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Patch is live


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#1
-PenguinFetish-

-PenguinFetish-
  • Banned
  • 1 421 messages

Patch notes here

 

Multiplayer

  • Fixed issue which could result in negative XP being granted in some multiplayer matches
  • Fixed crash that could occur while switching characters in some multiplayer menus
  • Cursed chests in multiplayer no longer look different from un-cursed ones
  • Fixed some missing information on end of match screens when servers are slow in Multiplayer.
  • Fixed Players losing their ability to target when dying while recovering object in multiplayer
  • Fixed situation where host migration after end of match would fail to show end of match details for the remaining players
  • Fixed issue with players being interrupted while interacting with objects in Multiplayer
  • Fixed issue where host can be returned to an empty lobby after quitting out of a match while in the operation failed state
  • Improved appearance of ledge drop-downs in multiplayer.
  • Fixed case which could cause keys to not drop in Multiplayer
  • Fixed case in Multiplayer where players could attempt to use abilities while dead.

  • SoulRebel_1979, PurpGuy1, andy_3_913 et 1 autre aiment ceci

#2
Chris Nickerson

Chris Nickerson
  • BioWare Employees
  • 17 messages

http://blog.bioware....-patch-2-notes/


  • Cid Revolution, Grim68, Shadohz et 2 autres aiment ceci

#3
BWEAmelia

BWEAmelia
  • BioWare Employees
  • 93 messages
 

No patch for the xbone?

 

The patch for Xbone will be coming Soon ™. We pushed it out on all the platforms it was ready for. Read more here: http://blog.bioware....for-dragon-age/

 
 

Downloading, and confirming live for 360.

Can't wait to fight some hopefully mortal pots.

 

I don't think the fix for pots made it into this patch, Darthfootball. Next one!

 

Nope.

 

Push to talk and voice activated chat is now a thing aswell. Thanks devs.

 

Push To Talk you guys! It lives! :D

 

Shame pots are still OP as ever and Reavers Rampage didn't get fixed.

 

Just played a game, getting noticeably lower framerates now. My performance when recording is near unplayable. Dropping to 30 fps and below when previously I could record on 60+ just fine 

 

Reavers Rampage is resolved internally, but wasn't quick enough for this patch. Expect it in the future.

 

 

Yes, inquiring minds want to know if the "not-multiplayer" fixes affect multiplayer?

 

eg:

  • Certain boss creatures are now immune to Disruption Field
  • Fix to Spirit Blade so it longer triggers combos
  • Fixed Crippling Blows to have a 15% damage bonus instead of .15%
  • Fixed exploit that would allow bypassing ability cool-downs in certain circumstances
  • Fixed exploit that would allow users to take no damage.
  • Fixed weapon type on several crafted weapon parts.

 

 

Anything related to Singleplayer Crafting will generally not bleed over into MP because our crafting system is quite different. Most changes to Singleplayer abilities will also be reflected in MP, but not all as we have the ability to tune abilities specifically for MP without a patch and our tuning may override SP's.

 

"Cursed chests in multiplayer no longer look different from un-cursed ones."

From a stand of PuG games, I do not like this. I'm tempted to start a petition to revert this change.

In Single Player cursed chests of this nature could always be dealt with by using Save Game reversion, allowing players to setup a tactical deployment post open. In multiplayer the alternate appearance served the same fiction. Allowing even a PuG to "setup", which is a core game play aspect of Dragon Age. Being able to spot Non-Curse chest allowed more efficient room raiding, saving a group a bit of time.

This is just a "gotcha" by someone who was peeved we weren't getting got.

 

This is not a "gotcha", this is the concept of risk and reward that was the original intent for the treasure rooms from the get-go. The intent is to make you stop and think "Is it worth it to try and get more treasure? Are we too low? Yes/No/LeroyJenkins" and can lead to a lot of fun.


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#4
BioMasika

BioMasika
  • BioWare Employees
  • 170 messages

Not sure if anyone has noticed yet, but the "double banter" issues in MP should be much better now as well. Meaning that when the Legionnaire starts talking about his time in the deep roads, there should only be a single response triggered rather than the cacophony that was previously being heard.
 


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