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Crash on Save (mac os)
tkone posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Playing for about five hours. Everytime I try to save (either via the menu or quicksave) the game is saved but immediately locks and eventually crashes. Apple Crash Report Process: PillarsOfEternity [764] Path: /Users/USER/Library/Application Support/Steam/*/PillarsOfEternity.app/Contents/MacOS/PillarsOfEternity Identifier: unity.Obsidian Entertainment.Pillars of Eternity Version: Unity Player version 4.6.1p2 (4.6.1p2) Code Type: X86-64 (Native) Parent Process: ??? [1] Responsible: PillarsOfEternity [764] User ID: 501 Date/Time: 2015-03-28 11:59:06.420 -0400 OS Version: Mac OS X 10.10.1 (14B25) Report Version: 11 Anonymous UUID: 7ECF8214-9381-8842-F90B-7A0FDDB6A45E Sleep/Wake UUID: 1EDCF1DF-9CF2-40E6-8C79-5F5D0CBD3BF9 Time Awake Since Boot: 3400 seconds Time Since Wake: 1000 seconds Crashed Thread: 4 UnityGfxDeviceWorker Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Application Specific Information: abort() called Application Specific Signatures: Graphics hardware encountered an error and was reset: 0x00000013 Thread 0:: MainThrd Dispatch queue: com.apple.main-thread 0 libsystem_kernel.dylib 0x00007fff9778e582 semaphore_timedwait_trap + 10 1 com.apple.CoreServices.CarbonCore 0x00007fff99953658 MPWaitOnSemaphore + 87 2 unity.Obsidian Entertainment.Pillars of Eternity 0x000000010071ab9d 0x100000000 + 7449501 3 unity.Obsidian Entertainment.Pillars of Eternity 0x0000000100739220 0x100000000 + 7574048 4 unity.Obsidian Entertainment.Pillars of Eternity 0x00000001003b06b6 0x100000000 + 3868342 5 unity.Obsidian Entertainment.Pillars of Eternity 0x00000001003b1191 0x100000000 + 3871121 6 unity.Obsidian Entertainment.Pillars of Eternity 0x0000000100703080 0x100000000 + 7352448 7 com.apple.Foundation 0x00007fff9c370023 __NSFireTimer + 95 8 com.apple.CoreFoundation 0x00007fff8fad1b44 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 20 9 com.apple.CoreFoundation 0x00007fff8fad17d3 __CFRunLoopDoTimer + 1059 10 com.apple.CoreFoundation 0x00007fff8fb44d9d __CFRunLoopDoTimers + 301 11 com.apple.CoreFoundation 0x00007fff8fa8e268 __CFRunLoopRun + 2024 12 com.apple.CoreFoundation 0x00007fff8fa8d838 CFRunLoopRunSpecific + 296 13 com.apple.HIToolbox 0x00007fff9532743f RunCurrentEventLoopInMode + 235 14 com.apple.HIToolbox 0x00007fff953271ba ReceiveNextEventCommon + 431 15 com.apple.HIToolbox 0x00007fff95326ffb _BlockUntilNextEventMatchingListInModeWithFilter + 71 16 com.apple.AppKit 0x00007fff98cdb6d1 _DPSNextEvent + 964 17 com.apple.AppKit 0x00007fff98cdae80 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 194 18 com.apple.AppKit 0x00007fff98ccee23 -[NSApplication run] + 594 19 com.apple.AppKit 0x00007fff98cba2d4 NSApplicationMain + 1832 20 unity.Obsidian Entertainment.Pillars of Eternity 0x0000000100702c47 0x100000000 + 7351367 21 unity.Obsidian Entertainment.Pillars of Eternity 0x00000001000017b4 0x100000000 + 6068 Thread 1:: Dispatch queue: com.apple.libdispatch-manager 0 libsystem_kernel.dylib 0x00007fff9779422e kevent64 + 10 1 libdispatch.dylib 0x00007fff9c76ba6a _dispatch_mgr_thread + 52 Thread 2: 0 libsystem_kernel.dylib 0x00007fff9778e56a semaphore_wait_trap + 10 1 libmono.0.dylib 0x00000001011555cd 0x100fc5000 + 1639885 2 libmono.0.dylib 0x00000001010ab288 0x100fc5000 + 942728 3 libmono.0.dylib 0x000000010111cf44 0x100fc5000 + 1408836 4 libmono.0.dylib 0x000000010114c04d 0x100fc5000 + 1601613 5 libmono.0.dylib 0x000000010117216c 0x100fc5000 + 1757548 6 libsystem_pthread.dylib 0x00007fff981372fc _pthread_body + 131 7 libsystem_pthread.dylib 0x00007fff98137279 _pthread_start + 176 8 libsystem_pthread.dylib 0x00007fff981354b1 thread_start + 13 Thread 3:: UnityLookForNewInputDevices 0 libsystem_kernel.dylib 0x00007fff9778e52e mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff9778d69f mach_msg + 55 2 com.apple.CoreFoundation 0x00007fff8fa8eb14 __CFRunLoopServiceMachPort + 212 3 com.apple.CoreFoundation 0x00007fff8fa8dfdb __CFRunLoopRun + 1371 4 com.apple.CoreFoundation 0x00007fff8fa8d838 CFRunLoopRunSpecific + 296 5 com.apple.CoreFoundation 0x00007fff8fb43ed1 CFRunLoopRun + 97 6 unity.Obsidian Entertainment.Pillars of Eternity 0x000000010070f0d1 0x100000000 + 7401681 7 unity.Obsidian Entertainment.Pillars of Eternity 0x000000010046ab5a 0x100000000 + 4631386 8 libsystem_pthread.dylib 0x00007fff981372fc _pthread_body + 131 9 libsystem_pthread.dylib 0x00007fff98137279 _pthread_start + 176 10 libsystem_pthread.dylib 0x00007fff981354b1 thread_start + 13 Thread 4 Crashed:: UnityGfxDeviceWorker 0 libsystem_kernel.dylib 0x00007fff97793282 __pthread_kill + 10 1 libsystem_c.dylib 0x00007fff943deb73 abort + 129 2 libmono.0.dylib 0x0000000101037991 0x100fc5000 + 469393 3 libmono.0.dylib 0x000000010107f218 0x100fc5000 + 762392 4 libsystem_platform.dylib 0x00007fff9cbf8f1a _sigtramp + 26 5 libsystem_kernel.dylib 0x00007fff97793282 __pthread_kill + 10 6 libsystem_c.dylib 0x00007fff943deb73 abort + 129 7 libGPUSupportMercury.dylib 0x00007fff94e01bd9 gpusGenerateCrashLog + 173 8 com.apple.driver.AppleIntelHD5000GraphicsGLDriver 0x000012340043395c gpusKillClient + 9 9 libGPUSupportMercury.dylib 0x00007fff94e030c0 gpusSubmitDataBuffers + 500 10 com.apple.driver.AppleIntelHD5000GraphicsGLDriver 0x0000123400003cd6 IntelCommandBuffer::getNew(GLDContextRec*) + 48 11 com.apple.driver.AppleIntelHD5000GraphicsGLDriver 0x0000123400106b35 intelSubmitCommands + 191 12 com.apple.driver.AppleIntelHD5000GraphicsGLDriver 0x000012340005e4c3 Gen7Context::CheckOOM(USC::IM_Shader*, USC::IM_Shader*, USC::IM_Shader*, USC::IM_Shader*, USC::IM_Shader*, unsigned long long, bool&) + 1665 13 com.apple.driver.AppleIntelHD5000GraphicsGLDriver 0x0000123400103154 Gen7Context::CheckOOM(unsigned long long, bool&) + 100 14 com.apple.driver.AppleIntelHD5000GraphicsGLDriver 0x00001234000fe04f Gen7Context::ProgramPipeline() + 91 15 com.apple.driver.AppleIntelHD5000GraphicsGLDriver 0x000012340043f0a8 glrIntelRenderVertexArray + 328 16 GLEngine 0x00007fff93712f46 glDrawElements_ACC_Exec + 526 17 unity.Obsidian Entertainment.Pillars of Eternity 0x0000000100721254 0x100000000 + 7475796 18 unity.Obsidian Entertainment.Pillars of Eternity 0x0000000100740d03 0x100000000 + 7605507 19 unity.Obsidian Entertainment.Pillars of Eternity 0x000000010073db5c 0x100000000 + 7592796 20 unity.Obsidian Entertainment.Pillars of Eternity 0x000000010046ab5a 0x100000000 + 4631386 21 libsystem_pthread.dylib 0x00007fff981372fc _pthread_body + 131 22 libsystem_pthread.dylib 0x00007fff98137279 _pthread_start + 176 23 libsystem_pthread.dylib 0x00007fff981354b1 thread_start + 13 Thread 5:: UnityWorker 0 libsystem_kernel.dylib 0x00007fff9778e582 semaphore_timedwait_trap + 10 1 com.apple.CoreServices.CarbonCore 0x00007fff99953658 MPWaitOnSemaphore + 87 2 unity.Obsidian Entertainment.Pillars of Eternity 0x000000010071ab9d 0x100000000 + 7449501 3 unity.Obsidian Entertainment.Pillars of Eternity 0x0000000100469f7a 0x100000000 + 4628346 4 unity.Obsidian Entertainment.Pillars of Eternity 0x000000010046ab5a 0x100000000 + 4631386 5 libsystem_pthread.dylib 0x00007fff981372fc _pthread_body + 131 6 libsystem_pthread.dylib 0x00007fff98137279 _pthread_start + 176 7 libsystem_pthread.dylib 0x00007fff981354b1 thread_start + 13 Thread 6: 0 libsystem_kernel.dylib 0x00007fff9778e56a semaphore_wait_trap + 10 1 unity.Obsidian Entertainment.Pillars of Eternity 0x00000001000587e0 0x100000000 + 362464 2 libsystem_pthread.dylib 0x00007fff981372fc _pthread_body + 131 3 libsystem_pthread.dylib 0x00007fff98137279 _pthread_start + 176 4 libsystem_pthread.dylib 0x00007fff981354b1 thread_start + 13 Thread 7:: UnitySubstanceThread 0 libsystem_kernel.dylib 0x00007fff9778e582 semaphore_timedwait_trap + 10 1 com.apple.CoreServices.CarbonCore 0x00007fff99953658 MPWaitOnSemaphore + 87 2 unity.Obsidian Entertainment.Pillars of Eternity 0x000000010071ab9d 0x100000000 + 7449501 3 unity.Obsidian Entertainment.Pillars of Eternity 0x0000000100343428 0x100000000 + 3421224 4 unity.Obsidian Entertainment.Pillars of Eternity 0x000000010046ab5a 0x100000000 + 4631386 5 libsystem_pthread.dylib 0x00007fff981372fc _pthread_body + 131 6 libsystem_pthread.dylib 0x00007fff98137279 _pthread_start + 176 7 libsystem_pthread.dylib 0x00007fff981354b1 thread_start + 13 Thread 8:: com.apple.audio.IOThread.client 0 libsystem_kernel.dylib 0x00007fff9778e52e mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff9778d69f mach_msg + 55 2 com.apple.audio.CoreAudio 0x00007fff9b539980 HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned int, unsigned int, mach_msg_header_t*, bool, unsigned int) + 98 3 com.apple.audio.CoreAudio 0x00007fff9b53990e HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 42 4 com.apple.audio.CoreAudio 0x00007fff9b537f60 HALC_ProxyIOContext::IOWorkLoop() + 952 5 com.apple.audio.CoreAudio 0x00007fff9b537b0e HALC_ProxyIOContext::IOThreadEntry(void*) + 88 6 com.apple.audio.CoreAudio 0x00007fff9b5379eb HALB_IOThread::Entry(void*) + 157 7 libsystem_pthread.dylib 0x00007fff981372fc _pthread_body + 131 8 libsystem_pthread.dylib 0x00007fff98137279 _pthread_start + 176 9 libsystem_pthread.dylib 0x00007fff981354b1 thread_start + 13 Thread 9: 0 libsystem_kernel.dylib 0x00007fff97793486 __semwait_signal + 10 1 libsystem_c.dylib 0x00007fff943ffe70 usleep + 54 2 unity.Obsidian Entertainment.Pillars of Eternity 0x0000000100ab912f 0x100000000 + 11243823 3 unity.Obsidian Entertainment.Pillars of Eternity 0x0000000100aa0227 0x100000000 + 11141671 4 libsystem_pthread.dylib 0x00007fff981372fc _pthread_body + 131 5 libsystem_pthread.dylib 0x00007fff98137279 _pthread_start + 176 6 libsystem_pthread.dylib 0x00007fff981354b1 thread_start + 13 Thread 10:: UnityPreload 0 libsystem_kernel.dylib 0x00007fff9778e582 semaphore_timedwait_trap + 10 1 com.apple.CoreServices.CarbonCore 0x00007fff99953658 MPWaitOnSemaphore + 87 2 unity.Obsidian Entertainment.Pillars of Eternity 0x000000010071ab9d 0x100000000 + 7449501 3 unity.Obsidian Entertainment.Pillars of Eternity 0x00000001003b2bdc 0x100000000 + 3877852 4 unity.Obsidian Entertainment.Pillars of Eternity 0x00000001003b2b19 0x100000000 + 3877657 5 unity.Obsidian Entertainment.Pillars of Eternity 0x000000010046ab5a 0x100000000 + 4631386 6 libsystem_pthread.dylib 0x00007fff981372fc _pthread_body + 131 7 libsystem_pthread.dylib 0x00007fff98137279 _pthread_start + 176 8 libsystem_pthread.dylib 0x00007fff981354b1 thread_start + 13 Thread 11: 0 libsystem_kernel.dylib 0x00007fff97793486 __semwait_signal + 10 1 libsystem_c.dylib 0x00007fff943ffe70 usleep + 54 2 unity.Obsidian Entertainment.Pillars of Eternity 0x0000000100ab912f 0x100000000 + 11243823 3 unity.Obsidian Entertainment.Pillars of Eternity 0x0000000100aa0227 0x100000000 + 11141671 4 libsystem_pthread.dylib 0x00007fff981372fc _pthread_body + 131 5 libsystem_pthread.dylib 0x00007fff98137279 _pthread_start + 176 6 libsystem_pthread.dylib 0x00007fff981354b1 thread_start + 13 Thread 12: 0 libsystem_kernel.dylib 0x00007fff9778e52e mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff9778d69f mach_msg + 55 2 com.apple.CoreFoundation 0x00007fff8fa8eb14 __CFRunLoopServiceMachPort + 212 3 com.apple.CoreFoundation 0x00007fff8fa8dfdb __CFRunLoopRun + 1371 4 com.apple.CoreFoundation 0x00007fff8fa8d838 CFRunLoopRunSpecific + 296 5 com.apple.AppKit 0x00007fff98e3e7a7 _NSEventThread + 137 6 libsystem_pthread.dylib 0x00007fff981372fc _pthread_body + 131 7 libsystem_pthread.dylib 0x00007fff98137279 _pthread_start + 176 8 libsystem_pthread.dylib 0x00007fff981354b1 thread_start + 13 Thread 13:: IOPollingHelperThread 0 libsystem_kernel.dylib 0x00007fff97794216 kevent + 10 1 libtier0_s.dylib 0x000000011c0d523f CatchAndWriteContext_t::Invoke() + 111 2 libtier0_s.dylib 0x000000011c0d4c7b CatchAndWriteMiniDump_Impl(CatchAndWriteContext_t&) + 209 3 libtier0_s.dylib 0x000000011c0d4d4f CatchAndWriteMiniDumpExForVoidPtrFn + 78 4 steamclient.dylib 0x000000011abfe173 OSXHelpers::CIOPollingHelper::Run() + 27 5 libtier0_s.dylib 0x000000011c0d8ef1 SteamThreadTools::CThread::ThreadExceptionWrapper(void*) + 15 6 libtier0_s.dylib 0x000000011c0d523f CatchAndWriteContext_t::Invoke() + 111 7 libtier0_s.dylib 0x000000011c0d4c7b CatchAndWriteMiniDump_Impl(CatchAndWriteContext_t&) + 209 8 libtier0_s.dylib 0x000000011c0d4d4f CatchAndWriteMiniDumpExForVoidPtrFn + 78 9 libtier0_s.dylib 0x000000011c0d8e65 SteamThreadTools::CThread::ThreadProc(void*) + 205 10 libsystem_pthread.dylib 0x00007fff981372fc _pthread_body + 131 11 libsystem_pthread.dylib 0x00007fff98137279 _pthread_start + 176 12 libsystem_pthread.dylib 0x00007fff981354b1 thread_start + 13 Thread 14: 0 libsystem_kernel.dylib 0x00007fff97793132 __psynch_cvwait + 10 1 libmono.0.dylib 0x000000010113b8fd 0x100fc5000 + 1534205 2 libmono.0.dylib 0x000000010113b980 0x100fc5000 + 1534336 3 libmono.0.dylib 0x000000010114a1d8 0x100fc5000 + 1593816 4 libmono.0.dylib 0x0000000101125521 0x100fc5000 + 1443105 5 libmono.0.dylib 0x000000010111cf44 0x100fc5000 + 1408836 6 libmono.0.dylib 0x000000010114c04d 0x100fc5000 + 1601613 7 libmono.0.dylib 0x000000010117216c 0x100fc5000 + 1757548 8 libsystem_pthread.dylib 0x00007fff981372fc _pthread_body + 131 9 libsystem_pthread.dylib 0x00007fff98137279 _pthread_start + 176 10 libsystem_pthread.dylib 0x00007fff981354b1 thread_start + 13 Thread 15: 0 libsystem_kernel.dylib 0x00007fff97793132 __psynch_cvwait + 10 1 libmono.0.dylib 0x000000010113b8fd 0x100fc5000 + 1534205 2 libmono.0.dylib 0x000000010113b980 0x100fc5000 + 1534336 3 libmono.0.dylib 0x000000010114a1d8 0x100fc5000 + 1593816 4 libmono.0.dylib 0x0000000101125521 0x100fc5000 + 1443105 5 libmono.0.dylib 0x000000010111cf44 0x100fc5000 + 1408836 6 libmono.0.dylib 0x000000010114c04d 0x100fc5000 + 1601613 7 libmono.0.dylib 0x000000010117216c 0x100fc5000 + 1757548 8 libsystem_pthread.dylib 0x00007fff981372fc _pthread_body + 131 9 libsystem_pthread.dylib 0x00007fff98137279 _pthread_start + 176 10 libsystem_pthread.dylib 0x00007fff981354b1 thread_start + 13 Thread 16: 0 libsystem_kernel.dylib 0x00007fff97793132 __psynch_cvwait + 10 1 libmono.0.dylib 0x000000010113b8fd 0x100fc5000 + 1534205 2 libmono.0.dylib 0x000000010113b980 0x100fc5000 + 1534336 3 libmono.0.dylib 0x000000010114a1d8 0x100fc5000 + 1593816 4 libmono.0.dylib 0x0000000101125521 0x100fc5000 + 1443105 5 libmono.0.dylib 0x000000010111cf44 0x100fc5000 + 1408836 6 libmono.0.dylib 0x000000010114c04d 0x100fc5000 + 1601613 7 libmono.0.dylib 0x000000010117216c 0x100fc5000 + 1757548 8 libsystem_pthread.dylib 0x00007fff981372fc _pthread_body + 131 9 libsystem_pthread.dylib 0x00007fff98137279 _pthread_start + 176 10 libsystem_pthread.dylib 0x00007fff981354b1 thread_start + 13 Thread 17: 0 libsystem_kernel.dylib 0x00007fff97793132 __psynch_cvwait + 10 1 libmono.0.dylib 0x000000010113b8fd 0x100fc5000 + 1534205 2 libmono.0.dylib 0x000000010113b980 0x100fc5000 + 1534336 3 libmono.0.dylib 0x000000010114a1d8 0x100fc5000 + 1593816 4 libmono.0.dylib 0x0000000101125521 0x100fc5000 + 1443105 5 libmono.0.dylib 0x000000010111cf44 0x100fc5000 + 1408836 6 libmono.0.dylib 0x000000010114c04d 0x100fc5000 + 1601613 7 libmono.0.dylib 0x000000010117216c 0x100fc5000 + 1757548 8 libsystem_pthread.dylib 0x00007fff981372fc _pthread_body + 131 9 libsystem_pthread.dylib 0x00007fff98137279 _pthread_start + 176 10 libsystem_pthread.dylib 0x00007fff981354b1 thread_start + 13 Thread 18: 0 libsystem_kernel.dylib 0x00007fff97793486 __semwait_signal + 10 1 libmono.0.dylib 0x000000010114c8cc 0x100fc5000 + 1603788 2 libmono.0.dylib 0x000000010111e410 0x100fc5000 + 1414160 3 ??? 0x000000011ffe8e4e 0 + 4831743566 4 libmono.0.dylib 0x0000000100fcf1ac 0x100fc5000 + 41388 5 libmono.0.dylib 0x00000001010f1e3f 0x100fc5000 + 1232447 6 libmono.0.dylib 0x00000001010f6b85 0x100fc5000 + 1252229 7 libmono.0.dylib 0x000000010111cf94 0x100fc5000 + 1408916 8 libmono.0.dylib 0x000000010114c04d 0x100fc5000 + 1601613 9 libmono.0.dylib 0x000000010117216c 0x100fc5000 + 1757548 10 libsystem_pthread.dylib 0x00007fff981372fc _pthread_body + 131 11 libsystem_pthread.dylib 0x00007fff98137279 _pthread_start + 176 12 libsystem_pthread.dylib 0x00007fff981354b1 thread_start + 13 Thread 19: 0 libsystem_kernel.dylib 0x00007fff97793946 __workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fff981354a1 start_wqthread + 13 Thread 20: 0 libsystem_kernel.dylib 0x00007fff97793946 __workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fff981354a1 start_wqthread + 13 Thread 21: 0 libsystem_kernel.dylib 0x00007fff97793946 __workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fff981354a1 start_wqthread + 13 Thread 4 crashed with X86 Thread State (64-bit): rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x000000010d9fed48 rdx: 0x0000000000000000 rdi: 0x000000000000b603 rsi: 0x0000000000000006 rbp: 0x000000010d9fed70 rsp: 0x000000010d9fed48 r8: 0x000000010d9fec50 r9: 0x000000010da01000 r10: 0x0000000008000000 r11: 0x0000000000000206 r12: 0x0000000136276e98 r13: 0x00007fff7e566c50 r14: 0x000000010da01000 r15: 0x0000000136276e00 rip: 0x00007fff97793282 rfl: 0x0000000000000206 cr2: 0x00001234006aa0fe Logical CPU: 0 Error Code: 0x02000148 Trap Number: 133 Binary Images: 0x100000000 - 0x100de9fd7 +unity.Obsidian Entertainment.Pillars of Eternity (Unity Player version 4.6.1p2 - 4.6.1p2) <029C1DE8-C5E1-3F37-8C5F-3CC1CCE2F20F> /Users/USER/Library/Application Support/Steam/*/PillarsOfEternity.app/Contents/MacOS/PillarsOfEternity 0x100f67000 - 0x100f8fff7 +gameoverlayrenderer.dylib (1) <A02C94F1-76AE-3B85-93F1-689656A11DB4> /opt/homebrew-cask/*/Steam.app/Contents/MacOS/gameoverlayrenderer.dylib 0x100fb7000 - 0x100fb7fff +steamloader.dylib (0) <C85B1892-A204-3ACE-A1AA-10E5F2B49BDF> /opt/homebrew-cask/*/Steam.app/Contents/MacOS/steamloader.dylib 0x100fba000 - 0x100fbefff com.apple.agl (3.3.0 - AGL-3.3.0) <3B0D06B0-99F1-3D5F-8977-340FC462B511> /System/Library/Frameworks/AGL.framework/Versions/A/AGL 0x100fc5000 - 0x10125aff7 +libmono.0.dylib (1) <378C1206-FD1E-3F59-BF86-98E7748F8BA4> /Users/USER/Library/Application Support/Steam/*/PillarsOfEternity.app/Contents/Frameworks/MonoEmbedRuntime/osx/libmono.0.dylib 0x10644e000 - 0x10644eff5 +cl_kernels (???) <9164D442-91BC-41F6-8598-D0D81239B3AD> cl_kernels 0x10884a000 - 0x108930fef unorm8_bgra.dylib (2.4.5) <90797750-141F-3114-ACD0-A71363968678> /System/Library/Frameworks/OpenCL.framework/Versions/A/Libraries/ImageFormats/unorm8_bgra.dylib 0x108986000 - 0x108986fef +cl_kernels (???) <C67D07E3-5B94-481C-8B4E-B3D3307F9F21> cl_kernels 0x10a67d000 - 0x10a688fff com.apple.iokit.IOHIDLib (2.0.0 - 2.0.0) <7A27B325-E6BC-3E64-BD0A-67A2FEE3CA53> /System/Library/Extensions/IOHIDFamily.kext/Contents/PlugIns/IOHIDLib.plugin/Contents/MacOS/IOHIDLib 0x10deda000 - 0x10dedefff com.apple.audio.AppleHDAHALPlugIn (267.0 - 267.0) <EFF081E7-E74F-3C1F-81A9-14FA71560443> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn 0x10f800000 - 0x10fa1afff com.apple.audio.units.Components (1.12 - 1.12) <95245456-EE5C-3D29-8E18-5E02E74A2683> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio 0x11a3ba000 - 0x11a3c7fff +com.rileylabrecque.CSteamworks (1.20) <B2FE9EA2-5EC7-3FEC-9D4B-672084AEA475> /Users/USER/Library/Application 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0x7fff9c766ff7 com.apple.TCC (1.0 - 1) <AFC32F8F-BCD5-313C-B66E-5AB8591EC066> /System/Library/PrivateFrameworks/TCC.framework/Versions/A/TCC 0x7fff9c767000 - 0x7fff9c791ff7 libdispatch.dylib (442.1.4) <502CF32B-669B-3709-8862-08188225E4F0> /usr/lib/system/libdispatch.dylib 0x7fff9c792000 - 0x7fff9c830fff com.apple.Metadata (10.7.0 - 916.1) <CD389631-0F23-3A29-B43A-E3FFB5BC9438> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/Metadata.framework/Versions/A/Metadata 0x7fff9c831000 - 0x7fff9c880ff7 com.apple.opencl (2.4.2 - 2.4.2) <6AE26E08-6EFC-3E1B-B202-EFA9C3E5B9D4> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL 0x7fff9c8a6000 - 0x7fff9c8b8ff7 com.apple.ImageCapture (9.0 - 9.0) <7FB65DD4-56B5-35C4-862C-7A2DED991D1F> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture 0x7fff9c8b9000 - 0x7fff9c8bcfff com.apple.IOSurface (97 - 97) <D4B4D2B2-7B16-3174-9EA6-55E0A10B452D> 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<59D78E07-C3F1-3272-88F1-876B836D5517> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices 0x7fff9ce1a000 - 0x7fff9ce9cfff com.apple.PerformanceAnalysis (1.0 - 1) <2FC0F303-B672-3E64-A978-AB78EAD98395> /System/Library/PrivateFrameworks/PerformanceAnalysis.framework/Versions/A/PerformanceAnalysis External Modification Summary: Calls made by other processes targeting this process: task_for_pid: 1 thread_create: 0 thread_set_state: 0 Calls made by this process: task_for_pid: 0 thread_create: 0 thread_set_state: 0 Calls made by all processes on this machine: task_for_pid: 1525 thread_create: 0 thread_set_state: 0 VM Region Summary: ReadOnly portion of Libraries: Total=260.8M resident=136.4M(52%) swapped_out_or_unallocated=124.4M(48%) Writable regions: Total=1.9G written=1.3G(69%) resident=1.6G(83%) swapped_out=0K(0%) unallocated=343.8M(17%) REGION TYPE VIRTUAL =========== ======= CG backing stores 288K CG image 180K CG shared images 304K CoreImage 16K IOKit 356.1M Kernel Alloc Once 8K MALLOC 1.0G MALLOC (admin) 32K Memory Tag 242 12K Memory Tag 251 8K OpenCL 16K OpenGL GLSL 256K STACK GUARD 56.1M Stack 26.8M VM_ALLOCATE 599.5M VM_ALLOCATE (reserved) 40K reserved VM address space (unallocated) __DATA 20.5M __GLSLBUILTINS 2588K __IMAGE 528K __LINKEDIT 87.7M __TEXT 173.1M __UNICODE 544K mapped file 64.8M shared memory 68K =========== ======= TOTAL 2.3G TOTAL, minus reserved VM space 2.3G Unity player.log Initialize engine version: 4.6.1p2 (961a19933c56) GfxDevice: creating device client; threaded=1 LoadSystemBundle - Could not create bundle URL for framework 'OpenGL.framework' OpenGL: Version: OpenGL 2.1 [2.1 INTEL-10.0.86] Renderer: Intel Iris OpenGL Engine Vendor: Intel Inc. VRAM: 1536 MB Extensions: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL: Detected 59776528 MB VRAM Begin MonoManager ReloadAssembly Platform assembly: /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/UnityEngine.dll (this message is harmless) Loading /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/UnityEngine.dll into Unity Child Domain Platform assembly: /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/Assembly-CSharp-firstpass.dll (this message is harmless) Loading /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/Assembly-CSharp.dll (this message is harmless) Loading /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/Assembly-CSharp.dll into Unity Child Domain Platform assembly: /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/Assembly-UnityScript-firstpass.dll (this message is harmless) Loading /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/Assembly-UnityScript-firstpass.dll into Unity Child Domain Platform assembly: /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/UnityEngine.UI.dll (this message is harmless) Loading /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/UnityEngine.UI.dll into Unity Child Domain Platform assembly: /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/SteamworksManaged.dll (this message is harmless) Loading /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/SteamworksManaged.dll into Unity Child Domain Platform assembly: /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/MySql.Data.dll (this message is harmless) Loading /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/MySql.Data.dll into Unity Child Domain Platform assembly: /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/OEICommon.dll (this message is harmless) Loading /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/OEICommon.dll into Unity Child Domain Platform assembly: /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/OEIFormats.dll (this message is harmless) Loading /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/OEIFormats.dll into Unity Child Domain - Completed reload, in 0.081 seconds Switching to 1650x1050 fullscreen Platform assembly: /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/System.Core.dll (this message is harmless) Platform assembly: /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/System.dll (this message is harmless) Platform assembly: /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/System.Xml.dll (this message is harmless) --->InitializeDisplay()... (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) -->SortedResolutions[ 0 ] 2560x1600 (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) -->SortedResolutions[ 1 ] 2048x1280 (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) -->SortedResolutions[ 2 ] 1680x1050 (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) -->SortedResolutions[ 3 ] 1650x1050 (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) -->SortedResolutions[ 4 ] 1440x900 (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) -->SortedResolutions[ 5 ] 1280x800 (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) -->SortedResolutions[ 6 ] 1152x720 (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) -->SortedResolutions[ 7 ] 1024x640 (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) -->SortedResolutions[ 8 ] 840x524 (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) -->SortedResolutions[ 9 ] 825x525 (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) -->SortedResolutions[ 10 ] 720x450 (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) -->SortedResolutions[ 11 ] 1024x768 (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) -->SortedResolutions[ 12 ] 800x600 (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) -->SortedResolutions[ 13 ] 640x480 (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) -->Largest resolution is [ 0 ] 2560x1600 (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->InitializeRoutine(3, Fullscreen, )... (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->ChangeResolutionRoutine( 3, False )... (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->ChangeResolutionRoutine( 3, False ) _currentResolutionIndex is 0 (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->ChangeResolutionRoutine( 3, False ) calling Screen.SetResolution(1650, 1050, True). (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Checking to instantiate global... (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Instantiating global. (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ---- GAME BUILD VERSION: 508 ---- (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Game is not running Windows 32 Bit (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Setting breakpad minidump AppID = 291650 Steam_SetMinidumpSteamID: Caching Steam ID: 76561198002471070 [API loaded no] Loading table: ClassDefenses CharacterStats;CharacterClass;,BaseDeflection,BaseFortitude,BaseReflexes,BaseWill,MeleeAccuracyBonus,RangedAccuracyBonus,MaxHealth,MaxStamina,HealthStaminaPerLevel,ClassHealthMultiplier Undefined,25,20,20,20,40,40,36,36,12,6 Fighter,25,20,20,20,30,30,42,42,14,5 Rogue,15,20,20,20,30,30,36,36,12,4 Priest,15,20,20,20,20,20,36,36,12,3 Wizard,10,20,20,20,20,20,30,30,10,3 Barbarian,15,20,20,20,25,25,48,48,16,6 Ranger,20,20,20,20,30,30,36,36,12,5 Druid,20,20,20,20,20,20,36,36,12,4 Paladin,25,20,20,20,25,25,42,42,14,5 Monk,25,20,20,20,30,30,42,42,14,6 Cipher,20,20,20,20,25,25,30,30,10,4 Chanter,25,20,20,20,25,25,36,36,12,4 Troll,25,20,20,20,30,30,84,84,28,6 Ogre,30,20,20,20,50,50,84,84,28,6 Wolf,25,20,20,20,30,30,42,42,14,6 Spider,25,20,20,20,30,30,36,36,12,6 Ooze,15,20,20,20,25,25,48,48,16,6 Stelgaer,25,20,20,20,30,30,42,42,14,6 Imp,25,20,20,20,30,30,36,36,12,6 DankSpore,10,20,20,20,30,30,72,72,24,6 SwampLurker,10,20,20,20,30,30,72,72,24,6 Eoten,25,20,20,20,30,30,48,48,16,6 Xaurip,25,20,20,20,25,25,36,36,12,6 Vithrack,25,20,20,20,25,25,36,36,12,6 WillOWisp,40,20,20,20,25,25,36,36,12,6 Delemgan,25,20,20,20,25,25,36,36,12,6 Pwgra,25,20,20,20,25,25,36,36,12,6 Wurm,25,20,20,20,35,35,48,48,16,6 Skuldr,25,20,20,20,25,25,42,42,14,6 Drake,45,20,20,20,55,55,72,72,24,6 SkyDragon,55,20,20,20,60,60,72,72,24,6 AdraDragon,65,20,20,20,60,60,72,72,24,6 Blight,25,20,20,20,25,25,36,36,12,6 Animat,25,20,20,20,25,25,30,30,10,6 FleshConstruct,25,20,20,20,25,25,72,72,24,6 Shadow,45,35,35,40,35,35,30,30,10,6 Phantom,45,35,35,40,25,25,30,30,10,6 CeanGwla,45,35,35,40,25,25,30,30,10,6 Skeleton,15,20,20,20,25,25,36,36,12,6 Revenant,15,20,20,20,25,25,72,72,24,6 Gul,25,20,20,20,25,25,72,72,24,6 Dargul,25,20,20,20,25,25,72,72,24,6 Fampyr,35,20,20,20,25,25,72,72,24,6 Wicht,25,20,20,20,25,25,30,30,10,6 Beetle,25,20,20,20,25,25,42,42,14,6 AnimalCompanion,25,20,20,20,30,30,36,36,12,5 WeakEnemy,1,0,0,0,0,0,1,1,1,1 HeraldOfWoedica,15,20,20,20,50,50,84,84,28,6 (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Loading table: Experience ExperienceTableData;Level;,Experience,StrongholdTurns 1,1500,4 2,3000,10 3,4500,15 4,6000,15 5,7500,15 6,9000,20 7,10500,20 8,12000,20 9,13500,20 10,15000,20 11,16500,20 12,0,0 (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) 3 data files parsed! (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->MatchResolutionToIndex(1680x1050) returning 2 (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->TryChangeResolutionAndDisplayMode(2, Fullscreen)... (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->TryChangeResolutionAndDisplayMode(2, Fullscreen) _currentResolutionIndex is 3, _currentDisplayMode is Unknown (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->TryChangeResolutionAndDisplayMode(2, Fullscreen) returning false. Not initialized. (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->ChangeDisplayModeRoutine( Fullscreen, True )... (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->ChangeDisplayModeRoutine( Fullscreen, True ) _currentDisplayMode is Unknown (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->ChangeDisplayModeRoutine( Fullscreen, True ) calling Screen.fullscreen(true). (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Switching to 1650x1050 fullscreen UnloadTime: 0.337379 ms Checking to instantiate global... (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Shader warmup: 14 shaders 32 combinations 0.291s Platform assembly: /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/System.Configuration.dll (this message is harmless) System.SystemException: Error running gmcs: Cannot find the specified file at Mono.CSharp.CSharpCodeCompiler.CompileFromFileBatch (System.CodeDom.Compiler.CompilerParameters options, System.String[] fileNames) [0x00000] in <filename unknown>:0 at Mono.CSharp.CSharpCodeCompiler.CompileAssemblyFromFileBatch (System.CodeDom.Compiler.CompilerParameters options, System.String[] fileNames) [0x00000] in <filename unknown>:0 at Mono.CSharp.CSharpCodeCompiler.CompileAssemblyFromFile (System.CodeDom.Compiler.CompilerParameters options, System.String fileName) [0x00000] in <filename unknown>:0 at System.Xml.Serialization.XmlSerializer.GenerateSerializers (System.Xml.Serialization.GenerationBatch batch, System.CodeDom.Compiler.CompilerParameters cp) [0x00000] in <filename unknown>:0 at System.Xml.Serialization.XmlSerializer.RunSerializerGeneration (System.Object obj) [0x00000] in <filename unknown>:0 Unloading 7 Unused Serialized files (Serialized files now loaded: 4 / Dirty serialized files: 0) Unloading 27 unused Assets to reduce memory usage. Loaded Objects now: 2981. Total: 10.693746 ms (FindLiveObjects: 0.125177 ms CreateObjectMapping: 0.226821 ms MarkObjects: 8.767588 ms DeleteObjects: 0.246062 ms) The referenced script on this Behaviour is missing! (Filename: Line: 1788) The referenced script on this Behaviour is missing! (Filename: Line: 1788) Platform assembly: /Users/todd/Library/Application Support/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity.app/Contents/Data/Managed/Boo.Lang.dll (this message is harmless) Unloading 1 Unused Serialized files (Serialized files now loaded: 4 / Dirty serialized files: 0) Unloading 20851 unused Assets to reduce memory usage. Loaded Objects now: 14892. Total: 39.955669 ms (FindLiveObjects: 1.801767 ms CreateObjectMapping: 2.785432 ms MarkObjects: 19.922363 ms DeleteObjects: 15.090518 ms) (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ------- BEGIN LEVEL LOAD INITIATED -------- Pending level = AR_0801_Black_Meadow_Wilderness. (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Checking to instantiate global... (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Checking to instantiate in game global... (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Instantiating in game global. (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) -------- LEVEL LOAD COMPLETE -------- Level = AR_0801_Black_Meadow_Wilderness. (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) UnloadTime: 110.896835 ms Checking to instantiate global... (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Checking to instantiate in game global... (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Unloading 68 Unused Serialized files (Serialized files now loaded: 4 / Dirty serialized files: 0) Unloading 648 unused Assets to reduce memory usage. Loaded Objects now: 38733. Total: 50.302265 ms (FindLiveObjects: 2.191125 ms CreateObjectMapping: 4.310348 ms MarkObjects: 36.272972 ms DeleteObjects: 4.524460 ms) Checking to instantiate global... (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Checking to instantiate in game global... (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) The referenced script on this Behaviour is missing! (Filename: Line: 1788) The referenced script on this Behaviour is missing! (Filename: Line: 1788) The referenced script on this Behaviour is missing! (Filename: Line: 1788) The referenced script on this Behaviour is missing! (Filename: Line: 1788) The referenced script on this Behaviour is missing! (Filename: Line: 1788) The referenced script on this Behaviour is missing! (Filename: Line: 1788) The referenced script on this Behaviour is missing! (Filename: Line: 1788) The referenced script on this Behaviour is missing! (Filename: Line: 1788) Asset not found at path: Art/Character/Male/Textures/Body/CL/CL08/m_Belt_Wide01_V02 (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Global variables restored (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Asset not found at path: Art/Character/Male/Textures/Body/CL/CL08/m_Belt_Wide01_V02 (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Global variables restored (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Asset not found at path: Art/Character/Male/Textures/Body/CL/CL08/m_Belt_Wide01_V02 (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Unloading 3 Unused Serialized files (Serialized files now loaded: 9 / Dirty serialized files: 0) Unloading 27835 unused Assets to reduce memory usage. Loaded Objects now: 92717. Total: 987.268372 ms (FindLiveObjects: 6.659458 ms CreateObjectMapping: 26.458260 ms MarkObjects: 904.143738 ms DeleteObjects: 49.601208 ms) Tier2Backer cannot be loaded because the asset bundle type is not supported! (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Apple System Info Hardware Overview: Model Name: MacBook Pro Model Identifier: MacBookPro11,1 Processor Name: Intel Core i5 Processor Speed: 2.6 GHz Number of Processors: 1 Total Number of Cores: 2 L2 Cache (per Core): 256 KB L3 Cache: 3 MB Memory: 8 GB Boot ROM Version: MBP111.0138.B11 SMC Version (system): 2.16f68 Serial Number (system): C02MQ1GMFH04 Hardware UUID: 05EA51DB-CC7D-532F-AFB3-30D906DAC7D1 I can't attach the saved game because it's too big to upload. If you need it I am happy to put it up on my server. -
Hi, my game keeps crashing when I try to leave the Black Hammer Smithery. It gets into the loading screen, stays there for a few seconds and then throws me onto the desktop. I am playing the Steam version. The crash reports, specs and savegame can be found here (I'd use the file attachment function if it wouldn't keep giving me error messages).
- 1 reply
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- 1
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- black hammer smithery
- crash
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Here is the screenshot http://steamcommunity.com/sharedfiles/filedetails/?id=414668507 All the menu items is "Missing gui xxx" (xxx is a random number), I have done the normal verifying the content integrity route, all ok. How can I solve this issue?
- 9 replies
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- bug
- missing_gui
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I'm deciding between getting this on GOG and Steam, and wanted to know: Can the Steam version can be launched directly from the executable without starting Steam? For context, here is a list of such [strong air quotes] "DRM-free" games on Steam. Most Paradox titles are this way, as are Larian's and InXile's games. (I prefer GOG for its DRM-free version but manual patching is going to be a bother in the first few months when patches will come thick and fast. The Steam version being essentially DRM-free is the best case scenario.)
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Steam streaming issues
Endless Mike posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I'm using Steam streaming to play the game on my MacBook Pro. The host machine is an i5 desktop with 16 GB of RAM and an nvidia 760 GTX. I'm running into some issues with this: 1) It occasionally won't show Load Game or Continue at the starting menu. Rather, they're grayed out as if I've never played the game. To fix this, I seem to need to open another game, then reopen Pillars. 2) It sometimes will not fill a 16:9 area of my screen, despite the resolution set for 1080p. Readjusting the resolution at least fixes this. -
Update by Josh Sawyer, Project Director and Brandon Adler, Lead Producer Hey, everyone. After two and a half years, we're happy that you're finally going be able to get your hands on Pillars of Eternity. It's been a great pleasure to work on a traditional PC RPG again and it wouldn't have been possible without your interest, support, and feedback. We hope that playing Pillars of Eternity gives you the same feelings you had when you played the Infinity Engine games. Many of you have told us how much these games have meant to you over the years. It's always been our goal to recapture that experience as well as we can. We've worked hard to provide you with a beautiful world to explore, flexible systems that allow you to build all the characters and parties you can dream up, and a rich story that responds to the choices you make. Nothing can replace the Infinity Engine games, but we hope Pillars of Eternity is a worthy successor to that heritage. Thank you again for all you have done. -Josh Sawyer Kickstarter Tiers and Special Editions Due to popular demand we have created special Kickstarter Backer editions on both Steam and GOG. These editions match the retail versions of the Hero, Champion, and Royal editions, but they come with a few extra Kickstarter goodies. When you go onto your Products page on the Backer Portal you will see which Kickstarter edition was granted to your Kickstarter tier. This was done so that people could download their rewards in multiple places. Unfortunately, we were unable to map every tier perfectly. We have many tiers, many different combinations of add-ons, and only a few Kickstarter editions. Don't worry, though, because if your Kickstarter edition doesn't come with a reward you should be getting for your Kickstarter tier you can download it from the Backer Portal. In fact, the Backer Portal is the official way to download your rewards - we will always have them available for you on the Portal. If you would like to see what products come with your Backer tier you can find that information by going to your Orders page on the Backer Portal. If you expand your order you can click on the "What does this include?" link to see all of your rewards associated with the order. Steps to Redeem Your Items All of the steps outlined below have assumed that you have set up your account and confirmed your pledge. If you have questions about confirming your pledge, please read through our previous update on how to do so. If you follow these steps below, you will able to redeem your rewards: Head to the Backer Portal and go to your My Products page. Each entry on the Products tab is a reward that you can redeem. Depending on your tier you may have many different types of products to redeem. Let's start with redeeming a game code for your platform of choice. First step in redeeming the key to your copy of the game is to click on the game's entry to expand it. Once expanded click on the "Choose Platform" button to bring up a menu where you can select your preferred platform. We offer the choice between Steam and GOG. Once you have selected your platform you can press "Generate Key" to create a download key. Note that once you have generated a key for a platform it may not be changed in the future. Choose wisely. After your game key is generated you will be given instructions on how to redeem the key in your platform of choice. If you are redeeming a different type of reward, a PDF of the Campaign Almanac, for example, the process is the same. Expand the product entry and click the button to download the reward. And that's it. Using the processes described above you will be able to generate game keys and download all of your available rewards. As more rewards are finished, like the documentary, they will appear on your list of rewards to redeem. You may download your rewards as much as you like, but there is a short time limit on each link that is generated by the Backer Portal. If you are attempting to download from an old link, it is best to generate a new one by going through the process above. Documentary and Novella As most of you know we will be releasing the documentary and the novella after we release the game. For the documentary, this was to ensure that you could view the full journey of Pillars' creation - including the release of the game and launch party, and for the novella, that it is done at the highest quality for Backers. Both of these items will not be available on the Backer Portal initially, but once they are released you will be able to download them like any other reward. Printed Rewards If you are not getting the printed Strategy Guide and Collector's Book, but you would like one, you still have a chance to purchase them. Dark Horse - Collector's Guide We partnered with Dark Horse to bring you the Pillars of Eternity Collector's Book. Where the Prima Strategy Guide will be your go-to companion for all your walkthrough and strategy needs, the Collector's Book is there to satisfy the most hardcore lore enthusiasts. Whether your pledge included a physical copy or a digital copy, the Collector's Book is something we're sure you'll be happy with. We're very proud of it and we think Dark Horse did an amazing job bringing it to life. The content of the book covers everything you would want to know about the world of Eora. Among the many informative chapters, you'll find detailed information on the people and gods, as well as the history of the Eastern Reach and recent events. There's even a detailed bestiary explaining the origins and habits of Eora's creatures. It's available for order from a variety of online retailers including Amazon, Barnes & Noble, and Random House. Prima Games - Collector's Edition Strategy Guide We've been hard at work collaborating with Prima Games on the strategy guide for Pillars of Eternity. The folks over at Prima Games are not only working on creating the awesome Digital Guide for you Backers, but will also be releasing a beautifully printed copy of the guide. Pillars of Eternity is a big RPG, and Prima Games is working to make sure that every inch of our huge game world is covered. The guide will include: Main Quest: A comprehensive walkthrough of the main story. Side Quests and Tasks: An easy reference to all side quests. Atlas: Maps for all critical locations in the vast world of Eora. Training: How to create a character and expertly assign points to attributes and skills. Achievements, Secrets, and exclusive bonuses. The guide will also feature a Thank You section. If you pledged at a tier that included getting your name in the game's credits, you'll also find yourself featured here! As an added plus, all physical copies of the guide will include an access code for a free digital guide, viewable on any connected device. If you missed out on pledging for the strategy guide, the Collector's Edition Guide is a great option for getting all the tips and tricks you'll need for your journey through Eora. To grab your copy of the Collector's Edition Strategy Guide head here. That's it, everyone. We really appreciate everything you have done for us. Now go redeem your game keys and be prepared to get sucked into Pillars of Eternity.
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Steps to Redeem Your Items All of the steps outlined below have assumed that you have set up your account and confirmed your pledge. If you have questions about confirming your pledge, please read through our previous update on how to do so. If you follow these steps below, you will able to redeem your rewards: Head to the Backer Portal and go to your My Products page. Each entry on the Products tab is a reward that you can redeem. Depending on your tier you may have many different types of products to redeem. Let's start with redeeming a game code for your platform of choice. First step in redeeming the key to your copy of the game is to click on the game's entry to expand it. Once expanded click on the "Choose Platform" button to bring up a menu where you can select your preferred platform. We offer the choice between Steam and GOG. Once you have selected your platform you can press "Generate Key" to create a download key. Note that once you have generated a key for a platform it may not be changed in the future. Choose wisely. After your game key is generated you will be given instructions on how to redeem the key in your platform of choice. If you are redeeming a different type of reward, a PDF of the Campaign Almanac, for example, the process is the same. Expand the product entry and click the button to download the reward. And that's it. Using the processes described above you will be able to generate game keys and download all of your available rewards. As more rewards are finished, like the documentary, they will appear on your list of rewards to redeem. You may download your rewards as much as you like, but there is a short time limit on each link that is generated by the Backer Portal. If you are attempting to download from an old link, it is best to generate a new one by going through the process above.
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Hey, folks. There had been some conversation and questions about whether the backers were going to be able to download the Hero, Champion, or Royal tiers on Steam and GOG. We are currently setting things up in a way that backers will be able to get special versions of those tiers. Since not every tier maps exactly to one of those special editions, it might be a little off. Don't worry, though. If the special edition your tier is mapped to does not come with one of your rewards you can still download it on the Backer Portal as normal. You will always be able to download all of your rewards on the Backer Portal. Just repeating myself so it is clear, if you have backed a reward you will be able to download it from the Backer Portal once we release the reward. Here is the current breakdown of tiers and what SKU they map to on Steam/GOG: Product Name - Pledge - SKU Mapping Show of Support - $5.00 - N/A Early Backer: Just the Game - $20.00 - Hero Edition Digital: Just the Game! - $25.00 - Hero Edition Slacker Backer - $29.00 - Hero Edition Digital Pack: Soundtrack, Collector Book, Behind the Scenes - $35.00 - Hero Edition Digital Fun Pack - $50.00 - Champion Edition Retail Pack - $65.00 - Champion Edition Digital Pack + Strategy Guide + Extra Download - $80.00 - Royal Edition Retail Pack with T-Shirt - $100.00 - Royal Edition Digital Collector's Edition - $110.00 - Royal Edition Retail Collector's Edition - $140.00 - Royal Edition Digital Collector's Edition w/Wasteland 2 + Expansion - $165.00 - Royal Edition Signed Retail Collector's Edition - $250.00 - Royal Edition AMD Loot Bag (US ONLY) - $350.00 - Royal Edition Complete Kickstarter Obsidian Pack - $500.00 - Royal Edition Custom Troll Portrait from Chris Avellone! - $750.00 - Royal Edition Complete Kickstarter Pack + NPC Design - $1,000.00 - Royal Edition Complete Kickstarter Pack + Epic Item Design - $1,000.00 - Royal Edition Complete Kickstarter Pack + Custom Portrait - $3,000.00 - Royal Edition Complete Kickstarter Pack + Adventure Company Design - $5,000.00 - Royal Edition Complete Kickstarter Pack + Inn/Tavern Design - $5,000.00 - Royal Edition Ultimate Kickstarter Watcher Pledge Pack - $10,000.00 - Royal Edition
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Steam Uplay GOG As always, please send a PM PS Please don't ask if I have something not listed here
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Keyboard Controls (PC)
Magikarp posted a question in South Park: Technical Support (Spoiler Warning!)
On the PC version of the game, the keyboard controls don't seem to work (no wasd movement and stuff like that). Also the game seems to be stuck on controller input rather than keyboard, anyway to fix this? Thanks in advance for any help! -
Hello, everyone. We have released an update to the backer beta on Steam. We are still working on the Mac and Linux builds, so they are not currently up there (we are working as fast as we can on them, I promise). We have lots of new changes and fixes. As always, please play the build and give us feedback on our forums. Here are the patch notes for the newly released Backer Beta Build 301. Important Information Regarding Saves Saved game location has changed. You can now find your saved games located in C:\Users\\Documents\Saved Games\Pillars of Eternity. Keep in mind that old saved games will not be automatically moved to the new location and it is suggested that users start new games instead of trying to load old ones. Loading old games on the new build may cause undesirable behavior. New Features Rebalance to Attributes: Might: Damage and HealingEvery point of Might over 10 increases a character's base Damage and Healing by 2% (penalties if under 10). Constitution: Stamina and HealthEvery point of Constitution over 10 increases the character's base Endurance and Health by 2% (penalties if under 10). Dexterity: Action SpeedEvery point of Dexterity over 10 increases Action Speed by 2% (penalties if under 10). Perception: Accuracy and RangeEvery point of Perception over 10 increases Accuracy by 1 and Range (for non-melee) by 5% (penalties if under 10). Intellect: AoE Size and DeflectionEvery point of Intellect over 10 increases the character's AoE sizes by 5% and Deflection by 1 (penalties if under 10). Resolve: Concentration and DurationEvery point of Resolve over 10 increases a character's Concentration by 3% and Durations by 5% (penalties if under 10). Stealth has been revised: The new stealth system relies on the distance of a scouting character from an NPC to determine how quickly the creature will enter Alert and Combat states. A comparison of characters' individual Stealth skill ratings and creatures' levels modifies this rate. N.b.: A character that does not have LoS on the creature is not considered to be "inside" their radius. When characters enter the scouting state, they gain a Stealth Meter. Currently, it's simply a solid circle completely filled with color (green or, if in colorblind mode, blue). This is a basic implementation and the art will change. Every NPC in the world has one of five stealth detection ratings (from Oblivious to Supernatural) that correspond to radii in the game. When a scouting character gets into a creature's stealth detection range, their Stealth Meter will start filling from green/blue to yellow. This informs the player of how much time they have before the creature will enter Alert and Combat states. If the meter fills completely yellow, the creature will move up to a constant-defined max distance toward the character (e.g. 3m). At the same time, the yellow meter will begin to fill red. If the meter reaches full red, the scouting state is dropped, the character is detected, and hostile creatures enter Combat. We will have a base rate at which these fills occur, but they can be modified by two elements: 1) the relationship between the character's Stealth and the target's level 2) the character's proximity to the target within the radius. The two modifiers both directly multiply the standard rate. While this system is fully implemented, it has not been tuned and does not have final art. Stamina is now called Endurance: The stat previously known as Stamina is now called Endurance since that seems clearer to more people. Additionally, we are no longer doing the behind-the-scenes conversion of a percentage of received Stamina damage into Health damage as the system was opaque to players. Now, Max Endurance is multiplied by a factor determined by class to arrive at Max Health. This does mean that Health values are much higher than a traditional "D&D range", but in practice these values were already used in the background. In this update, when a character receives damage, it's applied equally to Endurance and Health. Here are the current Endurance to Health multipliers for each class. "Front line" classes tend to have more Health as they are expected to be damaged and healed in combat with much greater frequency. Barbarian - 6 Chanter - 4 Cipher - 4 Druid - 4 Fighter - 5 Monk - 6 Paladin - 5 Ranger - 4 Rogue - 4 Priest - 3 Wizard - 3 UI arrows have been added to show active engagement. We are still evaluating their appearance and functionality internally, so please give us feedback on their usefulness. Hit effects for elemental damage, blood, and gibs have been added. Fire, shock, corrode, and frost damage will display visual effects on hit. Some creatures will gib when critically hit on death. Dead bodies now turn into loot containers and can be looted directly. New Talents.This is the first batch of new talents more will be added in the coming weeks. All icons for the new talents are temporary. New icons. New sounds. New portraits. Many, many rules fixes and bug fixes for class abilities. Fixes Spells: many spells have been tuned to have faster casting times, shorter ranges, do/heal more or less damage, apply different effects, attack different defenses, or do different damage types. Of note: Fireball, Jolting Touch, Minoletta's Bounding Missiles, Winter Wind, Talons' Reach, Returning Storm, all Restore ____ Stamina spells, Vile Thorns, Lay on Hands, and many others. Renormalized all attributes scores to 10 in character creation. Enemy AI will now scan for new targets when path is blocked. Caster AI can now investigate stealth. Improvements to AI instruction sets. Most enemy AI can now target specific party members, including back line characters and casters. Engagement is now cancelled on knockdown. Fixes to stat calculations in character sheet. Many fixes and adjustments to the combat log, including improved performance. Added many improvements to "feels" of action bar. Ranger animal companion, summoned creatures, and newly hired adventurers will not stomp on existing party members. Sound effects and music should not cut out during combat or during long play sessions. Improved footstep sounds. Improvements of character models and textures. Added highlight effect on mouseover for 3D objects, including doors and plants. Added 'G' for opening Chant Editor and Grimoire. Added exit button for character creation, level up, and adventurer's hall. Improvements to loot tables. Added notification for when stash can be used. Adjusted fog of war and view distances. Max wounds is now 10. Intellect deflection bonus is applied to Ranger animal companion. Changed many spells/abilities to be combat only. Many more fixes too numerous to mention. Known Issues Placed traps do not work as intended. Perception does not currently increase the range of attacks and spells. Three of the new talents are not working correctly: Resilient Companion, Faithful Companion, and Painful Interdiction.
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Hello, as a passionate Linux user i have to wait 'a few weeks' until i can play the beta. Luckily i have other stuff to do at the moment, so there is little time to get jealous over the Windows beta Well, Steam seems to have this 'Library Sharing' feature for sharing games with family and friends. And i also know this fellow Backer who would test the Beta on Windows - and a little later on, when the Linux Beta goes live, i really would like to help find and fix Bugs in the Linux version of the game. Would it work to share my Beta-access via Steam, and would it work cross-platform? And what do the developers think of this? I am also really interested in the Linux and Mac part of the development process. Will the devs share details on this? Maybe in an update or in the documentary? (Train of thought is: does Unity do all the cross-platform work? If yes, why the delayed Linux&Mac Beta? If no, what are the encountered problems? Will those problems lead to Linux/Mac specific bugs? Yay, more testing needed on the platforms with smaller userbase!)
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Game launch error: failed to start (error code 51)
samm posted a question in Backer Beta Bugs and Support
Description: Much like it was the case for Southpark (Link to relevant topic), Steam won't launch the PoE public beta. It throws an error code 51 instead. Expected behaviour: Game launches. Reproduce: 1. Install FSecure Antivirus and update it. 2. Try to launch Pillars of Eternity beta from Steam Workaround: Go to Antivirus settings and set "compatibility mode" for Deep Guard, or disable Deep Guard. Fix: Obsidian should contact FSecure and register their game as non-virus or something like that...- 1 reply
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Hello ever buddy I just recently rediscover Project Eternity (PE) and my mind was blown again . It is been a long time since I heard about PE, and I can't understand how I could have lost track of this game. Anyway, I'm happy to see it again and here is my actual question: What would you choose, steam or GOG? I have a steam account and I have purchased some game via GOG, but I fail to see the benefits of being DRM-free when it comes to digital distribution. Can someone evaluate for me where the advantage and disadvantage is in buying the game via steam or GOG? I mean, I can't resell a digital copy of a game like I could to it with a boxed game, and I can't borrow it to someone, so where are the advantages? Looking into the future I think that steam is very consumer friendly. You can user your power PC, and stream the game via a smaller notebook on you big TV screen, or even switch to a steam box. They store your games, so you don’t lose them (well if they get insolvent you lose it), and you can install it on any of your devices by using your account, even on SteamOS. Of course they could do more, like allowing reselling your right to play a game you bought a long time ago. Reselling games is damaging the marked only in the very first months anyway. (I think that steam even violates the European law, by not allowing us to resell something that you own (but that is OT)). On GOG on the other hand you get the game DRM-Free. But what exactly are the benefits?
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Old thread here. So it seems Murdered: Spul Suspect is released (for the N American market). As well as a few dozens sales this week on smaller indie games.
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We have various threads about various online distribution platforms, but a lot of them have gone and dropped far into the forum depth. So as not to practice forbidden dark arts of Threadomancy: Green Man Gaming has a Battle Trhough the Ages deal going. Mentioning it because it has all the Crusader Kings II stuff going 50% off. That is steam keys. Personally I did not really like the game, but a lot of forum regulars here absolutley love it. My own taste in the sale goes more towards the King Arthur games by Neocore: Total War like combat with heroic leaders who advance levels, unlock abilities and become terribly overpowered Add to that chose your own adventure type quests and a very good moral system, that unlocks rewards and options based on a character's position on a two axis chart: morality (rightful - tyrant) and religion (christianity - old gods). Though I usually end up a rightful pagan. Also at a 50% discount are Blackguard (which I am tempted to get) and some other stuff like Fallen Enchantress. On Steam itself Bloodline is going really cheap as the deal of the day. I just don't know how easily that is installed?
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[PC] [Steam] Multiple Issues
Zeid posted a question in South Park: Technical Support (Spoiler Warning!)
Hello, It seems that i have some weird glitches with my game - but with some specific steps completed. I'll break them down : Glitches Seems that if you enter the cinema, take a while ( for example the first time you stay and break all chairs ) then exit - and pass in front of the cashier - the graphics turn to weird glitches ( as i saw posted before ). But this seems to be the only way to trigger this - and it's every time ( 3rd play-through ). And i haven't encounter this anywhere else. Only way to 'fix' this is either loading an area, or restarting the game Flickering Begin while you're in a cutscene - pause - and alt-tab out of the game - do something ( not just alt-tab lightning speed Bruce Lee attack xD ) Return to the game and unpause it ; and you'll notice that characters begin to flicker - even completely disappear Again, reloading area/game seems to fix this Crash - rare / random Random - rare - crash issue after the defects above have occurred, but i think that multiple alt-tabs (in a normal way) do break the game. This happened to me , twice, once after i hit Exit Game ( crashing on desktop ) and other in-game. MINOR (more a question) I've noticed that Windows 7 schema turns to basic every time i run this game. And i think this might be the cause of some of the issues Is this intended or does it link with system config ? Here are my specs - laptop ! : CPU : Intel i3-2330M RAM : 6GB DDR3 GPU : Nvidia Optimus 540M - 2GB ( latest drivers ; also running on this and not Intel ) OS : Windows 7 x64 ( fully updated ) Play resolutions : 1366x768 ; 1920x1080 I ain't bothered by some of the above, this is more of a heads-up thing. Also wondering if crashing/windows scheme is from my end or if it occurs to most people. Have a great day! Cheers, Z -
DLC problem(s) [Steam/PC]
Søvei posted a question in South Park: Technical Support (Spoiler Warning!)
I am curious if anyone else had this problem, I bought South Park: Stick of Truth (The Grand Wizard Edition for PC), I did everything it told me to do and still no DLC. I uninstalled and reinstalled, nothing. I did verify the game, I did everything I could and still nothing. :c Can someone please help me? Here's an example of what it looks like: It's registered but not listed/classified, it's confusing- yes, but I'm sure I'm not the only one having this problem. Someone please help. :c - Søvei (Who should I contact? Or maybe they should make a patch to fix this? Release the DLC in the store?)- 2 replies
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Failed to load DX9 DLL
MrBehemoth posted a question in South Park: Technical Support (Spoiler Warning!)
I'm trying to run the game from Steam on Vista, but immediately after clicking it, I get an error message saying "Failed to load DX9 DLL" and nothing more. Here are some things that I've tried (multiple times in various orders and combinations): Validated the cache Checked Steam betas are deactivated Checked Steam client is up to date Deleted the Steam appcache folder Installed the DX9 and VC redists from the game folder (both with and without Steam running, and deleting appcache afterwards) Installed DX9 June 2010 SDK (which required VC runtime to be rolled back, then reinstalled afterwards) Uninstalled VC runtime bundled with Visual Studio 2010 Jumping up and down and swearing Please help. I've paid for this game and now I just want to be able to play it. Thanks! -
I am actually having two seperate issues: 1. Since the release, I have logged 14 hours on the game. When I tried to open it to continue playing today, the game save was gone. I am certain that I did not delete or move the steam save game files. 2. I restarted the game as the Jew class, however I immediately noticed that the Jew special ability: the sling of David, is unusable. I follow the on screen instructions: Press A+D, then left click (I dont know when?) but it hits my character in the face every time. If there is supposed to be a "sparkle" appearing to tell me when to left click, that is not happening. Problem #1 was really a let down, I am not sure why my save got deleted.. but at least I get to check out a different class now. Except that classes initial ability doesnt work. Specs: AMD A10-5800K Radeon HD 7800
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Save File Location Help- PC
bdpope88 posted a question in South Park: Technical Support (Spoiler Warning!)
Hello, I bought this game on steam and while I'm enjoying it. I was wondering if anyone could tell me where the save files are located at. It doesn't seem that they are on the steam cloud and I'm not finding them outright. I'd like the ability to play on my laptop and my desktop. Thanks for the info! -
Hello. *pours himself some fine wine, sits by roaring fire* *starts J. Peterman impersonation* As many of you know, I post on this forum. Whence I learned that Obsidian was making a South Park RPG, I did a spittake in the manor of our lord and savior, Ron Burgundy. This was followed by clapping and looking around, telling people they needed to be impressed via my smile and vehemence. It was an empty room, but still. The idea is there. I'm sure you have it. I hath only played a minute portion of your vijeo gaem last night, if only to get the Are We Cool? acheevo for the Jewish class. You see, I love acheevos like I love the ladies. I aim to misbehave and by that I mean start a new game with the Fighter class. I know, I know; "but Bryy?", you ask "why the Fighter? It s the comfort zone choice for sissies and people that can't be bothered to have a real challenge". That it is, my friends. That it is. I will say this: my brief time in the land of South Park, even though it was rushed and temporary, was magical. It was as if a giant slug had attached itself to mine eyeballs and sucked out my capacity for anger. While there were plentiful bugs, I admired highly the robust and full combat system. The integration of cinematics and gameplay, or, to be more technical, narrative gameplay. The graphics were like Walt Disney's wet dream. I will play the many, many Stick of Truth clones that are bound to come out in the next two years. So just sit right there and let me tell you all about how my life got turned right upside down, just take a minute and sit right there as you read my adventures as Sir D-Bag the Fighter. Yours forever, to be continued...