NFOmation.net - Your Ultimate NFO Upload Resource! Viewing NFO file: Dragon_Age_2_Update_v1.03_Cracked-FLTDOX__Change_Log_.nfo Dragon_Age_2_Update_v1.03_Cracked-FLTDOX__Change_Log_

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


<Mascot>

aa21