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This is intended. We use different resolution textures depending on minimum/maximum zoom level of the camera. Textures in paper doll need to be higher because the zoom level is increased.
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These should be fixed, but they didn't get into the patch notes. Reason being is that patch notes are typically generated based on check-ins into our source control between specific dates and those fixes were technically checked in while the build was on lockdown. It was mainly just an oversight on my part. That said, I want to remind everyone that we are a small team working on many things (including the expansion and new features). Since the release of the game with have fixed around 1000 bugs with the help of the community. There are still bugs in the game, obviously, but just because you don't see specific fixes going into the game doesn't mean we are ignoring you. There are reasons why we may or may not being able to fix a specific bug that was reported. For example, two of the fixes we did for 1.06 required that we make an incremental update to the Unity engine. While the overall danger isn't huge, upgrades to the engine require that we spend more in programming and testing resources to make sure there aren't new bugs introduced in the base game. Obviously if we divert resources from reported bug fixes/testing we won't be able to do as many in the timeframe we have for each patch. Also, one developer may be more efficient than another developer regarding specific bug fixes. For example, Brian Macintosh is a beast when it comes to fixing UI issues. It is what he did for a majority of the project. We could divert him to fixing ability/spell bugs, but he may only be able to fix one or two of those in the same amount of time that he could fix 10 or 15 UI bugs. It isn't always cut and dry when figuring out where to place your resources. Sometimes it may be best to do those couple of ability fixes instead of the ten or fifteen UI fixes... sometimes not. One last thing, we do appreciate the help that our fans and backers give us with finding and reporting bugs. You may view the fact that we are soliciting bug reports as exploiting our player base, but it is just the most efficient way for us to fix bugs. There are many of you, with many different playstyles. It isn't something that we can easily replicate on our side so we will gladly take any help that the community is willing to give us. TLDR; Thanks for the help. Some issues are fixed but not in patch notes. We are still hard at work on bug fixes. Sometimes, bug fixing efficiency beats out reported bugs. You guys are many, we are few. We love you guys!
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Thanks for rounding those up. We are working on 'em. Only so many hands on deck.
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EDIT: I just moved the 1.06 patch (Build 586) live on Steam. We are looking to put the 1.06 patch beta up later today. We are just doing some basic tests to make sure it doesn't explode your machines. If you would like to see what is in store for this next patch check out the blog post.
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Hey, everyone. Here are the patch notes for 1.06. Of particular note are the fixes for: Fixed a crash that some people were experiencing on startup. This had to do with Unity attempting to load a corrupted font. Fixed slowdowns that could be caused by certain network adaptors or programs like Hamachi. Fixed an issue where grimoires were getting corrupted when sending a wizard to the Stronghold. Fixed an issue where a door in the Stronghold's Great Hall could become locked after the Steward unlocked it. This is a retroactive fix that should fix a saved game on load. Fix for cases where hurting a Crucible Knight during the Forge Knight attack on Crucible Keep would cause Lady Webb to assume you had burned the bridges with the knights' faction, thus forcing the invite to the hearings to come from Dunryd Row. This fix is also retroactive for cases where Lady Webb still waits to hear your word about getting an invite - head over Hadret House and speak with Webb to continue with the Crucible Knight's support as intended in your playthrough. Attacking any main faction after acquiring their invite will now properly result in a quest update that asks you to talk to Webb about getting an invite in some other fashion (Dunryd Row support). Full patch notes below. Balance Blacsonn was modified to have a focus gain multiplier (+20%) instead of a flat gain. Added the Flanking and Engagement entries to the Glossary. Also updated the Flanked entry to link to Flanking and Engagement Minoletta's Concussive Missiles AoE is now set to foe only. Lay on Hands increased from 1/Encounter to 2/Encounter. Base healing value was increased from 20 per tick to 25 per tick and Greater Lay on Hands increased from +7 to +12. Flames of Devotion was given a +20 Accuracy bonus. Spell Holding: Blessing Accuracy bonus reduced from +10 to +5. All Zealous auras set to the same size. This decreased the size of Charge, but increased the sized of Focus and Endurance. Bonus Graze to Hit rate added to Zealous Focus. Bonus Hit to Graze rate added to Zealous Endurance. Sworn Enemy will no longer call a hit reaction when applied. Endurance reduction on the end of Reviving Exhortation was reduced. Suppress Affliction base duration lowered from 15 seconds to 10 seconds. All Exhortations are now set to recover immediately. Reinforcing Exhortation now grants +25 deflection instead of +15. Hastening Exhortation lowered to 9th level (was 11th). Items, Spells, Abilities Arcane Assault and Flagellant's Path have received animation polish. Quests and Companions Fixed an issue where a door in the Stronghold's Great Hall could become locked after the Steward unlocked it. This is a retroactive fix that should fix a saved game on load. Fix for Against the Grain where you were able to convince Trumbel after convincing Sweynur. Players in broken states can speak with Trumbel to complete the quest. Entering Lle a Rhemen will now force an update to The Bronze Beneath the Lake to the proper step if it's somehow been reverted to an earlier stage, allowing the Engwithan weapon container to appear. Fix for cases where hurting a Crucible Knight during the Forge Knight attack on Crucible Keep would cause Lady Webb to assume you had burned the bridges with the knights' faction, thus forcing the invite to the hearings to come from Dunryd Row. This fix is also retroactive for cases where Lady Webb still waits to hear your word about getting an invite - head over Hadret House and speak with Webb to continue with the Crucible Knight's support as intended in your playthrough. Attacking any main faction after acquiring their invite will now properly result in a quest update that asks you to talk to Webb about getting an invite in some other fashion (Dunryd Row support). UI Added the correct icons for items that were displaying an incorrect icon. Fixed a minor issue with Scripted Interaction images not animating correctly at times. When dragging items in the inventory, you can now see their stack counts. UI fix made for some localizations that were seeing text flow over their button's bounds. Highlight shader will now properly render behind objects in the scene. Added notifications on skill level up that lets users know that skill points may be saved for subsequent levels. Spell bars now clear out correctly when users switch party members with hotkeys. Fixed a bug where the second line of an object could get covered by newly gained objectives. Fixed a UI issue where icons on an expanded spell bar could show blue or gold glows behind them. Added notification when a player attempts to target a spell or attack when Paralyzed or Stunned. Reordered spells and abilities on the character sheet UI. This was a fix to abilities being displayed under the spells category. Fixed a bug where placeholder icons might appear in combat tooltips. Suppressed effects on the party portrait icons now show their effects with a "suppressed" qualifier on tooltip. Added a "per X sec" clause to beam spell descriptions to indicate how often they hit. Transition icons will now revert to their non-glowing state if you attempt to transition, but click away before completing the transition. Stronghold upgrade "purchase" buttons are now greyed out when another upgrade is already in progress. Fixed issue where the Ability Bar sub menu could get locked into not disappearing if a hot key bar was ever shown. General Fixes Fixed a crash that some people were experiencing on startup. This had to do with Unity attempting to load a corrupted font. Fixed slowdowns that could be caused by certain network adaptors or programs like Hamachi. Fixed a problem where interacting with the ability bar in certain ways could disable mouse input. Fixed an issue where SFX were not playing properly on containers. Fixed a bug where Deceptive disposition was gaining ranks too quickly. Wolves now have an ambient animation for knocked-down state. Fixed an issue where grimoires were getting corrupted when sending a wizard to the Stronghold. Fixed Commander Clyver's barkstrings to be hostile if the Keep is hostile. Retroactive fix for characters whose Endurance multiplier was broken in save games.
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Update #96: The Road to Eternity
BAdler replied to BAdler's topic in Pillars of Eternity: Announcements & News
Unfortunately, the documentary was already running a bit long. There was so much to try to get across in a short amount of time. Maybe some day we can do an extended cut with additional footage. That would be cool.- 57 replies
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Update #96: The Road to Eternity
BAdler replied to BAdler's topic in Pillars of Eternity: Announcements & News
Should be for all backers with Hero edition or above.- 57 replies
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Update #96: The Road to Eternity
BAdler replied to BAdler's topic in Pillars of Eternity: Announcements & News
Currently no, but we are going to look into how much it would cost to get it subtitled.- 57 replies
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Update #96: The Road to Eternity
BAdler replied to BAdler's topic in Pillars of Eternity: Announcements & News
Anything is possible. I am currently talking things over with folks about ways to expand the brand. One of the ideas that came up involved lots of short stories about PoE.Hi Brandon,have you received the email about the asian translation problem in 1.05 patch,which Chris metioned of it with you? I have. We are going to investigate, but Traditional Chinese is not an officially supported language. This means I have other things prioritized ahead of it for now. Once we get some additional time we will look to the problems that people seeing with truncated lines, though.- 57 replies
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Update #96: The Road to Eternity
BAdler replied to BAdler's topic in Pillars of Eternity: Announcements & News
By "very shortly" do you ACTUALLY mean very shortly, or the same lie you've been telling for over two months now where you claim they'll be going out "shortly" and then week after week goes by with no word on shipping, until the next lie about "Okay we're shipping them soon" happens? As far as I know the discs are printed and we are just waiting on final address confirmations before they ship out.- 57 replies
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Update #96: The Road to Eternity
BAdler replied to BAdler's topic in Pillars of Eternity: Announcements & News
A while back we had an update that let backers know that we weren't going to be able to ship discs for the documentary and the reasons why we made that choice. We added in another reward to take its place (notepad) and now let everyone download the documentary in full from Steam/GOG/Origin.- 57 replies
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Update #96: The Road to Eternity
BAdler replied to BAdler's topic in Pillars of Eternity: Announcements & News
Anything is possible. I am currently talking things over with folks about ways to expand the brand. One of the ideas that came up involved lots of short stories about PoE.- 57 replies
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Update by Brandon Adler, Lead Producer The long wait is over! We have officially released our documentary, The Road to Eternity. The documentary covers everything - from before the Kickstarter to after the game's release. It was an incredible journey, so take a look if you have the time. Our next update will come when we release our next patch in a couple of weeks. Addresses We are shipping out game DVDs to tiers that get physical disc rewards very shorty. To ensure that your DVD will go to the correct location, please make sure your address is updated on our site. Next Tuesday, May 26th is the final cutoff to make sure that you have your address entered correctly. Documentary To access your documentary reward head over to your Products page on the Backer Portal. From the "Making Of Documentary" entry you can click the "Watch Video" button. If you prefer to download the documentary directly you can do so on Steam, GOG or Origin. In the future we will allow direct downloads from the Backer Portal. Steam and Origin currently have the documentary live and GOG should have the documentary live in the next day or so. If you would like more information about redeeming rewards on the Backer Portal please check out our previous updates. Great Stories Two of our fellow Obsidianites have released novels recently. They are really good and we wanted to share them with you. Forging Divinity Andrew Rowe's (Game Designer) novel, Forging Divinity is the first novel in the War of Broken Mirrors series. It features a well-developed magic system, powerful characters, and epic combat scenes. Check out this plot synopsis from Andrew: Some say that in the city of Orlyn, godhood is on sale to the highest bidder. Thousands flock to the city each year, hoping for a chance at immortality. Lydia Hastings is a knowledge sorcerer, capable of extracting information from anything she touches. When she travels to Orlyn to validate the claims of the local faith, she discovers a conspiracy that could lead to a war between the world's three greatest powers. At the focal point is a prisoner who bears a striking resemblance to the long-missing leader of the pantheon she worships. Rescuing the prisoner would require risking her carefully cultivated cover - but his execution could mean the end of everything Lydia holds dear. Head over to Amazon and pick it up. The Buried Life Carrie Patel's (Narrative Designer) novel, The Buried Life, follows an inspector and a laundress as they investigate a series of murders in the underground city of Recoletta. It's a fantastical mystery about secret histories and dirty politics, perfect for fans of China Miéville and Cherie Priest. The sequel, Cities and Thrones, comes out July 7. Make sure to be on the lookout for it. Head to Amazon and grab yourself a copy of The Buried Life.
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Full Making of Documentary is Now Live!
BAdler replied to Mikey Dowling's topic in Pillars of Eternity: Announcements & News
Is there any chance, for there will be subtitles then? Not currently. We can ask the documentary crew what the cost and logistics would be, though. -
Full Making of Documentary is Now Live!
BAdler replied to Mikey Dowling's topic in Pillars of Eternity: Announcements & News
Hey, everyone. We are currently working on getting the doc placed on Steam and GOG. We hope to have it live sometime this week. Once we do push the documentary to those platforms, we will send out a small backer update. Thanks for your patience. -
Update #95: Patch 1.05 - New Features
BAdler replied to BAdler's topic in Pillars of Eternity: Announcements & News
Chris is currently working on the novella. When we have more information about it, we will send it out in a backer update. -
Update by Brandon Adler, Lead Producer Good news, everyone! We have a brand-spankin' new patch for you. This is a big one. Patch 1.05 features hundreds of bug fixes, balance changes, and new UI features. There are many minor fixes that are not listed in these notes. We anticipate that 1.06 will be shipping out later this month. 1.06 will continue the trend of adding in new features, balancing existing gameplay, and fixing bugs important to the community. More Shipping Info Physical discs are being printed for shipping now. One reason for waiting was so we could get the 1.04 patch as the base build on the disc. You should start seeing your discs in the next few weeks. To make sure that your latest shipping information is on record, please go to the Backer Portal and update your address by Monday, May 11th. Documentary We have received the final cut of the Pillars of Eternity documentary and are going through it now. Shortly, we will be able to give an exclusive sneak peek of the documentary to our backers before the general public gets to see it. Be on the look out for an update about it in the next week or two. Patch 1.05 Notes Note: We performed some changes to the game's Steam depots yesterday. Most of you shouldn't notice any difference, but some individuals that may have had non-standard game install locations were seeing some strange behavior where the PillarsofEternity_Data folder in the root of their game directory was getting renamed to EmptySteamDepot. If you rename that folder back to PillarsofEternity_Data, it should resolve the issue. If renaming the folder doesn't work, try performing the Verify Integrity of Game Cache option in Steam to fix the problem. You can do this by right-clicking on the Pillars of Eternity game in your Library, clicking on Properties, clicking on the Local Files tab, and clicking the button that reads Verify Integrity of Game Cache. This will repair any missing or damaged files so you can play the game again. Head to this thread on our forums for more information about the process. New Features You can now rename save games. You can now change the portrait and sound set of characters from the character sheet. Click on the gear icon to open the customization window. You can only use this feature on player characters and hired (non-companion) characters. New Stash sorting. You can now sort stash by item type, enchant score, and sell value. Added a Latest News feature on the main menu to keep you informed on patches and Kickstarter updates. Added a new color for unique items in the inventory. Added a new hotkey for switching weapon sets on selected characters. You can now bind extra mouse buttons to Ability hotkeys. There's a new option to reset newly recruited companions to level 1 (without losing the experience). This will allow you to level up companions to your liking. Balance Reblanced XP rewards of some quests, particularly the bounty quests, to prevent parties from hitting max level before Twin Elms. Ciphers now start with 1/4 max Focus instead of 1/2. Wizard and Cipher's base endurance has been raised from 30 to 36, and per level from 10 to 12. Wizard and Priests health multipliers were raised from 3 to 4. Interdiction range has been reduced from 20 to 10. Tuned down damage on the Retaliation mod. Citzal's Spirit Lance will now do 50% more damage, is faster, and has an increased AoE. Sanguine Plate's Retaliate mod has been replaced with Spell Holding: Frenzy. Wind Blight's Returning Storm is now set to 1/encounter. Earth Blight's Teleport ability is now set to 2/encounter. Sturdy bonus is improved from +20 to +30 vs Prone. Hand and Key's Preservation has been replaced with Loyal. Aru Breaker's Preservation has been replaced with a +1 Speed. Angio's Gambeson's Reflex bonus is replaced with 1/day Deleterious Alacrity of Motion. Rebel's Call Preservation has been replaced with Wary. Lightning Strikes damage is increased by 25%. Fan of Flames damage is reduced by 25%. Minor Arcane Reflection base duration is changed to 60 seconds. Llengrath's Displaced Image gives 50% hit to graze conversion on Deflection and Reflex. Wizard's Double now grants +40 Deflection against a single attack. Mirrored Images now grants a base +30 Deflection. It decreases by 5 after each hit. Ilengrath's Safeguard's bonuses are now unified. Crucible of the Soul, Speaker to the Restless, and Steps to the Wheel ranges have been increased. Arcane Veil now grants +50 Deflection, with Hardened Veil adding +25, for a total of +75 Deflection. Scroll of Paralysis is now slightly weaker and has a higher skill requirement. All Spell Holdings are 2/encounter. Soul Shock radius reduced from 2.5 to 1.25. Blizzard damage reduced significantly and attack speed increased to from 0.2 to 0.8. Overwhelming Wave now uses a range of 30-40 and stun duration lowered from 10s to 8s. Noxious Burst trap damage now is in line with other player trap damage. Reduced the accuracy on higher level player traps. Unbroken is now a per encounter ability. Malignant Cloud damage increased. Ghost Blades set to foe only. Death Ring damage slightly raised, made foe only. Ninagauth's Freezing Pillar switched over to foe only. Concelhaut's Corrosive Siphon set to foe only. Stag's Horn damaged lowered. Reflex and Deflection penalties cut in half, and reduced duration from 15 to 10. Bracers of Spiritual Power and Archer's Gloves reduced damage from +20% to +10%. Scroll of Revival AoE reduced, range slightly reduced, and restored endurance halved. Marked Prey and Sworn Enemy have been set to 0 recovery actions, so they can be used and the Ranger/Paladin can immediately act again. Winter Wind has had its damage, range, and push decreased. Base interrupt has been increased. Vile Thorns has had its damage increased and range decreased. Petrified has had its damage bonus reduced from x4 to x2. Items, Spells, and Abilities Battle-forged status effect now ends when combat ends. This should prevent it from stacking because of save/load. Fix for Elusive Quarry so its status effects now end when combat ends. This should prevent it from stacking because of save/load. Many spells and abilities will have more accurate and updated stat blocks and improved output in the combat log, tooltips, and character sheet. Modal abilities now have activation and deactivation timers. Fixed an issue where some AOE attacks were not displaying the extra Intellect bonus properly. Added new effect when petrified. Traps can now be passively detected at -4 Mechanics. Added an animation to the Fox and the Hunter ability and removed the damage effect. Second Chance will no longer trigger the defeat screen if the entire party goes down right before the effect fires. Fixed display of the cast UI for Seven Nights She Waited While the White Winds Wept. Tuning Wheel's effect is not hostile anymore. Painful Interdiction is now correctly marked as hostile. Escape should now always prevent disengagement attacks. Seven Nights She Waited While the White Winds Wept will no longer attack allies. Barbarian Threatening Presence will no longer spam the combat log when the Barbarian loses all endurance. NPC Chanters will now resume chanting once they use their invocations. Getting maimed will not clear fatigue. All wall spells should now disappear when combat ends. New Glossary entries for spellbind, spell holding, and spell striking. Switched the ingredients for Freezing and Shocking lashes. Druid's Wildstrike Belt is now working as intended. Marked Prey is now working at intended. Draining Whip is now working as intended. One Stands Alone is now working as intended. Interrupting Blows is now working as intended, and will correctly increase interrupt. Mortification of the Soul is now working as intended, and should only award 1 wound. Scion of Flame, Spirit of Decay, Secrets of the Rime and Heart of the Storm should now correctly increase damage of all abilities. Driving Flight will now work properly with Blunderbuss type guns. The Retaliate mod should not strike allies after using Field Triage. Pet fatigue has been removed. Wild Leech is now combat only and the Leech effect will last until combat ends. This fixes issues with it not working with save/load correctly. Fix to Total Max Focus stat that would reset to the base value if you had the Greater Focus talent after a save/load. This is a retroactive fix that will restore your Cipher with an extra +10 focus if you have the talent. Quests and Companions Party member stats on the character sheet will now show properly if the companion is removed and re-added from the stronghold. Fixed issues where companions could lose their items when assigned to the stronghold. Grieving Mother's Perception and Intellect scores have been switched. The Man Who Waits: The citizens of the Sanitarium will no longer become hostile if you kill and loot Azo after the Sanitarium riot and then fight flesh golems. Fix is retroactive. Fixed issue with a reputation loss with Gilded Vale when entering Raedric's Hold. Removed disposition exploit with the Records Keeper. A few encounter placement changes. Fixed issues with stronghold hirelings becoming hostile. Retroactive fix to update Sanitarium quest stage to proper state if you already talked to Ethelmoer and then asked for Sanitarium directions from a city guard. Added retroactive fix if you've advanced Heritage Hill quest to Icantha but then asked a city guard for directions to Heritage Hill. Fixed a number of issues with the Winds of Steel quest. This should be a retroactive fix if the quest was already started before working on the second quest with the Dozens or Doemenels, or if the quest was acquired or completed in conjunction with Bronze Beneath the Lake or Changing of the Guard. Attacking any of the main three Defiance Bay factions after having secured their invitation to the hearing will now make Lady Webb give you an invite in the name of Dunryd Row. Fixed issues with the Hermit of Hadret House quest. If Sul or Oernos were defeated before speaking to Desthwn for the first time then The Old Queen and the New King quest will not revert to an earlier quest stage. Hendyna's conversation is fixed up to be properly linked together. Fixed a case where one of Clyver's responses would not appear in conversation if you ask him twice about the hearing. Killing Alwah while she appears in Oldsong now prevents her from appearing alive in Galawain's Maw when you turn in the Prison of Ice quest. Fixed an issue where the Hall of Revealed Mysteries would turn hostile after opening the door to the Elder Archives and then re-loading into the scene (while not in stealth). Rinatto will no longer appear in the Celestial Sapling if you convince him to leave Twin Elms as part of the Hard Bargain quest.) UI Changed the display of most stat multipliers to be percentage based. Added Shift as a default control for multi-selection, in addition to Ctrl. Inverted the Stronghold log. Improved the output in the Bestiary and added beast abilities. Portraits now turn grey if Stamina is being capped by Health or Fatigue. Improved multi-selection. Stronghold adventures will now show the duration before you embark. Added apply button to resolution options screen. Default stealth key on Linux is now Ctrl. Weapon set buttons are now disabled when Spirit Shifted. Fixed several issues with containers and mouse cursor state on hover. Fixed an issue where the Lore requirement on scrolls was always displaying as red text. Fixed an issue where weapon sets were not visually unlocking. HUD does not upscale until 1920x1200. Fixed attack roll formula tooltips so they should now be readable in lower screen resolutions. Expert mode is now hidden on the main menu to avoid confusion about it not being selectable outside of a game. Changed slider bars so that they can slide the entire length of the options menu. Changed the order of the option buttons to make them more user-friendly. Tooltips now include sell price where appropriate. Chanter inspection UI should now display the correct durations. Armors should now correctly display DR in the inspection UI. Adjusted position of the Concentration skill in the Character Sheet. Cleaned up problems with improper ability icons showing if you switch party members with hotkeys. Improved loading screen scaling for resolutions greater than 1920 x 1080. Corrected a tooltip string on the voice volume slider. Fixed issues with tooltips being obscured in the inventory screen. General Fixes Removed exploit of being able to transition into a new area with a dead player character. Sorry speed runners. Spells and abilities stuck in 'Already Activated' state will be fixed whenever a game is loaded. Now camping in a stronghold map when Brighthollow is unlocked uses Brighthollow instead. Party members will no longer switch weapon sets when charmed. Resolved a problem where misses on some secondary attacks were not being reported in the combat log. Camera should center on party members faster. Trial of Iron: Loading a game will now force a save to happen to prevent save scumming. Fixed many issues related to auto pause. Firearms will now reload when combat ends on alternate weapon sets. Poison and interrupted VO now has a cooldown. Allow quick-loading when UI windows, like dialogue, are up. Removed unneeded navigation blockers in the Valewood that were causing animal companions to become stuck. Fixed issue where Guest Hirelings that were available at the Stronghold for hire were not being saved properly into the save games. Fixed additional problems with prestigious visitors visiting the Stronghold after they had been killed. Fixed a problem with Stronghold prisoners showing temp text at times.
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Apologies to anyone that has had to redownload the game. One thing to try if you get the error and you have the EmptySteamDepot folder might be to try and rename the EmptySteamDepot folder to PillarsofEternity_Data. It may work for you.
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Do you happen to have Pillars installed in a strange location? We were able to see the error, but only after we manually moved the PIllars folder into another location. The EmptySteamDepot folder is really strange and shouldn't be there. Is that folder in the root of the game directory? No, I have Pillars of Eternity installed on my game drive like all the other games through Steam. So nothing unusual about the location. Yeah, the EmtpySteamDepot is at the root and it was there when I first patched the game. The PillarsofEternity_Data was missing, or I assume it was because that's what the error was about. The EmptySteamDepot is exactly the same size and seems to hold the same files as well. Based on the dates however, it seems that the EmptySteamDepot file holds some of originally installed files as they have dates that go back to March 26th. Soooo.. the old data folder was.... renamed? I don't know. Is it safe to delete now though? It does eat quite a bit of space. It should be safe to delete if you already have a folder named PillarsofEternity_Data in the game's root. The game won't look for the EmptySteamDepot folder.
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Hey, Max1987. The idea is good in theory, but may not work well in practice. Many of our lines/words can be read in different ways depending on the context of the situation. This is very difficult for automated services like Google Translate to discern and my end up more confusing for people than if there was no translation feature at all.
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Do you happen to have Pillars installed in a strange location? We were able to see the error, but only after we manually moved the PIllars folder into another location. The EmptySteamDepot folder is really strange and shouldn't be there. Is that folder in the root of the game directory?
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Hey, Foksuh. What OS are you on? Windows 7. Edit: Based on Steam forums it seems to happening to other people too. We have been unable to reproduce this problem internally. Not sure what would cause it. Please let me know if after a build verification it works correctly.
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Hey, Foksuh. What OS are you on?
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Hey, everyone. the 1.05 patch (Build 567) is now live on Steam. We are packaging everything up for GOG and Origin, so those builds should be updated in a day or two. Some highlights from 1.05 include: You can now rename save games. You can now change the portrait and sound set of characters from the character sheet. Click on the gear icon to open the customization window. You can only use this feature on player characters and hired (non-companion) characters. New Stash sorting. You can now sort stash by item type, enchant score, and sell value. Added a News Feed on the main menu to keep you informed on patches and Kickstarter updates. Added a new color for unique items in the inventory. Added a new hotkey for switching weapon sets on selected characters. You can now bind extra mouse buttons to Ability hotkeys. There's a new option in the Difficulty settings to reset newly recruited companions to level 1 (without losing the experience) when they get added to the party for the first time. This will allow you to level up companions to your liking. For the full patch notes on 1.05, please go here. During this patch we needed to change around our Steam depot structure. Most of you should be unaffected by these changes, but if you have problems please report them in this thread. You can also go to that thread for an explanation of the Steam depots and why we needed to change them. Enjoy!
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Change in Steam Depots
BAdler replied to BAdler's topic in Pillars of Eternity: Announcements & News
1.05 patch is now live. The depot changes should now be taking effect. Please let us know if you run into any crazy build problems on Steam.