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I was reading JFSOCC's post about why he/she (sorry don't know you gender ) didn't finish the game (here's the link: http://forums.obsidian.net/topic/92127-i-never-finished-pillars-of-eternity/) and at some point he/she complains about hating combat because of its score. Although I liked combat music and didn't got bored of it, I understand why it can become annoying being 3-4 tracks and combat encounters being all over the place. So, wouldn't it be agreat thing if the sequel has unique music tracks for specific encounters and even places? Like if Cancelhaut had his own music only during wis combat encounter or if Raedric's Hold had its own score as an entire area? I believe this is going to make parts of the game more memorable.
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Issue Report: Description: When attempting to travel to Crägholdt Bluffs, the game crashes to the main menu while the location is loading. Steps to Reproduce the Issue: 1) Be in Caed Nua. 2) Go to the South East travel location. 3) Click on the button and select Crägholdt Bluffs. No changes were made to my party composition, which included: Eder, Kana, Sagani, myself, Aloth, and Durance. X) The game crashes to the main menu while loading Crägholdt Bluffs. Player.log: Selecting FBConfig GLX_FBCONFIG_ID=242 GLX_BUFFER_SIZE=32 GLX_DOUBLEBUFFER=1 GLX_RED_SIZE=8 GLX_GREEN_SIZE=8 GLX_BLUE_SIZE=8 GLX_ALPHA_SIZE=8 GLX_DEPTH_SIZE=24 GLX_STENCIL_SIZE=8 GLX_SAMPLES_ARB=0 GLX_SAMPLE_BUFFERS_ARB=0 GLX_CONFIG_CAVEAT=NONE Desktop is 1920 x 1080 @ 60 Hz GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX: 2097152 OpenGL: Version: OpenGL 4.5 [4.5.0 NVIDIA 352.63] Renderer: GeForce 840M/PCIe/SSE2 Vendor: NVIDIA Corporation VRAM: 2048 MB Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_NV_internalformat_sample_query 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GL_EXTX_framebuffer_mixed_formats 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_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GLX Extensions: GLX_EXT_visual_info GLX_EXT_visual_rating GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_EXT_buffer_age GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_robustness GLX_NV_delay_before_swap GLX_EXT_stereo_tree GLX_ARB_context_flush_control GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_copy_image GLX_ARB_get_proc_address Setting maxVSyncInterval to 4 GL: Detected 2048 MB VRAM Total system RAM: 11934 MiB Initialize engine version: 4.6.5p1 (61a1c72d2e64) AudioManager: Using PulseAudio: Default Output Device Begin MonoManager ReloadAssembly Platform assembly: /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/UnityEngine.dll (this message is harmless) Loading /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/UnityEngine.dll into Unity Child Domain Platform assembly: /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/Assembly-CSharp-firstpass.dll (this message is harmless) Loading /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/Assembly-CSharp.dll (this message is harmless) Loading /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/Assembly-CSharp.dll into Unity Child Domain Platform assembly: /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/Assembly-UnityScript-firstpass.dll (this message is harmless) Loading /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/Assembly-UnityScript-firstpass.dll into Unity Child Domain Platform assembly: /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/UnityEngine.UI.dll (this message is harmless) Loading /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/UnityEngine.UI.dll into Unity Child Domain Platform assembly: /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/SteamworksManaged.dll (this message is harmless) Loading /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/SteamworksManaged.dll into Unity Child Domain Platform assembly: /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/MySql.Data.dll (this message is harmless) Loading /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/MySql.Data.dll into Unity Child Domain Platform assembly: /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/OEICommon.dll (this message is harmless) Loading /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/OEICommon.dll into Unity Child Domain Platform assembly: /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/OEIFormats.dll (this message is harmless) Loading /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/OEIFormats.dll into Unity Child Domain Platform assembly: /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/GalaxyCSharp.dll (this message is harmless) Loading /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/GalaxyCSharp.dll into Unity Child Domain - Completed reload, in 0.392 seconds Default vsync count 1 requesting resize 1920 x 1080 Selecting FBConfig GLX_FBCONFIG_ID=306 GLX_BUFFER_SIZE=32 GLX_DOUBLEBUFFER=1 GLX_RED_SIZE=8 GLX_GREEN_SIZE=8 GLX_BLUE_SIZE=8 GLX_ALPHA_SIZE=8 GLX_DEPTH_SIZE=24 GLX_STENCIL_SIZE=8 GLX_SAMPLES_ARB=8 GLX_SAMPLE_BUFFERS_ARB=1 GLX_CONFIG_CAVEAT=NON-CONFORMANT requesting fullscreen 1920 x 1080 at 0 Hz Desktop is 1920 x 1080 @ 60 Hz Platform assembly: /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/System.dll (this message is harmless) Platform assembly: /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/System.Core.dll (this message is harmless) Platform assembly: /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/System.Xml.dll (this message is harmless) Platform assembly: /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/System.Xml.Linq.dll (this message is harmless) --->InitializeDisplay()... (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Available display resolutions: [ 0 ] 1920x1080 [ 1 ] 1600x900 [ 2 ] 1366x768 [ 3 ] 1280x720 [ 4 ] 1136x640 [ 5 ] 1024x576 [ 6 ] 960x540 [ 7 ] 854x480 [ 8 ] 1280x768 [ 9 ] 1024x600 [ 10 ] 800x480 [ 11 ] 1680x1050 [ 12 ] 1600x1024 [ 13 ] 1440x900 [ 14 ] 1280x800 [ 15 ] 1152x720 [ 16 ] 1024x640 [ 17 ] 768x480 [ 18 ] 1440x960 [ 19 ] 1280x864 [ 20 ] 1152x768 [ 21 ] 960x640 [ 22 ] 720x480 [ 23 ] 1400x1050 [ 24 ] 1280x960 [ 25 ] 1152x864 [ 26 ] 1024x768 [ 27 ] 960x720 [ 28 ] 800x600 [ 29 ] 640x480 [ 30 ] 1280x1024 Largest resolution is [ 0 ] 1920x1080 (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) --->InitializeRoutine(0, Fullscreen, )... (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) --->GetDesktopResolution() returning 1920x1080 (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) --->ChangeResolutionRoutine( 0, False )... (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) --->ChangeResolutionRoutine( 0, False ) _currentResolutionIndex is 0 (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) --->ChangeResolutionRoutine( 0, False ) calling Screen.SetResolution(1920, 1080, True). (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Changing real window size to 1918 x 1028 Ignoring window size change to 1918x1028 : waiting for fullscreen at 1920x1080 Changing real window size to 1918 x 1028 Changing real window size to 1918 x 1028 Changing real window size to 1918 x 1028 Changing real window size to 1920 x 1080 Ignoring window size change to 1920x1080 : waiting for fullscreen at 1920x1080 Checking to instantiate global... (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Instantiating global. (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ---- GAME BUILD VERSION: 967 ---- (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Game is not running Windows 32 Bit (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) 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,30,20,20,20,30,30,42,42,14,5 Rogue,15,20,20,20,30,30,36,36,12,4 Priest,15,20,20,20,20,20,36,36,12,4 Wizard,10,20,20,20,20,20,36,36,12,4 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,20,20,20,20,25,25,42,42,14,5 Monk,25,20,20,20,30,30,42,42,14,6 Cipher,20,20,20,20,25,25,36,36,12,4 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 Lagufaeth,25,20,20,20,25,25,36,36,12,6 Lich,20,20,20,30,25,25,48,48,16,6 Eyeless,55,20,20,20,60,60,72,72,24,6 Kraken,45,20,20,20,55,55,84,84,28,6 (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Loading table: Experience ExperienceTableData;Level;,Experience,StrongholdTurns,Display 1,1500,4,1 2,3000,10,2 3,4050,15,3 4,5400,15,4 5,6750,15,5 6,8100,20,6 7,9500,20,7 8,10800,20,8 9,12100,20,9 10,13500,20,10 11,14800,20,11 12,500,2,12 13,750,2,13 14,1000,3,14 15,0,0,15 16,0,0,16 17,2400,8,PX1_7 18,4500,10,PX1_8 19,6000,10,PX1_9 20,3300,10,PX1_10 21,0,0,PX1_11 22,2400,8,PX1_12 23,5700,8,PX1_13 24,0,0,PX1_14 25,4000,6,PX2_9 26,2100,6,PX2_10 27,3600,10,PX2_11 28,5000,10,PX2_12 29,1350,10,PX2_13 30,3600,8,PX2_14 31,6300,8,PX2_15 32,810,2,PX2_16 (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) 3 data files parsed! (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) --->MatchResolutionToIndex(1920x1080) returning 0 (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) --->TryChangeResolutionAndDisplayMode(0, Fullscreen)... (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) --->TryChangeResolutionAndDisplayMode(0, Fullscreen) _currentResolutionIndex is 0, _currentDisplayMode is Unknown (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) --->TryChangeResolutionAndDisplayMode(0, Fullscreen) returning false. Not initialized. (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) --->ChangeDisplayModeRoutine( Fullscreen, True )... (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) --->ChangeDisplayModeRoutine( Fullscreen, True ) _currentDisplayMode is Unknown (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) --->ChangeDisplayModeRoutine( Fullscreen, True ) calling Screen.fullscreen(true). (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) requesting resize 1920 x 1080 requesting fullscreen 1920 x 1080 at 0 Hz Desktop is 1920 x 1080 @ 60 Hz UnloadTime: 45.404999 ms Checking to instantiate global... (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Shader warmup: 15 shaders 34 combinations 0.097s Platform assembly: /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_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 9 Unused Serialized files (Serialized files now loaded: 4 / Dirty serialized files: 0) Unloading 29 unused Assets to reduce memory usage. Loaded Objects now: 3645. Total: 11.375000 ms (FindLiveObjects: 0.146000 ms CreateObjectMapping: 0.161000 ms MarkObjects: 10.604000 ms DeleteObjects: 0.205000 ms) Platform assembly: /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/Managed/Boo.Lang.dll (this message is harmless) Unloading 1 Unused Serialized files (Serialized files now loaded: 4 / Dirty serialized files: 0) Unloading 25010 unused Assets to reduce memory usage. Loaded Objects now: 18525. Total: 41.791000 ms (FindLiveObjects: 1.971000 ms CreateObjectMapping: 1.852000 ms MarkObjects: 21.539999 ms DeleteObjects: 16.348001 ms) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ------- BEGIN LEVEL LOAD INITIATED -------- Pending level = AR_0601_Stronghold_Exterior. (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Checking to instantiate global... (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Checking to instantiate in game global... (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Instantiating in game global. (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DataManager could not find field 'Display' on 'ExperienceTableData' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) -------- TRANSITION TO EMPTY -------- (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) -------- TRANSITION TO EMPTY COMPLETE -------- (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) UnloadTime: 103.601997 ms Unloading 76 Unused Serialized files (Serialized files now loaded: 4 / Dirty serialized files: 0) Unloading 672 unused Assets to reduce memory usage. Loaded Objects now: 37227. Total: 48.420002 ms (FindLiveObjects: 2.386000 ms CreateObjectMapping: 3.762000 ms MarkObjects: 38.803001 ms DeleteObjects: 2.630000 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 4 / Dirty serialized files: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 37221. Total: 45.155998 ms (FindLiveObjects: 2.583000 ms CreateObjectMapping: 3.539000 ms MarkObjects: 38.926998 ms DeleteObjects: 0.070000 ms) -------- LEVEL LOAD COMPLETE -------- Level = AR_0601_Stronghold_Exterior. (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) UnloadTime: 2.251000 ms Checking to instantiate global... (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Checking to instantiate in game global... (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Unloading 26 Unused Serialized files (Serialized files now loaded: 4 / Dirty serialized files: 0) Unloading 10 unused Assets to reduce memory usage. Loaded Objects now: 54238. Total: 58.042000 ms (FindLiveObjects: 2.793000 ms CreateObjectMapping: 4.527000 ms MarkObjects: 50.170002 ms DeleteObjects: 0.214000 ms) Asset not found at path: Art/Character/Textures/Hair/Hair01/m_Hair05_V02 (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Checking to instantiate global... (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Checking to instantiate in game global... (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Asset not found at path: Art/Character/Female/Textures/Body/CL/CL08/m_Belt_Wide01_V04 (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Asset not found at path: Art/Character/Male/Textures/Body/CL/CL09/m_Belt_Wide01_V04 (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Asset not found at path: Art/Character/Female/Textures/Body/CL/CL08/m_Belt_Wide01_V04 (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Global variables restored (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Asset not found at path: Art/Character/Male/Textures/Body/CL/CL09/m_Belt_Wide01_V04 (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Global variables restored (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Asset not found at path: Art/Character/Female/Textures/Body/CL/CL08/m_Belt_Wide01_V04 (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Asset not found at path: Art/Character/Male/Textures/Body/CL/CL09/m_Belt_Wide01_V04 (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Unloading 8 Unused Serialized files (Serialized files now loaded: 6 / Dirty serialized files: 0) Unloading 40008 unused Assets to reduce memory usage. Loaded Objects now: 189801. Total: 875.489014 ms (FindLiveObjects: 13.293000 ms CreateObjectMapping: 28.427000 ms MarkObjects: 757.956055 ms DeleteObjects: 75.603996 ms) /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/data/audio/mus/mus_final\mus_town_caed_nua.ogg does not exist. The music will not play! (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/data/audio/mus/mus_final\mus_combat_b.ogg does not exist. The music will not play! (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/data/audio/mus/mus_final\mus_scripted_old_watcher.ogg does not exist. The music will not play! (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/data/audio/mus/px2_mus\px2_mus_scr_anticipation_02.ogg does not exist. The music will not play! (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Tier2Backer cannot be loaded because the asset bundle type is not supported! (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Can not play a disabled audio source (Filename: Line: 377) /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/data/audio/mus/mus_final\mus_town_caed_nua.ogg does not exist. The music will not play! (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/data/audio/mus/mus_final\mus_combat_b.ogg does not exist. The music will not play! (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/data/audio/mus/mus_final\mus_scripted_old_watcher.ogg does not exist. The music will not play! (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) /home/seagull/GOG Games/Pillars of Eternity/game/PillarsOfEternity_Data/data/audio/mus/px2_mus\px2_mus_scr_anticipation_02.ogg does not exist. The music will not play! (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Can not play a disabled audio source (Filename: Line: 377) RetaliationAttack (AttackMelee) needs a Persistence component! (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) --->MatchResolutionToIndex(1920x1080) returning 0 (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) --->TryChangeResolutionAndDisplayMode(0, Fullscreen)... (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) --->TryChangeResolutionAndDisplayMode(0, Fullscreen) _currentResolutionIndex is 0, _currentDisplayMode is Fullscreen (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) --->TryChangeResolutionAndDisplayMode(0, Fullscreen) already at desired resolution, only changing display mode. (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) --->TryChangeDisplayMode(Fullscreen)... (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) --->TryChangeDisplayMode(Fullscreen) _currentDisplayMode is Fullscreen (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) --->TryChangeDisplayMode(Fullscreen) _currentDisplayMode already correct - nothing to do. (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) RetaliationAttack (AttackMelee) needs a Persistence component! (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ------- BEGIN LEVEL LOAD INITIATED -------- Pending level = PX1_0305_Mercenary_Camp. (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) RetaliationAttack (AttackMelee) needs a Persistence component! (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Checking to instantiate global... (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Checking to instantiate in game global... (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) -------- TRANSITION TO EMPTY -------- (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) -------- TRANSITION TO EMPTY COMPLETE -------- (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) UnloadTime: 144.084000 ms Unloading 2 Unused Serialized files (Serialized files now loaded: 5 / Dirty serialized files: 0) Unloading 17133 unused Assets to reduce memory usage. Loaded Objects now: 162334. Total: 265.727020 ms (FindLiveObjects: 11.109000 ms CreateObjectMapping: 20.635000 ms MarkObjects: 140.568008 ms DeleteObjects: 93.318001 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 5 / Dirty serialized files: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 162326. Total: 170.746994 ms (FindLiveObjects: 11.682000 ms CreateObjectMapping: 17.461000 ms MarkObjects: 141.345993 ms DeleteObjects: 0.220000 ms) Could not load Expansion Asset Bundle. (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Exception: Exception of type 'System.Exception' was thrown. at GameResources+<LoadScene>c__Iterator78.MoveNext () [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) <LoadScene>c__Iterator78:MoveNext() (Filename: Line: 4294967295) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ------- LOAD TO MAIN MENU -------- (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) UnloadTime: 10.237000 ms Checking to instantiate global... (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Shader warmup: 131 shaders 414 combinations 0.031s Unloading 1 Unused Serialized files (Serialized files now loaded: 5 / Dirty serialized files: 0) Unloading 11 unused Assets to reduce memory usage. Loaded Objects now: 163595. Total: 169.561996 ms (FindLiveObjects: 11.109000 ms CreateObjectMapping: 18.768000 ms MarkObjects: 139.046005 ms DeleteObjects: 0.543000 ms) Unloading 1 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 117221 unused Assets to reduce memory usage. Loaded Objects now: 32831. Total: 574.091980 ms (FindLiveObjects: 9.016000 ms CreateObjectMapping: 22.664000 ms MarkObjects: 34.488998 ms DeleteObjects: 507.783997 ms) ---------- System Specs: Operating System: Linux Mint 17.2 Cinnamon 64-bit Cinnamon Version: 2.6.13 Linux Kernel: 3.16.0-38-generic Processor: Intel Core i7-4700HQ CPU @ 2.40GHz x 4 Memory: 11.7 GiB Hard Drives: 948.9 GB Graphics Card: Intel Corporation 4th Gen Core Processor Integrated Graphics Controller ^ Note: Actually using: GPUs: GeForce 840M (GPU 0) Driver Version: 352.63 PRIME Profile: NVIDIA (Performance Mode) ^ Note: I've experienced zero game issues up until this Crägholdt Bluffs problem. Saved Game: https://mega.nz/#!ZQZHkTDS!2tNQMUbVtMf9zOm7xPJSzFGyNW9Pe2xjSluYHbW_wCo
- 4 replies
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- Crägholdt Bluffs
- crash
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Hello there! Hope someone can help me with this bug. Description: I walked into a new area, right before a cutscene was about to happen. Loading screen goes normally, but when finished - everything is messed up... User interface is completely bugged, can't walk around or interact with anything, but I'm allowed to open C, H, I, J, load and save etc normally. Including save file, as I'm trying hardcore - and it saved when I walked into the new area. Steps to Reproduce the Issue: Walk into a new area right before a cutscene is about to start. Savegames https://www.dropbox.com/s/8stnaux4dq13wnv/d41a15eb7e1b4a6a9401eb9fd4f18c4a%2011022534%20HearthsongDwelling.rar?dl=0 Output Log https://www.dropbox.com/s/6mjd90xsgu2nv33/output_log.txt?dl=0 Screenshots http://imgur.com/bGazwge,PZ9FNee,T0XWzcM#0 http://imgur.com/bGazwge,PZ9FNee,T0XWzcM#1 http://imgur.com/bGazwge,PZ9FNee,T0XWzcM#2
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Raedric Hold, Game Crash
Alupinu posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
When trying to exit Raedric Hold castle, dungeon through the sewer, game crashes. Tried this 4x even after restarting my computer. Processor: Intel Core i7 CPU960 @ 3.20GHz Graphics: 2x NVIDIA GeForce GTX 550 Ti RAM: 8 GB Windows 7 -
These topics were brought up at some point around the start of the beta, but seem to have been totally forgotten. Either that, or people are happy with them now. Or maybe Obsidian promised to fix them, I don't know. Whatever the case, I wanted to bring them up again since they really bother me. Why can I not put only one of my characters into scouting mode? Why does my whole party have to come with me through every screen transition? I'm sure there are plenty of situations when you'd want to have your entire party sneaking around, and obviously a certain amount of 'gather your party' is acceptable, but come on. There are so many situations where you might want only a single character scouting ahead (like the guy who has the highest stealth skill). Maybe I want my fighter to enter a building first to check for giant spiders. At the moment, if I want to scout, every character has to hunch over, slightly invisible, looking a bit silly, while the rogue (other stealth classes are available) does the actual scouting. A particularly infuriating case, and a good way to highlight both problems, is when you're at the inn and you want to fetch the hidden staff in the floorboards (because loot). In an IE game, the process would be: select thief, order him/her upstairs, turn on 'scouting mode' (detect traps) and grab the loot. You know, thief stuff. In PoE, I have to select my entire party, shuffle all of them upstairs, make them all go into full stealth ninja mode and then send one of them to pick up the staff. It's clunky, it's silly and it's not how you'd expect to be able to handle your characters. As far as I can see, there's no narrative or logical reason for your entire party to move with every transition, or for them all to go into scouting mode at the same time (there's a marquee select for a reason). It also wasn't like this in the IE games, and, as far as I can tell, it's not any more fun this way. So it's probably due to time constraints and/or technical limitations. If so, I for one would like them try and fix these issues.
- 1 reply
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- 3
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Admittedly, while Planescape: Torment did have a much smaller variety of spells to choose from than other Infinity Engine games, one spell in particular stands out in my eyes as almost superior in design. Globe of Invulnerability. Unlike the traditional self-targeted sphere which protects individuals from set levels of spells, this one occupied an area - a fairly considerable one. One could cast the globe over an area, and ranged, squishy characters could remain moderately protected inside; Ignus and Co. snug under the sphere, protected from Fire-and-Ice (but not necessarily from Deathbolt or Bladestorm!) and able to at least protect themselves from minor punishment. Others may not have used this spell in the game, considering its sparsity of enemy spell-casters, but I found it quite useful against a certain Deva, and can imagine quite vividly its use as a tactical, defensive utility in Project Eternity. But why draw the line there? Sure, Chanters and other such classes may have auras that follow them around, but what about things like Magic Circles of (Minor up to Greater) Regeneration that are magically inscribed into a region of the battlefield, giving a choice area of the field a natural tactical advantage? "I've sustained several bleeding wounds, but I can last a little longer if I stay inside the circle!" Tactical disadvantages in the field are already aplenty in CRPG titles - Get out of the Cloudkill! - No, you fool, you've just run into a Meteor Swarm! - You HAD to just get caught in the Web, didn't you? In Icewind Dale there were Undead Wards, behind which a meagre party of four could hide (assuming that their turn undead skill was strong enough!) when the swarms of shades and skeletons proved too overwhelming. There are bad examples of attempts at this as well: in NWN2, the Wall of Fire and the Wall of Dispel Magic spells occupied a tiny area, were straight (therefore being easily circumvented) and did pathetic damage (therefore having little stopping power). But if they were circular or wider, a surrounded party might erect a shield of flames to at least deter the monsters' approach. It wouldn't be necessarily as strong as, say, casting Sunfire/Fireburst might be, but it avoids hurting the party and can work in protracted situations ( *SPOILER INCOMINGlike the fight during the reforging of the Sword of Gith SPOILER OVER, BREATHE EASY). Of course, the disadvantage of being locked to a certain position in the battlefield remains, which could still be exploited by the foe. You have a fire-shield? We have a fire-ball. - You have a warding circle? We have spears. Now, I would by no means argue the preclusion of individual protective magics - perhaps area defenses such as these would be higher-tier than individual defenses, maybe channeled or something if they are particularly powerful (Undead Ward was level 5). Perhaps the player characters wouldn't have access to them or use them much at all, and they would be the tactical responses of enemy bands, who already have positional control of an area and now can influence where they fight positively as well as negatively. Naturally, a mage fighting on his own wouldn't shield an entire area. Maybe one's front-line friends are dashing about the battlefield to reach distant foes and don't want to sit around in some silly circle. But the fact that one has the option to do so, in an environment when it could prove useful (like being surrounded by Hook Horrors that are scurrying on the ceiling only to drop down and flank with terrifying agility, or being ambushed by a patrol of bandits) makes the battlefield come alive. Spell-casters should have such defensive tactics open to them. They are useful, call for thought and imagination on part of the player (whether they are the attacker or defender), and above all are very cool. There are so many possibilities in what has been a largely unexplored region of magic in CRPGs, perhaps born of the eventual ability of most parties to just walk through hordes as if they were a stiff breeze and thus not need to be in any one place. But if the combat of Project Eternity is truly to be rich, difficult and with variety, in which characters can't just walk past each other in endless congo-lines of aggression, surely it is things like this which will make a pitched battle feel like a pitched battle, and not a glorified room-clearing.
- 5 replies
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- 5
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- spellsmagic
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