ENDLESS™ Legend is a turn-based 4X fantasy-strategy game, where you control every aspect of your civilization as you struggle to save your homeworld Auriga. Create your own Legend!
After much stable and problem-free play in macOS "Mojave," an ugly problem has appeared with Apple's new macOS "Catalina."
Issue Trying to launch the game from Steam consistently triggers a generic macOS crash dialog ("Endless Legend quit unexpectedly"). Never gets to any opening splash, it just dies without playing.
Specs macOS 10.15.1 "Catalina", Mac Pro, 64-bit, 3.7GHz quad-core Intel Xeon E5, 32GB RAM, two linked AMD FirePro D700 video cards with 6GB each
Version Endless Legend Symbiosis V1.7.5 (64-bit)
Game save N/A. I have yet to get a game running in Catalina.
Player.log I normally don't post log files in a public forum, but this time Player.log has nothing sensitive and a very clear unhandled NULL exception coming from Mono and OpenGL initialization. Each attempt to play the game has the same error.
Speaking of the Mono Framework... My system has three Mono framework versions installed from various programs: 4.8.0, 5.14.0, and 6.4.0 - the last being the latest version according to the Mono website.
Initialize engine version: 5.3.6p1 (ef59fdfbd254) GfxDevice: creating device client; threaded=1 Boolean HIDBuildMultiDeviceList(const UInt32 *, const UInt32 *, int): Couldn’t open IOHIDManager.OpenGL: Version: OpenGL 2.1 [2.1 ATI-3.2.24] Renderer: AMD Radeon HD - FirePro D700 OpenGL Engine Vendor: ATI Technologies Inc. VRAM: 2048 MB Extensions: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL: buggy packed depth stencil; Deferred rendering will use slower rendering path GL: Detected 2048 MB VRAM Receiving unhandled NULL exception Obtained 34 stack frames. #0 0x007fff6cfcab45 in objc_release #1 0x000001010bdce7 in CreateGLGfxDevice() #2 0x000001009f3020 in CreateRealGfxDevice(GfxDeviceRenderer, bool) #3 0x00000101108169 in GfxDeviceWorker::Startup(GfxDeviceRenderer, bool, bool) #4 0x000001010f869f in CreateClientGfxDevice(GfxDeviceRenderer, unsigned int) #5 0x000001009f37b0 in InitializeGfxDevice(unsigned int) #6 0x00000100acbb03 in InitializeEngineGraphics(bool) #7 0x00000100aae9c2 in PlayerInitEngineGraphics(bool) #8 0x000001010813a2 in SetupUnityPlayer(bool, int, char**) #9 0x00000101084415 in -[PlayerAppDelegate applicationDidFinishLaunching:] #10 0x007fff36e01c4a in __CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__ #11 0x007fff36e9262e in ___CFXRegistrationPost1_block_invoke #12 0x007fff36e91bb3 in _CFXRegistrationPost1 #13 0x007fff36e0a249 in ___CFXNotificationPost_block_invoke #14 0x007fff36d72de8 in -[_CFXNotificationRegistrar find:object:observer:enumerator:] #15 0x007fff36d7217f in _CFXNotificationPost #16 0x007fff3945e36b in -[NSNotificationCenter postNotificationName:object:userInfo:] #17 0x007fff33fa293f in -[NSApplication _postDidFinishNotification] #18 0x007fff33fa2642 in -[NSApplication _sendFinishLaunchingNotification] #19 0x007fff33fa0886 in -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:] #20 0x007fff33fa04d9 in -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] #21 0x007fff394a73f2 in -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] #22 0x007fff394a725c in _NSAppleEventManagerGenericHandler #23 0x007fff38180d62 in aeProcessAppleEvent #24 0x007fff38180489 in aeProcessAppleEvent #25 0x007fff38180357 in aeProcessAppleEvent #26 0x007fff35920db8 in AEProcessAppleEvent #27 0x007fff33f9cb0c in _DPSNextEvent #28 0x007fff33f9b5d4 in -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] #29 0x00000101c247be in -[NSApplication(SteamOverrideNextEvent) steamhooked_nextEventMatchingMask:untilDate:inMode:dequeue:] #30 0x007fff33f95d76 in -[NSApplication run] #31 0x007fff33f8795d in NSApplicationMain #32 0x000001010821fe in PlayerMain(int, char const**) #33 0x00000100001534 in start Stacktrace:
================================================================= Got a SIGABRT while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application. =================================================================
pid 7146 != 7145, skipping destruction (fork without exec?)
Diagnostics.*.html N/A. No Diagnostics.html gets generated with these launch attempts.
Screenshots N/A. Never gets running far enough for a game.
Multiplayer N/A.
We will also ask you to link your Steam account, this way we can ensure you are playing on an updated client and not an outdated and buggy pirate version...
I do not link accounts as a general security rule. It is the latest available on Steam - if there's another way to verify that, let me know!
Thank you for the report. We believe that after the latest Steam update, the client launches the wrong version of Endless Legend (the 32 bit version rather than the 64 bit version.) We're looking into it.
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Makes sense... Steam is having issues identifying 32-bit apps, though it seems to err more on false-positives, at least for me - I have five that run just fine despite Steam marking them as 32-bit, including Endless Space 2. Checking the Finder, I don't see the ∅ overlay on the Endless Legend app icon, so at least macOS sees it as 64-bit. The game will try to launch from the Finder too, it just hits the same wall as launching from Steam. So far no false-negatives in Steam, all games it thinks are 64-bit are running fine.
Update: I just installed the new Mono framework 6.6.0 to give that a try, thinking it might work a little better with Catalina (while waiting yet for Catalina 10.15.2). Endless Legend still crashes on start with no Diagnostic HTML generated as it never gets that far. Still a hard crash to the desktop very quickly upon running the game, no UI elements ever render. Still an unhandled NULL exception, with a subtley different log:
• Player.log
Initialize engine version: 5.3.6p1 (ef59fdfbd254) GfxDevice: creating device client; threaded=1 OpenGL: Version: OpenGL 2.1 [2.1 ATI-3.2.24] Renderer: AMD Radeon HD - FirePro D700 OpenGL Engine Vendor: ATI Technologies Inc. VRAM: 2048 MB Extensions: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL: buggy packed depth stencil; Deferred rendering will use slower rendering path GL: Detected 2048 MB VRAM Receiving unhandled NULL exception Obtained 34 stack frames. #0 0x007fff706f9b45 in objc_release #1 0x000001010bdce7 in CreateGLGfxDevice() #2 0x000001009f3020 in CreateRealGfxDevice(GfxDeviceRenderer, bool) #3 0x00000101108169 in GfxDeviceWorker::Startup(GfxDeviceRenderer, bool, bool) #4 0x000001010f869f in CreateClientGfxDevice(GfxDeviceRenderer, unsigned int) #5 0x000001009f37b0 in InitializeGfxDevice(unsigned int) #6 0x00000100acbb03 in InitializeEngineGraphics(bool) #7 0x00000100aae9c2 in PlayerInitEngineGraphics(bool) #8 0x000001010813a2 in SetupUnityPlayer(bool, int, char**) #9 0x00000101084415 in -[PlayerAppDelegate applicationDidFinishLaunching:] #10 0x007fff3a530c4a in __CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__ #11 0x007fff3a5c162e in ___CFXRegistrationPost1_block_invoke #12 0x007fff3a5c0bb3 in _CFXRegistrationPost1 #13 0x007fff3a539249 in ___CFXNotificationPost_block_invoke #14 0x007fff3a4a1de8 in -[_CFXNotificationRegistrar find:object:observer:enumerator:] #15 0x007fff3a4a117f in _CFXNotificationPost #16 0x007fff3cb8d36b in -[NSNotificationCenter postNotificationName:object:userInfo:] #17 0x007fff376d193f in -[NSApplication _postDidFinishNotification] #18 0x007fff376d1642 in -[NSApplication _sendFinishLaunchingNotification] #19 0x007fff376cf886 in -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:] #20 0x007fff376cf4d9 in -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] #21 0x007fff3cbd63f2 in -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] #22 0x007fff3cbd625c in _NSAppleEventManagerGenericHandler #23 0x007fff3b8afd62 in aeProcessAppleEvent #24 0x007fff3b8af489 in aeProcessAppleEvent #25 0x007fff3b8af357 in aeProcessAppleEvent #26 0x007fff3904fdb8 in AEProcessAppleEvent #27 0x007fff376cbb0c in _DPSNextEvent #28 0x007fff376ca5d4 in -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] #29 0x00000101c247be in -[NSApplication(SteamOverrideNextEvent) steamhooked_nextEventMatchingMask:untilDate:inMode:dequeue:] #30 0x007fff376c4d76 in -[NSApplication run] #31 0x007fff376b695d in NSApplicationMain #32 0x000001010821fe in PlayerMain(int, char const**) #33 0x00000100001534 in start Stacktrace:
================================================================= Got a SIGABRT while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application. =================================================================
pid 1966 != 1964, skipping destruction (fork without exec?)
Thank you for the report. We believe that after the latest Steam update, the client launches the wrong version of Endless Legend (the 32 bit version rather than the 64 bit version.) We're looking into it.
I have a similiar spec Mac Pro, but I'm still running Mojave 10.14.5 and Endlesss Legend no longer launches properly on Steam (it shows a black screen and eventually crashes). Today I tried verifying the files and reinstalling - no luck. I haven't played EL in a couple of months so the timing likely coincides with the above report. Diagonistics are not generated.
Has there been any progress on this issue? I really wanted to play my first Endless Day... :(
Update: I have upgraded the Mono framework to the latest 6.8.0 for macOS, and the "Catalina" operating system to it's most recent 10.15.3. Still can't play Endless Legend, it crashes out attempting to launch the game through Steam, or directly from the Finder.
Is there any chance this will get fixed for Mac players, or can we assume it's at end-of-life and flat-out incompatible with "Catalina"?
I just installed Endless Legend on my MacOS Catalina 10.15.3 and got it working without an issue. I did do the following:
1. Install Mono 6.6.0 (Visual Source Code version) from https://www.mono-project.com/download/stable/
2. Go to the install folder for Endless Legend, Right Click "EndlessLegend" and choose "Get Info"
3. From the EndlessLegend Info screen under Sharing & Permissions make sire everyone is allowed to Read & Write. (I had to do this for most of the games after upgrading to Catalina).
That's it. Maybe the devs could add a more recent Mono version and install it automatically because the one shipped is not 64-bit so that may be the reason why Steam is flagging it incompatible.
Update. The issue experienced by other users I can sadly confirm on my other iMac. The solution in my previous comment worked on my 13 inch MacBook Pro that only has an integrated graphics card.
My iMac has an AMD Radeon 295x card and I also have an external AMD Radeon 5600XT egpu. The game crashes trying to start with either gpu. What a shame.
Developers, could you please have a look as it seems it should work on MacOS Catalina?
Another update. On an iMac configuration without egpu with the internal AMD 295X the game runs fine in a Windowed screen at half the resolution of the retina screen. Maybe it's the eGpu whether active or not that makes the game explode?
Final update and findings. Steam will still say that it is a 32-bit application on MacOS even though I can launch it succesfully and play it and the application itself reports 64-bit. I've been playing for hours without any issues on my MacBook Pro and iMac running macOS Catalina 10.15.3. Yah!
The only issue I have is when I try to use my external AMD eGPU, then I get a fatal error trying to start the game. Dev's, if you read this could you take this into account whilst developing "Humankind" as I really want to play that with full graphics glory with my eGPU. Thank you in advance!
Update: Still completely unable to run Endless Legend in "Catalina" on a Mac Pro (2013). Now running macOS 10.15.4, and Endless Legend still just dies as soon as I try to run it. No Diagnostics file, NULL exception in the log as before.
Humuhumu, as you are having success with your iMac and MacBook Pro, I am very curious now if it's the FirePro graphics cards in the old Mac Pro that are the problem. If "Catalina" maybe changed video drivers in a manner that renders Endless Legend unplayable on FirePro cards. Not sure why that might happen as every other game, old and new alike, all work just fine (FirePro uses a Radeon core/software base) - but hardware is the most obvious difference between your success and my failure. To test the Mac Pro thoery, I've installed Endless Legend on a MacBook Pro (2017) running macOS 10.15.4...
We're on to something. Endless Legend is running just fine on this MacBook Pro - same macOS version, same anti-virus and security packages, same network. I can't leave it there as it is a work laptop, but now at least it's plausible that this is an issue specific to the Mac Pro (2013), and maybe its unique FirePro D700 graphics cards.
Have there been any updates on this? I recently bought a 2020 MBP 13" and have had the same frustrations. Three versions of mono installed (the latest independently of the Steam package), read&write permissions on the .app set to everyone and the game crashes to 'quit unexpectedly' on startup. Endless Space 2 *was* running until I downloaded the latest version on Mono, now it locks on startup with a black screen.
If the latest version of Mono broke it, try uninstalling Mono and reinstalling the older version.
Also can you post your error log if you have one? It would be in your game install folder in a folder with a date for a name. You game is usually installed for Mac to:
User/YOUR_USER_NAME/Library/Application Support/Endless Space 2/Dump Files
Thank you for the quick reply! I posted Apple's crashlog (also included below) in the next thread down but EL does not seem to make it far enough to generate a crashlog, if that is where it is supposed to be. I have four dylib files, the app itself, folders for the artbook, soundtrack, and manuals, and the Mono framework 3.4 .pgk in there.
Update: Endless Legend is running again! After a long period where it would not, macOS 11 "Big Sur" proved to be the solution. Since upgrading the OS, Endless Legend has been running on the old Mac Pro. All updates to Endless Legend have been working. Thank you Amplitude! Or Apple, but I have more faith in Amplitude. Though I have a new problem (or rather a repeat problem) for which I will make a support post.
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