics, class, functionality, etc
Bug/Error: description :

Note : For a bug to make the OP it must be repeatable and confirmed by at least 2 other sources.

GAMEPLAY :
- Damage taken during spawn-in time is not accurately reflected on the health bar causing enemies to appear as though they have 0hp but won't die.
- Healing effects, occasionally, may not reflected on the health bar until the character takes damage again or a few moments after the heal.
- Magic Resistance still affects the duration of friendly spells and effects on casual, normal, and hard difficulties.
- Sustained activation abilities can bypass 100% consumed if the total does not hit exactly 100%.
- Sebastian gains an ability point for each Maker's Sigh consumed on PC. On XBOX he will gain attributes and ability points as if leveling with each Maker's Sigh after each save/load. On PS3 he will gain 1 ability point per Maker's Sigh after each save/load.

QUESTS (SPOILER WARNING) :
- Delivery Quests - Hawke's Subtitles will not match what is actually said.
- Duty - Accepting Duty before killing the very first group of spiders during your very first trip to Sundermount will remove that group of spiders permanently. Unlike the group of spiders in the Wounded Coast that returns once the quest has been completed, this group does not return ever and that experience is unobtainable.
- All That Remains - Allowing Gascard to live and taking him to the fight with Quentin. The next day he can be found again in Darktown and then killed. On starting Act 3 you receive a letter from Gascard thanking you for sparing him and admitting that he will stop using blood magic. He is supposed to be dead.
- Finding Nathaniel - there is an autosave right before you meet Bethany (she has to be a Gray Warden). If that autosave is used at some point after the conversation with Bethany, her outfit will change to her default/starting one. To remedy this, it is possible to load a manual save that is before the mentioned autosave.
- Sketchy on the Details - Denerim Avengers are still appearing with a dozen or so quest markers after they are dead.
- Sketchy on the Details - Sketch doesn't leave after the quest.
- All That Remains - By going to Lowtown at night, ignoring Gamlen and the boy, then going to Darktown to talk to Gascard and use his Blood Magic to continue the quest, Gamlen and urchin still can be seen in Lowtown at night with quest arrows after the quest has been completed. You can even initiate the usual quest dialogue with them.
- Best Served Cold - warehouse - the sign above the "exit area" door says "Lowtown", when in fact it's "Docks".
- Best Served Cold - When Bethany is a Warden she appears in her Circle Mage outfit. Caver and Merrill change armor as well.
- Following the Qun - During the conversation with the Arishok about Saemus not being at the compound but at the chantry. The scene triggers twice upon walking up to the Arishok.

Importing DA: O/A :
- Zevran does not recognize romance with the Warden.
- Grey Warden Alistair does not recognize romance with the Warden. 
- Codex entries for Origins love interests not reflecting romance status.

TACTICS :
- "Jump to tactic" jumps to the number assigned minus 1.
- "nearest visible warrior" does not work.
- "nearest visible rogue" does not work.
- Dog is considered an Ally. This causes multiple issues.
- "enemy: using magic attack" does not work.

classes :

Rogue :

Mage :
- Ring of Transitional Power changes blood magic from using a conversion of health to mana to using the entire cost of the spell cast through health. Ignoring any conversion of health to mana.

Warrior :
- Sunder critical chance modifier is being lost on save/load.
- Righteous Strike has a broken mechanic of interrupting every action made by any target, regardless of rank.

PC SPECIFIC :
- Melee characters don't change their facing if you hold the camera still while moving around, can cause for some interesting situations (tanking the High Dragon with your back to her :P)
- Status icons linger over corpses if they didn't explode.
- When leveling up, after an ability has been selected but not confirmed, the icon will appear on the quickbar. Without leaving the abilities screen, de-select said ability. The icon will stay on the quickbar. If the icon is moved to another slot, that ability can be used as if it was obtained by spending an ability point. Leaving the process to be repeated infinitely.

PS3 SPECIFIC :

General :
- Enemies randomly stop as if frozen in time during combat.
- When too many attack sound files are firing it causes the audio in the game to become distorted and starts to crackle.
- Sundermount - Act 1 - Two of the traps just before the Revanent spawn still do not show icons.  The far left and far right traps still do not have disarming target icons.  To disarm them you have to aim and toggle the radial menu at them while hitting x.
- Still lacking an option to inspect loot in looting pop up window.

Quest Related :
- The way it should be - The door to the captain's room appears open at the end of the first dialogue, you have to activate the door or walk through it to initiate the post quest dialogue. Also, any active companion will be stuck in the captain's office at the end of this quest. Manually removing them or activating the door as if to close it will allow them to leave the room.

XBOX 360-SPECIFIC :

General :
- Issues with game randomly skipping/pausing/freezing/stuttering
- Dual-wielding rogues not being able to spin daggers.
- Graphical issues with cinematic bars in cut scenes.
- Issues with naming the mabari from the Black Emporium DLC.
- Varric is able to equip the shield Defender of the Wall; unable to equip Bianca after.
- Isabela's romance outfit (still) not changing after romance. Have to use Maker's Sigh for outfit to change.
- Final Thought is still using physical damage as its base damage type. (try this possible fix) or you can edit the gff save with ->(How to fix this)

Quest Related :
- Best Served Cold - if you search the quest-related body before all enemies are dead, you will be unable to complete the quest.
- Reigning It In - if you search the quest-related body before all enemies are dead, you will be unable to complete the quest.
- Questioning Beliefs - Act 3 - Fenris' & Merrill's quests do not activate even though they appear in journal.
- Act of Mercy - stays uncompleted in the rumors section and stays there throughout the game.
- Gamlen's Greatest Treasure - sometimes Mekel's corpse won't appear after the fight in Darktown. Therefore his body can't be looted and quest can't be completed. You have to revert to your previous save, if you wish to complete it.

MAC SPECIFIC :

--------------------------------------------------------------------

Synopsis :
- Recent modifications:
"- In many fights, enemies now move less quickly at the start of combat. This slower initial pace makes tactical positioning more useful and important."
have resulted in multiple bugs across all facets of combat. This has created flow issues within the combat system, making it stutter at times untill the game can sync the various elements present in the current dynamic battlefield.

Modifié par SuicidialBaby, 07 août 2011 - 07:12 .


#2
mokponobi

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TACTICS:
"ally status: Dead" cast regroup: Anders will cast regroup when dog dies, thus wasting it for the fight.

#3
thendcomes

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MAGE (possibly PC specific): Similar to the Sunder bug, but with Heroic/Valiant Aura. I haven't tried to consistently reproduce it, but it's happened to me twice and involves using a Maker's Sigh and Heroic/Valiant Aura. I believe it happens when you have the sustain active at the time you consume the Maker's sigh, then saving and loading. Your attack will cap out at 85%, or somewhere in between 85% and 100% if your natural main stat increased it that high without the Aura.

Because the aura increases attack by 15%, you can directly observe that your attack will cap out lower than 100% no matter how many points of magic you put in it. This may also apply to the bonuses to defense/crit chance/damage and extend to other party members who have the sustain active when consuming the Maker's Sigh. I've been able to avoid it by reloading an old save.

#4
Luke Barrett

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thendcomes wrote...

MAGE (possibly PC specific): Similar to the Sunder bug, but with Heroic/Valiant Aura. I haven't tried to consistently reproduce it, but it's happened to me twice and involves using a Maker's Sigh and Heroic/Valiant Aura. I believe it happens when you have the sustain active at the time you consume the Maker's sigh, then saving and loading. Your attack will cap out at 85%, or somewhere in between 85% and 100% if your natural main stat increased it that high without the Aura.

Because the aura increases attack by 15%, you can directly observe that your attack will cap out lower than 100% no matter how many points of magic you put in it. This may also apply to the bonuses to defense/crit chance/damage and extend to other party members who have the sustain active when consuming the Maker's Sigh. I've been able to avoid it by reloading an old save.


Basically the way the retro-fix system works is that everytime you save/load it recalculates your +attributes and modifiers. It tends to get slightly broken if you makers sigh and then save/load right away - in all cases except Sunder (currently) this will be rectified if you simply save/load again.

#5
Xalen

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Yeah, saves are messed up. And Heroic Aura is messed up too.
Here's what I had with multiple saves and/or Heroic Aura.

(GAMEPLAY, PC specific???):
I activate a sustained ability on Hawke or companion, then save/load a few times. After a certain save/load (usually 3th-4th for me) the stamina that supposed to be reserved suddenly is restored, but the ability itself still shows up as active at least on the quickbar (stats are displayed as if it was activated, except if the ability in questio is Heroic Aura). Deactivating the ability and activating it again does not consume stamina either (and no stats change either).
If I activate another sustained ability on the same character, even more strange things happen, so I'll use an example instead of general description.

Here's what I've done, it's quite amusing, really
Anders has 286 stamina and Vengeance activated, 0 stamina reserved (as described above).  I activate Elemental Weapons - 28 reserved. Then I deactivete Vengeance - all stamina is restored again, stats are normal (if HA is used instead if Vengeance - critical chance/attack etc. are substracted from normal (w/o HA) values), and Elemental Weapons are still active (with +X elemental damage). Then I activate Vengeance again and get 28 reserved instead of 57, but with Vengeance stats (or normal stats, if HA was used). If I save/reload it again - everything as it should be, but after a few more save/reloads it happens again.

Specifically tested this bug on a save from a PT where no Maker's Sigh was involved at all.

I've also had a bug when healing (Anders or potions) is not reflected on the healthbar (i.e. the red indicator doesn't go up) until the character takes damage again, but it happens very rarely and I've yet to reproduce his one on the save where I haven't used save editor (to give max money only, but still) or Maker's Sigh, so the report of this one is not very valid :)

And I just remembered another one - sometimes enemies will just stand near Hawke and not attack him even if he attacks them. Had this with an Abomination in Xebenkeck room and with some Dragonlings during High Dragon fight.

Modifié par Xalen, 23 juin 2011 - 12:14 .


#6
Guest_Aotearas_*

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As detailed here (social.bioware.com/forum/1/topic/308/index/7706254/1#7708518), Bosses such as Hybris and the like can be knock-locked so they can't do a single thing. I defeated Hybris before it could even cast its very first spell. The hardest part was actually just picking up the stray summons whilst my S&S Warrior happily hacked away at it.

#7
Mike 9987

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Platform : Ps3
Bug/Error type : mechanic
Bug/Error: description:

During the meredith fight, my hawke and several of my companions were not getting stunned at all when she begins to speak. they kept beating on her while she just stood there. it didnt cause any errors, but it kinda ruins the mood of the fight....

im not sure, but it may have something to do with haste being on. 

Modifié par Mike 9987, 22 juin 2011 - 11:56 .


#8
Sabotin

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PC, tactics
Use current condition for next tactic just functions as "go to next tactic" instead of being an additional condition for it.

#9
Mike 9987

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oops srry

Modifié par Mike 9987, 22 juin 2011 - 11:54 .


#10
Relix28

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There's also the issue, where your companions just stand around and do nothing during a fight. This happens sometimes when a companion falls and gets revived, but it's not always the case. I also noticed this issue on some occasions with Anders. I had him set to aggressive, so basically he should always be chasing down and attacking enemies. But sometiems when I came around to protect my squad from mobs, he would just stand there and do nothing. I remember one specific occasion, where Anders, Merrill and Varric were surrounded with Shades (lots of them). Merrill and Varric were fighting back, but Anders activated Haste and then just stood there and did nothing. I waited a couple of seconds just to see, if he would start to attack at some pont, but he didn't. Only after I moved my squad to a new position, did he start attacking again on his own. I don't remember other instances specifically, but I usually noticed it, when my (all ranged) squad was being overrun with mobs, so I had to come back to help them out. And as I said, I mostly noticed this issue with Anders.

I play on Xbox.


Edit: These were the tactics I was using (from AreleX's updated 1.02/1.03 Berserker Vanguard build). Behavior was set to aggressive for all.

Anders:
Self: Health <50% - Deactivate: Vengeance
Self: Health <25% - Use Potion
Self: Mana or stamina <10% - Use: Lyrium Potion
Hawke: Health <10% - Heal
Varric (or Sebastian/Isabela): Health <25% - Heal
Enemy: Clustered with at least three enemies - Glyph of Paralysis
Enemy: DISORIENTED - Walking Bomb
Enemy: DISORIENTED - Spirit Bolt
Enemy: DISORIENTED - Stonefist
Self: At least one enemy is alive - Haste
Enemy: Clustered with at least three enemies - Fireball
Enemy: Target between medium and long range - Firestorm
Enemy: STAGGERED (or Clustered 3+) - Chain Lightning
Self: Health >=50% - Activate - Vengeance
Self: Any - Activate: Heroic Aura
Self: Mana or stamina >=50% - Skip tactics
Self: Health >=75% - Martyr
Enemy: Using ranged attack - Attack

Merrill:
Self: Health <50% - Deactivate - Blood of the First
Self: Health <25% - Use Potion
Enemy: Target of Hawke - Use current condition for next tactic
Enemy: Target rank is Elite or higher - Hex of Torment
Enemy: Clustered with at leas three enemies - Wounds of the Past
Enemy: STAGGERED (or Clustered 3+) - Chain Lightning
Enemy: DISORIENTED - Stonefist
Enemy: DISORIENTED - Spirit Bolt
Enemy: Clustered with at least three enemies - Ensnare
Enemy: Target between medium and long range - Firestorm
Enemy: Target between short and medium range - Tempest
Self: Health >=50% - Activate: Blood of the First
Self: Any - Activate: Wrath of the Elvhen
Self: Any - Activate: Rock Armor
Self: Any - Activate: Elemental Weapons
Self: Health >=50% - Skip tactics
Self: Mana or stamina <10% - Use: Lyrium Potion
Self: Any - Activate - Death Syphon
Enemy: Using ranged attack - Attack

Varric:
Self: Health <10% - Use Potion
Self: Mana or stamina <10% - Use: Stamina Draught
Enemy: Clustered with at least three enemies - Fatiguing Fog
Enemy: Target of Hawke - Use current condition for next tactic
Enemy: Target rank is Elite or higher - Brand
Enemy: Target of Hawke - Use current condition for next tactic
Enemy: Target rank is Elite or higher - Disorienting Shot
Anders: Being attacked by a melee attack - Armistice
Self: Being attacked by a melee attack - Armistice
Enemy: Target at short range - Kickback
Self: Being attacked by a melee attack - Rush
Anders: Being attacked by a melee or ranged attack - Jump to: 19
Self: Being attacked by a melee or ranged attack - Jump to: 19
Merrill: Being attacked by a melee or ranged attack - Jump to: 19
Self: Any - Activate: Speed (or Precision)
Self: Any - Activate: Bianca's Song
Enemy: Attacking Anders - Attack
Enemy: Using ranged attack - Attack
Hawke: Any - Goad

Modifié par Relix28, 23 juin 2011 - 01:47 .


#11
SuicidalBaby

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Sabotin wrote...

PC, tactics
Use current condition for next tactic just functions as "go to next tactic" instead of being an additional condition for it.

does the check for the condition of the first tactic still occur? or is this some new behavior resulting from the last patch?

its always functioned as a limiting variable apart from the change to 'enemy: rank' which is unique in its relationship with uccfnt. Im not sure it was intended as anything else.

Modifié par SuicidialBaby, 23 juin 2011 - 12:56 .


#12
SuicidalBaby

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Relix28 wrote...

There's also the issue, where your companions just stand around and do nothing during a fight. This happens sometimes when a companion falls and gets revived, but it's not always the case. I also noticed this issue on some occasions with Anders. I had him set to aggressive, so basically he should always be chasing down and attacking enemies. But sometiems when I came around to protect my squad from mobs, he would just stand there and do nothing. I remember one specific occasion, where Anders, Merrill and Varric were surrounded with Shades (lots of them). Merrill and Varric were fighting back, but Anders activated Haste and then just stood there and did nothing. I waited a couple of seconds just to see, if he would start to attack at some pont, but he didn't. Only after I moved my squad to a new position, did he start attacking again on his own. I don't remember other instances specifically, but I usually noticed it, when my (all ranged) squad was being overrun with mobs, so I had to come back to help them out. And as I said, I mostly noticed this issue with Anders.

I play on Xbox.

I believe posting a copy of your tactics would be the next step.

#13
Relix28

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Right. Updated my previous post.

#14
SuicidalBaby

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Relix28 wrote...

Right. Updated my previous post.

Hopefully Arelex can confirm.

The real problem resides in determining what exactly is causing the issue.
It may only be the behavior script or something having to deal with the specific targeting of Heal on a dead or recently revived companion vs the general ally: hp <#%.

#15
AreleX

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from the little bit of testing i did, i remember having no such issue. i did, however, have the issue with sustains not subtracting mana, which screwed up my mana % condition tactics.

#16
SuicidalBaby

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Im having difficulty clarifying the description of the sustains' bug.

also curious to know if it was intended that Anders gain vengeance from going to the fade or just Dissent.

#17
AreleX

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the sustains will be active, but will not reserve ANY mana/stamina. your bar is completely full, as if you were holding no sustains at all.

#18
chiccorocks

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AreleX wrote...

the sustains will be active, but will not reserve ANY mana/stamina. your bar is completely full, as if you were holding no sustains at all.


this also happens to me (PS3). but when it does, the game subtracts 10% from everyone in my party's crit chance. i don't have and haven't used fenris in my party, i have not taken any of his talents (sunder). i am currently in act 1. i noticed it happens when i manually save in the same spot where the game auto-saved, as in entering the headquarters in the night lies side quest. to clarify that, it doesn't happen after saving, it happens afer re-loading that manual save. i turned the auto-save feature off and it has only happened once after that--maybe i manually saved in the same spot where the game is supposed to auto-save? idk.

#19
nightscrawl

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I've been waiting for one of these threads, thanks.


Platform: PC
Import information: I did an import of DAO/DAA save. GoA and WH not included.


Quest (SPOILERS):

 * Sketchy on the Details - Denerim Avengers are still appearing with a dozen or so quest markers after they are dead.
 
 * Sketchy on the Details - Sketch is still there after turning in the quest, with a marker above his head. However, the previous error of the quest remaining in the log seems to be fixed.

 * All That Remains - I previously let Gascard live and took him with me into the fight with Quentin. The next day I found him again in Darktown, Fenris tortured him a bit, and then I killed him. All worked out fine. On starting Act 3 I got a letter from Gascard thanking me for sparing him and informing me that he was going to stop using blood magic. He is supposed to be dead.

 * Best Served Cold - Bethany is a Warden, but appeared as a hostage wearing her mage outfit.


NPC (not sure what to label this):

 * Bethany's hair - I took Bethany with me into the Deep Roads intending to make her into a Gray Warden. I kill the rock wraith boss and then load into the next cinematic. When the cinematic starts Bethany now has short hair (changed from long hair). This lasts in the "walking out/fainting" scene, as well as the "meet up with Wardens and take her away" scene. The next time I saw Bethany during the Qunari battle, she had her original hair again.


UI/Camera:

 * During Merrill's Act 3 quest 'A New Path' there is some dialogue after you click on the idol. If Fenris is in the party and you ask how the demon came to be imprisoned there, Merril will say some things and Fenris will chime in with some extra dialogue. Fenris is not standing in view of the camera, so I just see a space next to the 3rd companion where he is supposed to be. When there is a wider shot, you can see that he was standing on the opposite side of the 3rd companion, where the camera was not looking. This is a carryover bug from 1.02.

 * This is a very tiny bug, but it has annoyed me since I started playing. The amount of space for the hotkey text is a fixed width, so if you change the hotkeys to F1-10 as I did, it only allows for 2 characters. F1-9 look fine, but F10 is cut off at the zero. By comparison, I played DAO with the same key arrangement and did not have this problem.


Codex Import:

 * Importing information from DAO/DAA is still not updating A Study of the Fifth Blight: Vol. Two. The information stops just after Connor's demon is delt with and the Warden sets off searching for a cure for the Arl.


I'll post again if I remember/see anyting else.

Modifié par nightscrawl, 23 juin 2011 - 12:01 .


#20
enigma1989

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Could some other player confirm that the duration of the mage spell "haste" is not correct for chars with high magic res? I play on a mac btw....

Enigma

#21
Sabotin

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SuicidialBaby wrote...

Sabotin wrote...

PC, tactics
Use current condition for next tactic just functions as "go to next tactic" instead of being an additional condition for it.

does the check for the condition of the first tactic still occur? or is this some new behavior resulting from the last patch?

its always functioned as a limiting variable apart from the change to 'enemy: rank' which is unique in its relationship with uccfnt. Im not sure it was intended as anything else.


I was refering to the rank thing, I guess if that one's special (intentionally?) then the thing still works. Nvm then.

#22
Relix28

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AreleX wrote...

the sustains will be active, but will not reserve ANY mana/stamina. your bar is completely full, as if you were holding no sustains at all.


I noticed this only once on Hawke. I had Berserk active, and then activated Might and Elemental Aegis. Might didn't take away any of my stamina pool, but Elemental Aegis did. I tried turning the sustains on and off, but nothing changed. Saving and reloading did fix the issue, however.


Also, another minor bug I remember from my latest playthrough.

SPOILERS!

During Finding Nathaniel quest, there is an autosave right before you meet Bethany (she has to be a Gray Warden). Now, if you decide to load that autosave at some point after the conversation with Bethany, her outfit will change to her default/starting one. I had to load my latest manual save (that happened before the mentioned autosave) to fix the issue.

Modifié par Relix28, 23 juin 2011 - 12:21 .


#23
Mr_Raider

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Quest:

Act II: lowdown

Some groups of undercuts will not spawn in the docks at night. This may be related to the fact that Senestra and her group appear and keep on hanging around even if the deby in the family quest is unavailable.

#24
SuicidalBaby

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Xalen wrote...

Ok, I just tested it a little on Hybris, Ethereal Golem and everything that moves in Xebenkeck dungeon. It seems to be an issue with Righteous Strike, like the warrior is silencing them 100% of the time (which would be weird, since Hybris is supposed to be immune to silence) and it doesn&#039;t prevent the enemy from basic attacks (at least for Revenant). When I removed Righteous Strike, everything got back to normal.

The issue doesn&#039;t seem to be restricted to difficulty (tested on all) or Bosses (worked at least on a Templar Lieutenant, Golem and Arcane Horror)

Boss-Breaking Bug?!?

I need this confirmed by those with pc warriors.

#25
SuicidalBaby

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Help me, Luke Barrett. You're my only hope.