SChin 494 Posted May 9 Hey everyone! As it's been a year since the release of Deadfire, we have come to the point of moving on to newer projects and ramped down the Deadfire staff as a result. We will no longer be fixing any issues we deem to be non-game breaking. At the moment, we are only aware of a few potential issues for some users that can prevent player progression and have come up with solutions to these issues. If we find that there are any progression breaking issues going forward that prevent gameplay, we will look into finding workarounds or potentially hot fixing them and adding those to this list. The following are the known issues and their workarounds. Players with general performance issues, freezes, or crashes, we have compiled a list of diagnostic steps that have worked to varying degrees for other users. You can find the list with some instructions listed below. Reduce graphics settings Restart game Delete or move excessive saves Disable Unity Console mod - if applicable Remove Unity Console mod - if applicable Verify Integrity of Game Files - Steam - GOG Reinstall Deadfire Change PhysX settings to GPU instead of Auto Install the Special K mod with recommended settings Update graphics drivers Update operating system Check for faulty RAM - Steps to do this can be found here Roll back graphics drivers Reinstall operating system Mac users who are having graphical issues where large sections of the map are white, it has been found that if you save the game and load the new save file, the map will go back to normal. Players have reported Nungata disappearing from Serpent's Crown and being unable to turn in quests. This is not a bug as she leaves the area during the quest The Final Maneuver and will return to her normal location when that quest is resolved. If you run into an issue different than the ones listed above that prevents you from being able to continue your adventure through the Deadfire, please feel free to let us know in an email and attach any screenshots, output_log.txt files, save files, and crash logs that may assist us in helping to resolve the issue. Should you need information on how to obtain those files, you can find instructions here. Please send these emails to support@obsidian.net and we will do what we can to get you back on track. We at Obsidian want to send our heartfelt thanks to this wonderful community for being so supportive of Pillars of Eternity II: Deadfire! We hope you will continue to enjoy Deadfire for many years to come and hope to see you in the next great Obsidian adventure! 3 1 Quote Share this post Link to post Share on other sites
pmchem 17 Posted May 9 (edited) So when eventually the console port is released, how will patches be handled? If a non-game-breaking bug is fixed for the console version, will that fix be ported to the PC version and a new bugfix release version issued? Or will console/PC gradually diverge? Edited May 9 by pmchem 1 Quote Share this post Link to post Share on other sites
Achilles 2,038 Posted May 10 3 hours ago, pmchem said: So when eventually the console port is released, how will patches be handled? If a non-game-breaking bug is fixed for the console version, will that fix be ported to the PC version and a new bugfix release version issued? Or will console/PC gradually diverge? Unless there's a radical departure from how it's been done in the past, the console port is Team Paradox, not Team Obsidian. Quote "Art and song are creations but so are weapons and lies" "Our worst enemies are inventions of the mind. Pleasure. Fear. When we see them for what they are, we become unstoppable." Share this post Link to post Share on other sites
Boeroer 13,558 Posted May 10 Versus Evil in this case. Afaik they don't work with Paradox on Deadfire. But I read somewhere (Aarik on Twitter or Discord I believe) that Versus Evil is doing the port. 1 Quote Deadfire Community Patch: Nexus Mods Share this post Link to post Share on other sites
MaxQuest 2,774 Posted May 10 Excessive saves, ehh. I have 200+ at the moment, and definitely noticed a heavy degrade in save/load menu performance. But I need all of them Also it's good to know that this was the last ~balance related patch. Saddening a bit though) Quote PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules Share this post Link to post Share on other sites
Aotrs Commander 183 Posted May 10 4 minutes ago, MaxQuest said: Excessive saves, ehh. I have 200+ at the moment, and definitely noticed a heavy degrade in save/load menu performance. But I need all of them Just move some to a different directory, maybe? And just alt-tab to explorer and copy-paste them in before opening the load menu if you need a specific one? Quote Share this post Link to post Share on other sites
Ethics Gradient 2,386 Posted May 10 6 hours ago, Boeroer said: Versus Evil in this case. Afaik they don't work with Paradox on Deadfire. But I read somewhere (Aarik on Twitter or Discord I believe) that Versus Evil is doing the port. Via Versus Evil, the port is handled by Red Cerberus, who further subcontracted the development to the team at Grip Digital. I'm assuming they're the reason why there's a gripreferencebuild branch of Deadfire listed on SteamDB for console testing. 1 Quote Share this post Link to post Share on other sites
MaxQuest 2,774 Posted May 10 1 hour ago, Aotrs Commander said: Just move some to a different directory, maybe? And just alt-tab to explorer and copy-paste them in before opening the load menu if you need a specific one? Yeah, I do this before starting a new playthrough. Although I haven't actually "played" since December, and have been mostly checking/testing stuff. Quote PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules Share this post Link to post Share on other sites
kierun 112 Posted May 10 (edited) 19 hours ago, SChin said: We at Obsidian want to send our heartfelt thanks to this wonderful community for being so supportive of Pillars of Eternity II: Deadfire! We hope you will continue to enjoy Deadfire for many years to come and hope to see you in the next great Obsidian adventure! Since I am unable to play (due to NVidia freeze bug) a game I help fund, I do not think I will be looking at the next adventure… Sorry. Edited May 10 by kierun 2 Quote Nescire autem quid ante quam natus sis acciderit, id est semper esse puerum. Quid enim est aetas hominis, nisi ea memoria rerum veterum kum superiorum aetate contexitur? Marcus Tillius Cicero Share this post Link to post Share on other sites
MaxQuest 2,774 Posted May 10 ^ Probably that's why they decided to give Unreal Engine a try, instead of Unity (used in Pillars series). Quote PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules Share this post Link to post Share on other sites
Achilles 2,038 Posted May 10 10 hours ago, Boeroer said: Versus Evil in this case. Afaik they don't work with Paradox on Deadfire. But I read somewhere (Aarik on Twitter or Discord I believe) that Versus Evil is doing the port. 3 hours ago, Ethics Gradient said: Via Versus Evil, the port is handled by Red Cerberus, who further subcontracted the development to the team at Grip Digital. I'm assuming they're the reason why there's a gripreferencebuild branch of Deadfire listed on SteamDB for console testing. Thanks for the correction, guys. Quote "Art and song are creations but so are weapons and lies" "Our worst enemies are inventions of the mind. Pleasure. Fear. When we see them for what they are, we become unstoppable." Share this post Link to post Share on other sites