Larian Banner: Baldur's Gate Patch 9
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Joined: Dec 2012
Moderator Emeritus
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Moderator Emeritus
Joined: Dec 2012
Not really a bug, but rather a request:

Could you please mute the game music and sounds when you Alt+Tab it? As much as I love Kiril's work, I would really appreciate to have no music when real life requires me to Alt+Tab the game^^.

Joined: May 2014
W
stranger
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stranger
W
Joined: May 2014
Mac version is out, time for mac bugs!
The area the healing stone takes you has no graphics at all: http://steamcommunity.com/sharedfiles/filedetails/?id=260506657
I can mouseover items and see their tooltips, and click on them, but I can't see anything at all.

It persists through reloading.

Last edited by wdarkk; 16/05/14 10:13 PM.
Joined: Mar 2014
old hand
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old hand
Joined: Mar 2014
Ive talked and traded with Arhu for a long time at the gates, intentionally. And could still save the ship with plenty of time left. It had more then 80% health when i did it.

But true, if you dont know about it before hand and just go straight from the gates you could miss it.
A few NPCs running in that direction of dialogue pop ups about the fire can easily correct that.

Joined: Jan 2009
veteran
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veteran
Joined: Jan 2009
Bug: The skills menu has the number of skills you know and can learn on the little tabs, but it doesnt display right, it only shows X/3 Warrior skills - even if you have 0 Man-At-Arms, and even if you have 2 Man-At-Arms and it should be X/5.

Those who have 0 Man-At-Arms still can click on the warrior tab and it shows "Learn new skills from skillbooks".


Also related, I have a idea: since the formula for the first 4 ranks is ((X * ability rank) + 1), then maybe if your ability rank is 0, you can still learn a spell but only ONE spell of that school (from the +1).

EDIT: No, that's too powerful and dumb.

Last edited by Stabbey; 17/05/14 02:18 AM. Reason: dumb idea
Joined: Apr 2014
Location: Canada
enthusiast
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enthusiast
Joined: Apr 2014
Location: Canada
Originally Posted by Stabbey
I think I have one as well:

In the tutorial dungeon, I tossed a candle onto the oil surface that the mummified skeletons were standing on. The oil lit on fire correctly, and the skeletons correctly fled the now burning surface... but the problem was that they didn't seem to take any damage at all from being on the surface, which seems to defeat the point of setting it on fire.


I saw this just now - I lit the oil with a thrown candle, they both moved off, only one of them caught fire and took damage. I think we may be seeing enemy saving throws in action.

Joined: Apr 2014
Location: Canada
enthusiast
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enthusiast
Joined: Apr 2014
Location: Canada
This is likely more a design choice than a bug, but: Bloodletting still works on skeletons.

Joined: Dec 2013
apprentice
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apprentice
Joined: Dec 2013
There's no bug reporting tool in the Mac version. I get a runtime crash every time I exit the application. Here's the copy of the error. Hopefully it will help. I run on a Macbook Pro 15" Retina Late 2013.

MAC VERSION ONLY:

Process: Divinity - Original Sin [2155]
Path: /Users/USER/Library/Application Support/Steam/*/Divinity - Original Sin.app/Contents/MacOS/Divinity - Original Sin
Identifier: com.larian.dos
Version: 1.0.59.0 (1.0.59.0)
Code Type: X86 (Native)
Parent Process: launchd [602]
Responsible: Divinity - Original Sin [2155]
User ID: 501

Date/Time: 2014-05-16 20:30:48.611 -0700
OS Version: Mac OS X 10.9.3 (13D65)
Report Version: 11
Anonymous UUID: 1970FB2E-B4C8-C229-DF06-42438B0CB7CB

Sleep/Wake UUID: 7B86D221-2C1C-40C1-8BD7-1AB925DFD485

Crashed Thread: 0 MainThrd Dispatch queue: com.apple.main-thread

Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000

Application Specific Information:
abort() called

Thread 0 Crashed:: MainThrd Dispatch queue: com.apple.main-thread
0 libsystem_kernel.dylib 0x94b7c952 __pthread_kill + 10
1 libsystem_pthread.dylib 0x93421167 pthread_kill + 101
2 libsystem_c.dylib 0x90cfc29c abort + 155
3 com.apple.CoreGraphics 0x99c3cfa0 slab_alloc + 503
4 com.apple.CoreGraphics 0x99c3d078 magazine_alloc_ + 211
5 com.apple.CoreGraphics 0x99c3b8fc x_mem_alloc_size + 92
6 com.apple.CoreGraphics 0x99c3bc68 x_malloc + 22
7 com.apple.CoreGraphics 0x999a055d shape_path_alloc + 153
8 com.apple.CoreGraphics 0x999a037a CGSRegionPathEnumerator + 62
9 com.apple.CoreGraphics 0x999a029f CG::Path::Region::append_to_sequence(CG::Path::Sequence*) const + 23
10 com.apple.CoreGraphics 0x999a021d CG::Path::Region::get_sequence() const + 55
11 com.apple.CoreGraphics 0x999a01cb CG::Path::Region::apply(void*, void (*)(void*, CGPathElementType, CGPoint const*)) const + 17
12 com.apple.CoreGraphics 0x999a01b5 CG::Path::apply(void*, void (*)(void*, CGPathElementType, CGPoint const*)) const + 33
13 com.apple.CoreGraphics 0x999a018b CGPathApply + 64
14 libRIP.A.dylib 0x01e879cc RIPRenderPath + 190
15 libRIP.A.dylib 0x01e865a9 ripc_GetClipState + 4501
16 libRIP.A.dylib 0x01e850fa ripc_GetRenderingState + 148
17 libRIP.A.dylib 0x01e84f1b ripc_DrawRects + 123
18 com.apple.CoreGraphics 0x9999f6b8 CGContextFillRects + 115
19 com.apple.CoreGraphics 0x9999f500 CGContextClearRect + 77
20 com.apple.HIToolbox 0x98437b72 HIMenuBarView::DrawOnce(CGRect, CGRect, bool, bool, bool, bool, CGContext*) + 104
21 com.apple.HIToolbox 0x98437ac8 HIMenuBarView::DrawSelf(short, __HIShape const*, CGContext*) + 920
22 com.apple.HIToolbox 0x98437561 HIView::DrawCacheOrSelf(short, __HIShape const*, CGContext*) + 361
23 com.apple.HIToolbox 0x984373ec HIView::SendDraw(short, OpaqueGrafPtr*, __HIShape const*, CGContext*) + 518
24 com.apple.HIToolbox 0x984f9e7e HIView::RecursiveDrawComposited(__HIShape const*, __HIShape const*, unsigned long, HIView*, CGContext*, unsigned char, float) + 784
25 com.apple.HIToolbox 0x984fa11a HIView::RecursiveDrawComposited(__HIShape const*, __HIShape const*, unsigned long, HIView*, CGContext*, unsigned char, float) + 1452
26 com.apple.HIToolbox 0x984f9364 HIView::DrawComposited(short, OpaqueGrafPtr*, __HIShape const*, unsigned long, HIView*, CGContext*) + 890
27 com.apple.HIToolbox 0x984f8f9e HIView::Draw(short, OpaqueGrafPtr*, unsigned long) + 84
28 com.apple.HIToolbox 0x984f8f43 HIView::Render(unsigned long, CGContext*) + 45
29 com.apple.HIToolbox 0x9843d761 WindowData::BaseHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 1133
30 com.apple.HIToolbox 0x985cad89 _InvokeEventHandlerUPP(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*, long (*)(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*)) + 36
31 com.apple.HIToolbox 0x9841e34f DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 1452
32 com.apple.HIToolbox 0x9841d668 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 386
33 com.apple.HIToolbox 0x98430811 SendEventToEventTarget + 88
34 com.apple.HIToolbox 0x98709486 SendEvent(unsigned long, WindowData*, OpaqueRgnHandle*) + 204
35 com.apple.HIToolbox 0x9843ef88 PaintWindow(WindowData*, OpaqueRgnHandle*, PaintReason, bool) + 138
36 com.apple.HIToolbox 0x9843ee94 EndWindowReshape(WindowData*, ReshapeWindowInfo*, unsigned char) + 200
37 com.apple.HIToolbox 0x9870b470 MoveResizeWindowInternal(WindowData*, long, long, long, long, unsigned char, unsigned char, unsigned char, unsigned char, Rect const*, unsigned long) + 1400
38 com.apple.HIToolbox 0x9870aebd WindowData::SetBounds(unsigned short, Rect const*, Rect const*, unsigned long, unsigned char*) + 373
39 com.apple.HIToolbox 0x9870ac5b WindowData::SetBounds(unsigned short, unsigned long, CGRect const*) + 139
40 com.apple.HIToolbox 0x9843e4da HIWindowSetBounds + 55
41 com.apple.HIToolbox 0x9843e3e3 ___ZN15MenuBarInstance28SetBoundsAndUpdateResolutionEv_block_invoke + 239
42 com.apple.HIToolbox 0x98425a39 MenuBarInstance::ForEachWindowDo(void (unsigned int, unsigned int) block_pointer) + 259
43 com.apple.HIToolbox 0x98425720 MenuBarInstance::UpdateWindowBoundsAndResolution() + 150
44 com.apple.HIToolbox 0x986194ce ___ZN9MBWindows14DisplayChangedEjj_block_invoke + 17
45 com.apple.HIToolbox 0x98440d54 MenuBarInstance::ForEachMenuBarDo(void (MenuBarInstance*) block_pointer) + 50
46 com.apple.HIToolbox 0x98619474 MBWindows::DisplayChanged(unsigned int, unsigned int) + 54
47 com.apple.HIToolbox 0x98619436 MenuBarDisplayNotifyProc + 96
48 com.apple.HIToolbox 0x985d0fb1 DisplayConfigChangedNotifyProc + 42
49 com.apple.HIToolbox 0x986e9fef QDDisplayConfigChangedNotifyProc + 17
50 com.apple.QD 0x9838645d HandleDMChangedNotification + 1105
51 com.apple.QD 0x983a6f8c InternalDisplayChangedProc + 110
52 com.apple.QD 0x983a7c2a QDDisplayChangedNotification + 1849
53 com.apple.CoreGraphics 0x999c5e3d CGSPostLocalNotification + 477
54 com.apple.CoreGraphics 0x99a0a5df (anonymous namespace)::notify_datagram_handler(unsigned int, CGSDatagramType, void*, unsigned long, void*) + 76
55 com.apple.CoreGraphics 0x999c3c21 CGSDatagramReadStream::dispatch_next_main_queue_datagram() + 269
56 com.apple.CoreGraphics 0x999c3022 CGSDatagramReadStream::dispatch_next_datagram() + 46
57 com.apple.CoreGraphics 0x999c2fe7 CGSDatagramReadStream::dispatch_datagrams() + 47
58 com.apple.CoreGraphics 0x999c2df9 CGSDatagramReadStreamDispatchDatagramsWithData + 160
59 com.apple.CoreGraphics 0x999c2adf CGSSnarfAndDispatchDatagrams + 385
60 com.apple.CoreGraphics 0x99d07ec8 CGSPeekNextEventRecordInternal + 42
61 com.apple.CoreGraphics 0x99d07e43 CGSPeekNextEventRecord + 40
62 com.apple.CoreGraphics 0x99c3fbec CGRestorePermanentDisplayConfiguration + 169
63 libGameEngine.dylib 0x00fac193 BaseApp::ExitAPI() + 51
64 libGameEngine.dylib 0x00fabe26 BaseApp::Do_Exit() + 582
65 libGameEngine.dylib 0x00fabbc3 BaseApp::Stop() + 99
66 com.larian.dos 0x00002eb1 0x1000 + 7857
67 com.apple.Foundation 0x92044732 __57-[NSNotificationCenter addObserver:selector:name:object:]_block_invoke + 49
68 com.apple.CoreFoundation 0x962de5a4 __CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__ + 20
69 com.apple.CoreFoundation 0x961c005b _CFXNotificationPost + 3435
70 com.apple.Foundation 0x9203321f -[NSNotificationCenter postNotificationName:object:userInfo:] + 92
71 com.apple.AppKit 0x9a2d0595 -[NSApplication _postDidFinishNotification] + 367
72 com.apple.AppKit 0x9a2d0235 -[NSApplication _sendFinishLaunchingNotification] + 239
73 com.apple.AppKit 0x9a2ccb64 -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:] + 840
74 com.apple.AppKit 0x9a2cc451 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 277
75 libobjc.A.dylib 0x93f5e304 -[NSObject performSelector:withObject:withObject:] + 77
76 com.apple.Foundation 0x9205347a __76-[NSAppleEventManager setEventHandler:andSelector:forEventClass:andEventID:]_block_invoke + 121
77 com.apple.Foundation 0x92052fb1 -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 430
78 com.apple.Foundation 0x92052dbb _NSAppleEventManagerGenericHandler + 218
79 com.apple.AE 0x9bae7b15 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) + 387
80 com.apple.AE 0x9bab6ed6 dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 44
81 com.apple.AE 0x9bab6dce aeProcessAppleEvent + 318
82 com.apple.HIToolbox 0x9844f571 AEProcessAppleEvent + 55
83 com.apple.AppKit 0x9a2c8168 _DPSNextEvent + 1089
84 com.apple.AppKit 0x9a2c7890 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 119
85 com.apple.AppKit 0x9a2ba17c -[NSApplication run] + 727
86 com.apple.AppKit 0x9a2a3018 NSApplicationMain + 1165
87 com.larian.dos 0x000026c5 0x1000 + 5829

Thread 1:: Dispatch queue: com.apple.libdispatch-manager
0 libsystem_kernel.dylib 0x94b7d992 kevent64 + 10
1 libdispatch.dylib 0x96cae899 _dispatch_mgr_invoke + 238
2 libdispatch.dylib 0x96cae532 _dispatch_mgr_thread + 52

Thread 2:
0 libsystem_kernel.dylib 0x94b7d046 __workq_kernreturn + 10
1 libsystem_pthread.dylib 0x93421dcf _pthread_wqthread + 372
2 libsystem_pthread.dylib 0x93425cce start_wqthread + 30

Thread 3:
0 libsystem_kernel.dylib 0x94b7d046 __workq_kernreturn + 10
1 libsystem_pthread.dylib 0x93421dcf _pthread_wqthread + 372
2 libsystem_pthread.dylib 0x93425cce start_wqthread + 30

Thread 4:
0 libsystem_kernel.dylib 0x94b7d046 __workq_kernreturn + 10
1 libsystem_pthread.dylib 0x93421dcf _pthread_wqthread + 372
2 libsystem_pthread.dylib 0x93425cce start_wqthread + 30

Thread 5:
0 libsystem_kernel.dylib 0x94b77f7a mach_msg_trap + 10
1 libsystem_kernel.dylib 0x94b7716c mach_msg + 68
2 com.apple.CoreFoundation 0x96226c09 __CFRunLoopServiceMachPort + 169
3 com.apple.CoreFoundation 0x962261e1 __CFRunLoopRun + 1393
4 com.apple.CoreFoundation 0x962259fa CFRunLoopRunSpecific + 394
5 com.apple.CoreFoundation 0x962e8221 CFRunLoopRun + 129
6 com.apple.MultitouchSupport.framework 0x930afd2a mt_ThreadedMTEntry + 76
7 libsystem_pthread.dylib 0x934205fb _pthread_body + 144
8 libsystem_pthread.dylib 0x93420485 _pthread_start + 130
9 libsystem_pthread.dylib 0x93425cf2 thread_start + 34

Thread 6:
0 libsystem_kernel.dylib 0x94b77f7a mach_msg_trap + 10
1 libsystem_kernel.dylib 0x94b7716c mach_msg + 68
2 com.apple.CoreFoundation 0x96226c09 __CFRunLoopServiceMachPort + 169
3 com.apple.CoreFoundation 0x962261e1 __CFRunLoopRun + 1393
4 com.apple.CoreFoundation 0x962259fa CFRunLoopRunSpecific + 394
5 com.apple.CoreFoundation 0x9622585b CFRunLoopRunInMode + 123
6 com.apple.AppKit 0x9a471b88 _NSEventThread + 283
7 libsystem_pthread.dylib 0x934205fb _pthread_body + 144
8 libsystem_pthread.dylib 0x93420485 _pthread_start + 130
9 libsystem_pthread.dylib 0x93425cf2 thread_start + 34

Thread 7:: DeviceDiscovery
0 libsystem_kernel.dylib 0x94b77fce semaphore_timedwait_trap + 10
1 libCoreLib.dylib 0x011098cd ls::ThreadEvent::Wait(unsigned int) + 189
2 com.larian.dos 0x005e54e1 0x1000 + 6178017
3 libCoreLib.dylib 0x01118483 0x108b000 + 578691
4 libsystem_pthread.dylib 0x934205fb _pthread_body + 144
5 libsystem_pthread.dylib 0x93420485 _pthread_start + 130
6 libsystem_pthread.dylib 0x93425cf2 thread_start + 34

Thread 8:: CVDisplayLink
0 libsystem_kernel.dylib 0x94b7c7ca __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x93422d1d _pthread_cond_wait + 728
2 libsystem_pthread.dylib 0x93424bd9 pthread_cond_wait$UNIX2003 + 71
3 com.apple.CoreVideo 0x93db0540 CVDisplayLink::runIOThread() + 936
4 com.apple.CoreVideo 0x93db0180 startIOThread(void*) + 159
5 libsystem_pthread.dylib 0x934205fb _pthread_body + 144
6 libsystem_pthread.dylib 0x93420485 _pthread_start + 130
7 libsystem_pthread.dylib 0x93425cf2 thread_start + 34

Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x00000000 ebx: 0x0535d800 ecx: 0xbfff493c edx: 0x94b7c952
edi: 0xa05fd1a8 esi: 0x00000006 ebp: 0xbfff4958 esp: 0xbfff493c
ss: 0x00000023 efl: 0x00200206 eip: 0x94b7c952 cs: 0x0000000b
ds: 0x00000023 es: 0x00000023 fs: 0x00000000 gs: 0x0000000f
cr2: 0x00000000

Logical CPU: 0
Error Code: 0x00080148
Trap Number: 132


Binary Images:
0x1000 - 0x7e2fff +com.larian.dos (1.0.59.0 - 1.0.59.0) <DAFE1D7B-1602-30D7-887B-FE83E258FDCC> /Users/USER/Library/Application Support/Steam/*/Divinity - Original Sin.app/Contents/MacOS/Divinity - Original Sin
0x9c5000 - 0x9e5ff3 +gameoverlayrenderer.dylib (1) <B9EF607E-D8D8-3313-AA27-068AD5F23A7C> /Applications/Steam.app/Contents/MacOS/osx32/gameoverlayrenderer.dylib
0xa03000 - 0xa04ff3 +steamloader.dylib (0) <B203BC3A-0BB3-3693-B6EE-1CAD86A1BFDE> /Applications/Steam.app/Contents/MacOS/osx32/steamloader.dylib
0xa07000 - 0xb7eff7 com.apple.GameKit (1.0 - 781.62) <8AA0C6CE-5A99-383C-9551-429B4AF3ABF0> /System/Library/Frameworks/GameKit.framework/Versions/A/GameKit
0xc82000 - 0xc88fff +libsteam_api.dylib (1) <4B98B6A3-68D0-3B3C-A2DD-DEBCD663B225> /Users/USER/Library/Application Support/Steam/*/Divinity - Original Sin.app/Contents/Frameworks/libsteam_api.dylib
0xc8e000 - 0xcbafd7 +libBinkMacx86.dylib (0) <2392FE49-7D12-8192-E93A-94D4E7E81C01> /Users/USER/Library/Application Support/Steam/*/Divinity - Original Sin.app/Contents/Frameworks/libBinkMacx86.dylib
0xccc000 - 0xdaeffb +iggy_mac.dylib (0) <33C9E06F-8E4A-3A0C-B49E-DF24C054A14A> /Users/USER/Library/Application Support/Steam/*/Divinity - Original Sin.app/Contents/Frameworks/iggy_mac.dylib
0xdd6000 - 0xe1cff9 +libOsirisDLL.dylib (1) <667A33F4-0887-3B69-A444-12D953A319C1> /Users/USER/Library/Application Support/Steam/*/Divinity - Original Sin.app/Contents/Frameworks/libOsirisDLL.dylib
0xe3d000 - 0xe8affb +libRenderFramework.dylib (1) <21AB0192-3168-3136-88AA-341590E0A475> /Users/USER/Library/Application Support/Steam/*/Divinity - Original Sin.app/Contents/Frameworks/libRenderFramework.dylib
0xe9b000 - 0xfdcff3 +libGameEngine.dylib (1) <C4590E7D-CE80-3B91-845E-7A4A7B4E08FE> /Users/USER/Library/Application Support/Steam/*/Divinity - Original Sin.app/Contents/Frameworks/libGameEngine.dylib
0x108b000 - 0x1168fff +libCoreLib.dylib (1) <9FA7653B-CF6D-3738-BC12-7F0757A0CE48> /Users/USER/Library/Application Support/Steam/*/Divinity - Original Sin.app/Contents/Frameworks/libCoreLib.dylib
0x11bb000 - 0x1246ffb com.apple.GameKitServices (2.0 - 586.16.4) <98965854-D51A-3F8D-BC4C-9EC004D8B5D4> /System/Library/PrivateFrameworks/GameKitServices.framework/Versions/A/GameKitServices
0x1274000 - 0x1274fff com.apple.LegacyHandle (2.0 - 586.16.4) <58B210B9-10A1-3DBB-88E2-9FD4BC399B67> /System/Library/PrivateFrameworks/AVConference.framework/Frameworks/LegacyHandle.framework/Versions/A/LegacyHandle
0x1278000 - 0x13caff7 com.apple.AVConference (2.0 - 586.16.4) <658FA61C-CC8B-38C7-88A3-7E082ECE4C54> /System/Library/PrivateFrameworks/AVConference.framework/Versions/A/AVConference
0x1436000 - 0x1437fff com.apple.snatmap (2.0 - 586.16.4) <09044496-33F3-38E9-9333-63F9A5F177D0> /System/Library/PrivateFrameworks/AVConference.framework/Frameworks/snatmap.framework/Versions/A/snatmap
0x143b000 - 0x1446ff3 com.apple.ViceroyTrace (2.0 - 586.16.4) <579A4F92-B350-3DB2-B07E-CF8BBE21E4D2> /System/Library/PrivateFrameworks/AVConference.framework/Frameworks/ViceroyTrace.framework/Versions/A/ViceroyTrace
0x1450000 - 0x1479fff com.apple.ICE (2.0 - 586.16.4) <D8335655-8F84-3C40-93CF-2AD1D6D17D97> /System/Library/PrivateFrameworks/AVConference.framework/Frameworks/ICE.framework/Versions/A/ICE
0x1482000 - 0x1489ff5 com.apple.SimpleKeyExchange (2.0 - 586.16.4) <88BDE087-13E9-3509-BAC2-617D4716F7B7> /System/Library/PrivateFrameworks/AVConference.framework/Frameworks/SimpleKeyExchange.framework/Versions/A/SimpleKeyExchange
0x1490000 - 0x1496ffc com.apple.RTCReporting (1.0 - 1.28) <286C6D16-2488-3D9F-9CB4-FB084611DEA7> /System/Library/PrivateFrameworks/RTCReporting.framework/Versions/A/RTCReporting
0x149e000 - 0x16f0ff7 com.apple.VideoProcessing (166.8 - 166.8) <53B67490-A541-3CDD-8D74-221EF1316921> /System/Library/PrivateFrameworks/VideoProcessing.framework/Versions/A/VideoProcessing
0x17e4000 - 0x17ebffb +com.googlecode.google-breakpad (1.0) <1FB65688-E4F2-3A2B-A6FA-8254B38161CB> /Applications/Steam.app/Contents/MacOS/Frameworks/Breakpad.framework/Versions/A/Breakpad
0x1ba6000 - 0x1bbbfff +libtier0_s.dylib (1) <5194CFF6-8452-331A-B319-8A009334B62E> /Applications/Steam.app/Contents/MacOS/osx32/libtier0_s.dylib
0x1bd9000 - 0x1bf9ff3 +libvstdlib_s.dylib (1) <B6AF6126-8292-3902-9073-3CE604EFE675> /Applications/Steam.app/Contents/MacOS/osx32/libvstdlib_s.dylib
0x1c22000 - 0x1c49ff7 com.apple.audio.OpenAL (1.7 - 1.7) <EC0F1D6B-0340-3F9F-A5CE-A0AC7CAA2CAC> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL
0x1c5a000 - 0x1c66ff3 +crashhandler.dylib (1) <ED1D8A36-8CAA-30B9-A4BD-5ACDDA63E0A6> /Applications/Steam.app/Contents/MacOS/osx32/crashhandler.dylib
0x1c7d000 - 0x1c8cff3 +breakpadUtilities.dylib (1) <B0D2A474-3BAE-3040-902B-B2BE375E7405> /Applications/Steam.app/Contents/MacOS/Frameworks/Breakpad.framework/Versions/A/Resources/breakpadUtilities.dylib
0x1cc3000 - 0x1ccbff7 libCGCMS.A.dylib (599.23.13) <ACC64750-863E-3EA1-B306-F63B96572A8F> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCGCMS.A.dylib
0x1ce1000 - 0x1ce4ffa libCGXType.A.dylib (599.23.13) <6EF86C73-323D-30BA-8EEF-954AC81BD694> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCGXType.A.dylib
0x1cf3000 - 0x1d94ff7 + (???) <47241B50-FFF9-3773-AEF1-ADDFD92A81CA> 
0x1e83000 - 0x1eabff7 libRIP.A.dylib (599.23.13) <2A8EE9AF-728D-3867-8A0A-E065CE14BA20> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/Resources/libRIP.A.dylib
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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:
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thread_create: 0
thread_set_state: 0

VM Region Summary:
ReadOnly portion of Libraries: Total=273.1M resident=144.0M(53%) swapped_out_or_unallocated=129.1M(47%)
Writable regions: Total=733.8M written=301.3M(41%) resident=428.2M(58%) swapped_out=0K(0%) unallocated=305.5M(42%)

REGION TYPE VIRTUAL
=========== =======
CG backing stores 7060K
CG image 24K
CG raster data 13.5M
CG shared images 212K
CoreAnimation 4K
Foundation 4K
IOKit 87.9M
IOKit (reserved) 4K reserved VM address space (unallocated)
Image IO 1312K
Kernel Alloc Once 4K
MALLOC 375.1M
MALLOC (admin) 48K
MALLOC_LARGE (reserved) 8192K reserved VM address space (unallocated)
Memory Tag 242 12K
OpenCL 52K
OpenGL GLSL 6272K
Stack 69.1M
VM_ALLOCATE 246.7M
__DATA 32.3M
__IMAGE 528K
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__TEXT 211.2M
__UNICODE 544K
mapped file 103.9M
shared memory 68K
=========== =======
TOTAL 1.2G
TOTAL, minus reserved VM space 1.2G


Model: MacBookPro11,3, BootROM MBP112.0138.B02, 4 processors, Intel Core i7, 2.3 GHz, 16 GB, SMC 2.19f3
Graphics: Intel Iris Pro, Intel Iris Pro, Built-In
Graphics: NVIDIA GeForce GT 750M, NVIDIA GeForce GT 750M, PCIe, 2048 MB
Memory Module: BANK 0/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54343147533641465238412D50422020
Memory Module: BANK 1/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54343147533641465238412D50422020
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x134), Broadcom BCM43xx 1.0 (6.30.223.154.63)
Bluetooth: Version 4.2.4f1 13674, 3 services, 15 devices, 1 incoming serial ports
Network Service: Wi-Fi, AirPort, en0
Serial ATA Device: APPLE SSD SM0512F, 500.28 GB
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USB Device: USB3.0 Hub
USB Device: Apple Internal Keyboard / Trackpad
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When you use the skills menu and switch from character to character, it gets really confused about what trees they have unlocked and how many skills they've allocated.


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I think I triggered some unintended results at the orc beach battle prior to first entering Cyseal.

Having played this many times, I knew the fight was coming and ran my melee character down to the same point I always run him (towards a corpse near the water's edge). Usually that places me into fight mode as the orc ship arrives, the orcs (and a human) debark, and rush into their positions on the beach and the turn-taking begins. This includes the NPC guards who are already fighting another large orc who is already on the beach.

Instead, what seems to be happening now is this: I run down to my spot, the orc ship arrives, and before the invading force has even gotten both feet on the sand the battle goes into turn-mode. In other words, the orcs are all clumped up by the boat. The consequence of this is that this battle is now far enough away from the NPC guards (who are fighting a different large orc) that they're never included in the fight. I end up having to kill the human cultist, orc shaman, and his two orc guards with my two character party (while the guards just pace around on the beach in real-time after slaying the orc we spotted them fighting from further up the cliff).

This seems to be repeatable now, so it's not a fluke. I can get the battle to play out "normally" by initially running my character towards the guards instead, but otherwise it seems to break down pretty reliably.

Here's a screenshot of what I'm talking about:

[Linked Image]

Note the guards standing around at the top right of the screen, not engaged in the battle. You can see they're not even present in the portraits up top. You can also see over on the left how the orcs have barely departed the boat and not had an opportunity to complete their run onto the beach.


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I guess that's a consequence of the interrupted MoveTo fix, although it shouldn't be changed in *this* instance 0_o

Joined: May 2014
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I found a gamebreaking bug that makes telekinesis OP again. You can carry objects in your inventory that exceed your weight limit by putting objects that are already in your inventory in a crate/backpack etc. that is already in your inventory.

EDIT: I've noticed that it does not always work. You can't put things that exceed your weight limit in containers.

Last edited by darkeisbein; 17/05/14 10:19 AM.

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Dont run towards and into a boat full of Orcs?

Zenkimoto... could you shorten that list maybe? hide it behind spoiler tags or something?

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I used Teleport on an Exploskeleton, and the explosion when it landed did no area effect damage. It used to, I'm sure. I was trying to use it to cause AoE damage. In this case I was being a bit dumb because I teleported it next to my Rogue, but still...

Joined: Mar 2014
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hehe... i think they actually dont create AoE damage anymore. Or it was reduced a lot. Im not sure why. Now they create a small burning area where they explode.

I found another small area where the height differences in terrain prevent me from shooting elemental arrow over a very short distance.

Was going to make a screenshot of it but the game CTD because i alt-tabbed out to start fraps.
be right back...

Ok, this is the problematic area, when approached from this particular direction or angle:

[Linked Image]
As you can see, i cannot reach the arches in front, even though it isnt any kind of big elevation, or distance at all. This is the maximum distance at which i can aim with the poison cloud arrow when aiming at them, from my position.


but,

[Linked Image]
I can reach them with ordinary arrows and they can shoot at me from that position.

I can aim the poison cloud arrow and hit these guys down here:
[Linked Image]

And,
[Linked Image]
I can also almost reach the archers with a flare, only the distance is just a bit too far to actually hit them. (which is alright)

Another thing that happens is, when i shot the flare at the poison could an it exploded in a quick series of small explosions - that doesnt do any damage a single undead at all.

Im not sure if they just made some kind of a saving throw - all three of them, or is it something that devs missed.

The explosion of the poison cloud when set on fire - should cause damage.

Last edited by Hiver; 17/05/14 03:22 PM.
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Originally Posted by Hiver
Dont run towards and into a boat full of Orcs?

How utterly unhelpful as usual. Are you going to be available and standing by every instance of a person playing this game to instruct them of that?

It's supposed to be a battle with the guards + player characters versus the orcs, not the player character versus the orcs while the guards stand idle on the other side of the screen.

That whole section pre-Cyseal is meant to be tutorial-esque. It's an action that breaks the encounter and obviously needs fixing. It used to work correctly, now it doesn't. Comments from the peanut gallery don't help resolve it.

Joined: Mar 2014
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Yes, yes - advising you to use common sense is utterly unhelpful.


Quote

It's supposed to be a battle with the guards + player characters versus the orcs, not the player character versus the orcs while the guards stand idle on the other side of the screen.

Then dont make it into a private fight with a boat full of Orcs by running into it - intentionally. And then complaining that guards didnt run to help you.

I wouldnt either. (and i shouldnt do this kind of help, obviously)

I would say: "hey guise, look at that special case running into the Orc boat, lets watch the fun."


Joined: Apr 2014
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Bug Issue: Equipment Tooltips when Trading Multiple Items

Description: When trading/selling a stack of items, when you click to add the item you get a small dialog asking for the number of items. Unfortunately in this beta, the tooltip for the equipment comes up and partially obscuring the dialog making it impossible to click on the dialog buttons (typically on the left). Previous beta was fine.

Work Around: You can click Enter to force moving of all items and closing the dialog.




Joined: Mar 2014
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Small issue, not a bug really.

In the first fight of the "escort Wulfram back to the city" mission. This tends to happen a lot:

[Linked Image]
[Linked Image]

The area in which you fight tends to be obstructed by that tree. A lot.
It is possible to zoom in now, so you dont see the tree itself but... i think the whole situation would look much better if the undead was positioned a bit further away from the tree to start with. Maybe something like this:

[Linked Image]
I marked one of the possible better positions for the enemy, by the movement pointer there.

In that case, the tree would be behind us and would not obstruct anything. And all that needs to be done is to move the place where the undead springs up from the ground.



In the fight against the three little burning chimeras (as they are called now) there is a small kind of buggy effect that looks bad, when you approach close but dont engage them immediately.

They are visible but, only partially. It looks as if their torsos and heads are missing, and they obstruct each other as they pass by each-other, which makes the one in the background almost entirely disappear - as the "box" of the one in the foreground passes over him.

[Linked Image]

[Linked Image]

Its something easy to see if you just come a bit closer to them but remain behind that big rock.


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Originally Posted by Hiver
Yes, yes - advising you to use common sense is utterly unhelpful.


Quote

It's supposed to be a battle with the guards + player characters versus the orcs, not the player character versus the orcs while the guards stand idle on the other side of the screen.

Then dont make it into a private fight with a boat full of Orcs by running into it - intentionally. And then complaining that guards didnt run to help you.

I wouldnt either. (and i shouldnt do this kind of help, obviously)

I would say: "hey guise, look at that special case running into the Orc boat, lets watch the fun."



You're being purposely obtuse. I'm not "running into the orc boat". I'm running down towards the corpse.. like any player who intends on looting it (since it's at the bottom of the ramp you run down) might do. You can clearly see my characters standing right next to the corpse, so why do you suggest I'm on the boat?

But why don't you go on and keep pretending you're not being stupid about this. What's your next piece of brilliant advice.. to not be greedy with corpse loot if I want the battle to work correctly?

Since you're so intent on being slow to understand, let's explain this more plainly: the battle is supposed to start and freeze your characters in combat mode. The orcs are supposed to depart the boat and run up to their starting positions on the beach. You've played the alpha/beta enough to know this. What's actually happening now is the orcs are also being frozen before they can reach their positions. That's a bug, and it's easily repeatable.

That would be like the first encounter at the entrance of the tutorial dungeon, where the cultists run out, deliver a bunch of dialogue, and then summon skeletons for you to fight before fleeing.. all while you sit there frozen in battle-mode waiting for the turns to start. If they instead froze at the doorway and the rest of the script broke, would you be advising people which side of the stairs to run up? Probably, because you're ridiculous like that.

What you're doing here is trolling in a bug report thread because you disagree with my position on other topics. QQ for you; deal with that on your own time - without starting arguments in places where people are trying to report bugs to the developers.

Originally Posted by Hiver
Small issue, not a bug really.

In the first fight of the "escort Wulfram back to the city" mission. This tends to happen a lot:

The area in which you fight tends to be obstructed by that tree. A lot.
It is possible to zoom in now, so you dont see the tree itself but... i think the whole situation would look much better if the undead was positioned a bit further away from the tree to start with. Maybe something like this:

I marked one of the possible better positions for the enemy, by the movement pointer there.

In that case, the tree would be behind us and would not obstruct anything. And all that needs to be done is to move the place where the undead springs up from the ground.


Or, you could just hold down your middle mouse button and rotate your camera so the tree is not obscuring your view. Or maybe just don't run up under a tree right before triggering an encounter, then you wouldn't have to complain about it being in the way.

See how that works, my hypocritical friend? ouch

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nah, because the rotation of camera is limited you cant really rotate it so that the tree does not obscure the view a lot. Its not complete obscuration but it is there in a large way.
That is not really necessary - unless the devs really wanted to make it so.

You cannot not run to the tree because you have to keep up with Wulfram otherwise he runs straight into undead who kill him dead, very fast.

Besides, i may have misunderstood your previous post but you did say that you ran very close to the boat so you get a "better position" or something? You are rushing in intentionally? right?

I dont - and the fight triggers properly while im still on the road above the beach.
So... dont run towards a boat full of Orcs? Or, in other words - "into" it. You log.

Therefore - im not pretending about anything and you are someone who keeps loosing every argument he starts and then pathetically tries to pretend otherwise in some other thread or a post.
This will be the last time you address me in a derogatory manner too.

Understand?

now,...

If you take a look at your own screenshot you will see that by running that close to the boat you are preventing the Orcs to come into the range of the guards - which of course results in them engaging only you in combat because you are the only thing they see at that point.

Admittedly, the range is not so big that the guards shoudlnt be able to see the fight and then join in, but such events are happening across the game where all enemies or NPCs that are left behind some specific range dont engage in combat - which is a known deficiency of the mechanic that enables you to disengage from combat if you want - and it is something that the devs are obviously working on.

For the time being though, one should not run into Orcs and then complain that they attack him - meaning, my comment was made with tongue in cheek sentiments. I was jostling you. Pulling your chain, as it were. Or - joking witcha.

Should have guessed that will fly over...



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