Mass Effect 3 Patch Notes Collection
Apr 17, 2019 17:00:08 GMT
MPApr2012, Voluptuous Volus, and 9 more like this
Post by Balbock on Apr 17, 2019 17:00:08 GMT
4th Patch:
Incinerate power evolution 5 now gives a damage bonus to frozen and chilled enemies
Found in a Reddit Post from early October 2012. The original sources for the Patch notes are kinda gone...
Edit (04.18.):
Thank you, Apry:
if it's of any help tidying things up, there's this
web.archive.org/web/20160815021042/http://social.bioware.com/page/me3-patches
[...]
Edit (04.22.):
Took the the seperate spoilers out of this post for easier searching via CTRL + F and easier Copy&Pasting.
To avoid long scrolling to the first Post below this on use this Link: bsn.boards.net/post/1263536/thread
/Edit
Disclaimer:
Old:
Since the patch notes at social.bioware aren't avalable anymore, I cobbled this collection together from differend sources, that annonced the Patches before release and had the preliminary notes in them. If anyone digs up some better sources, I'll gladly edit them in here.
New (04.18.):
Initially this Post was cobbled together out of different sources showing preliminary patch notes. Thanks to MPApr2012 providing an archived copy of the original actual Patch Notes from Bioware, I went through the preliminary notes and checked for any differences. While doing so, I figured that it might be interessting for you to be able to see these differences yourself, therefore I simply maked them, where I found them and then added a short summery to the end of each Spoiler if necessary. Also by keeping most the old post I saved me a lot of work doing the format all over again.
Patch 1.01:
[li]Fixed issue with disconnection during purchase flow[/li]
[li]Fixed issue with multiplayer consumables.[/li]
[li]Fixed issue with multiple "Connection failed" messages sent to users.[/li]
[li]Fixed several minor DLC related issues[/li]
[li]Fixed hang when returning to Mission Computer from Squad in Pause Menu when both the system language and in-game text language are set to Japanese.[/li]
[li]Fixed potential crash when loading with quick resume.[/li]
PC Only
[li]Fixed crash on Windows XP on minimum spec PC.[/li]
[li]Fixed lighting and shading on minimum spec PCs.[/li]
Xbox 360 Only
[li]Fixed issue with 64Kbps connection.[/li][/ul]
Source: www.shsforums.net/topic/54565-mass-effect-3-patches/
Edit (04.18.): Verified the notes via: web.archive.org/web/20160815021042/http://social.bioware.com/page/me3-patches /Edit
Patch 1.02:
[li]Fixed issues when in some cases Shepard’s customized facial features from ME1/ME2 may not be properly imported to ME3.[/li]
[li]Fixed an issue when quickly and repeatedly selecting to Resume a Save could result in Player Level reset and a potential locking of powers.[/li]
[li]Fixed an issue when selecting Multiplayer in the Main Menu while under a poor network connection could result in an unresponsive state.[/li]
[li]Fixed a potential crash while accessing an in-game terminal from Eden Prime level.[/li]
[li]Fixed an issue when attempting to login while Server is down. It would display a Server Down message and accepting the Server Shutdown message would shut down the game.[/li]
[li]Fixed a potential memory crash while loading a Quick Save of a custom FemShep.[/li]
[li]Fixed an issue when restarting missions and acquiring an above max amount of weapon mods results in displayed debug text on-screen.[/li]
[li]Fixed an issue when an unresponsive game state could occur during transition after the Conduit level.[/li]
PC Only
[li]Fixed an issue when DLC game saves can be accessed from an account without DLC if another account on the same computer has access to the related DLC.[/li]
[li]Fixed an issue when saves from different accounts on the same computer may become locked if one account has access to DLC which the other account does not.[/li]
PS3 Only
[li]Fixed an issue when potentially the game could enter unresponsive state when transitioning from the Holding Docks area to the Normandy Docks area of the Citadel.[/li][/ul]
Source: www.shsforums.net/topic/54565-mass-effect-3-patches/
and blog.bioware.com/2012/04/06/4270/
Edit (04.18.): Verified the notes via: web.archive.org/web/20160815021042/http://social.bioware.com/page/me3-patches
and format change to match the other notes in style /Edit
Patch 1.03:
[li]Fixed an issue where sometimes facial movement would not match the voice over if a hitch occurred[/li]
[li]Fixed an issue where taking cover in a certain area of Cure the Genophage mission would cause players to become blocked from progress[/li]
[li]Fixed Action mode so it will now respect difficulty if set in the main menu[/li]
[li]Fixed an issue where the player would always be walking forward instead of towards objective in The Return mission[/li]
[li]Fixed the Ultralight Materials SMG weapon mod in multiplayer so it correctly affects weapon recharge (Only in the preliminary notes.)[/li]
[li]Fixed a rare case where the reinforcement pack purchases could fail and take currency without giving cards[/li]
[li]Fixed the issue where users logged off/disconnected during multiplayer gameplay would not log back in properly until their game is rebooted[/li]
[li]Fixed the issue that multiplayer Geth sentry turret flamethrower would endlessly repeat audio SFX[/li]
[li]Fixed various multiplay maps where a player could fall through the map during multiplayer gameplay[/li]
[li]Fixed the issue that using an ops survival pack consumable immediately before death could have no effect. It now works as intended[/li]
[li]Fixed the issue so the Falcon weapon in multiplayer no longer sometimes fire blanks[/li]
[li]Fixed the issue where enemies who were detonated with a biotic power while in stasis would become invulnerable[/li]
[li]Fixed the issue where Banshees who got hit with a rocket launcher would not play the correct death animation[/li]
[li]Fixed the issue where joining a match in progress while a Geth prime turret is active leaves the turret there for the remainder of the game. It now disappears.[/li]
[li]Fixed the issue when joining a match in progress while the host is performing a combat roll would play firing animation on the client for the host character, for the duration of the match[/li]
[li]Fixed an issue so Vanguards who are charging as they die are no longer being routed to the ground[/li]
[li]Fixed Host migration that would sometimes cause players to start on an incorrect wave[/li]
[li]Fixed the issue when a client quitting a match during deep bleedout causes muted/ducked audio to persist into next match[/li]
[li]Fixed the issue that when being revived at the same time as being executed would leave players in an T-Pose state[/li]
[li]Fixed the issue that when a Banshee takes enough damage to stop her charge state, her normal state is not immediately returned[/li]
[li]Fixed the issue where a player could enter a state when completing cover interactions near a ladder which could lead them to becoming invulnerable and unable to deal damage[/li]
[li]Fixed game hitching of 1-2 seconds at start of waves[/li]
[li]Fixed clients occasionally seeing nonstop firing visual effects[/li]
[li]Fixed evaded projectiles having an erratic course[/li]
[li]Fixed an issue where selecting resume after death could occasionally cause henchmen to not spawn properly[/li]
[li]Fixed weapon recoil that could become reversed with a Turian when stability mod and passive power present[/li]
[li]Fixed the cover slot in Meet the Diplomats mission would cause a player to become stuck[/li]
[li]Fixed Geth prime and harvesters taking headshot bonus damage when they shouldn't[/li]
[li]Fixed shooting the atlas in the cockpit with a penetration weapon doing double damage[/li]
[li]Fixed the Kishock Sniper Rifle that would hit head bone (critical hit) on enemies that should not be possible, such as the Brute, Banshee and Ravager[/li]
[li]Fixed and issue where clients in cover cannot do any damage to targets at wide angles relative to the cover[/li]
[li]Fixed an issue where player can glitch their melee combo to only perform cover lean melee animations[/li]
[li]Fixed an issue where while dying in multiplayer, if the player pressed the prolong life button too quickly they could erroneously die[/li]
[li]Fixed an issue so Drell Adept Reave audio plays at full volume for all players[/li]
[li]Fixed an issue that an interrupt could sometimes fail to prevent a Cerberus engineer from building a turret[/li]
[li]Fixed a crash in conversations after Investigate Sanctuary mission[/li]
[li]Fixed an issue where gear items from the Rebellion DLC would unequip at the end of each match.[/li]
[li]Fixed an issue so ammo consumables, such as cyro ammo, would not replicated from host to clients[/li]
[li]Fixed the Memory Leak going in and out of Multiplayer Menus[/li]
[li]Added feature to remove AFK players after a set amount of inactivity[/li]
[li]Added a cooldown to Ops Survial consumable[/li]
[li]Made ammo consumables insta-reload and damage bonus[/li]
PS3 Only:
[li]Fixed wrong DLC Text in the Trophy File[/li]
[li]Added Downloadable Content option to PS3 Main Menu[/li]
Xbox Only:
[li]Fixed an issue where Mass Effect 3 soft locks in character screen if user unplugs Ethernet at "Checking downloadable content..." after accepting an invitation from multiplayer menu[/li]
PC Only:
[li]Fixed an issue where the Online Pass Activation screen would appear for users despite PC not having a need for an online pass[/li]
[li]Fixed the Galaxy Map search and rescue asset GUI not appearing when using eyefinity[/li]
[li]Fixed an issue where users could not scan on galaxy map when right-click is rebound[/li]
[li]Fixed an issue where having the PC hud (heads up display) (left shift) up when a player dies in multiplayer and revived would cause player unable to move and the hud to remain active[/li][/ul]
Source: www.eurogamer.net/articles/2012-05-29-mass-effect-3-update-1-03-patch-notes
Edit (04.18.): Verified the notes via: web.archive.org/web/20160815021042/http://social.bioware.com/page/me3-patches
The Fix for: "Fixed the Ultralight Materials SMG weapon mod in multiplayer so it correctly affects weapon recharge" appears to not have made it into the final patch and is therefore marked as such. The same fix with different warding appears in the notes to Patch 1.04. /Edit
Patch 1.04:
[li]Fixed an issue where public games were set to private after a host migration during gameplay (was not in the preliminary notes.)[/li]
[li]Fixed tutorial tip that didn't properly display an unbound command[/li]
[li]Fixed an issue in multiplayer where if a character has DLC weapons equipped, and the DLC associated to the weapons is deleted, the weapon loadout screen displayed no weapons[/li]
[li]Sabotage power evolution 6 increased tech damage bonus no longer stacks[/li]
[li]Fixed a rare crash in the final mission level involving the firing of the Cain at the Hades Cannon.[/li]
[li]Fixed the Encumbrance Bar from not updating correctly for the Earth DLC weapon mods[/li]
[li]Fixed weapons with natural piercing from having their damage reduced with piercing mods equipped[/li]
[li]Incinerate power evolution 5 now gives a damage bonus to frozen and chilled enemies[/li]
[li]Krogan Vanguard Rage bonuses now work properly[/li]
[li]Fixed Shepard's shadow from not appearing after entering and exiting an Atlas[/li]
[li]Fixed quitting/disconnecting while holding Retrieve Object that could cause the Retrieve Object to disappear[/li]
[li]Fixed users logging off or disconnecting during gameplay from not being able to return online until rebooting the game[/li]
[li]Players can no longer grab Geth Pyros over cover[/li]
[li]Fixed issue in which enemies surviving a detonated Stasis blast became invulnerable[/li]
[li]Attempting to equip similar weapon mods will now present a 'Slot Occupied' message[/li]
[li]Asari Justicar passive power evolution 3 power damage and force bonus now works properly[/li]
[li]Disruptor Rounds consumable (all ranks) damage multiplier against shields and barriers increased from 100% to 400%[/li]
[li]Particle Rifle no longer replenishes ammo from ammo boxes and supply pylons[/li]
[li]Fixed an issue when using Biotic Charge before death that caused the match to be unplayable afterwards[/li]
[li]Fixed pathing for Banshees so they don't get stuck in a teleport routine[/li]
[li]Fixed Asari Justicar from not being able to activate Biotic Sphere within range of large enemies[/li]
[li]Fixed dropping Retrieve Objects that could potentially fall under the level[/li]
[li]All Batarian and Krogan kits will now stagger less than other kits[/li]
[li]Ops Survival Packs now grant a one second damage immunity when consumed[/li]
[li]Fixed an issue with the Banshee being able to sync-kill players farther than she should be able to[/li]
[li]Fixed an issue with Firebase Jade giving partial extractions when all players are already inside the extraction zone[/li]
[li]Fixed SMG Ultralight Materials Mod not having impact on power recharge speed[/li]
[li]Fixed Armor Piercing Ammo not applying penetration bonus to secondary weapon[/li]
[li]Fixed player death camera beginning before a sync kill is complete[/li]
[li]Fixed an issue with talent points remaining after a character promotion[/li]
[li]Melee creatures will now completely ignore pets (drones, decoys, etc.) rather than just having a chance to ignore them[/li]
[li]Fixed an issue with Private Lobbies not staying private after the match has begun[/li]
[li]Krysae no longer ignores enemy shield gates[/li]
[li]Fixed various weapon sound-replications for clients[/li]
[li]Fixed issue where enemies in Stasis surviving a biotic detonation would become un-synchronized for clients[/li]
[li]Fixed Leviathan DLC Weapon Mods not carrying over to New Game +[/li]
[li]Marksman will instantly reload weapon ammunition when activated[/li]
[li]N7 Shadow Sword Mastery power evolution 5 and 6 now apply to Shadow Strike damage[/li]
[li]Fixed Atlas rocket applying damage over time on N7 Paladins using the Omni-Shield[/li]
[li]Fixed automatic revive at a specific spot in Firebase White[/li]
[li]Fixed an issue with ammo boxes causing players to be unable to fire weapons after attempting to refill grenades[/li]
[li]Fixed an issue with the Krysae Sniper rifle not functioning properly on squad members (Firefight pack)[/li]
[li]Can now headshot Banshees, Geth Primes, and Brutes for an extra 40% weapon damage. (Only in the preliminary notes.)[/li]
[li]Can now shoot the Atlas’ exhaust port on his back for an extra 40% weapon damage. (Only in the preliminary notes.)[/li]
[li]Fixed the health bar position of Tactical Scan on Swarmers[/li]
[li]Fixed an issue with enemies approaching a downed player to execute, but showing mercy and leaving[/li]
[li]Fixed seeking projectile powers occasionally failing to impact targets even though it appeared to impact[/li]
[li]Successfully extracting from a match gives 10% bonus credits. This reward does not depend on your squad members * you must extra personally to get the reward.[/li]
[li]Fixed an issue that caused the Retrieve Objective wave to not recognize the recovery of the object when it enters the retrieve zone[/li]
[li]Fixed bleedout effect that was disappearing when another player used an Ops Survival Pack[/li]
[li]Fixed Decoy that was blocking the use of ladders to NPCs and squadmates[/li]
[li]Fixed Flamer power of Vorcha from being activated simultaneously with the Reegar Carbine[/li]
[li]Fixed icons of powers disappearing from the Character Screen[/li]
[li]Fixed an issue with Ken/Gabby and Tali/Garrus ambient dialogues not triggering in Normandy engineering[/li]
[li]Fixed an issue in which purchasing multiplayer card pack purchases would not complete[/li]
Singularity power re-designed
[li]Singularity no longer has a maximum number of charges and will only be destroyed when the time runs out[/li]
[li]Performing a biotic combo on someone floating in the singularity no longer ends the singularity[/li]
[li]Base cooldown changed to 8 seconds[/li]
[li]Base duration of the singularity changed to 8 seconds[/li]
[li]Base power now does 100 points of damage per second to all targets that are in range, even if not floating in the singularity[/li]
[li]Base power sets up biotic combos on everyone that comes into range (only 1 combo added per enemy per cast of singularity)[/li]
[li]Rank 3 changed to a damage over time bonus (used to be a radius and duration bonus)[/li]
[li]Evolve 1 changed to singularity duration bonus (used to be a hold duration bonus and number of charges increase)[/li]
[li]Evolve 5 changed to damage over time bonus (used to be a radius increase mechanic)[/li]
[li]Evolve 6 now detonates biotic combos when the singularity explodes[/li]
Concussive Shot changes
[li]Evolution 3 damage and force bonus now applies to frozen and chilled targets[/li]
[li]Evolution 5 changed to increase damage by 50% and radius by 1 meter (used to take on the properties of your ammo power, but this did not work)[/li]
[li]Evolution 6 damage bonus to organics increased from 100% to 200% over 10 seconds[/li]
Exploits Fixed
[li]Fixed an exploit that allowed players to be invincible and invisible to enemies[/li]
[li]Fixed an exploit where players were able to use rockets from other weapons[/li]
PS3 Only
[li]Fixed an issue on PS3 where after accepting an invite, a player could get stuck in a multiplayer screen by entering the store from the promo screen and then exiting without purchase[/li]
[li]Fixed a crash when pressing PS button during the game's boot sequence[/li]
PC Only
[li]Fixed the hint popup to update mouse left click and right click bindings[/li]
[li]Fixed an issue that made Origin users display their game as joinable when their game is full[/li]
[li]Fixed a crash on Firebase Rio caused by heavy melee[/li]
Xbox 360 Only
[li]Fixed a rare crash (black screen) on Xbox 360: Upon booting up the game and attempting to reach the title screen, players will now be able to get to title screen to recover their save games. Progress to locked achievements will be reset. Achievements already unlocked will remain unaffected.[/li][/ul]
Source: www.ign.com/wikis/mass-effect-3/Patch_4
Edit (04.18.): Verified the notes via: web.archive.org/web/20160815021042/http://social.bioware.com/page/me3-patches
and format change to match the other notes in style
The Notes "Can now headshot Banshees, Geth Primes, and Brutes for an extra 40% weapon damage" and "Can now shoot the Atlas’ exhaust port on his back for an extra 40% weapon damage" do not appear in the final patch notes and are therefore marked as such. /Edit
Addition from the Balance Chances:
Also, here are some additional changes that were included with the Retaliation DLC or missed in our patch notes.
- Geth Pyros can now stomp players who are downed
- Marauders can now stomp players who are downed
- Atlas now moves faster
- Atlas rocket will add a small damage-over-time effect on players that prevents shield regeneration for a short time
- Geth Prime drone now attacks players
- New map layout for Firebase White and Firebase Glacier
- Wave changes to Geth faction to account for new Geth Bomber enemy
- Wave changes to Cerberus faction to account for the new Dragoon enemy
- Weapons in the lobby show their rarity as a border around the weapon
- Can now see the last pack you purchased in the store
- Consumables now show statistics in their descriptions
- Destroyer's missile launcher now shows "Hawk Missile Launcher" in the kill feed instead of "Missile Launcher"
- When 3 of 4 players are ready in the lobby, there is a 20 second countdown before the match automatically begins
- Promoting a character preservers name and appearance, and doesn't assign any talent points
- Carnage power can now set up Fire Explosion power combos
Taken from: bsn.boards.net/thread/17467/balance-changes-eric-fagnan-pasta
Patch 1.05:
- Fixed a multiplayer issue where users could have all of their weapons use rocket ammunition.
- Fixed an issue with high memory usage when initializing DLCs.
Source: www.playstationlifestyle.net/2013/01/30/mass-effect-3-patch-1-05-comes-out-tonight-has-two-fixes/
Edit (04.18.): Verified the notes via: web.archive.org/web/20160815021042/http://social.bioware.com/page/me3-patches /Edit
Addition from the Balance Chances:
The latest patch fixes the bug where Collectors take less damage than they are supposed to from power combos.
Taken from: bsn.boards.net/thread/17467/balance-changes-eric-fagnan-pasta