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GAMEPLAY - The Epic achievement was not unlocking properly for some users. This no longer occurs. - The Supplier achievement now always unlocks after finding at least 66 resource varieties, >> including resources purchased from the Black Emporium. - A codex entry that helps unlock the Archaeologist achievement is now easier to acquire in the >> Viscount's Keep during the first year in Kirkwall. - In many fights, enemies now move less quickly at the start of combat. This slower initial pace makes >> tactical positioning more useful and important. - If the force of an enemy attack interrupts a party member's current action, the party member now resumes >> the action once he or she has recovered. This means, for example, that party members who have been >> instructed to consume a health potion will now do so as soon as they are able, and do not need to be >> told to consume a health potion again if they are interrupted. - Enemies are now much less likely to explode into body parts upon death. - Attacks that hit a stealthed assassin are now more likely to disrupt stealth. - Abilities that apply a silence effect now also cancel the target's current action in addition to >> preventing the target from using further abilities. - When an enemy wakes from a sleep effect due to suffering damage, other status effects that were applied >> by the same ability that caused the sleep effect are no longer removed at the same time. - Items that bear the property "100% of basic attack damage vs. enemies that attack in melee" no longer >> harm the user when equipped in conjunction with abilities like Blood Magic or Sacrificial Frenzy that >> reduce the user's health. - The items known as Final Thought, Sataareth, Sundering, and Trepanner's Gift now have damage types >> that match their elemental damage bonuses. - The items known as Allure's Crook, Corrupted Acolyte's Staff, Defender of the Wall, Void's Hammer, >> and Volcanic Shield can now only be equipped by the appropriate classes. - The high dragon's fireballs no longer track moving targets. - Pride demons can no longer be affected by their own Crushing Prison spells. - The size of the area affected by an ability is now explicitly described as diameter or radius (usually >> diameter). - When a party member's armor changes after consummating a romance, runes inscribed on his or her old >> armor now carry over to the new armor. - Using the Maker's Sigh potion on an archer no longer alters inventory capacity. - It is no longer possible to create more than one Elixir of Heroism. - It is no longer possible to simultaneously enable sustained modes that are supposed to be mutually >> exclusive. - In some cases, enemies would freeze while entering combat. This no longer occurs. - In some cases, saw traps or spike traps would throw party members back even when the trap was not visible. >> This no longer occurs. - The Special Deliveries chest can no longer get into a state where it contains items but cannot be opened. - The storage chest is now present in the Hawke estate after completing the main campaign. - If the Black Emporium premium content is installed, the mabari hound now follows his master more reliably. - Various character-corruption issues now correct themselves automatically when you load your game. - Various minor gameplay issues no longer occur. QUESTS (SPOILER WARNING) - "Who Needs Rescuing" can now be completed. - "Friendly Concern" is now available after consummating a romance. - In "Act of Mercy," Thrask can no longer die, which could block completion. - In "A Murder of Crows," it is now always possible to fight the varterral. - In "A New Path," Merrill no longer remains locked in the party after the quest. - In "Bait and Switch," the chest in the abandoned house can now always be opened. - In "Demands of the Qun," Aveline's guards no longer turn hostile if the player declines to enter the >> Qunari compound during the day and then returns at night. - In "Dissent," it is no longer possible to loot Ser Alrik's body before the appropriate time. This ensures >> that the quest can always be completed. - In "No Rest for the Wicked," Isabela now always begins the opening conversation at the appropriate time. - In "The Captain's Condolences," it is now possible to ask Aveline about her father even if she is not >> currently in the party. - In "The Last Straw," Anders now responds much differently if he is a rival. - In "The Last Straw," Aveline no longer attacks Meredith when the party is supposed to be stunned. This >> prevents a subsequent issue where the game could freeze after loading the post-campaign save. - In "Wayward Son," it is no longer possible to speak to Thrask after speaking to Samson. This ensures >> that the quest progresses correctly. - If Merrill's clan members die, she no longer speaks as if they were alive. - If Anders is a rival, giving him the Tevinter Chantry Amulet now results In rivalry points instead >> of friendship points. - If the Black Emporium premium content is installed, a new conversation between Fenris and Hawke's dog >> is available during the fourth year in Kirkwall. - Alternate Merrill/Aveline banter is now available if Merrill's clan is killed. - Various references to the events of Dragon Age: Origins are now more accurate. - Various minor story-scripting issues no longer occur. FUNCTIONALITY - Users with a large number of promotional items were timing out when attempting to log in. This no longer >> occurs. - Combat audio has been rebalanced so that it is no longer louder than exploration and dialogue audio. - The Epic achievement or trophy can now always be unlocked. - The Supplier achievement or trophy now always unlocks after finding at least 66 resource >> varieties, including resources purchased from the Black Emporium. - A codex entry that helps unlock the Archaeologist achievement or trophy is now easier to acquire in >> the Viscount's Keep during the first year in Kirkwall. - In the tactics menu, actions that use Items no longer become blank. - Various minor art issues no longer occur. - Various technical changes should improve performance and limit crashes. PC/MAC-SPECIFIC FUNCTIONALITY - The game now runs correctly for Windows administrator accounts that were receiving errors about >> insufficient privileges. - An error about AWC.dll that prevents the game from launching no longer occurs. - A rare issue that caused the configuration utility to crash no longer occurs. - In the gameplay options menu, It is now possible to enable persistent highlighting on usable objects, >> similar to holding down the tab key. To reduce clutter, however, this setting does not highlight characters. - In the gameplay options menu, it is now possible to disable enhanced targeting. Disabling this setting >> improves framerate but makes it more difficult to highlight characters or objects in some situations. - The DirectX 11 renderer is now disabled if your video-card drivers are older than version 11.4 (for >> AMD cards) or 267.14 (for NVIDIA cards). - The game no longer erroneously uses the DirectX 11 renderer if the DirectX 9 renderer was selected >> in conjunction with a full-screen gamma value other than the default. This change should improve >> performance for players who were using those settings. As well, the full-screen gamma value is now saved >> correctly. - If the game is set to use a language other than English, it no longer reverts to English upon >> installing a patch. - Various issues specific to DirectX 11 no longer occur. - Various issues preventing the game from launching no longer occur. BALANCE NOTE: Patch 1.03 introduces significant changes to the overall balance of the game, improving the >> strategic elements and making combat and class progression more engaging and enjoyable for players. Here >> is a detailed summary of the balance-related improvements: - Enemies' basic attacks now apply much less force, which means that party members' actions are not >> interrupted as frequently. - The secondary attribute requirement for equipping armor or shields (constitution for warriors, >> willpower for mages, and cunning for rogues) is now significantly smaller. - The rate at which rogues regenerate stamina while performing basic attacks has been significantly >> increased. Rogues now regain 1% of their stamina per hit with dual weapons or 2% per hit with a bow. - Traps no longer inflict injuries. - Enemies now gain more health as the game progresses. - Enemy assassins now have less health. - Lieutenant-rank and boss-rank enemies now have less health. - Lieutenant-rank enemies can no longer lose more than 40% of their health from a single hit, and >> boss-rank enemies cannot lose more than 20%. - Enemy commanders now occasionally throw stun grenades while encouraging their troops to concentrate >> attacks against a single party member. Previously, this behavior was limited to nightmare difficulty. - Values for armor and elemental resistances now cannot exceed 95%. The game displays values of up to >> 100%, but characters now suffer 5% damage from an attack even if they show 100% resistance. - The DISORIENT effect now applies a 50% penalty to enemy defense, as described in the codex, instead >> of only 25%. - The Rune of Valiance now provides a +2 bonus to all attributes instead of a variable bonus that could >> rise as high as +7. As well, equipping and unequipping multiple pieces of armor that each bear a Rune >> of Valiance no longer results in incorrect attribute scores. - Items that improve the Blood Magic cost ratio now provide 0.25 mana per point of health instead of 1 mana. - On hard and nightmare difficulties, status effects now persist on enemies for a slightly longer duration. - On nightmare difficulty, enemies now inflict more damage than before. - On nightmare difficulty, party members no longer suffer friendly-fire damage from warriors' basic attacks. - On nightmare difficulty, party members can no longer suffer more than 75% of their health in damage >> from a single friendly-fire attack. - The warrior's Aftershock upgrade to the Tremor talent now has a 30% chance to STAGGER normal enemies >> instead of 40%. - The warrior's Claymore upgrade to the Cleave talent now has a 10% chance to STAGGER normal enemies >> instead of 40%. - The warrior's Cleave talent now increases damage by 75% instead of 100%, while while the cost has been >> increased from 20 stamina to 30 and cooldown from 20s to 25s. - The warrior's Shield Bash talent no longer automatically STAGGERS enemies within range of the attack >> who were not targeted directly. The primary target is still automatically STAGGERED, but other normal >> enemies within range have a 40% chance to STAGGER. - The warrior's Shield Defense talent now increases threat generation by 100%. - The warrior's Sunder talent now has a 20% chance to STAGGER enemies on a critical hit instead of 50%. >> As well, the talent now only STAGGERS enemies if the warrior is wielding a two-handed weapon, as >> originally intended. - The berserker's Berserk talent now calculates the damage bonus differently, substantially >> increasing the ability's effectiveness. - The reaver's Blood Frenzy talent and Fenris's Veneer of Calm talent now provide a maximum bonus of >> +50% damage instead of +100%. - The rogue's Ambush talent now functions as described. - The rogue's Burst Shot talent now inflicts approximately 50% more damage (and 3x physical force instead >> of 2x). - The rogue's Brand talent now provides a 25% bonus to warriors' and mages' critical chance instead of 10%. - The rogue's Disorienting Shot upgrade to the Pinning Shot talent now always DISORIENTS the victim, >> regardless of whether the victim was pinned in place. - The rogue's Inconspicuous talent now extends the reduced threat generation to other rogues and mages >> within a 10m diameter. - The rogue's Lacerate talent now provides a 10% chance to re-apply the damage from any ability over >> 5s, instead of a chance to apply a fixed amount of damage. - The rogue's Merciless Strike upgrade to the Explosive Strike talent now applies 300% damage vs. >> STAGGERED targets instead of 400%. - The rogue's Pinning Shot talent now pins the victim for the correct duration. - The rogue's Pinpoint Strikes talent now includes a 100% bonus to attack for the duration of the ability. - The assassin's Assassinate talent now has a 50s cooldown instead of 40s. The Annihilate upgrade now >> applies 200% damage vs. BRITTLE targets instead of 400%. - The shadow's Decoy talent and Sebastian's Guardian Angel talent now have a 45s cooldown instead of 30s. - The shadow's Disorienting Criticals talent now functions as described, and provides a 50% bonus to >> critical damage when obscured instead of 25%. - The shadow's Pinpoint Precision talent now provides a 50% bonus to critical damage instead of 25%. - The mage's Walking Bomb spell now inflicts damage equal to 50% of the victim's maximum health upon >> explosion, within a 4m radius, instead of 100%. - The mage's Arcane Wall upgrade to the Arcane Shield spell now continues to provide a 20% defense bonus >> to the mage, as described. Previously, the upgrade reduced the bonus to 15%. Other party members receive >> a 5% bonus. - The mage's Chain Reaction upgrade to the Chain Lightning spell now applies 300% damage vs. >> DISORIENTED targets instead of 600%. - The mage's Death Syphon spell now drains multiple corpses more quickly. - The mage's Entropic Cloud spell now applies for 30s instead of 15s (against normal enemies), but the >> cost has been increased from 35 mana to 50 and the cooldown from 40s to 50s. The Death Cloud upgrade >> now applies damage every 2s instead of every 4s. - The mage's Fireball and Firestorm spells now both inflict approximately 40% more damage and apply 3x >> elemental force instead of 2x. - The mage's Misdirection Hex spell now applies for 15s instead of 10s (against normal enemies). - The mage's Petrify spell now applies for 12s instead of 15s (against normal enemies). - The mage's Sleep spell now applies for 15s instead of 10s (against normal enemies). - The mage's Spirit Mastery spell now includes a 10% bonus to critical chance instead of 5%. - The mage's Spirit Strike upgrade to the Spirit Bolt spell now applies 300% damage vs. DISORIENTED targets >> instead of 200%. - The mage's Winter's Blast upgrade to the Winter's Grasp spell now notes that it affects nearby enemies. - The blood mage's Blood Magic spell and the spirit healer's Healing Aura spell are now mutually exclusive. - The blood mage's Blood Magic spell now reserves 70% of the mage's mana instead of 50%. - The blood mage's Blood Slave spell now enslaves the victim for a longer duration. As well, if the spell >> is ineffective, the victim's current action is now canceled. The Blood Spatter upgrade now inflicts damage >> equal to 75% of the victim's maximum health upon explosion instead of 100%, within a 4m radius. As well, >> the spell description now displays this information. - The blood mage's Grave Robber spell now affects a 12m diameter instead of 6m in order to make the ability >> more useful. The One Foot In upgrade now inflicts 100% of the mage's maximum health in damage instead of 10%. - The blood mage's Paralyzing Hemorrhage upgrade to the Hemorrhage spell now applies 500% damage vs. >> STAGGERED targets instead of 900%. - The force mage's Fist of the Maker spell now inflicts approximately 50% more damage. The Maker's Hammer >> upgrade now applies 600% damage vs. STAGGERED targets instead of 900%. - The force mage's Unshakable spell now provides a +50 bonus to fortitude instead of +100. - The spirit healer's Group Heal spell and Anders's Aid Allies spell now restore 25% of party members' >> health instead of 30%. When upgraded, Group Heal restores 40% of health instead of 50%. - The spirit healer's Healing Aura spell and Anders's Panacea spell now provide a +100 bonus to health >> regeneration instead of +50, and a +200 bonus when upgraded instead of +100. As well, the diameter of >> the spell has been increased from 6m to 10m, and from 8m to 15m when upgraded. In addition, a rare case >> in which the spell previously provided an abnormally high rate of health regeneration no longer occurs. - Anders's Swift Justice spell now reduces cooldowns to 90% of their normal duration instead of 80%. - Aveline's Bodyguard talent no longer allows her to absorb the damage from Anders's Martyr spell. - Aveline's Immovable talent now provides a stacking 8% bonus to damage resistance per hit instead of 2%. - If Bethany or Carver rejoin the party near the end of the game, they now learn the Force Mage and Templar >> specializations, respectively. Existing save games from after the Deep Roads Expedition will not receive >> the benefit of this fix. This NFO File was rendered by NFOmation.net
GAMEPLAY - The Epic achievement was not unlocking properly for some users. This no longer occurs. - The Supplier achievement now always unlocks after finding at least 66 resource varieties, >> including resources purchased from the Black Emporium. - A codex entry that helps unlock the Archaeologist achievement is now easier to acquire in the >> Viscount's Keep during the first year in Kirkwall. - In many fights, enemies now move less quickly at the start of combat. This slower initial pace makes >> tactical positioning more useful and important. - If the force of an enemy attack interrupts a party member's current action, the party member now resumes >> the action once he or she has recovered. This means, for example, that party members who have been >> instructed to consume a health potion will now do so as soon as they are able, and do not need to be >> told to consume a health potion again if they are interrupted. - Enemies are now much less likely to explode into body parts upon death. - Attacks that hit a stealthed assassin are now more likely to disrupt stealth. - Abilities that apply a silence effect now also cancel the target's current action in addition to >> preventing the target from using further abilities. - When an enemy wakes from a sleep effect due to suffering damage, other status effects that were applied >> by the same ability that caused the sleep effect are no longer removed at the same time. - Items that bear the property "100% of basic attack damage vs. enemies that attack in melee" no longer >> harm the user when equipped in conjunction with abilities like Blood Magic or Sacrificial Frenzy that >> reduce the user's health. - The items known as Final Thought, Sataareth, Sundering, and Trepanner's Gift now have damage types >> that match their elemental damage bonuses. - The items known as Allure's Crook, Corrupted Acolyte's Staff, Defender of the Wall, Void's Hammer, >> and Volcanic Shield can now only be equipped by the appropriate classes. - The high dragon's fireballs no longer track moving targets. - Pride demons can no longer be affected by their own Crushing Prison spells. - The size of the area affected by an ability is now explicitly described as diameter or radius (usually >> diameter). - When a party member's armor changes after consummating a romance, runes inscribed on his or her old >> armor now carry over to the new armor. - Using the Maker's Sigh potion on an archer no longer alters inventory capacity. - It is no longer possible to create more than one Elixir of Heroism. - It is no longer possible to simultaneously enable sustained modes that are supposed to be mutually >> exclusive. - In some cases, enemies would freeze while entering combat. This no longer occurs. - In some cases, saw traps or spike traps would throw party members back even when the trap was not visible. >> This no longer occurs. - The Special Deliveries chest can no longer get into a state where it contains items but cannot be opened. - The storage chest is now present in the Hawke estate after completing the main campaign. - If the Black Emporium premium content is installed, the mabari hound now follows his master more reliably. - Various character-corruption issues now correct themselves automatically when you load your game. - Various minor gameplay issues no longer occur. QUESTS (SPOILER WARNING) - "Who Needs Rescuing" can now be completed. - "Friendly Concern" is now available after consummating a romance. - In "Act of Mercy," Thrask can no longer die, which could block completion. - In "A Murder of Crows," it is now always possible to fight the varterral. - In "A New Path," Merrill no longer remains locked in the party after the quest. - In "Bait and Switch," the chest in the abandoned house can now always be opened. - In "Demands of the Qun," Aveline's guards no longer turn hostile if the player declines to enter the >> Qunari compound during the day and then returns at night. - In "Dissent," it is no longer possible to loot Ser Alrik's body before the appropriate time. This ensures >> that the quest can always be completed. - In "No Rest for the Wicked," Isabela now always begins the opening conversation at the appropriate time. - In "The Captain's Condolences," it is now possible to ask Aveline about her father even if she is not >> currently in the party. - In "The Last Straw," Anders now responds much differently if he is a rival. - In "The Last Straw," Aveline no longer attacks Meredith when the party is supposed to be stunned. This >> prevents a subsequent issue where the game could freeze after loading the post-campaign save. - In "Wayward Son," it is no longer possible to speak to Thrask after speaking to Samson. This ensures >> that the quest progresses correctly. - If Merrill's clan members die, she no longer speaks as if they were alive. - If Anders is a rival, giving him the Tevinter Chantry Amulet now results In rivalry points instead >> of friendship points. - If the Black Emporium premium content is installed, a new conversation between Fenris and Hawke's dog >> is available during the fourth year in Kirkwall. - Alternate Merrill/Aveline banter is now available if Merrill's clan is killed. - Various references to the events of Dragon Age: Origins are now more accurate. - Various minor story-scripting issues no longer occur. FUNCTIONALITY - Users with a large number of promotional items were timing out when attempting to log in. This no longer >> occurs. - Combat audio has been rebalanced so that it is no longer louder than exploration and dialogue audio. - The Epic achievement or trophy can now always be unlocked. - The Supplier achievement or trophy now always unlocks after finding at least 66 resource >> varieties, including resources purchased from the Black Emporium. - A codex entry that helps unlock the Archaeologist achievement or trophy is now easier to acquire in >> the Viscount's Keep during the first year in Kirkwall. - In the tactics menu, actions that use Items no longer become blank. - Various minor art issues no longer occur. - Various technical changes should improve performance and limit crashes. PC/MAC-SPECIFIC FUNCTIONALITY - The game now runs correctly for Windows administrator accounts that were receiving errors about >> insufficient privileges. - An error about AWC.dll that prevents the game from launching no longer occurs. - A rare issue that caused the configuration utility to crash no longer occurs. - In the gameplay options menu, It is now possible to enable persistent highlighting on usable objects, >> similar to holding down the tab key. To reduce clutter, however, this setting does not highlight characters. - In the gameplay options menu, it is now possible to disable enhanced targeting. Disabling this setting >> improves framerate but makes it more difficult to highlight characters or objects in some situations. - The DirectX 11 renderer is now disabled if your video-card drivers are older than version 11.4 (for >> AMD cards) or 267.14 (for NVIDIA cards). - The game no longer erroneously uses the DirectX 11 renderer if the DirectX 9 renderer was selected >> in conjunction with a full-screen gamma value other than the default. This change should improve >> performance for players who were using those settings. As well, the full-screen gamma value is now saved >> correctly. - If the game is set to use a language other than English, it no longer reverts to English upon >> installing a patch. - Various issues specific to DirectX 11 no longer occur. - Various issues preventing the game from launching no longer occur. BALANCE NOTE: Patch 1.03 introduces significant changes to the overall balance of the game, improving the >> strategic elements and making combat and class progression more engaging and enjoyable for players. Here >> is a detailed summary of the balance-related improvements: - Enemies' basic attacks now apply much less force, which means that party members' actions are not >> interrupted as frequently. - The secondary attribute requirement for equipping armor or shields (constitution for warriors, >> willpower for mages, and cunning for rogues) is now significantly smaller. - The rate at which rogues regenerate stamina while performing basic attacks has been significantly >> increased. Rogues now regain 1% of their stamina per hit with dual weapons or 2% per hit with a bow. - Traps no longer inflict injuries. - Enemies now gain more health as the game progresses. - Enemy assassins now have less health. - Lieutenant-rank and boss-rank enemies now have less health. - Lieutenant-rank enemies can no longer lose more than 40% of their health from a single hit, and >> boss-rank enemies cannot lose more than 20%. - Enemy commanders now occasionally throw stun grenades while encouraging their troops to concentrate >> attacks against a single party member. Previously, this behavior was limited to nightmare difficulty. - Values for armor and elemental resistances now cannot exceed 95%. The game displays values of up to >> 100%, but characters now suffer 5% damage from an attack even if they show 100% resistance. - The DISORIENT effect now applies a 50% penalty to enemy defense, as described in the codex, instead >> of only 25%. - The Rune of Valiance now provides a +2 bonus to all attributes instead of a variable bonus that could >> rise as high as +7. As well, equipping and unequipping multiple pieces of armor that each bear a Rune >> of Valiance no longer results in incorrect attribute scores. - Items that improve the Blood Magic cost ratio now provide 0.25 mana per point of health instead of 1 mana. - On hard and nightmare difficulties, status effects now persist on enemies for a slightly longer duration. - On nightmare difficulty, enemies now inflict more damage than before. - On nightmare difficulty, party members no longer suffer friendly-fire damage from warriors' basic attacks. - On nightmare difficulty, party members can no longer suffer more than 75% of their health in damage >> from a single friendly-fire attack. - The warrior's Aftershock upgrade to the Tremor talent now has a 30% chance to STAGGER normal enemies >> instead of 40%. - The warrior's Claymore upgrade to the Cleave talent now has a 10% chance to STAGGER normal enemies >> instead of 40%. - The warrior's Cleave talent now increases damage by 75% instead of 100%, while while the cost has been >> increased from 20 stamina to 30 and cooldown from 20s to 25s. - The warrior's Shield Bash talent no longer automatically STAGGERS enemies within range of the attack >> who were not targeted directly. The primary target is still automatically STAGGERED, but other normal >> enemies within range have a 40% chance to STAGGER. - The warrior's Shield Defense talent now increases threat generation by 100%. - The warrior's Sunder talent now has a 20% chance to STAGGER enemies on a critical hit instead of 50%. >> As well, the talent now only STAGGERS enemies if the warrior is wielding a two-handed weapon, as >> originally intended. - The berserker's Berserk talent now calculates the damage bonus differently, substantially >> increasing the ability's effectiveness. - The reaver's Blood Frenzy talent and Fenris's Veneer of Calm talent now provide a maximum bonus of >> +50% damage instead of +100%. - The rogue's Ambush talent now functions as described. - The rogue's Burst Shot talent now inflicts approximately 50% more damage (and 3x physical force instead >> of 2x). - The rogue's Brand talent now provides a 25% bonus to warriors' and mages' critical chance instead of 10%. - The rogue's Disorienting Shot upgrade to the Pinning Shot talent now always DISORIENTS the victim, >> regardless of whether the victim was pinned in place. - The rogue's Inconspicuous talent now extends the reduced threat generation to other rogues and mages >> within a 10m diameter. - The rogue's Lacerate talent now provides a 10% chance to re-apply the damage from any ability over >> 5s, instead of a chance to apply a fixed amount of damage. - The rogue's Merciless Strike upgrade to the Explosive Strike talent now applies 300% damage vs. >> STAGGERED targets instead of 400%. - The rogue's Pinning Shot talent now pins the victim for the correct duration. - The rogue's Pinpoint Strikes talent now includes a 100% bonus to attack for the duration of the ability. - The assassin's Assassinate talent now has a 50s cooldown instead of 40s. The Annihilate upgrade now >> applies 200% damage vs. BRITTLE targets instead of 400%. - The shadow's Decoy talent and Sebastian's Guardian Angel talent now have a 45s cooldown instead of 30s. - The shadow's Disorienting Criticals talent now functions as described, and provides a 50% bonus to >> critical damage when obscured instead of 25%. - The shadow's Pinpoint Precision talent now provides a 50% bonus to critical damage instead of 25%. - The mage's Walking Bomb spell now inflicts damage equal to 50% of the victim's maximum health upon >> explosion, within a 4m radius, instead of 100%. - The mage's Arcane Wall upgrade to the Arcane Shield spell now continues to provide a 20% defense bonus >> to the mage, as described. Previously, the upgrade reduced the bonus to 15%. Other party members receive >> a 5% bonus. - The mage's Chain Reaction upgrade to the Chain Lightning spell now applies 300% damage vs. >> DISORIENTED targets instead of 600%. - The mage's Death Syphon spell now drains multiple corpses more quickly. - The mage's Entropic Cloud spell now applies for 30s instead of 15s (against normal enemies), but the >> cost has been increased from 35 mana to 50 and the cooldown from 40s to 50s. The Death Cloud upgrade >> now applies damage every 2s instead of every 4s. - The mage's Fireball and Firestorm spells now both inflict approximately 40% more damage and apply 3x >> elemental force instead of 2x. - The mage's Misdirection Hex spell now applies for 15s instead of 10s (against normal enemies). - The mage's Petrify spell now applies for 12s instead of 15s (against normal enemies). - The mage's Sleep spell now applies for 15s instead of 10s (against normal enemies). - The mage's Spirit Mastery spell now includes a 10% bonus to critical chance instead of 5%. - The mage's Spirit Strike upgrade to the Spirit Bolt spell now applies 300% damage vs. DISORIENTED targets >> instead of 200%. - The mage's Winter's Blast upgrade to the Winter's Grasp spell now notes that it affects nearby enemies. - The blood mage's Blood Magic spell and the spirit healer's Healing Aura spell are now mutually exclusive. - The blood mage's Blood Magic spell now reserves 70% of the mage's mana instead of 50%. - The blood mage's Blood Slave spell now enslaves the victim for a longer duration. As well, if the spell >> is ineffective, the victim's current action is now canceled. The Blood Spatter upgrade now inflicts damage >> equal to 75% of the victim's maximum health upon explosion instead of 100%, within a 4m radius. As well, >> the spell description now displays this information. - The blood mage's Grave Robber spell now affects a 12m diameter instead of 6m in order to make the ability >> more useful. The One Foot In upgrade now inflicts 100% of the mage's maximum health in damage instead of 10%. - The blood mage's Paralyzing Hemorrhage upgrade to the Hemorrhage spell now applies 500% damage vs. >> STAGGERED targets instead of 900%. - The force mage's Fist of the Maker spell now inflicts approximately 50% more damage. The Maker's Hammer >> upgrade now applies 600% damage vs. STAGGERED targets instead of 900%. - The force mage's Unshakable spell now provides a +50 bonus to fortitude instead of +100. - The spirit healer's Group Heal spell and Anders's Aid Allies spell now restore 25% of party members' >> health instead of 30%. When upgraded, Group Heal restores 40% of health instead of 50%. - The spirit healer's Healing Aura spell and Anders's Panacea spell now provide a +100 bonus to health >> regeneration instead of +50, and a +200 bonus when upgraded instead of +100. As well, the diameter of >> the spell has been increased from 6m to 10m, and from 8m to 15m when upgraded. In addition, a rare case >> in which the spell previously provided an abnormally high rate of health regeneration no longer occurs. - Anders's Swift Justice spell now reduces cooldowns to 90% of their normal duration instead of 80%. - Aveline's Bodyguard talent no longer allows her to absorb the damage from Anders's Martyr spell. - Aveline's Immovable talent now provides a stacking 8% bonus to damage resistance per hit instead of 2%. - If Bethany or Carver rejoin the party near the end of the game, they now learn the Force Mage and Templar >> specializations, respectively. Existing save games from after the Deep Roads Expedition will not receive >> the benefit of this fix. This NFO File was rendered by NFOmation.net