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New Planescape: Torment 3.2.0 Beta

JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 23,009
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: 120
    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: 50
    edited August 21
    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 ;).
  • argent77argent77 Member Posts: 3,643
    EugVVl wrote: »
    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.

    I can confirm the same behavior on Fedora. The game also crashes if you try to unequip TNO's eyeball.

    This is the core dump backtrace when equipping the scalpel:
    #0  0x000055ff3ec83d0c in CInfGame::SwapItemPersonal(short, short, CItem*&, unsigned int&, unsigned short, unsigned char, CGameSprite*) ()
    #1  0x000055ff3ed01162 in CScreenInventory::SwapWithSlot(int, int, unsigned short, int) ()
    #2  0x000055ff3ee7fcb2 in ?? ()
    #3  0x000055ff3efb0002 in ?? ()
    #4  0x000055ff3efc2673 in ?? ()
    #5  0x000055ff3efb0560 in ?? ()
    #6  0x000055ff3efaf874 in ?? ()
    #7  0x000055ff3efb08f7 in ?? ()
    #8  0x000055ff3efa84ee in lua_pcallk ()
    #9  0x000055ff3ee9ad87 in uiExecLuaInt ()
    #10 0x000055ff3ee7fc05 in ?? ()
    #11 0x000055ff3ee856bb in ?? ()
    #12 0x000055ff3ee9079d in ?? ()
    #13 0x000055ff3ee91cb9 in uiEventMenuStack(SDL_Event*, SDL_Rect const*) ()
    #14 0x000055ff3ea5ce3c in CBaldurEngine::OnEvent(SDL_Event*) ()
    #15 0x000055ff3ef648ed in CChitin::ProcessEvents() ()
    #16 0x000055ff3ef65d78 in CChitin::WinMain() ()
    #17 0x000055ff3ea55d53 in main ()
    
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 23,009
    Thanks for the feedback, everyone; that's exactly what helps us. We've identified the issue and will be rolling out a Linux update to the beta branch later today.
  • EugVVlEugVVl Member, Translator (NDA) Posts: 120
    We've identified the issue and will be rolling out a Linux update to the beta branch later today.

    Thanks. It looks like all the issues have been resolved. I successfully escaped from the Mortuary.
  • DarinethDarineth Member Posts: 2
    Hey, JuliusBorisov, I love the work you are doing! Is there a way to turn quest NPCs that have become hostile back to a state where they can be talked to? I have tried re-loading, leaving the area and coming back later, and the NPC stays hostile. I cannot progress a side quest any further because the quest giver is automatically hostile upon spawn.
  • DarinethDarineth Member Posts: 2
    Wewt! The community helped me out and got it fixed!
  • MothorMothor Member Posts: 308
    Darineth wrote: »
    Wewt! The community helped me out and got it fixed!

    What was the solution to your problem?
  • FalheimFalheim Member Posts: 11
    Do you plan to add achievements on GOG for Planescape Torment, Baldur's Gate I and II enhanced edition, etc? While their counterpart has it on Steam. I heared this is quite easy now to transfer with GOG tools.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 23,009
    Falheim wrote: »
    Do you plan to add achievements on GOG for Planescape Torment, Baldur's Gate I and II enhanced edition, etc? While their counterpart has it on Steam. I heared this is quite easy now to transfer with GOG tools.

    This is still not that easy, even with their tools, due to how they were programmed for the Steam version in the first place. GOG achievements are on our radar, but not for 3.2.0.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 23,009
    Hey Chief! We’re back with an updated beta build of Planescape: Torment: Enhanced Edition — a release candidate for the upcoming live patch.

    As always, please report any issues you encounter. This update brings PST:EE up to the same patch level as the 2.7 updates for the other Infinity Engine games.

    Patch Notes:
    • [iOS] The minimum iOS version supported is now iOS 15.0
    • Modding dialog.tlk files is now much easier to do
    In 3.2.1, players can place the dialog.tlk file they want to use in the home:/override/<language>/ folder. This file will be used whenever you change the in-game settings to the particular <language>.
    Ex. using French: <user_path>\Documents\Planescape Torment - Enhanced Edition\override\fr_FR\dialog.tlk
    → now whenever the game is switched to French, the game will use the strings found in the above file, instead of those found in the game data
    → As a fallback override, you may also still place a dialog.tlk file directly into the home:/override/ folder. This file will be used for any language that does not have a home:/override/<language>/dialog.tlk file.
    Continuing the example, let’s say this file is added: <user_path>\Documents\Planescape Torment - Enhanced Edition\override\dialog.tlk
    → with this file in place, every language except French will use it for the game strings
    → since there is still a home:/override/fr_FR/dialog.tlk file, that is what will be used for French
    • [Steam] Steam Cloud saves can now be controlled via the Steam client
    Previously, the only way to enable or disable Steam Cloud Saves for PST:EE was within the Gameplay Options of the game. Now, Steam Cloud Saves are controlled by the Steam client and the game’s properties settings.
    If you have enabled Steam Cloud Saves with the Gameplay Options setting, Steam Cloud Saves will continue to be enabled for you. Please note that with this in-game option enabled the game will sync your save games with the Steam Cloud Saves even if this option is disabled within the Steam client Cloud Save settings.
    If you disable the in-game Steam Cloud Saves option, this option will no longer appear in the options menu. To enable Steam Cloud Saves you will need to use the Steam Account and Application settings. Steam Account and Application settings for Steam Cloud Saves:
    https://help.steampowered.com/en/faqs/view/68D2-35AB-09A9-7678#enabling
    • GOG Galaxy Cloud saves — now functioning properly
    • Scale UI option now available in the Graphics settings. Previously PST:EE did not include this option in its settings, and the game always scaled the UI to try and fit the screen. If this option is disabled, the game’s UI will remain at the intended 1024x768 size, no matter how large the game window is. If the option is left on, the UI will be resized to more comfortably fit the game window.
    • [iOS] Fix an issue where .pstdata files weren’t recognized as a PST:EE file extension. While this method should now work, it is recommended to directly copy files to the user-accessible directories instead.
    • [Android] Add user-accessible game data
    The Android game will now export/import user files to and from a location that is visible to file browsers and accessible by the user. By default this location is <root>/Documents/<game_name>
    For example: <root>/Documents/PlanescapeTorment/
    Exporting Behaviour:
    When you save a new file in-game, it will be exported to <root>/Documents/<game>/save/<save_name>
    Save games can be copied to a PC and used there, and vice versa
    When you delete a save file in-game, if it is found in the Documents location, it will be deleted there too
    Importing Behaviour:
    From the game’s start menu after boot, go to Options -> Data Folder
    lmks7mbtqq60.png
    Data Folder: - displays what folder is currently used to export files to, or import files from
    Permissions: No - means the folder was not selected by the user, so the game cannot access any user-generated files there (importing is not possible, but the game can still export saves and characters to the default location shown)
    Permissions: Yes - means the folder was selected by the user, so importing is possible and the game has full read/write permissions to that folder
    Select Folder - press this button to select the folder to use for future exports/imports
    It is recommended you choose the <root>/Documents/<game>/ folder, since the game may have already exported saves and characters to this location in the past. However any folder the Android system lets you select should function the same.
    You may change this folder at any time. The game will not have permission to touch files in any other folder on your device.
    Import - press this button to import files from the selected folder into the game’s files. This button is disabled until a folder is selected.
    Reload - press this button to quit the game and reboot it. This is useful after importing /override/ files that change how the game behaves, for example; this is not needed if you are simply importing saves or other files that may be modified at any time.
    Once a folder has been selected (referred to as USER_DIR):
    The game will now export files into the folder selected as the USER_DIR, rather than the default <root>/Documents/<game_name>
    You may now press the Import button to copy all files from the USER_DIR into the game’s internal files
    Functionally you can treat the USER_DIR folder as though it is your Documents folder on PC
    Ex. if you place your own save folders in the USER_DIR/save/ directory, they will appear in-game after you Import
    Ex. if you create a USER_DIR/portraits/ directory and place custom portrait files, the game will use those after you Import
    However, note that the game will never delete or overwrite an internal save game if you delete it or modify it from USER_DIR
    You should delete save games using the in-game Save or Load menus
    You should create a new save folder in the USER_DIR if you wish to modify a save game, and then Import
    If a user has selected a Data Folder (such that the game has read/write permissions and the user can import files), then they can put a CLEAR_IMPORTS file in the data folder. At next game boot, the game will remove all files from the game's /Android/data/<game>/files/ directory except any directories that end in save ('save', 'mpsave', etc.).
    This is intended as a way for users to recover their game if they import mods that cause the game to crash on boot. The CLEAR_IMPORTS file is not case sensitive, but the filename must match, and have no extension (ex. clear_imports is also fine). The file will be deleted after the clear occurs, so that booting a second time will not also erase anything. The CLEAR_IMPORTS file contents don't matter, and it can be completely empty.
    Steps to clear all imported files (except saves, which are never touched):
    find the Data Folder they selected during the Import process
    add a file named CLEAR_IMPORTS there (no extension, not even .txt)
    some Android file managers like Solid Explorer can be used to create files, but connecting to a PC to create and copy the file might be easier
    quit the game if it's running
    on next boot, all files imported previously will be deleted
    • [Android] Fixed a bug that incorrectly edited file permissions on the game’s <root>/Android/data/<game> folder and prevented all access via a connected computer or file browsers.
    There is no way to repair an existing game installation that has the wrong permissions, you must uninstall the game and reinstall it so the proper folder permissions are generated by the Android OS. Since this would delete existing save games, we strongly recommend first exporting your saves by re-saving them to the user-accessible directory and copying any you wish to keep to a computer per the note above.
    Android permissions vary by device and OS, and these <root>/Android/data/ folders still may not be accessible by the user on new installs of the game. If you cannot connect to a PC, the Files app by “Marc apps & software” is recommended. If none of these options work, please see the note above about the import/export functionality to the <root>/Documents/<game> directory.


  • piggychampionpiggychampion Member Posts: 1
    Something broke the font for the number of items in the inventory in the Russian localization

    Screenshot:
    https://drive.google.com/file/d/1tdFcoanyFsBEvVt6gvhKv8TZ6AnVeqtA/view?usp=sharing
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 23,009
    edited September 21
    Something broke the font for the number of items in the inventory in the Russian localization

    Screenshot:
    https://drive.google.com/file/d/1tdFcoanyFsBEvVt6gvhKv8TZ6AnVeqtA/view?usp=sharing

    We've found the issue and will be fixing it. Thanks for your report.
    Post edited by JuliusBorisov on
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 23,009
    Hey all! We're rolling out the PST:EE 3.2.2 update for public testing on PC and mobile. The changes are:
    • Ukrainian main menu button text update
    • Fix for inventory stack count numbers showing up as red boxes/splats on certain languages
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