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 Gameguru Mania News - Nov,25 2012 -  
Assassin's Creed III Thanksgiving Patch - patch
(hx) 07:11 PM CET - Nov,25 2012 - Post a comment / read (6)
Have you been having performance issues with Assassin's Creed 3? If the answer is yes, you'll be pleased to hear that Ubisoft has released an update for the game, a massive patch in fact which fixes a whole host of problems across the Xbox 360, PS3 and PC versions and within multiplayer and single player as well.
Multiplayer Modes
- ASSASSINATE - Instances where it was possible for players to kill players that were not their target in Assassinate have been corrected.
- ASSASSINATE - Bodyguards no longer fail to stun when they are locked by the pursuer of the player they protect.
- DEATHMATCH - In Fort Wolcott, fixed a bug where players would remained stuck on warmup screen.
- MANHUNT - The cooldown boosts for loss streak bonus are not permanently active for all abilities during a manhunt round anymore.

Multiplayer Abilities
- Loss Streak now correctly triggers when players lose their contracts five times in a row.
- Disruption now breaks the hitting player’s lock.
- The Smoke Bomb’s drop behavior has been updated. It now drops at the user’s feet instead of dropping in front of them. However, if players drop it from a ledge, it will drop below them.
- Throwing Knives used against players hiding in haystacks will now make them get out of this haystack.
- Using Throwing Knives against a target now prevents the target from contesting the kill.
- Players are no longer stuck after using the Money Bomb from a ledge.

Multiplayer Ladders
- Several issues which occurred when players would quit a Manhunt pre-session lobby and join their friends the same session later have been corrected.
- After a session ends on a draw, both teams will now receive the same rate for Abstergo ladder, instead of one team getting a winning rate and the other getting a losing rate.
- Players are now granted Abstergo points normally even if one or several players get the idle state at the end of the session (The idle players do not get any Abstergo points)

Multiplayer Misc
- It is now possible for players to lock their target when their target has just stunned them.
- Changing the ability set three times during a game can no longer reset the ability’s cooldown.
- The X icon no longer inaccurately persistently displays.
- It is no longer possible for players to get up and perform a kill under certain conditions while they’re vulnerable.
- Transitions to join Multiplayer sessions after an invite now work correctly.
- Warm up games are no longer interrupted when the host player leaves.
- It is now possible to stun a vulnerable pursuer.
- The X icon no longer displays above the pursuer’s previous target when they have been stunned after being vulnerable.

Singleplayer:

Location: Sequence 1 - 12
Mission - "A DEADLY PERFORMANCE" - Mission result screen could show an incorrect sync reward
Mission - "A DEADLY PERFORMANCE" - Players could be stuck in the opera if they backtracked in a certain way after killing the target.
Mission - "INFILTRATING SOUTHGATE" - Target would not be spawned if the player failed to perform a meat shield during the firing line tutorial
Mission - "INFILTRATING SOUTHGATE" - Fixed multiple bugs where the guard on the boat could walk in circles, stay stuck or jump on the railing.
Mission - "JOHNSON'S ERRAND" - Fixed floating muskets after a cinematic.
Mission - "JOHNSON'S ERRAND" - Moved HUD icon on the explosive barrel on the ground instead of above the cart, because that's what the player needs to shoot.
Mission - "JOHNSON'S ERRAND" - prevent the player from using hide spots during part the mission to avoid a possible mission break.
Mission - "THE SOLDIER" - Fixed a missing audio line.
Mission - "THE SURGEON" - Fixed a bug where the eavesdropping tutorial couldn't be completed if the mission was restarted.
Mission - "THE SURGEON" - Fixed NPC not reacting to the player's presence during the steal tutorial.
Mission - "THE SURGEON" - Fixed optional objectives that could fail too easily.
Mission - "WELCOME TO BOSTON"- When replaying the mission, when asked to buy a sword and pistol, those items would already be purchased.
Mission - "WELCOME TO BOSTON" - Fixed Possible mission break if the player shoots the horse he's supposed to ride.
Mission - "UNCONVINCED" - Fixed a bug where the player could enter the tavern too early and break the mission.
Mission - "UNCONVINCED" - Blocked accidental blending during the tavern fight, which could break the mission.
Mission - "FEATHERS AND TREES" - Fixed a bug where the optional objective "Do not touch the ground" could fail too easily.
Mission - "HUNTING LESSONS" - Fixed the issue where the bear could flee and eventually freeze.
Mission - "A BOORISH MAN" - After the mission, the candelabra would display an interaction effect while the secret door to the basement was already opened.
Mission - "RIVER RESCUE" - Blocked the player from diving in the river too early which could break the mission.
Mission - "STOP THE PRESSES" - Cinematic could sometimes not trigger, breaking the mission.
Mission - "THE HARD WAY" - Fixed the optional objective "Do not take any damage" that would fail if the player hits rocks even if it doesn't deal damage to the ship
Mission - "ON JOHNSON'S TRAIL" - Fixed issue where Chapheau could become inactive if the player dragged the fight far from where it started.
Mission - "THE ANGRY CHEF" - Fixed issue where the "limit health loss" optional objective would wrongly fail if the player reloads a checkpoint or dies. Also fix the displayed limit to 33% as that's what's actually used.
Mission - "THE ANGRY CHEF" - fixed missing butcher hatchet during cinematic if blood option is turned off
Mission - "BRIDEWELL PRISON" - Closed the cell doors while being escorted to prevent the player from getting stuck in them
Mission - "BRIDEWELL PRISON" - fixed voices becoming muffled mid-eavesdropping
Mission - "SOMETHING ON THE SIDE" - Fixed missing ocean during the chase
Mission - "SOMETHING ON THE SIDE" - Made the chase part easier
Mission - "A BITTER END" - Fixed a camera glitch if the player reloads last checkpoint during a certain cinematic
Mission - "A BITTER END" - Fixed a glitch that could happen if the player restarted the mission during a specific cinematic
Mission - "FATHER AND SON" - Fixed a bug where the guard you're supposed to kill would not reappear if the player starts fighting him and then runs away.
Mission - "FATHER AND SON'' - The mission could not be completed if the guard the player kills the target he's supposed to steal using a stealth kill from bench or a rope-dart hanging move.
Mission - "MISSING SUPPLIES" - Disabled a patrol that would almost guarantee failing the mission if they detected and started fighting Haytham
Mission - "ALTERNATE METHODS" - Made the chase section easier
Mission - "BROKEN TRUST" - fixed a bug where the player could be stuck on a horse if he exited and re-entered the Animus at a specific moment
Mission - "LEE'S LAST STAND" - removed a destructible barrel that could cause problems if used as part of a contextual counter-attack.
Mission - "CHASING LEE'' - Adjusted difficulty on the Charles Lee chase
Mission - "LAID TO REST" - Fixed a bug where the mission could be failed if redcoats start fighting the mission targets
last 10 comments:
-=WolverinE=-(09:02 PM CET - Nov,25 2012 )
Just...wow... I didn't think any game could have it's single player campaign completely broken. Just look at that change log... lol.

Csimbi(11:59 PM CET - Nov,25 2012 )
It passed the UBI quality test ;-)

The Elder Scrolls series have similarly long lists though in those you do what you want - as opposed to being locked into a pre-determined path in Assassin's Creed.

jeremyofmany(05:30 AM CET - Nov,26 2012 )
-=WolverinE=-> Just...wow... I didn't think any game could have it's single player campaign completely broken. Just look at that change log... lol.
Be thankful that the developer cares enough to release a patch. Development has their deadlines. I remember back when FEAR3 was released. The developer announced it had gone "Gold" and then proceeded to release a 180MB patch.
Be thankful. Don't be so negative.
Let's see your game be completely bug free in a given time slot and then make millions.
People are so quick to pass judgement. Don't. Just don't.

-=WolverinE=-(06:25 AM CET - Nov,27 2012 )
jeremyofmany> Be thankful that the developer cares enough to release a patch. Development has their deadlines. I remember back when FEAR3 was released. The developer announced it had gone "Gold" and then proceeded to release a 180MB patch.
Be thankful. Don't be so negative.
Let's see your game be completely bug free in a given time slot and then make millions.
People are so quick to pass judgement. Don't. Just don't.

olol... I couldn't care less about this p.o.s. game, but even if I did, I'm not a fucking pleb. The gaming industry is a busyness like any other so it's in their best interest the consumer is satisfied, but you seem to think that we should all be sheeps and be thankful for anything thrown at us. People like you are the reason shit like this even exists.

Apathy Curve(03:25 PM CET - Nov,28 2012 )
jeremyofmany> Don't. Just don't.

Hush now, child. You're smarting off to your elders, and you know that gets you the backhand.

jeremyofmany(06:37 PM CET - Nov,28 2012 )
@-=WolverinE=-
I now remember why I stopped composing text messages; especially on forums. Do not think for a second that you know the first thing about me based on a single statement. Go not waste your time speculating or assuming. Instead waste your time complaining about poor development. You don't like it? Do develop your own game and make your millions.

My point was that development studios have deadlines by which games have to be released by. That's why patches exist. The game auto-updates. Stop complaining and drop the negative and presumptuous attitude.

@Apathy Curve
I'm not a child. I have 3 children of my own. Just because you may be an elder, does not guarantee you wisdom or respect.
If you're going to threaten me with a backhand, you better be ready to fly/drive to my home and try it in person - not behind the comfort and security and anonymity of a computer.
Your elders knew how to get the job done - in person... long before technology and the "Age of Information" came along. People used to know how to communicate.

Reply if you wish, but this is the last time I waste my time with composing a body of text to someone I cannot physically see or hear.

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