Obsidian Entertainment have gone back and upgraded the original Pillars of Eternity with a big update, although it's currently only for the Windows version.
In the patch notes they said "This update is currently unavailable for OSX & Linux. We are investigating bringing these platforms up to speed as part of a future patch.". So I'll be keeping an eye out for if / when that happens, shame to see updates delayed though. But for those who can't wait it should work fine in Proton.
They use Unity, which does have both Linux and macOS game export support, so it's likely some kind of middleware is holding up updating those versions.
With the patch they've updated to Unity version 2019.4.11, fixed various navigation issues, fixed a whole a bunch of visual and audio issues, improved sound quests and dialogue, tweaked some combat mechanics, fixed up various UI problems and more.
Full changelog, click me
- We have updated to Unity Version 2019.4.11.
- Updated graphics to DirectX 11.
- Fixed an issue where backer rewards would appear or unlock incorrectly.
- Also fixed a case where backer rewards might not unlock at all for users in the public beta.
- Corrected save file location for the public beta (You should no longer need to move save files into a _Local_ directory for them to show up correctly).
- Fixed areas that could not be navigated in numerous scenes.
- The lake in Cayron's Scar should no longer be unintentionally traversable when submerged.
- Fixed some cases where NPCs would become stuck when pathing during cutscenes.
- Fixed some cases where NPCs would walk or run in place during cutscenes.
- Fixed a handful of doors throughout various scenes that could be walked through due to lacking proper collision.
- Fixed multiple cases where characters might T-Pose briefly at the beginning of a cutscene.
- Fixed an issue where paperdolls in character creation and inventory screens might appear blurry.
- Overwhelming Wave should more reliably play its visual effects.
- Fixed VFX issues with the Woodskin spell rotating or attaching incorrectly.
- Symbols western chamber of Lle a Rhemen should now properly light up when expected.
- Fixed redundant horn audio playing after the battle of Yenwood.
- Fixed an issue where attempting to open locked containers could play multiple voice lines at once.
- Fixed a handful of cases where dialogue audio wouldn’t play when certain nodes were re-triggered.
- VFX will no longer become displaced when a character teleports or uses a movement ability.
- Unstrung Bow’s visuals will now properly appear on the ground when discovered.
- Soul Whip VFX are no longer lost on save/load or transitions.
- Penetrating Shot, Vulnerable Attack, Savage Attack, and similar VFX should no longer be lost on save/load or transitions.
- Released soul VFX in Sun in Shadow should now display correctly.
- Fixed an issue with Ninagauth’s Freezing Pillar VFX overlapping other visuals.
- Gafonercos will remain correctly positioned after completing certain attacks.
- Potion of Fleet Feet now properly plays a drinking animation.
- Reading from scrolls and rites will now position the scroll correctly in the reader’s hands.
- Fixed an issue that would cause water VFX to display improperly in certain areas.
- Ready the Cannons side quest should now properly update its objectives.
- Dialogue from Buried Secrets quest should no longer allow the player to demand their payment more than once.
- Fixed an issue where multiple barked lines in Gilded Vale could overlap excessively.
- Fixed an issue where Eder’s bark lines in the Temple of Eothas may end abruptly.
- Fixed a case where Calisca could trigger the wrong bark line near the camp inside Cilant Lîs.
- Fixed bark lines in Defiance Bay cutting short after their first line.
- Crag Ogres in Flames-That-Whisper Cavern should now more reliably play their banter on approach.
- Prisoners in Icantha’s house should no longer respawn in certain cases after save/load.
- Earth Blights should no longer sometimes detach from their selection circles when dominated.
- Scroll of Ray of Fire should now appear correctly and more accurately match the behavior of the Ray of Fire spell.
- Fixed a case where manually resolving stronghold combat could sometimes yield no rewards.
- Fixed a case where prone characters might try to move while prone, resulting in sliding behavior.
- Concelhaut’s Draining Missiles should no longer occasionally show 0.0 damage in the combat log.
- Weapon Specialization: Peasant should now reliably add its damage to unarmed attacks.
- Fixed some cases where the Halt spell might confuse enemy AI, causing them to repeatedly interrupt and re-attempt their own actions.
- Removed errant untargetable Xaurip that could sometimes appear in Dyrford Crossing.
- Fixed a case where Sleafhota might teleport to an alternate location mid-dialogue before attacking the player.
- Attacking Osrya directly will now reliably engage with her revenant and skeleton minions.
- Fixed a case where all survival camping bonuses might appear after spending only a single skill rank on Survival.
- One-Eyed Molina’s Gold-Fingered Spike-Flinger’s last two soulbound upgrades now increase Reload Speed instead of decreasing it.
- Deadfire Pack’s soulbound weapons now have the Universal weapon group.
- Fixed an issue with status effects from old saves duplicating when loaded on newer builds.
- Battle-Forged Godlike racial ability should no longer trigger a hit on the owner when non-hostile abilities are used (E.g. Second Wind).
- Caedebald’s Blackbow and Llengrath’s Blunt Wisdom are now of the universal weapon type.
- Stalker’s Torc item should now apply and display its effects correctly.
- Psychic and Brutal Backlash now correctly respect their per encounter rules.
- St. Ydwen’s Redeemer no longer displays “Destroys Vessels” activations in the combat log when not fighting a vessel.
- Scroll of Minoletta’s Minor Missiles will now better match the effects of the origin spell.
- Fixed a UI issue where chants could sometimes clip beyond their scrolling frame.
- Fixed a case where the damage type icon on the character sheet might not position correctly.
- Fixed some cases where assigning companions to multiple stronghold missions at once might cause UI issues.
- Quick loading with the crafting or enchanting UI open should no longer result in a permanent black screen.
- Fixed a typo in the description of Animal Companions.
- Fixed an issue where highlighting certain parts of a defeated enemy would not allow you to loot them.
- Doors in some scenes that were difficult to interact with have had their collision revised and should now be more reliable.
- Fixed a case where the final pressure plate in the Temple of Woedica would not appear.
- Examining the wall trophy inside of Elm’s Reach should now be possible.
- Skipping intros when first starting the client should now be more responsive.
- Fixed accuracy tooltips not appearing on the character sheet.
- Interactable tree in the Abbey of the Fallen Moon now can be interacted with properly.
- Fixed a bug preventing interactable highlights from appearing after opening the map.
- Fixed an issue that caused tooltips to sometimes shake in the UI
Nice to see an older game seeing some love, probably means Obsidian Entertainment are working on a new one don't you think?
Quoting: dvdwhen the Linux version drops.
Well that's ambiguous... ;-)
1) This is the big one: when they made the game, Obsidian was an indie studio with limited resources, that had a very successful crowdfunding campaign but still a lot of risk. But they have since been bought by Microsoft, one of the biggest companies on the world. There is absolutely no excuse to not give proper support to some people, it is all greed and dishonesty. "Oh but it is not profitable" - yeah after-release support often is, you still have to do it. Didn't want to pay for Linux support, should not have bought a company with Linux games
2) Making the entire game work on Linux in the first place is a (potentially) huge task, and adding Linux as a new platform implies taking on a new responsibility, so sure if you want to focus on the main release and leave it as an extra it is understandable. But "porting" the updates is the opposite - it is something you already committed to.
3) They picked an engine with Linux support. Sure they built a lot on top of it (I think they did some pretty big extensions to the engine iirc), but it is not like they would have to port the entire engine again just for a few fixes. Sure it is still not trivial, but it is one less thing for them to blame.
4) I don't care if Linux players are few, every single player has a very reasonably expectation of good support. Even if a problem only affects one person, as a "paying customer" that person should be able to reach customer support and get it sorted out (if at all possible). "Sorry we won't fix our fabrication defect because there aren't enough people affected, so you'll have to cope with your defective product" is not acceptable. It is a Linux game, they need to support their Linux customers.
QuoteWe are investigatingAs "no, but we rather not say that out loud to avoid any negative backlash"
But hopefully I am wrong.
Quoting: eldakingThis kind of thing pisses me off immensely for a few reasons.
1) This is the big one: when they made the game, Obsidian was an indie studio with limited resources, that had a very successful crowdfunding campaign but still a lot of risk. But they have since been bought by Microsoft, one of the biggest companies on the world. There is absolutely no excuse to not give proper support to some people, it is all greed and dishonesty. "Oh but it is not profitable" - yeah after-release support often is, you still have to do it. Didn't want to pay for Linux support, should not have bought a company with Linux games
2) Making the entire game work on Linux in the first place is a (potentially) huge task, and adding Linux as a new platform implies taking on a new responsibility, so sure if you want to focus on the main release and leave it as an extra it is understandable. But "porting" the updates is the opposite - it is something you already committed to.
3) They picked an engine with Linux support. Sure they built a lot on top of it (I think they did some pretty big extensions to the engine iirc), but it is not like they would have to port the entire engine again just for a few fixes. Sure it is still not trivial, but it is one less thing for them to blame.
4) I don't care if Linux players are few, every single player has a very reasonably expectation of good support. Even if a problem only affects one person, as a "paying customer" that person should be able to reach customer support and get it sorted out (if at all possible). "Sorry we won't fix our fabrication defect because there aren't enough people affected, so you'll have to cope with your defective product" is not acceptable. It is a Linux game, they need to support their Linux customers.
Agreed, this has Microsoft stink all over it. Probably can't get project management approval, or worse, the talent that did the linux portion no longer works for the company or something. Doesn't really matter if Obsidian wants to do it, that's not how big corpos work.
Quote...probably means Obsidian Entertainment are working on a new one don't you think?
They are working on a game in the PoE universe (aowed or something like that) word but not exactly a sequel.
Quoting: amataiQuote...probably means Obsidian Entertainment are working on a new one don't you think?
They are working on a game in the PoE universe (aowed or something like that) word but not exactly a sequel.
Avowed
https://store.steampowered.com/app/2457220/Avowed/
It's more like a skyrim game. First person action adventure. Not sure how deep the rpg elements will go, definitely a lot shallower than the top down PoE2 though.
PoE2 was one of my favorite games I played in the past several years. It was SOOO GOOOD. I really hope the eventually do a proper top down sequel with all the deep rpg elements. I loved the entire game.
Quoting: Dmitri SeletskiWaiting for Dead fire patch... I still have not completed it yet.Wasn’t there one early this year?
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