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#151
KalDurenik

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Here is a "half" done new version of how the first posts will look... If you have any questions / suggestiosn / flames or comments please say so... Note its not done yet and i will rewrite some things as i go... I will probably also add more sub cats.



New Layout if people think its okey i will change to this one:







Content:

*YY001*Other information

*YY001*Scripts and Events and Quests/Journal

*YY002*Pathfinding and AI

*YY003*Game Balance and Skills

*YY004*Software (Memory, graphic problems)

*YY005*Other

*YY006*DLC releated

*YY007*Toolset

*YY008*Xbox related

*YY009*Playstation related

*DD001*New Features

*DDOFB*Forum related



*YY000*

This topic is made to help Bioware find and fix problems with the game so we can all enjoy the game even more. I have also added a location for features you would like to see in the game, for example "Combat log".

I will also note everyones name and write them above a bug so if a dev need to ask a question related to a bug they can find said person with out problem. Also to make the list smaller i have decided that if someone write about a bug that is in the topic at this moment their name will be added in a list above said bug.



Other things:

FAQ:



Q:Why is the things i said changed?

A:While i have not done it yet im going to rewrite things so they read more like a general explenation with more details under it.



Q:What is the "-"?

A:The "-" will show locations / spells on where a said bug happens



Q:There is still alot of things that seem abit rushed are you going to fix that?

A:Yes i do have somethings to do IRL but im working on it.







*YY001*Scripts and Events and Quests/Journal



KalDurenik,Melchiz,niphty,

*While defending RedCliff against the undead attack some times the undead won't spawn, move or spawn in allmost unlimted numbers.



KalDurenik,

*When you have been captured by the sloth demon the NPC's in the dream sometimes have a huge delay before their script / event start. Some times you can walk away from them for a few min before they start to talk with you.



KalDurenik,Bjeoran,

*Some doors that require a event condition to be true wont open making it hard to continue.

-Human Noble Origin (The door leading out of the room where your last guards are).

-Wardens Keep (Upon killing the Rage Demon on the upper floor of the keep, the locked door will not unlock, even after the NPC is spoken to.)



KalDurenik,

*Some times you might have to talk twice to a NPC before a event start.

-Fade dream once captured by the Slooth demon



Xioth

*After completing the Dwarf Noble Origins story the Blood armor disappears.



Jide Aurelius

*Its possible to miss the Oghern encounter and it might break your game.



Blessed Silence

*Not sure if a bug ..but it happens in a cutscene.

But .. when you get Alistair to ask you into his tent for the romance plot, the models are standing on top of each other in the same space when they are apparently going to kiss .. the point before the tent scene.



Blessed Silence

*Durning cutscenes the helm will some times be shown and some times not.

-It don't showup when you are going to kiss Alistair but you can see it when they move closer for the kiss.



BringwinD

*Some quests on the chantry board doesn't give gold as promised

-unintended consequences



BringwinD

*The mage collective quest turn in is kind of buggy, I'm a player who likes to turn in many quests at once but the rewards doesn't seem to stack.

Turn in: Careless accusations+gift of silence+note of termination = 2g

Turn in: Careless accusations+gift of silence = 2g / note of termination = 1g.



BringwinD

*And the weirdest of all was "The golem registry" in orzammar, in the quest turn in dialogue the shaper offers u an artifact from the library but you actually don't get anything, not even a codex entry.



stuka1000

*Not sure if this is a bug or if I'm just missing something. Inn keeper in the spoiled princess first refuses to give you any info. After leaving the inn and dealing with the cultist attack talking to him again gives a brief cutscene but after this there is no option in the dialogue to ask him again about the priest and the knights, which stops the quest dead in it's tracks. The cultists also didn't drop anything to move the quest onwards. No new areas have become available on the world map and the innkeeper still has the quest completion marker above his head.



Amnesiac Jack

*In Denerim if you kill the bandits for the Chanters Board quest "Back Alley Justice" before you actually take the quest you will never be able to finish it.

The quest will become stuck on the board unable to be accepted (even though it becomes marked as if you have accepted it) and you will not be rewarded for killing the bandits.



Thalandor21,Glerbear,

*Journal bug in Orzammar. "The First Task" quest for Bhelin stays in the active journal forever. What happened is I accepted both Harrowmont and Bhelin's First Task quest, but totally ignored Bhelin's and finished Harrowmont's quest line, crowning him king.



Glerbear,

*After I got shale into my party and finnished the mage tower he bugged out and all i got whenever i talked to him was the option to activate him with the "Duelgar var" or w/v it was (the first password you get from a merchant before you pickup shale), and the graphics got bugged and i had to reload game in order to be able to play



Glerbear,

*The quest "Cammen's lament" in the dalish elf camp got bugged when i offered to get him a pelt, it stayed active but whenever i talked to him i simply got some text popping up above his head saying "I don't want anything to do with you anymore!"



Glerbear,

*When in the alienage i did the quest for the templar (enter the orphanage and clear it out), at one point (near last room) i got locked inside a room, the templar walked inside the room and called out a demon, once demon died he tried to call it out again but nothing happened and i had to reload, also he once died for me and i couldnt not finnish the quest.



Glerbear,

*When playing as a dwarf commoner i never got my dragon blood armour.



Glerbear,

*After having finnished Wynne's sidequest and got 100 approval with her she still never gave me the option to become a spirit healer as a mage



Magz

*In the orphanage where you are supposed to have an uneasy feeling marked on the map. I have to reload or quit ever time and still nothing happens. The boss in the last room is also bugged forcing a save, quit reload to get her to spawn.



KalDurenik,hitchhikerSVK974,soda_mousse

*The codex will some times show the wrong information for the actions you take.

-And codex entries on characters is sometimes incorrect. For instance: I sacrificed Isolde, but my codex says that Circle of Magi saved her son.







*YY002*Pathfinding and AI



KalDurenik,

*Some times if you try to walk past a object the character will take the long path around even when there is a closer path. (only when using the mouse to move).



KalDurenik,

*When fighting Ogres you can avoid being hit if you controll the character that have agro and just run around him to avoid being hit.

-Any creature that can use that same charge attack.



KalDurenik,

*When your rogue detect a trap your companions won't even try to avoid it.



sophee,

*When in one of the back alleys, if you go up steps to the small platforms during combat, you cant get back down!



Maligannt

*If you cast force Field on a ally with agro from the enemies they will continue to attack that target.



Jackalofdeath

*When in Shale's Nightmare pathing is bugged so that it required you to walk with wasd keys (using the mouse to move wont work).



Jackalofdeath

*If you use a caster, have a rogue sneak ahead of the group, glance inside the room, then close the door . (its got to be indoors)

you can kill ALL enemies inside the next room, with various spells , i was repeatedly using primal cold's first spell. The enemies won't move.



Endurium

*I encountered this with my elf mage in the circle tower at the beginning:

If I click to have her use a door at the top of a staircase, she runs up the stairs but gets stuck running in place just before the top step, and thus never uses the door. I have to manually move her the rest of the way to the door so she can use it. It happens consistently. Since this is the circle tower, these are the doors leading to the next upper level.



Archfiend

*warriors: both shale and allistar will just stop attacking, seems to happen when they try and use taunt. i have had shale standing at the mob doing nothing and when i clicked on him taunt was blinking like it had been qued but he just stood there. seen it happen more on shale than allistar.



Narachi

*My Alister keeps getting stuck in combat stance. He regenerates normal, but walks as slow as if he were in combat.



starfleetau

*When doing the Mage Tower (not the Origins but later) The Spirit doors are near Impossible to easily click on.. it's like their transitions are set to an insanely 'small' space rather then the actual door itself.



Malachai Stoneburner

The Arcane Horror in the Dalish ruins (where you go down the stairs and he is down the second set. you can stand at the bottom of the right staircase and fireball him to death and all he does is jump in the air.. he doesnt summon the undead nor does he cast back at you.



Glerbear,

*You can "lock" the high dragon outside andraste's urn near the ruins with a few chests inside it, making it unable to move / fly up into the air so it's easy to just pelt down with arrows







*YY003*Game Balance and Skills



KalDurenik,Glerbear,

*The revenant is immune to frost but can still be frozen.



KalDurenik,Glerbear,

*Its safer to use ranged against bosses then it is to melee them. For example the dragon will do less damage with fireballs then with melee.

-Broodmother

-Flemeth

-High Dragon



KalDurenik,

*You can disarm more then one trap durning the same animation. You can even move on to another trap 20 meters away and still complete the disarm.



Jackalofdeath,

*Stealthing past enemies will put you in combat.



Thalandor21,

*Daggers get 100% of their damage from strength instead of 50% from strength and 50% from dex.



Rylor Tormtor,

*You are still susceptible to being knocked by overwhelm from dogs and wolves if you are using Indomitable.



Endurium,

*My mage's wisp disappeared graphically while running around in the spider cave under the circle tower, but the wisp's effect and mana reserve were still active. Ending and restarting the spell got the wisp to reappear.



bblasphemous

*Using the ranger animal companion skill gives you a 'new tactics available' popup, where you seem to be able to set some tactics they wouldn't normally be able to use.

-This might make the game crash



Archfiend

*summon skeleton: he "poofs" whenever you zone



Archfiend

*curse of mortality: sucks? havent found a use for this, the damage is pathetic with high cost and long cooldown.



Archfiend

*blood magic: deactives if you fart loud, talk to people, cast spells, load new area, open your inventory..... all can cause blood magic to turn off.



Malachai Stoneburner

*The sections of the fade other than the three more powerful demons all were fairly easy to whip in Golem mode.. most of their minions cant even scratch you.. Winter's grasp seems especially effective to help with this.. The golems aren't immune to knock down from the stomp skill



Glerbear,

*Momentum keeps shutting off every once in a while if i zone (dosn't always happen)



Glerbear,

*Shale's skills "dissapeared" and when i hovered with my mouse over them they were just blank pages, it resulted in shale just standing there pumping his hands trying to cast a stance, i had to reload a few times before the problem got "solved" and he got his skills back



Glerbear,

*Aggro in general seems kinda borked, as a rogue i lost count on how many fights i won by running around in a circle and just stun / stab and run again until the mob eventually died, ogres / Loghain being the "best" ones to give as example on how it can break the difficulty



Glerbear,

*Whenever i stealth as a rogue and end up in a forced chat-dialogue i get thrown out of stealth, even if i don't say anything, it's pretty annoying when you try to stealth into a fight, then get forced out of it and you can't restealth (until later lvls) - if a enemy stealth while your casting a long-casting spell on them, you still hit them with the spell.



Glerbear,

*when i stealth as a rogue and walk "outside" the buffrange of say, rally, once my team catches up to me and i get inside the range again it decloaks me (pretty annoying when trying to sneak around)



hitchhikerSVK974

*Sleeping targets sometimes resists horror, or walking nightmare. it must be bug. There is nothing written about it in codex or elswhere.







*YY004*Software (Memory, graphic problems)



KalDurenik,Endurium,KurtenShuffle,starfleetau,Malachai Stoneburner,

*There is a memory leak in the game (more info later).....**********

-Game play time related?

-Using tab?

-Opening inv,skills,codex,talents tabs.

-Loading new areas.

-Using Hurl at the Darkspawn invasion nightmare



levigarrett,

*After a death (sometimes) the screen displays a green flash which you can see through, but doesnt entirely disappear. It makes the loading screen go entirely black with a faint outline of the text and whenever an area is loaded, it is in huge pixels.

Does not seem to affect game performance other than loading, however it is very annoying in the splash screen that follows deaths.



Endurium,

*NPC speech is sometimes muted or very faint when talking to 'scenery' NPCs who simply bark something. Talking to them again usually corrects the sound. I'm running an Asus Xonar card for reference, and I'm not forcing stereo (no headphones here!)



Thalandor21,

*One of the dialog lines of the old woman cleric inside the Redcliff Chantry has no voice over. If I remember correctly its one of the last lines of dialog she says after you complete the quest related to making blessed pendants for the knights before the zombies attacks.







*YY005*Other



KalDurenik,niphty

*If you cast a spell you won't get out of combat untill the spell is done (frozen, fire, blizzard, hexes and so on).

-Any spell with a duration effect attached to it.

-Any spell that you drop on the ground and then it do Y thing over X sec.



KalDurenik,SinisterJoint,

*If there is a effect (like frozen) on a corpse when it die you have to wait untill its gone before you can loot it.

-Any spell with a duration effect attached to it.



KalDurenik,

*Most of the time there is no way to see set item bonuses.



KalDurenik,

*If you change armor while it have blood on it (or even remove the armor) the blood will be moved to the new item you equip (or to your naked body if you remove the armor).



sophee,blaalindorm

*Using Dual wield in combat and changing the off-hand weapon to a shield might sometimes put the weapon at the shield location in 3rd person view and making you block things with your weapon (The shield will be at the off-hand location when in the inventory tab)

-Seem to happens to bow / arrows also.



SaBeRVuLcAn

*Sten does not get a level 7 specialization point.



starfleetau

*Don't know if this is a bug but Potions don't work in the fade at all (health don't know about mana) and as such really shouldn't LET you click on them at all and waste them..



MassEffect762

Lothering Chantry Cabinet (no Acient Elven boots inside)



Glerbear,

*Achivment's dont work some times.

-I've unlocked the silver tongued achivement (succeed in 25 difficult persuasive encounters or w/v), however i lack the achivement for succeeding in 5 of them

-I've unlocked the achivements for getting 1-2 specializations on main char, however i don't have them (i've unlocked them twice this far)



Glerbear,

*when dualwielding axes i still "stab" with them as if they're a pair of daggers, same goes for any finnishing blow (say on ogres), you "stab" them with your axe, it looks really odd.



Glerbear,

*When you unlock a specialization some times it won't be moved to a new game.



Wintermist,

I reloaded my pre-ending save where and decided to go another route and let Alistair sacrifice himself and kill the Archdemon. The interactive sequence after this was fine and everyone acknowledged Alistair was indeed dead.

After I exited the castle to meet the ecstatic townfolk the post-ending text began explainign the events.

Here it said that Anora and Alistair lived and ruled together although Alistair was in fact dead. Also, after all the text while loading the post-ending savegame, Alistair was still selectable as a team member.



anruiel

*Having both the skill books for mage and warrior/rogue in your inventory, makes both of them unable to be used.







*YY006*DLC releated

Yelina

*BUG: At soldiers peak when u talk to Dreyden after the battles are all over to see his wares nothing happens he just stands there and u can wallk away. no vendor window appears.







*YY007*Toolset







*YY008*Xbox related

cnumartyr

*Biggest problem I've found on the 360 is that after playing for a couple hours you have to restart the console or the dead mobs don't drop loot. The quests also don't advance. While doing the proving in Orzammar I was waiting 2-3 minutes after finishing each match to reach a cut scene to be able to start the next match. Restarting the console solves the problem for another hour or so.



=http://social.bioware.com/295685/]Setz69

*Rally occasionally poofs off (Champion sustainable group buff) whenever you zone or a cutscene happens.



=http://social.bioware.com/295685/]Setz69

*If you die and are rezzed/combat ends you no longer receive the effects of any group buffs on. (At the time I had on Courageous Song and Ice weapons). The rest of your group receives the effects but you don't. You need to manually cancel the song, wait for the cool down, and put it back on.



=http://social.bioware.com/295685/]Setz69

Frilda (Sp?) in orzammer continues to have a turn in icon over her head after telling her of her insane son and her promise to go find him.

-The oak tree in the forest also do this



=http://social.bioware.com/295685/]Setz69

In the magic circle's tower, after getting the quest from Dagna to get her accepted and talking to the first enchanter and getting him to agree, she appears in the students rooms in the tower with a turn in Icon. After turning the quest in she can now be found in the Orzammer and the Tower, but only comments on how great the tower is.



=http://social.bioware.com/295685/]Setz69

*After picking H-whatever (forgot his name) as king of Orzammer, the battle ensues in the court room. I instantly cast tempest on the whole room, and proceeded to slaughter the baddies. After the battle was done though I wasn't able to talk to the king, or get a cutscene to appear. After awhile I tried talking to the steward but he only ran the pre-battle cutscene over and over. Had to reload to fix it.



=http://social.bioware.com/295685/]Setz69

*Minor bug, Sometimes if I have my dual daggers out on my rogue before a cutscene, she keeps them out and than is frozen like that battle or not. (The daggers sheathe but her hands stay in the same place). This is fixed by removing a dagger, unsheathing the remaining one and sheathing it again, than reapplying the removed dagger.







*YY009*Playstation related







*DD001*New Features Suggestions



KalDurenik

*I would like to see a "option" to enable console.



KalDurenik

*Export / import characters. (Required for mods).



=http://social.bioware.com/295685/]Setz69

*Things I'd like to see in a future patch? If they have the time some more aesthetically pleasing armors/helms would be nice :) mostly robes and leathers seem to be lacking in visual quality.





*DDOFB*Forum related



KalDurenik

*The forums are very slow...




#152
Louis deGuerre

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when you have the conversation with morrigan where she gives you the ring to keep track of you (morrigan's ring) you can have it endlessly and get more rings every time.

#153
Endurium

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A few more now that I'm paying more attention to bugs than trying to learn the game:

- Many traps can't be disarmed while in third-person view, but can be disarmed while in tactical overhead view. This is partly due to 3D objects having much larger 'invisible' collision radius than the actual visible part of the object. It also doesn't help that some of the trip-wire traps have their posts embedded in walls and such. Note that tactical overhead view does not allow disarming of the Flimsy Leg Trap on the south side of the bridge in the Korcari Wilds. That trap is underneath the bridge mesh, though it can be discovered. Walking over it has no effect.

- For the quest Bound in Blood and Magic, Owain fails to take the Signed Rod of Fire Request Form from the player so it remains in quest inventory for the rest of the game unless manually destroyed.

- For the quest The Hungry Deserter, to go with my aforementioned incorrect journal note, the guard gives the player Food and Water even though the prisoner is dead. This despite the guard commenting on said killing and not being talked out of his meal. Edit: it might help to add I killed the prisoner *before* talking to the guard; I did not get the food and water then decide to kill the prisoner.

- If walking, as opposed to running, it is impossible to cross the bridge heading south in the Korcari Wilds. The invisible 'step' of the bridge mesh blocks walking, but allows running. This isn't a problem when heading north from the south side of the bridge.

- Stealth ignores walk mode and defaults to running, albeit slowly. I would like to be able to walk in stealth because sometimes traps can take quite awhile to appear and I've run over a few while running.

As for my earlier comment about "radial direction", I was referring to distance from enemies in a straight line, ignoring visible walls/obstacles. I prefer how Bioware's older games deal with stealth, where combat doesn't begin until a) the player is detected, B) the player attacks an enemy, or c) a non-stealthed party member is discovered, and combat ended when no more enemies were in line of sight (or too far away).

Forum bug: quick replies insert extra eol characters :P

Modifié par Endurium, 26 novembre 2009 - 05:03 .


#154
Korva

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I noticed the pieces of the Topsider sword didn't disappear even after finishing the quest and receiving the complete sword. So I'm wielding the sword and have its pieces in my backpack.



And yes, turning in multiple job board quests at once is definitely bugged, you only get money for one.



The "Do you find Ferelden very strange?" conversation option with Sten doesn't disappear, I can go through it again and again for more and more approval.



The warrior talent Death Blow doesn't give me any stamina back when striking a killing blow.



The templar talent Cleanse Area doesn't get rid of debuffs on my party.

#155
Tragick Flaw

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I have the Shale DLC problem that won't let my talk to her, giving me the rod options instead and then throwing me outside the world when I stop talking to her. Recently I decided to see if the problem had fixed itself and when I exited out of the rod options again, I had telported back across the map somehow. (Shale was allowed dialogue in the Orazmmar main quest though, I'm just not allowed to talk to her)

#156
Endurium

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I'd like to retract my report that some staves don't auto-attack. It turns out I wasn't reading my behavior setting clearly (the words are so tiny on my screen). My mage was set to cautious to stay out of harms way when I wasn't controlling her, but this also prevents her from attacking unless being attacked. This seems to apply even if I'm the one controlling her. My current 'evil' mage I have left on Default and he auto-shoots just fine; in fact I don't even have to tell him to after casting a different spell, like I used to. If there is a bug of some sort, it's that the behavior applies to the character even while being controlled by the player. Perhaps it should revert to 'default' while the player is in charge. I'm not certain.

I also noticed the job board problem but couldn't be bothered to go back and re-do everything to test it. What really stinks is that we can't turn in quests individually; for example I'm always trying for the 18 Corpse Gall turn-in, which means I'm walking around with four or five completed chantry quests until that one's done. I guess I'll have to painstakingly do each quest individually and turn them in individually, which will make doing side-quests even more of a chore. At least they're optional, but I'm a quest junkie.

Modifié par Endurium, 26 novembre 2009 - 07:27 .


#157
RasterOps

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Bugz:
Path Finding, sigh, bump. When developers can figure out how to move around an obstacle rather than waste MY time pseudo side-stepping (collision, move, collision, move...) then I might stop complaining about how aggravating and annoying this "feature" is to me. More often than not point and click just beeps, can't go there, can't go there... forcing me to manually move the character to the destination that I was pointing at! Furthermore, the PC walks (runs) in place instead of opening the door, climbing that last step or...

Bump. Consistent failure to update the main character stance and equipped weapons. Extremely annoying when using a long sword as a bow, or a dagger as a shield, or a bow as a long sword and the quiver as the dagger.

The game sure doesn't like task switching. crash...

Bug? Zevran isn't gaining experience... He's been in the camp since his assassination attempt. Myself and other PM's have increased their experience. Zev's is still 0 although he is level 12.

Bug or Suggestion?
Quest updated... uh, no it wasn't, well maybe, definitely not. Sure would be nice to know what specific part of a multi-task quest was completed.

Modifié par RasterOps, 27 novembre 2009 - 02:54 .


#158
Bagsabbis

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Expanding on Glerbear's point about being bumped out of stealth when an encounter is preceded by dialogue. It is also irritating that you can place your party strategically before initiating the dialogue, but once the dialogue has ended they are all grouped together in front of the main enemy. This is especially annoying when the PC is a squishy mage, as they then tend to get targeted and nuked by several enemies. Also problematic in fights with enemy mages as it allows them the tactical advantage of hitting your entire party with multiple aoe's.

#159
RasterOps

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More on Bagsabbis and Glerbear's point. My rogue cannot unlock that door because, "main character interaction" is required (a dialog is presented to the player). LAME! These are all left overs from NWN. Why do the devs think that the main character must interact with everything? Remember Neeshka's "Greatest Thief" quest in NWN2? Evidently the devs believe it is acceptable for the player to complete this quest instead of the actual PM. How does that make the actual PM, whose quest it is and who did absolutely nothing, the "greatest thief"?

More Bugs/Suggestions:
Two types of enemies are attacking each other. As soon as they see me they all stop and attack me. Lame. The one enemy that didn't see me is still attacking the thin air where its enemy once was. Lame.

Treasure chests are still lame. This one is locked, that one is not. In both you will find the same inconsequential items. Why are the devs so stingy in this game? Treasure on corpses rarely pays for any expense, e.g. health and lyrium potions. Stingy, stingy, stingy!

I am notified that I "shattered" an enemy. Yawn. In OLDER, less ADVANCED or SOPHISTICATED engines when an enemy is shattered,,, I get to see it!!!

There is a "My Games" (MS sic) folder on the PC in the users personal account space. Why is the game content not stored there? Instead it is stored in "My Documents"!?

Modifié par RasterOps, 27 novembre 2009 - 03:13 .


#160
Endurium

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Endurium wrote...

- For the quest The Hungry Deserter, to go with my aforementioned incorrect journal note, the guard gives the player Food and Water even though the prisoner is dead. This despite the guard commenting on said killing and not being talked out of his meal. Edit: it might help to add I killed the prisoner *before* talking to the guard; I did not get the food and water then decide to kill the prisoner.


Never mind: I didn't realize I could pickpocket the food and water, and that is definitely what happened. The journal still acts weird sometimes though.

#161
Endurium

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- Circle Tower, second floor, mage origin - go back down the entry steps and look toward Owain; three surfaces lack textures and can be seen through, making it look a bit like I'm underneath the map though I'm not. Apparently nobody in QA ever thought to look back when going downstairs.

Update: similar thing happens when going down basement stairs and looking back up at the first floor, only there are generic (striped) textures on the bottoms of the walls. It's likely all mage stairway-down portals are like this due to cut-n-paste.

- Same map, upon entry there is a sparkly lootable container effect in the center of the room, near Owain, that quickly shrinks into the floor. No idea what it is and it doesn't seem to appear anywhere else. Possibly a design/testing artifact, or an understated way of showing that the Watchguard wards are in place.

Update: sparkly effect reappears and disappears after ending conversation with Owain.

Modifié par Endurium, 30 novembre 2009 - 11:48 .


#162
Endurium

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In my continuing adventures as paying QA staff...



Mage Origin - Circle Tower - Level 2 - Eadric: after talking, he remains in a sitting position but completely off the chair he was sitting on prior to the conversation.

#163
KalDurenik

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:D

#164
Justin2k

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I'm sure these have been picked up on but i didn't see them:



Orzammar Paragon Quest : If you start doing Bhelen's and Harrowmonts quest at the same time, doing Bhelens things, then winning the provings, you will be stuck and unable to meet Bhelen or Harrowmont.



Final Brotherhood Quest : If you accept the last quest in Redridge, you will get the random encounter with the son while travelling to Denerim. Having this encounter means the father does not show up in Denerim's market district, you do not meet the son again and the quest is uncompletable.

#165
Vajrana

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Face bug? during one of the scene dialogue you can change your view to a specific angle and talk to one of your characters. This happens when you have the arcane warrior specialization and at its 4th tier. with the arcane armor active and several buffs you will appear to become see through without looking like a yellow ghost like those in the fade during the "saving connor" quest. Going back to the specific angle there will be a chance in which when you talk to one of your party members you will be able to see in 1st person view with only the floating eyes and mouth will occur in front of your screen. after the dialogue your character will permanently retain this bug having eyes and a mouth hanging in the middle of your out of phase body.
Though this can easily be fixed by removing all your buffs. I believed this is one of the most rediculous yet funny bugs i've yet seen in the game. 
* aside from that there is one issue that occurs during the juggernaut armor quest in which I encountered click [continue] in the dialogue after clicking the tombstone, near the area in which you saved the dailish survivor from the forest, you become submerged into the the ground near the tree unable to move with only your head shown being attacked by werewolves. I was only able to survive the onslaught of the werewolves nearby using three characters. Though this bug can also be fixed by zoning out with one of your other characters. I never went near that tombstone area ever again to avoid being swallowed up by the earth. **nice reference to Morrigan as she also quotes "Let us move before the earth swallows us up shall we?" or something like that. Now I know what she ment. 

#166
Svetok

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When a caster running icey/flaming weapons dies, the effect will be stripped from weapons your party is carrying, even if the weapons are supposed to have that effect in the first place. This means a flaming axe will be all... well, flaming... then you turn on Flaming Weapons... then the caster dies and the flames, they are no more. The damage still registers, but the vfx disappear.

#167
Svetok

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Turning in quests for the Mage Collective often results in the mage's mouth staying shut as he's speaking. I've noted this on multiple occasions/areas.

#168
Svetok

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Official Campaign Quest: In the "favors from interested parties" quest to fire a signal arrow in the forest, you can have 3 accomplished archers in your party and be unable to proceed if the Hero can not wield a bow. This is especiallyi annoying if done later in the game, becasue it's impossible to find a bow in a show that will be equippable with minimal dexterity (Elven Mage playthrough).

#169
Marcus Aurelius

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I didn't notice these when reading threw the thread but I was fairly asleep, so if they are repeated I'm sorry but here they are: while in camp if you buy stuff from the vendor twice then talk to your other companions and were wearing a helmet sometimes it remains stuck on during conversations unless you save and reload, the quest "of noble birth" still tells you that you failed even if you find him a home in either families, the statue thing that you fight in the search for the anvil if using the allied AI they all run right up to the base of the statue trying to attack it and remain doing nothing unless you order them to do something else manually, the fact that you can't seem to finish the quest from R for finding the love letters unless your a rogue, and finally I assume someone has mentioned this one but the lack of the ancient elven armour boots in the pc version.

Thanks

#170
ToJKa1

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Didn't see this mentioned yet, sometimes the character is stuck on combat pose during cutscenes, and remains in it after the cutscene ends. After the scene character walks at slow speed and the legs aren't moving, only a reload fixes this. I think it may be caused by entering a cutscene just when a character is changing from combat stance to idle stance.

#171
Axterix

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Some things I've noticed:

Ranger specialization for rogues - if you have multiple rogues with this, only 1 can have a pet summoned.  If another tries, it replaces any existing pet.  Possibly this bug might exist with the animate dead spell for mages as well.  Happens on the 360 version at least.

Bows + Evasion rogue talent for the currently controlled character - character stops autoattacking and any activated abilities are interrupted, though cost still paid, making it a big annoyance and, at times, a disadvantage to have.  Losing your Arrow of Slaying sucks.

Redcliffe Bar w/ Stone Prisoner DLC - When you have the Stone Prisoner DLC, shops get items for Shale.  The bar in Redcliffe, if you talk the bartender into fighting, gets run by the barmaid, who gives the players the items for free.  The Shale items will restock each time you enter the bar and, since they are free, mean the player can snag them each time to sell.

Merchants will reset their inventory at times.  The dwarf merchant in the player camp, for example, will after the first time you get automatically placed in camp.  The quartermaster in Ostagar will as well when you return from the blood + treaties quest, meaning 2 nice cheap backbacks from him.

Leliana romance often gets hung, won't advance past a certain point, unless you break up with her and restart the romance.  Believe this is tied to her personal quest.

#172
Marcus Aurelius

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also didn't see this mentioned but the slideshow in the epilogue tends to have a lot of problems

#173
TSAdmiral

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1. Dwarven Blacksmith in Orzammar: This guy has a quest marker above his head no matter the status of the quest associated with his daughter. You can convince the Circle to accept her as a student, convince her to stay, nothing changes this quest marker.



2. Same Dwarven Blacksmith: After you bust out of Jarva's carta lair, the dialogue option to immediately leave is missing. To stop conversing with him, I have to see his wares. The option is available to ask him more questions, but this doesn't allow me to just step away.



3. Innkeeper at Spoiled Princess: This is a similar quest marker problem. The marker will always appear even after speaking with him and killing the reavers outside.



4. Morrigan in Eamon's Denerim estate: Two issues may be present here. Despite romancing Morrigan, she refers to me as "friend" in the estate, something she doesn't do in the party camp. However, one can still kiss her in the estate, which immediately teleports her to a corner of the room where she is standing through and over Dog. I'm not sure if the former is intended, but I'm sure the latter is not.



5. Charter Rosamund Exclamation Mark: I can't remember the specifics with her, but after doing a few Chantry quests, she refuses to lose an exclamation mark over her head despite having nothing at all to turn in. At a later point in the game, she loses it, appropriately so. I think I did some more Chantry quests, turning them in to her or other Chantry members, maybe at Redcliffe. Either way, maybe there is the possibility that an exclamation mark is incorrectly flagged when a quest is only partially done rather than fully done. Or maybe it's just coming up for no reason. Either way, I'm sure it's not intended.



6. Sten/Wynne in Fort Kraken: When choosing these two to rescue the PC, after initially getting past the guard, they do not talk to each other like every other companion pair does. Instead, there is some 20 seconds of silence followed by Sten saying he's received more information than he likes. I'm not sure if it's intentional.



7. Soris Convo Bug: When playing through the elven alienage (as a mage), one could meet Soris, who tells you to talk to Shianni. After doing so, you can return to him and report what you found out. You can mention another way in, but then there is a dialogue option asking "Why shouldn't I be seen with you?" which is completely out of context. He also seems to repeatedly ask you about Shianni, despite your telling him you met her. The dialogue options keep coming up. I don't know if these are bugs, but they sure seem like it to me.



8. Codex "Book" on tree in Dalish origin camp: There is a codex entry one can add in the Dalish camp after waking. I forget what it referred to, but holding down tab, it's referred to as a book. However, this "book" is actually a branch on one of the bushes in the camp. It's a glaring mistake.



9. Dalish god statue not flagging: Not sure if this is a bug. In the Brecillian outskirts, one can examine the Dalish god statues for codex entries. Once examined, they are no longer interactable or clickable. However, the one statue next to the halla keeper does not seem to behave similar, in that one can always keep clicking it. Is this normal, or just an oversight?



10. Non-disarmable trap: There is a leg trap in the Kokari Wilds that cannot be disabled. It is among the collection of them right around the hurlock emissary. At least one of them is not clickable.



11. Oghren Convo Flag Bug: When you talk to Oghren about his personal quest, the game does not flag this as a conversation moment and thus his helmet appears on while talking to him. This is a standout bug and I am aware of no other conversation, either with him or other characters, that does this.

#174
FedericoV

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In my game, during the noble who became king ending, Alistair was considered dead even if I agreed with Morrigain's Dark Ritual and Alistair wasn't in the party during the final battle with the Archdemon. Moreover, Anora said that Alistair deserve a statue but then the epilogue title reported that the statue was for his father.

#175
ThorThunderfist

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I have not been able to find any mention of this bug, but maybe I just didn't look hard enough:



I tend to play zoomed all the way out as much as possible, but many times, after zoning to a new area, when I click to move the party the little movement markers either don't show up, one of them does, or a couple appear randomly placed on the map and never disappear. It is only fixed by reloading the game or occasionally zoning to a new area. It is a little frustrating to not know where my party members are moving in battle. Happens most often in the cities/towns (Redcliffe, Ostagar, Denerim), but it does happen elsewhere.