Aller au contenu

Photo

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


233 réponses à ce sujet

#101
AreleX

AreleX
  • Members
  • 2 291 messages
i think this thread should get a sticky.

luke, can you make that happen?

(late-night deep thought edit: all my guides should also get stickies in the other forums)

Modifié par AreleX, 26 juin 2011 - 09:26 .


#102
Mr_Raider

Mr_Raider
  • Members
  • 593 messages
Act III, Quest: Faith

It is possible to initiate the quest by entering the Viscount's castle at night through the hightown door, even before receiving the quest from Sebastian. The result is that you have to initiate the quest and immediately terminate it by talking to the High Cleric.

Modifié par Mr_Raider, 26 juin 2011 - 01:51 .


#103
Kymberly

Kymberly
  • Members
  • 19 messages
Not really a bug, but more a missing option.

Act II. Quest: All That Remains

If you spare Gascard DuPuis, there is no reminder of his possibility in the journal when Leandra gets kidnapped. This leaves the alternative ending to the quest open for the player to remember.

Also, after the quest is finished, talking to Moira in the Gallows still triggers the conversation during the quest. Hawke talks about his/her mother being missing, while she's infact already dead.

#104
Xalen

Xalen
  • Members
  • 157 messages

Tommyspa wrote...

A quick one, the last three times I got to "Following the Qun" (different play throughs) The conversation with the Arishok about Saemus not being there but at the chantry. The scene triggers twice upon walking up to the Arishok. (ps3)


same happens on PC (not always iirc, but often)

#105
AreleX

AreleX
  • Members
  • 2 291 messages

Xalen wrote...

Tommyspa wrote...

A quick one, the last three times I got to "Following the Qun" (different play throughs) The conversation with the Arishok about Saemus not being there but at the chantry. The scene triggers twice upon walking up to the Arishok. (ps3)


same happens on PC (not always iirc, but often)


i have it happen any time dialogue is initiated by proximity, so it seems to be an overarching bug, rather than a specific instance one

#106
Relix28

Relix28
  • Members
  • 2 679 messages

SuicidialBaby wrote...

Relix28 wrote...

More bug reports (Xbox360)

- Isabela's romance outfit (still) not changing after romance. Have to use Maker's Sigh for outfit to change.
- During "Gamlen's greatest treasure" quest, 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. This one happened to me on my last playthrough.


can someone confirm either of these reports?


Was the first issue ever fixed?

And the second issue is also mentioned on the wiki. http://dragonage.wikia.com/wiki/Gamlen's_Greatest_Treasure (check bugs section on the bottom) Obviously, other people were/are also experiencing this issue, and I can confirm that it is present in 1.02/1.03.

Modifié par Relix28, 26 juin 2011 - 03:07 .


#107
Marcy3655

Marcy3655
  • Members
  • 120 messages
Another thing I noticed is near the end of Act II, after the Arishok has already begun attacking the city, the game freezes a lot at this point... It seems to me that all of the fires added to these areas are taxing the resources so much that the game freezes my PS3 regularly if I don't take care to move slowly through these areas... If I try to run quickly through these areas with all the fires my PS3 will crash every time...

Hmmm... removing some of the fire animations I'm sure would limit the freezing element considerably... This is freezing my PS3 regularly (at least 9-10 times already), as I said, and I would be afeared to install this on a PC due to all the crashes...


M

#108
SuicidalBaby

SuicidalBaby
  • Members
  • 2 244 messages
Relix, added

#109
SuicidalBaby

SuicidalBaby
  • Members
  • 2 244 messages

Marcy3655 wrote...

Another thing I noticed is near the end of Act II, after the Arishok has already begun attacking the city, the game freezes a lot at this point... It seems to me that all of the fires added to these areas are taxing the resources so much that the game freezes my PS3 regularly if I don't take care to move slowly through these areas... If I try to run quickly through these areas with all the fires my PS3 will crash every time...

Hmmm... removing some of the fire animations I'm sure would limit the freezing element considerably... This is freezing my PS3 regularly (at least 9-10 times already), as I said, and I would be afeared to install this on a PC due to all the crashes...


M


I've had this happen once, on the following attempt it went smooth.  I found that it was one paticular section of the zone.  If you are looking at the are where Sister Patrice can be found in Act 1 for the start of the Sheparding Wolves quest.  After taking that part a little slower, the rest was fine.

Modifié par SuicidialBaby, 26 juin 2011 - 03:51 .


#110
SuicidalBaby

SuicidalBaby
  • Members
  • 2 244 messages

AreleX wrote...

Xalen wrote...

Tommyspa wrote...

A quick one, the last three times I got to "Following the Qun" (different play throughs) The conversation with the Arishok about Saemus not being there but at the chantry. The scene triggers twice upon walking up to the Arishok. (ps3)


same happens on PC (not always iirc, but often)


i have it happen any time dialogue is initiated by proximity, so it seems to be an overarching bug, rather than a specific instance one


Can xbox players confirm this portion of this bug as a constant as it seems to affect them more in general.

#111
SuicidalBaby

SuicidalBaby
  • Members
  • 2 244 messages
It occurred to me that as much as we may want, not everything is going to get fixed. I'm sure things like the sunder bug and the immortal enemies will be addressed at some point, but we should really accept the fact that the little things such as what someone says doesn't match the subtitles are going to be passed over. It doesn't mean that they shouldn't be reported and listed. It just means that we need to have some understanding that this is possibly the last or near last patch for this game. I think having this in mind would give everyone the proper perspective on just what exactly we are attempting to accomplish by even posting these bugs and errors in the first place and give everyone a clear goal to present what we feel is respectable list of issues to Bioware.

I think if we took some time and began to rank the serious issues, it may give the Bioware team a better understanding of what we, as players, feel are the most important issues that require attention. Doing this may improve our chances of getting what we want out of the next patch.

#112
Xalen

Xalen
  • Members
  • 157 messages
I kinda agree. Those little things never bothered me anyhow. Now, the Sunder bug, Dog as an ally and (to lesser extent) immortal enemies are the issues I personally would like to be addressed most.

And testing and looking for bugs is fun! (as if I don't get enough of this at work *sigh*...)

Anyway, I just wanted to say that this:

PS3 SPECIFIC :
...
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.

just happened to me on PC for the first time

Modifié par Xalen, 26 juin 2011 - 06:22 .


#113
SuicidalBaby

SuicidalBaby
  • Members
  • 2 244 messages
I would guess that is a minor bug, occurrence wise, for pc and that it ended up being a porting issue for ps3. This is a perfect example of the minor issues I was talking about as it is not game breaking in the least. I think it has the possibility of being missed, but then there is a journal entry about it, i believe.

#114
Tommyspa

Tommyspa
  • Members
  • 1 397 messages
And another small non game breaking one with the Arishok, but it's really ugly. When he lifts you in the air with whatever his weapon is and drains your health, when he throws Hawke to the ground, Hawke's body will shift/float left to right before standing back up.

#115
AreleX

AreleX
  • Members
  • 2 291 messages
another inconsequential one, but for the sake of disclosure:

i respec'd sebastian at level 18, with 19 abiliity points, and he ended up with 25, old-school maker's sigh glitch style

#116
SuicidalBaby

SuicidalBaby
  • Members
  • 2 244 messages
is it something that can be reproduced? can a PC user test this? i will on ps3.

any other factors about this bug?

Modifié par SuicidialBaby, 27 juin 2011 - 12:18 .


#117
AreleX

AreleX
  • Members
  • 2 291 messages
some other notes:

sebastian was close to leveling
i had just put him in using a 'gather party' point
the attributes increased too, so it's as if he was actually leveling up

#118
SuicidalBaby

SuicidalBaby
  • Members
  • 2 244 messages
ps3
-can not inspect loot from looting pop up.

-Anders, if he is under the, "self: health: <%: use: health poultice" threshold, while having already triggered a health poultice, will actively attempt to consume another poultice even though the cooldown is still active instead of ignoring the tactic and continuing to fight normally. The Poultice appears in the action indicator and he performs the drinking animation but receives no healing. The cooldown time remaining continues unphased by this event.

I believe this bug as well as several others concerning combat mechanics, i.e. immortal enemy, allies/enemies standing around, stem directly from the recent addition of the dely to enemy actions when entering combat.

Modifié par SuicidialBaby, 27 juin 2011 - 01:13 .


#119
Yuqi

Yuqi
  • Members
  • 3 023 messages

SuicidialBaby wrote...

AreleX wrote...

Xalen wrote...

Tommyspa wrote...

A quick one, the last three times I got to "Following the Qun" (different play throughs) The conversation with the Arishok about Saemus not being there but at the chantry. The scene triggers twice upon walking up to the Arishok. (ps3)


same happens on PC (not always iirc, but often)


i have it happen any time dialogue is initiated by proximity, so it seems to be an overarching bug, rather than a specific instance one


Can xbox players confirm this portion of this bug as a constant as it seems to affect them more in general.


I can confirm it X360

#120
andraip

andraip
  • Members
  • 452 messages

SuicidialBaby wrote...

is it something that can be reproduced? can a PC user test this? i will on ps3.

any other factors about this bug?


I tested it on PC and Sebastian always gained a talent point for each Maker's Sigh.
I tested it after just after adding him with a "gather party", after moving around after adding him with a "gather party" and adding him and changing area.
It always did the same, I tested it many times a row, just spamming Maker's Sigh's, each added 1 skill point. Attribute Points didn't change.
Sebastian was lvl 16 and had 85.9% of his XP bar filled.

#121
ISI-Society

ISI-Society
  • Members
  • 118 messages
Platform: PS3
Version: DA2 Signature Edition, updated to Ver 1.02

* Opening: Female Hawke Mage's default "robes" {i.e., same appearance as Bethany's robes, when Hawke is a non-mage} are turquoise(ish) in appearance, but in the item view, it includes an incorrect sub-description of "scarlet dyed", implying they're supposed to be red.  The description needs to be corrected to reflect the actual color of the robes.

* Act 1 (Gamlen's House): scenery bounding glitch - the special deliveries chest is incorrectly accessible directly through the wall of the main room, without actually having to open the door and enter the side room it's located in.  Either the bounding error needs to be fixed, or the chest needs to be relocated to one of the other 3 walls, or further away from the existing wall.

Modifié par ISI-Society, 27 juin 2011 - 04:06 .


#122
SuicidalBaby

SuicidalBaby
  • Members
  • 2 244 messages
Arelex wrote...

Sebastian always gained a talent point for each Maker's Sigh.

some other notes:
sebastian was close to levelingi had just put him in using a 'gather party' point
the attributes increased too, so it's as if he was actually leveling up

andraip wrote...

I tested it on PC and Sebastian always gained a talent point for each Maker's Sigh.
I tested it after just after adding him with a "gather party", after moving around after adding him with a "gather party" and adding him and changing area. It always did the same, I tested it many times a row, just spamming Makers sigh, each added 1 skill point. Attribute Points didnt change.



just ps3 tested this.
Off the first grouping, went directly to BE.
48 attribute points, 17 abilities
Makers Sigh, +1 ability point. 18 ability points
save
Makers Sigh, no change.
load save
Makers sigh, +1 ability point. 19 ability points

posted in the OP with each platforms distinct varibles detailed. Please double check my phrasing to make sure the description is clear.

Modifié par SuicidialBaby, 27 juin 2011 - 06:39 .


#123
SuicidalBaby

SuicidalBaby
  • Members
  • 2 244 messages
Still having trouble phrasing the sustained ability bug so it can be completely understood from triggers to result.

edit: added synopsis to OP

Modifié par SuicidialBaby, 27 juin 2011 - 07:05 .


#124
stragonar

stragonar
  • Members
  • 139 messages
@suicidalbaby:

If the ai scripting is at all similar to DAO at it's base then player/party tactics should not be affected by the delayed tactics bug since, as far as I know, it should only be applied to enemies. I would suspect the health potion bug to be caused by a change to item scripts, or more likely, base tactic condition changes to cooldowns or ability usage rules that are conflicting. Quite some time ago, I had an issue where I introduced a similar health pot bug in DAO myself by fooling with scripts. I can't remember exactly what caused it or how I fixed it, but I will say it had nothing to do with tactic delays. Hopefully, this will get sorted out soon.

P.S.
Bioware, make sure there is a toolset for DA3 please :)

#125
SuicidalBaby

SuicidalBaby
  • Members
  • 2 244 messages
I already thought about that. Thing is, companions are behaving the same as enemies in regards to the combat delay at the begining of each encounter. Spiders fall from the sky, hit the ground, everyone is still standing around. Spiders move, companions move. It's evident in all aspects of the combat system.

I am not an expert on the behavior scripts, so I can't comment on them. What I am an expert on is the displayed behavior difference between the patches. The delay is affecting more than just enemies at the begining of combat. The general flow during combat is obviously reacting from it.

btw, DA2 is an entirely new engine. Nothing was copied from Origins. It was rewritten, scripts and all. As much as they share similiarities, they differentiate. I serious doubt anything can be taken from origins that can compare to the current combat mechanics other than the rough draft of tactics.

Modifié par SuicidialBaby, 27 juin 2011 - 10:33 .