thwidra;n3202702 said:The problem is still there in V1.31 (PC). Can't clear the abandoned site, but killed all the monsters and destroyed the monster nest...
Octane22;n6942830 said:Just came here to say that the issue is still present in the PS4 version. I really hope that patch is still coming, cause I can't seem to finish that area. My last save file is from way later, I figured that the sirens would eventually respawn, but that's not the case unfortunately.
PoorBoyDaniel;n7602560 said:I did, and your team provided no assistance, they simply put the responsibility on me, telling me that they are incapable of fixing the issue, and that all I need to do is just lose 60 hours of progress and load a previous save. Thanks for absolutely nothing. You will not see one more dime of my money.
SigilFey;n7603950 said:Sorry to hear that! But things like this can and will happen, especially with complex RPGs, Simulations, and Strategy titles. The issue is almost always the same thing: some bug fixes cannot be retroactive. The necessary changes either require something that's mathematically impossible (like writing code that "un-writes itself"...but stays active for next time). Or the fix for one thing would require breaking 3 other things and risking a chain reaction.
I did have to start TW3 over 3 times before I finally finished my first playthrough. But I'm ready for things like this now. I've had the same thing happen to me many times over the years...I think Ultima III was the first game that did it to me! All of the Bethesda titles have required me to restart at least once, usually more. I borked a playthrough of Neverwinter Nights during the last act -- I saw fire for days after that -- that was a really long and difficult game! The most recent ridiculousness was XCOM: Enemy Within that refused to draw in the 3D models for the doors and walls during the final level of the game. Had to ditch the entire campaign. It's the price we pay as gamers for "open-world / non-linear". We get to "go anywhere and do anything"...and so does the software running this stuff.
My all-time, favorite workaround for "endless loop / game-breaking situation / divide-by-zero call" has to be Bioware (Black Isle Studios, at the time) in the original Baldur's Gate. Say you killed a vital, plot critical character by doing some obscure chain of events out of their logical order. Later, that character needs to be present for a dialogue scene. Obviously...s/he is dead. That would be a crash or endless loop for most games. Not for this one, though! A dude called "Biff the Understudy" would simply appear in their place and deliver their lines, allowing you to continue playing. It was really awkward and immersion-breaking, but it was also hilarious when you figured out what had happened. I thought that was genius.