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New Planescape: Torment 3.2.0 Beta

JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,989
Greetings, Planescape: Torment fans!

We’re preparing a new update for Planescape: Torment: Enhanced Edition, and today we’re launching a public beta for the first wave of changes.

Earlier this year, we updated Baldur’s Gate and Icewind Dale Enhanced Editions to version 2.7, introducing major improvements such as new languages, better cloud support, and expanded mobile modding. Since PST:EE hasn’t received an update in many years, our goal is to bring these engine upgrades to Sigil as well.

Please note that not all 2.7 features have made it into this initial beta build — more improvements will arrive in future updates.

A special thank‑you goes to our Czech and Italian communities, who have waited a long time for their localizations to be added. Czech is now available on mobile, and Italian is included on both PC and mobile. We appreciate your patience.

How to access the beta:

Steam branch - road_to_3.2 (right-click PST:EE in your Library, choose Properties, click Betas on the left menu)
GOG Galaxy branch - RoadTo3.2 (select PST:EE in your GOG Galaxy Library, click Customization (or the settings gear icon), go to Manage Installation > Configure, find the Beta Channels)
iOS public testing link - https://testflight.apple.com/join/QQdZuQa5
Google Play public testing link - https://play.google.com/store/apps/details?id=com.beamdog.pstee

Patch Notes:
  • New Languages Added | We’ve integrated several community‑translated languages: Brazilian Portuguese, Simplified Chinese, Russian, and Ukrainian. Additionally, Czech is now available on mobile
  • Modron’s Maze Fix | Resolved an issue where modded content was incorrectly reloaded or removed from save files when Modron’s Maze was generated. This should prevent areas from resetting after leaving the Maze
  • [macOS] Native Apple Silicon Support | PST:EE now runs natively on Apple Silicon, offering faster launch times, improved overall performance, better rendering, and lower power consumption — especially helpful for laptops
  • [Linux] Now using a new software library | Migrated from libssl to OpenSSL to improve compatibility with newer distributions
  • [iOS] Hardware Keyboard Support | Fixed an issue preventing external keyboards from functioning properly. Bluetooth and other hardware keyboards should now work as expected
  • Dynamic Language Support | We’ve updated PST:EE to allow easier language additions and updates in the future. Most language updates will no longer require a full patch on major storefronts. This build also includes the latest updates from the Beamdog Translate site
  • Chinese Font Update | At the request of our Chinese localization volunteers, we’ve replaced the Chinese font with a more readable option. Chinese quotation marks have also been standardized to ASCII quotation marks
  • Per‑Language Font Size Saving | Font zoom settings are now saved per language, rather than globally. You can adjust this in Options → Graphics → Font Size. Settings are stored in your Baldur.lua file, for example: <user_path>\Documents\Planescape Torment - Enhanced Edition\Baldur.lua Entries appear as: SetPrivateProfileString('FontZoom','en_US','112') Zoom values are percentages (e.g., Chinese now defaults to 134%)
  • Simplified dialog.tlk Modding | Modding dialog.tlk is now easier. In version 3.2.0, you can place your preferred dialog.tlk file in: <user_path>\Documents\Planescape Torment - Enhanced Edition\override\dialog.tlk This file will be used regardless of in‑game language settings. Other modding improvements are still in progress, and this particular feature is new compared to BG and IWD 2.7
A note for Android: since PST 3.2.0 does not have Android user-accessible folders yet, it would be difficult to mod Android in any way for now.
On Android, users would need to be able to access the Android home:/ folder, which is:
<Android_base_memory>/Android/data/com.beamdog.planescapetormentenhancededition/files/
Example:
<phone>\Internal shared storage\Android\data\com.beamdog.pstee\files\override

  • [iOS] Add user-accessible game data | The iOS games will now save games and read files from a location that is visible to file browsers. Users can access these files on the iOS device itself, or on MacOS or Windows by connecting their phone to a computer and using appropriate software to explore the device.
Ensure you have made a new save in the iOS 3.2.0.1 version so that the directory is created. If you want to access a particular save you made in a previous version, ensure that you upgrade the app (do not uninstall). Load the save, and then make a new save after loading. All new saves will appear in the user-accessible location.
  • MacOS - use the Finder to open the device and view the Files tab to see any new saves the game has made
  • Windows - use the Apple Devices software provided by Apple in the Windows Store to explore the device and view the Files tab to see any new saves the game has made
  • iOS - use the Files app to view the game directories in the “On My <device>” section
Users who wish to add game overrides, portraits, etc. can do so by copying the appropriate folder to the game folder of their choice on the iOS device.

Test away—and let us know what you think!

Comments

  • EugVVlEugVVl Member, Translator (NDA) Posts: 119
    I'm not sure where to report bugs right now, but the Linux version 3.2.0.1 crashes with a segfault when I equip a scalpel or load a save file.

    Here's the core dump backtrace after loading:
    (gdb) bt
    #0  0x00006497f93fdbab in CInfGame::SetNamelessDisguise(int, int) ()
    #1  0x00006497f9411385 in CInfGame::LoadGame(unsigned char, unsigned char) ()
    #2  0x00006497f9478732 in CScreenLoad::LoadGame(CString const&) ()
    #3  0x00006497f9489183 in CScreenStart::OnContinueGame() ()
    #4  0x00006497f9644e8f in ?? ()
    #5  0x00006497f9723002 in ?? ()
    #6  0x00006497f97356c3 in ?? ()
    #7  0x00006497f9723560 in ?? ()
    #8  0x00006497f9722874 in ?? ()
    #9  0x00006497f97238f7 in ?? ()
    #10 0x00006497f971b4ee in lua_pcallk ()
    #11 0x00006497f960dcf4 in uiExecLua ()
    #12 0x00006497f95f27a3 in ?? ()
    #13 0x00006497f95f94f0 in ?? ()
    #14 0x00006497f96033f5 in ?? ()
    #15 0x00006497f9604cb9 in uiEventMenuStack(SDL_Event*, SDL_Rect const*) ()
    #16 0x00006497f91cfe3c in CBaldurEngine::OnEvent(SDL_Event*) ()
    #17 0x00006497f96d78ed in CChitin::ProcessEvents() ()
    #18 0x00006497f96d8d78 in CChitin::WinMain() ()
    #19 0x00006497f91c8d53 in main ()
    
    Linux Mint 22.3, graphics NVIDIA GeForce RTX 3060.
  • bzmbzm Member Posts: 49
    edited 8:34AM
    Nice.

    As for modding, there is a bug when we equip item, that changes TNO animation (to let's say Abishai), and then try to unequip it - game crash. Only solution to unequip: is to TNO have empty slot in weapon slot (empty hands, i presume it has to do with changing animation to weapon anim). In oPST it works ok.

    We are also wondering: weather in oPST and PSTEE is cut for good from game resourcess? There are some traces in code... but we failed to patch it. Will be cool for new locations, if we have rain or snow haha ;).
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