Assassin's Creed 3 releasing October 30th, American Revolution confirmed!

Well blah with that ending. I'm in only for the multiplayer now and I won't get the George Washington stuff until it goes on sale.
 
So i got the achievement for completing the encyclopedia of the common man, but my game still says 2/3 for woodworker. I even followed lance around and saw him looking at a fence ive never seen him do that before, and it said i already did that. Also caught him plaining wood, inspecting a wheelbarrow, and inspecting his doors on his house. Wondering if my game is glitched.
 
I have a question for anybody who pre-ordered the game at Best Buy and got your pre-order DLC code(s). I didn't get mine and opened a case with BB support and they sent me a single code. They only sent a single code although the pre-order bonus was for a weapon+mission and the code is apparently not a 5x5 XBL code and is instead 5 fields of 4 characters and a single 3 character field. Is this supposed to be redeemed in-game somewhere or are they screwing with me?
 
[quote name='woodcan']I have a question for anybody who pre-ordered the game at Best Buy and got your pre-order DLC code(s). I didn't get mine and opened a case with BB support and they sent me a single code. They only sent a single code although the pre-order bonus was for a weapon+mission and the code is apparently not a 5x5 XBL code and is instead 5 fields of 4 characters and a single 3 character field. Is this supposed to be redeemed in-game somewhere or are they screwing with me?[/QUOTE]

No Flesh it's an in-game Ubisoft code. At the main menu of the game, go to options and then there's an option for Ubisoft code. Enter that and the content is unlocked (it's just an unlock key.)

It's the same thing with the Gamestop and Walmart missions.
 
So it looks like my homestead glitch might be fixed. I got the achievement for completing the encyclopedia of the common man, but my list still shows woodworker 2/3 even though right under it, its checked off and says i completed that one.

These fixes are supposed to be done by the end of the week.


Multiplayer


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


Platform: All

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


Location: Side Quest

- BOSTON BRAWLERS - Mission "PETER BUNYON", prevent the player from hiding, which would break the mission
- BOSTON BRAWLERS - Mission "THE TOURNAMENT", fixed a bug where the player could blend with spectators and break the mission
- BOSTON BRAWLERS - Prevent using anything else than the fists during all fistfights
- Boston Liberation Missions, North District - fixed an issue where some events would not complete properly if the player used an assassin recruit to kill the target.
- COLLECTIBLES - fixed some chests that were not properly aligned when lock picking
- COLLECTIBLES - removed the glow effect from chests during lock picking
- COURIER MISSIONS - fixed a bug where mission update popup messages could be missing or wrong when delivering letters
- FORT ST-MATHIEU - fixed a bug where the player could respawn inside the fort's reset zone, which could break the fort's logic
- FRONTIERSMEN - Challenge 3, fixed a bug where objective "visit every tavern" would complete after visiting only 1 tavern
- FRONTIERSMEN - mission "MONSTER OF THE SEA", fixed a bug where sometimes eavesdroppings could not be completed
- HUNTING SOCIETY - mission "THE MAN-EATER", fixed a bug where the smaller locate zone would disappear if the player scans all clues outside of it
- HUNTING SOCIETY - mission "THE PATRIARCH", fixed a where the search zone could disappear from the map after interacting with the 1st clue
- New York Liberation Missions - mission "PROTECT THE CLINIC", fixed the mission not failing if the player goes too far from the area to protect.
- New York Liberation Missions - West District, fixed a bug where the NPCs guarding the infected blankets could sometimes not be there.


Location: Boston

- Removed map icon on the door of Molyneux Tavern in Boston, until it is required by a specific mission


Location: DLC

- Fixed a bug where the wrong language could be selected even if the proper language DLC is installed


Location: Epilogue

- Animus Synching tutorial, forced subtitles on off-camera voice, so that the player doesn't think the game is frozen


Location: Frontier

- Fixed a bug where players could respawn and desync immediately in a loop if he died in the Valley Forge region before unlocked. Also patches players which savegame are already stuck
- Fixed a bug where the player could respawn under the ground in a loop, in two different places
- Plugged a hole in the ground where players could fall through the map


Location: Global

- A text message is now visible on-screen at all times while a skippable cinematic is playing
- Added a failsafe to the animals navigation, to prevent them from getting stuck
- After the end credits, put the hood back up when not in Homestead
- Disabled special attacks with heavy weapons on animals
- Fixed a bug where the player could not equip a color change on the normal outfit from a shop if they are currently wearing a special outfit.
- Fixed a bug where the player could not finish enemies on ground if they were thrown in deep snow
- Fixed a bug where there wouldn't be any reticle when precision aiming if the SSI option was turned off
- Fixed a few rare bugs where the player could fall through the map while swimming or diving
- Fixed various rare crashes
- Greatly reduced the probability of animals to get stuck inside an object


Location: Homestead

- Fixed a rare bug where the Homestead upgrade progress could be lost after fast-travelling to the homestead
- Mission "BOWLS BEGINNER" - Removed possibility to quit the bowls game after a reload, which would fail the mission.
- Mission "CUTTING TIES", fixed a bug where the NPC could react to fights or dead bodies and flee away, breaking the mission
- Mission "NORRIS GOES COURTING", fixed a bug where Norris would not reappear if the player goes too far from him.
- Mission "THE PROPER TOOLS", fixed multiple glitches where the Quest Log could become inconsistent
- Mission "THE WEDDING", fixed a missing audio line
- Mission "THOUSAND-POUND IDEA", fixed a bug where NPCs required for the mission could disappear and break the mission
- Mission "TOOLS OF THE TRADE", fixed mission not failing if Lance falls in the water
- Mission "WHITE TROPHY", make the cougar immune to explosions to prevent a possible mission break
- Side-quest "ENCYCLOPEDIA OF THE COMMON MAN", fixed a bug where the quest could sometimes not be completed


Location: Menus

- Added a wait message for some cases where the game could appear frozen if some servers are unresponsive
- Animus Database, fixed updates of Kaniehtí:io entry that would be unlocked too early and spoil the fact that... [censored]
- Fixed a bug where the player's friends' Uplay wall would get spammed by previously completed missions and sequences when the player reloads his game
- Fixed leaderboards ranking the player as #1 when he's actually alone on it
- Homestead mission icons are now displayed on the map when selecting the "Missions" filter
- Present pause menu, fixed a possible glitch if the player enters the controls section and leaves it very fast


Platform: PS3

- Fixed wrong message after purchasing a DLC and leaving the store
- Westpoint DLC - mission "A SPY AMONG US", fixed a bug where required characters would disappear and not come back if the player went too far from them
- Westpoint DLC - fixed a bug where the player could fall through the map by going through the gate while in conflict


Platform: Xbox 360

Location: Menus
- Removed Benedict Arnold icon from the map legend
 
The day Naval MP comes to AC3 is the same day Ubisoft can take all of my money. There's nothing more epic than playing chicken with an enemy ship then ramming into it, unloading with Chainshot and sailing away like a bitch. Ultimate troll tactic. Funniest shit ever especially when it's a pair of Man-O-War spamming Heat Shot. Full Sail these nuts... assholes.

Ah man... I'm so glad I have some Privateer missions left because I cleared the majority of those plus all the Naval ones with only two basic ship upgrades. Once you get the hang of it this shit is pure crack. Now... if only game economy and backtrac- er job format didn't suck so I could fully upgrade the ship. Oh how I miss the lazy way I made millions owning businesses and landmarks in Revelations. Easy, fun, ridiculously effective.
 
Well... after beating the game last night I humbly challenge anyone knowledgeable in the lore to grab a seat and explain to me how I didn't experience the second worst ending I've ever seen in gaming since ME3. Seriously. I pray that somehow I've simply not allowed enough time to pass for some underlying complex layer of greatness to set in, but deep in my heart I know the fail before me has struck true in the ungodly name of 'speculation'.

Holy Space Magic Mr. Miles.
I'd call you a fucking idiot a thousand times over but that's not quite fair is it? The writers made you do it. Blue Button, Green Aura, Red Sun, Dead Protagonist. Oh... this is rich.
 
[quote name='Pookymeister']Been playing this off and on - looks like I encountered a glitch...my tomahawk just disappeared for no reason. Sweet.[/QUOTE]
I thought this happened to me as well. It turns out when I was killing, I picked up an enemy weapon and accidentally sheathed it. If that's the case you can go to the store or the Homestead to re-equip your tomahawk.
 
Sorta ending spoilers so I'll tag it anyways

Beat the main story finally. I was disappointed in the ending since I heard this was supposed to give closure on Desmond's story. It was very abrupt and the ending credits rolled for what seemed like an eternity. At least give me a good song to listen while that shit rolls.

With that said I enjoyed the meat of the game and that's what counts. I'd love to see more of Conor's story and I'm looking forward to the future DLC when it hits.
 
So i downloaded the update and it fixed my woodworker from 2/3 to 3/3 and all the Encyclopedia of the common man challenges are done, yet it still appears. Shouldnt it vanish like the rest of them do when you are done?

Also i still have the "Completionist" achievement yet to get, i thought getting the rest of the EOTCM would make it pop. Do i need to get 100% in naval or story missions too? Ive done every Assassination, Courier, Delivery, Underground Tunnels, Liberations, Almanac, Feathers, Peg Leg, Chests, and Clubs. The only thing i havent done is 100% the story missions and naval missions.
 
[quote name='Ink.So.Well.']Well... after beating the game last night I humbly challenge anyone knowledgeable in the lore to grab a seat and explain to me how I didn't experience the second worst ending I've ever seen in gaming since ME3. Seriously. I pray that somehow I've simply not allowed enough time to pass for some underlying complex layer of greatness to set in, but deep in my heart I know the fail before me has struck true in the ungodly name of 'speculation'.

Holy Space Magic Mr. Miles.
I'd call you a fucking idiot a thousand times over but that's not quite fair is it? The writers made you do it. Blue Button, Green Aura, Red Sun, Dead Protagonist. Oh... this is rich.
[/QUOTE]

I know, right? Don't know why I'm alone on the interwebs with my disdain for the ending.
 
Well... AC wasn't built on player choice being a main selling point of the IP nor did Ubisoft publicly make promises they hadn't intended on keeping in regards to the ending. That being said I am shocked a large majority of the fanbase seemingly couldn't care less. It's one thing as a fan to truly accept the lack of control you have in the creative process of a beloved franchise, but a whole other entirely to try and come up with a credible explanation for a what a blatant cop out this ending felt like.

What bothers me most about it is
Desmond's willingness to spend the last years of his life fighting a lesser evil only to accept a greater one down the line without batting an eyelash when he has a choice in the matter. I honestly thought like every assassin before him that fighting for freedom was worth any cost to him. Instead he suddenly couldn't handle the unpredictability of human nature, shut his brain down at the last second and bent over for Juno control. I mean... what the f*ck, eh?

It doesn't make any god damn sense for him to believe the current band of assassins who barely survive a world Templars practically own will pull a victory out of their ass against a First Civ human loathing consciousness. Even if Desmond survived Juno controlled him once through the use of First Civ tech to kill Lucy, right? She was intelligent enough to finish what the rest of her people couldn't and apparently saved the world. Good money would bet on her finding another way to control him again then order or influence him to commit suicide.

The ending just... left a pretty bad taste in my mouth. Oh, and what was with Vidic and the Abstergo building having absolutely NO countermeasures for Desmond using the Apple at all? That one scene completely trivialized that particular stage of the game. Undeniably pointless forcing the player to work his way up to Vidic when that was the end result.
 
Re-bought the game when the Microsoft Store had it for $25 and cleaned up the single player stuff. Took me about 42 hours for the Completionist achievement (Complete ALL progress tracker grid entries). I was wary of getting into the multiplayer stuff because the previous AC multiplayer experiences were really tense for me. Luckily Wolfpack mode is a cooperative mode that's right up my alley.
 
[quote name='Ink.So.Well.']Well... AC wasn't built on player choice being a main selling point of the IP nor did Ubisoft publicly make promises they hadn't intended on keeping in regards to the ending. That being said I am shocked a large majority of the fanbase seemingly couldn't care less. It's one thing as a fan to truly accept the lack of control you have in the creative process of a beloved franchise, but a whole other entirely to try and come up with a credible explanation for a what a blatant cop out this ending felt like.

What bothers me most about it is
Desmond's willingness to spend the last years of his life fighting a lesser evil only to accept a greater one down the line without batting an eyelash when he has a choice in the matter. I honestly thought like every assassin before him that fighting for freedom was worth any cost to him. Instead he suddenly couldn't handle the unpredictability of human nature, shut his brain down at the last second and bent over for Juno control. I mean... what the f*ck, eh?

It doesn't make any god damn sense for him to believe the current band of assassins who barely survive a world Templars practically own will pull a victory out of their ass against a First Civ human loathing consciousness. Even if Desmond survived Juno controlled him once through the use of First Civ tech to kill Lucy, right? She was intelligent enough to finish what the rest of her people couldn't and apparently saved the world. Good money would bet on her finding another way to control him again then order or influence him to commit suicide.

The ending just... left a pretty bad taste in my mouth. Oh, and what was with Vidic and the Abstergo building having absolutely NO countermeasures for Desmond using the Apple at all? That one scene completely trivialized that particular stage of the game. Undeniably pointless forcing the player to work his way up to Vidic when that was the end result.
[/QUOTE]

If there was money selling the CE's of my AC games w/o selling the goodies I'm ready to do it.
 
How do you get the redcoats to stop chasing you when they're shooting on site? Like what's the equivalent of getting a new paint job.
 
[quote name='cleaver']How do you get the redcoats to stop chasing you when they're shooting on site? Like what's the equivalent of getting a new paint job.[/QUOTE]

You can pay a dude who is preaching to the town, go to printing presses to print rumors that cover you, or rip down wanted posters on the walls of houses.
 
I just got this game for Christmas and it's already pissing me off. I'm at the part where I have to free the Native American slaves and I keep failing. I also hate the one look and your dead system that Ubisoft made. If I can't get past this part then I'm going to trade this in at Game Stop.
 
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