Dragon Age: Origins PC Patch 1.02 Now available
#251
Posté 09 décembre 2009 - 12:06
Really nifty since I'm planning on getting a new computer and am nowhere near done with DA:O
#252
Posté 09 décembre 2009 - 12:21
_Jekias_ wrote...
I am also no longer able to log in to my account in DA - It keeps telling me that I have no Internet connection yet I am downloading some files as I post this on the same PC.
You are not the only one having this issue
My guess is firewall, after patching it the DAO is considered a different program by the firewall and you have to reauthorize it.
#253
Posté 09 décembre 2009 - 02:18
#254
Posté 09 décembre 2009 - 02:40
#255
Posté 09 décembre 2009 - 03:33
rpgplayer1 wrote...
Anybody tested crossbows? Do they still don't get bonus from Dexterity?
If I'm reading itemstats.gda correctly (which may not be the case) crossbows are set to use dexterity as the sole stat to base modifiers on, but the weighting for the modifier is still set to zero. So, no, they're not getting the bonus.
I think the "AttributeMod" column value for "Weapon - Crossbow" needs to be set to 1, not 0, and then packaged up as a mod for use by players that want this one fix. I don't know how to do that yet, but it would be the easiest of changes for someone that does know how. Again...assuming I'm reading the itemstats.gda correctly.
.
#256
Posté 09 décembre 2009 - 03:47
Ragadurn wrote...
By the way... Avira AntiVir is reacting badly on this patch again.
Reports the trojan "TR/Crypt.ZPACK.Gen2" again, just like last time. Surely false positive.
Would it be possible to check with Avira somehow before these patches are released to prevent this?
Edit: Ah, someone mentioned it on page 4 already.
Yes, it would be great not to get this message from Avira. This is the third patch I have downloaded and will probably not install. I didn't install the first two.
You people are all very funny though; I have only read the first 5 pages of this thread so a few more to go....but I notice
1. people dont read the patch notes before asking questions
2. console warz, yawn.
3. mixed feelings about changes to COC, etc. but most of this stuff I dont notice--same with exploits, wouldn't know one if it hit me in the head.
4. *gasp* there are dragons!?!? someday I will get to
Thanks Bioware (EA, meh)
cheers,
ransom
I probably agree with this - I tend to play warrior types - one more reason not to patch...
Valkeyr wrote...
I can't say im too thrilled about this patch
I like the increased regeneration, dagger fix, and shimmering shield fix.
But mage nerfs, lesser health potions on enemies,etc.? These changes aren't needed in a single player CRPG and theres so many bugs that can be fixed instead (bows, forcefield untargetable, memory leak)
I also find it funny the spell nerfs are to stop being stunlocked...when enemy archers constantly stunlocked my dual wielding warrior. (Can't even attack when bear trapped? come on!)
Modifié par ransompendragon, 09 décembre 2009 - 03:54 .
#257
Posté 09 décembre 2009 - 03:50
So ideoleted and reloaded it unpatched.
Alicia
#258
Posté 09 décembre 2009 - 08:03
Aesir Rising wrote...
rpgplayer1 wrote...
Anybody tested crossbows? Do they still don't get bonus from Dexterity?
If I'm reading itemstats.gda correctly (which may not be the case) crossbows are set to use dexterity as the sole stat to base modifiers on, but the weighting for the modifier is still set to zero. So, no, they're not getting the bonus.
I think the "AttributeMod" column value for "Weapon - Crossbow" needs to be set to 1, not 0, and then packaged up as a mod for use by players that want this one fix. I don't know how to do that yet, but it would be the easiest of changes for someone that does know how. Again...assuming I'm reading the itemstats.gda correctly.
Yes, that's exactly what happens. In the meantime, I installed 1.02, and updated mod in my sig with crossbow only hotfix, for those that want crossbows to function correctly.
#259
Posté 09 décembre 2009 - 08:07
#260
Posté 09 décembre 2009 - 08:46
The game client seems unable to read images that have international characters in their path.
My windows username contains the character "á" and therefore the path to my savegame/etc. folder does, too.
The game displays all screenshots (including the ones attached to saves), as well as the thumbnails for the DA:Journeys DLC, as empty gray blocks. The image files themselves are not actually blank gray rectangles, the game just displays them as such.
Moving my Windows Documents directory out to different path outside my user folder is a viable workaround.
This bug had been present from v1.00 and still occurrs in v1.02
#261
Posté 09 décembre 2009 - 08:57
#262
Posté 09 décembre 2009 - 11:24
#263
Posté 09 décembre 2009 - 11:55
Man, I'm waitng hours (in total) to get all the different modules loaded ...
Stop nerfing magic ... you promised us bad-a** magic, remember?
Cool on the rest of things - keep 'em coming
#264
Posté 09 décembre 2009 - 01:09
update says, it improves daggers, however before updating my dagger
rogue ratio was 40/41, and after updating the ratio went down to 35/36,
my rogue has 71 cunning and 41 dex, does anyone know what went wrong?
Modifié par Azeux, 09 décembre 2009 - 01:10 .
#265
Posté 09 décembre 2009 - 01:57
Assuming you have lethality ofc...
Modifié par Fredericol, 09 décembre 2009 - 01:57 .
#266
Posté 09 décembre 2009 - 02:07
#267
Posté 09 décembre 2009 - 03:17
Azeux wrote...
I have Lethalty but I don't get what good is this to rogue now?
lol...this is how it was supposed to be. Use a sword if you want to keep your full cunning bonus.
#268
Posté 09 décembre 2009 - 03:22
#269
Posté 09 décembre 2009 - 07:09
Just wondering if the patch will come out before I burn out... (not a knock, I have logged well over 100 hours, probably 125, well beyond the time I spent on Mass Effect, Fallout 3, and GoW 2 - the only games I've played for more than 10-15 hours)
#270
Posté 09 décembre 2009 - 07:36
KenRed wrote...
I fired up a save game from way back before Shale. (I wanted to fight trough Honnleath again to see if Shale was bugged.) I remember that section being pretty tough. Now, I just seemed to fly through that part with patch 1.02. It was way too easy it seemed. Was this one of the encounters that was "adjusted" to be easier? Plus the enemies dropped tons of cash. 13s here, 14s there, 9s there. I think if I start a new game, I'm going to be rich! haha
that was probably one of the things put into the console version and no you want be rich, especially if you use alot of traps (arg trap triggers why are yous so difficult to buy) or poisions, those agents add up pretty quickly.
also for some reasion all items sold are at 25% of base value meaning you will only get like say 5 -6 gold for that 28 gold juggernaut armor ,yeah I sold it, took up space and I needed money for traps/poison oh and plans (god are those expensive)
#271
Posté 09 décembre 2009 - 07:45
It should be cheaper to make your own poisons and traps than to buy them!
#272
Posté 09 décembre 2009 - 11:58
#273
Posté 10 décembre 2009 - 01:05
#274
Posté 10 décembre 2009 - 02:11
Joystiq made a post about 1.2 available and the topic is under 360/PS3. I booted the game on my PS3 and did not notice any update occurring. I literally stopped playing this game after 20 hours because my rogue was gimp from the dex/dagger issue.
Anyway, here is the link
http://www.joystiq.c...again/#comments
So .. is this out for console yet? If not when can we expect this? I am getting impatient.
#275
Posté 10 décembre 2009 - 03:19
I don't suppose you'd fix it so they don't vanish between area transitions, forcing us to re-summon them?
Every other 'sustained' power is still active when we transition from one area to the next, with the exception of the summoned creatures, which are labeled as a 'sustained power'.





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