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Showing content with the highest reputation on 04/10/15 in all areas

  1. These are the patch notes for 1.04, which is now available on Steam. It may be a bit before it's available on GOG and Origin, as they manually put it up. We are now working on patch 1.05 and will launch the beta for it during the week of April 20th. We're continuing to read through support threads and e-mails. Thank you, everyone! Update for GOG Linux Users: 1.04 is available on GOG, but not as a patch - unfortunately you have to download the full version of the game. GOG doesn't support patching for Linux for Pillars of Eternity unfortunately. They have the file version listed as 1.2.0.3. Items, Spells, and Abilities AoE indicators should now properly resize if the caster has a sub 10 Intellect score. Fixed an issue with over-time aura spells not applying the correct value on the final tick. Knock Down will now correctly be applied for the full duration of the effect. Mantle of The Dying Boar will now trigger at 33% Endurance with the effect of 5 Endurance a tick. Talisman of the Unconquerable will now give a 1.25 Focus multiplier instead of .25. Blooded should trigger properly in all cases now. Boar Animal Companion bonus damage should now work as intended. Prone Reduction mod should now work correctly. Quests and Companions Fixed Aloth and Kana speaking when they weren't in the party in one of the last levels. Sagani's fox-specific banters now require the appropriate items in the player inventory. Falanroed's dialogue no longer displays a script node. Durance will now properly discuss your dream with you if you've already discussed his staff. Relaxed some constraints on Durance's quest conversation. This allows all characters, regardless of background or stats, to finish his quest. Players can now loot the nest in Oldsong. Fixed an invalid conditional check in one of Pallegina's conversations. Heritage Hill tower will be fully revealed when exploring the map. Fixed spawn issue in a scripted interaction near the end of the game. Fixed an invalid creature spawn in the Ogre Lair in Od Nua. Sagani no longer references the antagonist by name before you know it. A container in the Catacombs of Od Nua will now remember if it was looted. The "Master's Tools" quest will now work if you have the required items before starting the quest. The "A Two Story Job" scripted interaction will not require a second grappling hook to climb down from the window if one was already used to climb up. General Fixes Fix for camera movement problems when the game is paused or in a cutscene. Fix to retroactively restore party movement in saves that display movement speed problems. Made some fixes to movement speed problems that were being reported (e.g. Boots of Speed). Fixed stacking health problems with the gul's "Vomit Blood" ability. This fix should retroactively fix your saved games. Optimized Save/Load game system for better performance. Optimized how scene transitions are handled for better memory usage on 32-bit machines. This may allow players to transition to new areas without running out of memory. Sound Sets from hired companions will now be properly restored when adding them to the party from the stronghold. "All Stronghold Upgrades" achievement now checks 25 upgrades instead of 26. This will properly reward the achievement if you already have fully upgraded your stronghold. The "Kill All Dragons" achievement will now properly fire if they are killed indirectly (like by a trap). This is a retroactive fix and will be rewarded if the dragons are already dead. Fixed issue where store prices were getting exceptionally large after receiving a discount. Fixed issues with gaining infinite XP from bad Stronghold data. World time will not get very large in some cases after Save/Load. Modelling offset with Durance's head has been adjusted. Icon scale is now correct on Hearth Harvest and Reghar Konnek. All shaders will now compile properly under DirectX 11. Restored all the missing effects in the intro cutscene. Removed Blunderbuss item from an early game loot table. Changed the cursor type on the blood pool in the Temple of Skaen to conversation. Fixed a few save game issues with dead summoned creatures. Fixed issue where occasionally a crash would occur when initializing the Steam API. Draggable windows are now handled properly when running at very high resolutions. Swamp Lurker's animation won't spaz anymore when the game is paused. Fixed an issue to prevent binding mouse buttons to window controls. Game will now pause if you Alt-Tab during a cutscene in full screen mode. Audio will now resume properly if the game loses focus. Fixed an issue with infinite load screen if you transition while hovering over a container. Characters will now wait for their idle animation before trying to reload which fixes an animation sync issue. Damaged characters performing AoE attacks will not overload their AI state stacks anymore.
    3 points
  2. I said again and gona say it again. Stronghold event history tap should show recent event first. Its very hard to track what happened and when.
    2 points
  3. Pillars of Eternity stores its save games in the following locations: Windows %USERPROFILE%\Saved Games\Pillars of Eternity %USERPROFILE% usually is something like C:\Users\your-name-here OS X For Steam, GOG, and DRM-free backer disc versions: ~/Library/Application Support/Pillars of Eternity/Saved Games If you bought Pillars of Eternity from the Apple App Store, your save game directory is located here: ~/Library/Containers/com.mpdigital.pillarsofeternity/Data/Library/Application Support/Pillars of Eternity/Saved Games Linux $XDG_DATA_HOME/PillarsOfEternity/SavedGames If $XDG_DATA_HOME is not defined, it's stored in ~/.local/share There is one other folder that you may find in your temporary locations where we build and maintain the current game state, but this is not intended to be shared / used if you go to play on another machine. For the Backer Beta, save games were stored in non-standard locations, such as roaming or temp folder locations. Those were changed for the final game release.
    1 point
  4. Nothing on the pretty common crashes in OSX while saving / entering new areas? It's been widely reported on the forums.
    1 point
  5. Great job, although I'm a bit disappointed that a fix for "Weapon ineffective" and "Spell cast" autopause options inverse behaviour is not on the list. Maybe on 1.05, I'm actually wating for those fixes to start playing the game, since I make heavy use of autopause.
    1 point
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