Making a list of all 360 Origins bugs (Spoilers)
#26
Posté 12 décembre 2009 - 09:27
#27
Posté 12 décembre 2009 - 12:38
ZenWolf117 wrote...
Dead Trenches is nowhere to be found. I do believe several others have had the same problem too
That's because the Dead Trenches is not a location you can visit. Although you might recall getting a glimpse into it from above, in a cut scene.
#28
Posté 12 décembre 2009 - 03:22
#29
Guest_Grimmoir31_*
Posté 12 décembre 2009 - 04:40
Guest_Grimmoir31_*
-Grim
Edit: In answer to the previous post: You never actually enter the dead trenches tho you do get to see them, your destination is further towards the left side of the map. The only way to proceed once you find the diary is to head north from the diary location(north as it relates to the map) and use the local/world map transition located there. Walking back out the way you came into the thaig will not spawn the location on your map of the deep roads. Hope that helps w/o being too spoilerish.
Modifié par Grimmoir31, 12 décembre 2009 - 04:46 .
#30
Posté 12 décembre 2009 - 07:49
Sora Kitano wrote...
I think the Pet and Deadman cancel the other out so you cant try to win by numbers.
The PC version can have two Ranger pets out and two animate dead spells running at the same time. But the console versions can't.
#31
Posté 12 décembre 2009 - 07:51
#32
Posté 12 décembre 2009 - 08:12
#33
Posté 12 décembre 2009 - 08:16
#34
Posté 12 décembre 2009 - 08:21
Hi, Tthanks for the quick response yes I have tried everything nothing comes upSora Kitano wrote...
Have you tried walking up to examine the barrier? That should trigger the convo.
#35
Posté 12 décembre 2009 - 09:09
#36
Posté 12 décembre 2009 - 09:15
-The only way to fix the loot/trigger activating taking longer (memory leak) is to exit out to X-box dashboard then reload the game
-Stealing success, but getting nothing
-Tomes, when you have more then one in your inventory you HAVE to use the earlier gotten one before being allowed to use the rest.
-The last Irregular's quest, A Change in Leadership, insanely buggy, only way to complete it is to accept it in the Denerim branch then make sure you don't use the world map till you talk with the guy in the market.
(I'll edit more in as I come across them/think of them. Methinks EA forced the game to come out way too early, not enough QA testing)
Modifié par Nokturnal Lex, 12 décembre 2009 - 09:23 .
#37
Posté 12 décembre 2009 - 09:41
Repton15 wrote...
ZenWolf117 wrote...
Dead Trenches is nowhere to be found. I do believe several others have had the same problem too
That's because the Dead Trenches is not a location you can visit. Although you might recall getting a glimpse into it from above, in a cut scene.
What I mean is after you get Branka's journal, there is no where to go after that for me lol. I know on the overview map you're supposed to get a button on the far left of the map, just nothing appears for me. I guess that's the problem for me then
#38
Posté 12 décembre 2009 - 10:41
#39
Posté 13 décembre 2009 - 07:11
#40
Posté 13 décembre 2009 - 08:10
This has happened to me before I thought I was the only one.Father_Jerusalem wrote...
Trying to go through the Human Noble origin as a female rogue, the door in the main hall to be able to get to the larder is locked and cannot be unlocked, even through multiple reloads and two new games.
#41
Posté 13 décembre 2009 - 08:25
ZenWolf117 wrote...
Repton15 wrote...
ZenWolf117 wrote...
Dead Trenches is nowhere to be found. I do believe several others have had the same problem too
That's because the Dead Trenches is not a location you can visit. Although you might recall getting a glimpse into it from above, in a cut scene.
What I mean is after you get Branka's journal, there is no where to go after that for me lol. I know on the overview map you're supposed to get a button on the far left of the map, just nothing appears for me. I guess that's the problem for me then
Theres a little passage way north from Branka's journal. That's the way to the Dead Trenches. You can miss it very easily believe me i couldn't find it for an hour or two until then i finally found it.
#42
Posté 13 décembre 2009 - 10:42
Modifié par Nobody Important, 13 décembre 2009 - 10:44 .
#43
Posté 14 décembre 2009 - 12:40
Also sometimes (usually during battle) when I'm assigning abilities to quickslots it'll assign them to the secondary slots (RT slots) when I don't have RT held down and vice versa. Not a game stopper but annoying non-the-less.
I'll keep adding more as I come across em.
#44
Posté 14 décembre 2009 - 02:15
The auto-save feature is completely disabled for some reason... I can't get the game to create one past the default one it makes when you first arrive at Ostagar after the origin story. Given the long load times, you'd think that it was auto-saving all the time...
Details of the set bonuses are also not displayed in the console version, and it does not seem intentional as the "tips" the game gives you during loading screens specifically tells you that you can view your set bonuses by examining your items, but it is not there.
I've also had a couple minor bugs with the radial menu. One bug makes it so that when I open it, the game does not pause. The other bug seems to be a focus problem. When in the radial menu, the game acts like its actually not. For example, when I press B to exit the radial menu, it exits and activate whatever ability I have hot-keyed to B. Or when I select an ability to use and press A, my character proceeds to normal attack instead.
The audio bug in dialogue has been mentioned a couple times, but I think its actually worse than what I've seen people report. When the audio stops, so does the game in general. The lips move, the subtitle is correct, but for me it never auto-advances to the next part of the dialogue. It freezes on whatever dialogue it was trying to load audio for. The only option is to continue skipping by pressing X, but the lack of audio and the problem persist until the dialogue ends entirely.
There's also no real distinction between what is "cutscene" and "dialogue". Whenever I get what I think are "cutscenes" to happen, the dialogue moves very slowly, and when I press X to skip the current text and move to the next one, the whole dialoge/cutscene is skipped entirely and returns control to my character. In other cases where I lose control of my character and it eventually leads to a dialogue of some sort, it functions like normal.
Activated-mode abilities are also pretty buggy. If a charcter dies and then eventually is resurrected (by spell or end of battle), they get back up but do not receive any buffs from other character's abilities (like rally, haste, or cleansing aura). I have to constantly deactivate and reactivate the modes to get the buffs to apply to that character again. They also get auto-deactivated very frequently by dialogue or switching areas (and I don't mean map traveling, I mean when just walking into a house in Denerem for example), and puts them into a long downtime before I can reactivate them again (some).
Ally AI also has its own share of bugs (but what game doesn't)... Here's a couple strange things I noticed. Some of the default behavior tactics have some "conditions" that don't exist in the menus if you try to do custom ones (namely Enemy: Surrounded by X or more creatures, or Self: Clustered with at least X creatures). There's also no way to tell the AI to cast Revival on a dead teammate; this must be done manually
On a final note, not really a bug, more of a complaint. But... Activated modes "reserve" a set of mana/stamina to maintain the ability (which is fine), and ALSO increase fatigue O.o So I not only have to lower my total mana pool to use certain abilities, but that also makes everything else more expensive to use? This doesn't seem right...
#45
Posté 14 décembre 2009 - 02:22
dark4945 wrote...
Ally AI also has its own share of bugs (but what game doesn't)... Here's a couple strange things I noticed. Some of the default behavior tactics have some "conditions" that don't exist in the menus if you try to do custom ones (namely Enemy: Surrounded by X or more creatures, or Self: Clustered with at least X creatures). There's also no way to tell the AI to cast Revival on a dead teammate; this must be done manually
Yea I also found it was impossible to have a healer only heal a specific person, because if that person dies, the healer will keep trying to heal him/her even if he/she is dead making them just stand there like morons.
An ally status = dead would be great for revival, and also enemy status = frozen would be great for shattering combos with your friendly ai. Enemy = paralyzed is what i have to do for it but it'll make Wynne cast stonefist on enemies who are only regularly paralzed as well instead of frozen.
As far as the surrounded by X creatures, what I do to sort of fix this is I set all self-aoe abilities to do either "Self being attacked by melee attack" or "Enemy at short range" both of those will make those self-aoe abilities like taunt, dread howl, mind blast etc, work a lot better. (Just a tip for the previous poster) Enemy at short range is great for taunt and dread howl.
Modifié par Nokturnal Lex, 14 décembre 2009 - 02:24 .
#46
Posté 14 décembre 2009 - 05:07
#47
Posté 14 décembre 2009 - 08:21
Cannot talk to Vaughan during the rescue the queen quest. Was able to trigger the conversation during my 1st (human rouge) run but not during the 2nd (human mage) and 3rd (elf mage)
#48
Posté 14 décembre 2009 - 08:24
#49
Posté 14 décembre 2009 - 08:26
Every spell should be able to be cast with any weapon out, for the PC version you can download a mod to make this so, it's just realllly annoying to have to switch weapons before casting some spells as an arcane warrior.
The option for more spells/abilities to be added to the quickslot menu, could work easily by just pressing RT down once to switch between each 3 combinations of spells. (The higher level you get as mage the more annoying it is trying to manage 20+ spells into 6 quickslots hehe)
Less vague statements on equipment, "Increases monetary gain"...How much? When? And "Chance to dodge missile attacks" what percent? Also putting item set bonus descriptions in the view details box like someone else already said would be great. Also shouldn't the downloadable dragon armor have an item set bonus? Or was it intended to not have one.
Modifié par Nokturnal Lex, 14 décembre 2009 - 08:29 .
#50
Posté 14 décembre 2009 - 03:39
a tree in the wall with a hole at the begining..left side
u can walk through the tree in the wall and into the blackness of the map





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