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Posted

Greetings, Watchers!

We’ve been hard at work delving deep into the code grimoire and tuning the balance of blade and spell—and today, we’re excited to share the results of that effort with a brand new patch. This update addresses a wide range of fixes and improvements across visuals, combat, quests, and more. Whether you're journeying through the Eastern Reach for the first time or returning to tie up loose threads, your path should now be a little smoother.

But that’s not all—we have something special on the horizon.

Coming later this year, Watchers will be able to help us test a brand-new feature: Turn-Based Combat. We’re excited to explore this new way to experience encounters in Pillars of Eternity, and your feedback will help shape its future. More details on how to participate will be shared in the near future, so keep an eye on our socials and in our discord.

For now, read on for the full list of changes in this update—and as always, thank you for walking the path with us.

—The Pillars of Eternity Team
 

General Fixes & Platform Support

  • Mac users may now access the latest updates and bug fixes without issue.
  • Resolved a longstanding issue where the game would boot to a black screen on systems using Turkish and certain other non-Latin-based language settings.
  • GOG Achievements should now unlock correctly.
  • Kickstarter and Backer rewards on Steam and GOG are once again granted properly to new players.
  • Steam Linux users: support is now live and will be maintained in future patches.
  • Epic Games Store users will now properly receive their Royal Edition digital rewards.
  • Saved games now sort by most recent activity, regardless of save type (Manual, Auto, or Quick).

Visual & Audio Enhancements

  • Characters should now reliably speak when selected—Eder has once again found his voice.
  • Grimoires will now properly vanish from view when reading scrolls.
  • Cutscenes and maps now perform better when viewed in 4K resolution.
  • Fixed rare T-pose occurrences in select cutscenes.
  • Removed unintended "knock" sounds in some dialogue nodes.
  • Act introductions and developer commentary no longer echo unintentionally.
  • Ferry boat in Oldsong no longer appears to be sinking.
  • Corrected VFX alignment for multiple Woodskin spell variants, including Spell Holding and Spell Bind versions.
  • Visual and audio effects restored for Delemgans, Adragan, Pwgra, and Menpwgra spells.
  • Party members immune to poison will no longer complain about being poisoned.
  • All animal companions now make proper footstep sounds.
  • Hiravias' Spiritshift FX now play correctly upon reverting to his natural form.
  • Taena’s VO will now trigger correctly in both instances where it can be heard.

Quests & Dialogue Fixes

  • Resolved softlocks involving Aldwyn's services, both in Brighthollow and the Salty Mast after hiring Lyrinia.
  • Simoc in Sacrificial Bloodlines will no longer drop a duplicate quest reward if slain.
  • Slaying the High Monk after receiving Alia Braccia will no longer grant a second copy.
  • A Mother’s Plea now correctly fails if Ranga is killed before acquiring the potion.
  • Abrecan will still accept the letter he requests, even if you already possess it.
  • Krivi’s Od Nua rewards can now only be claimed once.
  • Anamfath Leader in Twin Elms will now continue The Child of Five Suns quest even if Vincent Agosti is dead.
  • Failing Athletics or Dexterity checks in Durgan’s Battery now properly applies the Concussion affliction.
  • Tealdor’s Bounty can now be continued later even if you initially leave the conversation.
  • Turning in the final pieces of the Blade of the Endless Paths while Dunstan is defending the keep now grants proper rewards.
  • Grynde's "ripple sponge addict" accusation exploit has been fixed.
  • Crothar’s fate no longer influences the state of Korgrak’s quest.

Combat & Mechanics

  • Fixed a crash involving the Shadow Step ability.
  • Shadow Step is now ground-targeted and no longer treated as a modal.
  • Spellsword Wizards will now prioritize Second Wind over Deleterious Alacrity of Motion when wounded.
  • Party AI will no longer waste Second Wind when Endurance is low but Health is too low to benefit.
  • Party AI will no longer target charmed/confused allies with harmful abilities.
  • Movement commands now hold position briefly, as seen in Deadfire. (Watchers may still attack if able.)
  • Trap Accuracy no longer double-applies the attack’s Accuracy modifier.
  • Constant Recovery now scales properly and outperforms Veteran's Recovery, as intended.
  • Ryona’s Buckle Tenacity Accuracy bonus now updates dynamically with Endurance changes.
  • Iron Circle damage reduction now deactivates correctly when above 26% Endurance.
  • Killing Bolt traps now correctly target Fortitude and no longer display slash damage.
  • Chain Lightning traps now properly deal damage.
  • Abydon’s Hammer will no longer cause permanent Might increases when reforged.
  • The Lady’s Hand now uses a visible trigger for easier tracking on the character sheet.
  • Black Sanctuary shield correctly applies endurance regen during Withdraw.
  • Royal Deadfire Cannoneer belt no longer causes trap recursion.
  • Eyestrike and similar effects no longer trigger on beneficial “attacks.”
  • Powder Burns and similar modals no longer damage allies unintentionally.
  • Fulvano’s Blunderbuss now correctly charms targets on spellchance.
  • Knock Down now respects suppression mechanics and prevents stacking.
  • Characters under Crushing Doom are no longer able to move while proned.
  • Izali's Boon Stealth bonus now properly clears after resting.
  • Scrolls of Minoletta's Bounding Missiles and Boiling Spray now match their respective spells in description and range.
  • Scrolls of Restore Endurance now have updated ranges consistent with the spell version.
  • Salty Mast hirelings now maintain their boons when aiding at your stronghold.
  • Skyward Kick no longer causes bugs like vertical launch or permanent prone states when missing.
  • Multiple Unconscious effects no longer allow movement during incapacitation.

UI & Interaction Improvements

  • Culture selection on character creation is now preserved in rare level-up cases.
  • Double-clicking a weapon now equips it to your first weapon slot.
  • Right-clicking creatures now opens their bestiary entries (if discovered).
  • Retraining UI no longer shows white portrait bugs.
  • "Best of" damage types now show correctly in the character sheet.
  • Burial Isle vision sequences can now be properly canceled.
  • Traps that trigger aggression now show appropriate cursor warnings when opened.
  • Trapped chest in the Abbot's Quarter during The Rising Tide can now be looted after disarming.
  • Queued looting actions can no longer be exploited to loot multiple times.
  • Ancestor Pendant’s Guardian Spirit no longer displays erroneous ability info.
  • Invalid names at the end of character creation will now prevent finalization.
  • Attribute bonuses from culture are only displayed after culture is selected.

Localization

  • Several Talents that were previously missing translations are now fully localized across supported languages.

Known Issues

  • In rare cases, the spell cursor may show an incorrect icon. This should now happen far less frequently, but further improvements are being investigated for a future patch.
  • Like 15
  • Gasp! 3
  • cstanick pinned and featured this topic
Posted (edited)
50 minutes ago, cstanick said:
  • Trap Accuracy no longer double-applies the attack’s Accuracy modifier.

I've been talking/begging about this since 2016, even added it as a begging section to my gamefaqs guide. I will literally re-install PoE1 just to take a look at this. With the last patch in 2024 I promised a hand-written letter of effusive praise if the devs got around to fixing this as well, and now I have it on this week's todo list to go out and buy some stationary. thankyousomuchomg

Edited by thelee
  • Like 8
Posted (edited)

By Odin's Blessed Beard, Obsidian has done it again! On the 10th Anniversary of Pillars of Eternity, no less. Already updated and testing it out before I go to work this evening! I'll keep the community posted. And yes, I volunteer to test the upcoming Turn-Based Combat for Pillars of Eternity. Let me/us know when, please and thank you. Hope to see a fix, perhaps, for The Nest Above The Clouds, and driving off the Sky Dragon. I can wait.

Edited by The Mad Engineer
  • Like 2
Posted

Not to tin foil hat but would they put this much effort in for a game that launched so long ago? Or do they have ….other plans in the future….

a guy can dream! 
 

KICKSTART AN ICEWIND DALE STYLE PILLARS GAME I WILL SEND THOUSANDS OF DOLLARS AND PICTURES OF MY WIFES BOOBS 

  • Like 1
  • Haha 3
Posted

Its great to see this game getting updates after such a long time so here comes my humble request. It would mean a lot to me if you could add a walking toggle like in PoE2. There is already a mod doing this but that one is not easy to install and adds a lot of different features that I don't really care about. So please - while you are updating the game again, maybe consider adding this feature. It would greatly increase my immersion and make me very happy. Pretty sure a lot of people want this too I remember seeing discussions about this when the game released.

Have a great day

Posted

Oh that is big! RTwP was the main reason I never really got into the first game. A proper turn-based mode will make it so much more enjoyable! Thank you so much. 😃

Posted
9 hours ago, jaszq06 said:

Do you have any plans to add controller support on PC?

I’d really welcome this as well. The controller implantation on console works really well, and these days, I prefer sitting on a couch after a day of being in front of a computer. Mind you, Obsidian played this intelligently, because I’ve repurchased the game multiple times after initially Kickstarting it just so I can get the couch experience.

Posted

Really awesome to see PoE1 is getting some love, especially if there is increased attention on Pillars from Avowed.

It's good to see turn-based options coming for those who prefer it, though I hope that Pillars of Eternity remains a refuge for those of us who do not like the arduous nature of turn-based in any future installments  🙂

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