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  2. Is frenzy speed bonus from that items stacks with captains banquet, swift strikes and daom i wonder?
  3. Today
  4. Age of Wonders 4 did a faction creation contest. They were going to pick three submissions to win stuff, have a fourth get a gift through community reactions, and a fifth by random draw. They apparently expected only some forum regulars to participate. They got a thread with 18 pages instead. So today they announced they'll do more winners.
  5. OMG okay!! You hate the perky positivity?! Awww, that’s totally okay!! Not everyone wants to live in a glitter tornado of good vibes and rainbow confetti ALL the time! But just imagine — what if every moment was a chance to sparkle, every sigh was a prelude to a giggle, and every “ugh” was just a “yay” in disguise?! Life is like a cupcake buffet at a unicorn’s birthday party — sometimes it’s too sweet, sometimes it’s a little much, but hey, it’s always colorful and full of surprises! Sending you a virtual high-five wrapped in sunshine and dipped in glitter! You’ve got this, even if you roll your eyes while doing it!
  6. That's because you are being handled.
  7. As some of you may already know, certain items such as Lover's Embrace can grant you Frenzy which stacks with the Barbarian's standard class ability Frenzy. To clarify, while the Might and Constitution inspirations from multiple Frenzies do not stack, the action speed bonus from the item-derived form of Frenzy does stack with the action speed bonus from the Barbarian class-derived form of Frenzy. I decided to test if multiple instances of Frenzy from items would then stack with each other and standard Frenzy. I tested the following items which can grant Frenzy (not sure if I missed any other source of Frenzy from items): Lover's Embrace (on crit against male or female targets, depending on enchantment chosen) Amra (25% chance on kill, additional 1% upon receiving damage) Crimson Panoply (50% chance upon being crit, limited to 1 per encounter) Here are the results and some interesting findings. It appears that only 3 instances of Frenzy can stack with each other: the Barbarian class ability Frenzy, the Frenzy from the Crimson Panoply, and the Frenzy from either Lover's Embrace or Amra but not both at the same time. Amra and Lover's Embrace appear to simply override each other and reset the duration of each other's Frenzy, so there might be some hard coded limit on Frenzy coming from weapons or weapon attacks. (Side note: because Amra is a two-handed variant of a battle axe, I used a Black Jacket/Barbarian as my test character so I could instantly swap weapon sets between Amra and Lover's Embrace which made it easier to test concurrent Frenzies without any duration being wasted on swap recovery). Another thing to note is that I took the Uncontrolled Rage enchantment on Crimson Panoply which upgrades its version of Frenzy to Blood Frenzy while I took Spirit Frenzy as an ability on my Barbarian -- I only mention this because I'm not sure if the fact that I took "separate" Frenzy upgrade paths on my character and armor is what allowed them to stack or not. Also, while doing my testing, I was focused mostly on Amra's on-kill procs of Frenzy and it was hard to notice if the 1% chance to proc Frenzy from receiving damage ever procced during my test. I'm trying to remember from previous experience with using Amra, but I believe that the Frenzy from the Unstable Temper proc just refreshes Amra's Frenzy duration and isn't another instance of Frenzy on top of Amra's on-kill Frenzy proc. In which case, I believe it would be subject to the hard coded Frenzy from weapon limit, i.e. I don't think Frenzy from Amra's Unstable Temper would stack with Frenzy coming from Lover's Embrace. Finally, be forewarned that the deflection malus from multiple Frenzies will also stack this way which can be a rather steep penalty for all the action bonus.
  8. This may be more the vampire game for me. Looks interesting, but I'll wait and see.
  9. I feel like building structures in Grounded 2 is missing an upgrade or replace feature. When building a starting base and adding onto it, then unlocking more build items its a pain in the patooty having to recycle everything and start again, especially if parts are supporting other parts. A "simple" replace with or upgrade with option would help sooooo much!
  10. I hate the perky positivity of LLMs. It always makes me feel like i'm being handled.
  11. You can hide every marker ingame. I think on Keyboard it‘s ‚N‘
  12. It has happened twice to me. The first time I thought I’d dropped them and went through the whole map looking for them. Then I made another pair and I understood then that they disappear when you have full inventory and change to the torch. They don’t drop, it’s like if they go to an “invisible” inventory slot. Obviously a bug, please Obsidian, fix it.. I love the daggers
  13. I want to submit a feedback as i did not see much of this being brought up and i don't think it is on the roadmap as well. For context i played about 20 hours and planning to play more and i enjoy the game. What i think is the biggest point pf feedback that i felt would make the game much better is improving the combat. It is large part of gameplay but just feels clunky and lacks depth. The hit detection does not match the animations on some weapons. When fighting in terrain the attacks can go through your block when vertically angled. The constant need of a repairs is really annoying at earlier stages and can distract the gameplay. Just polishing and adding skills or different combos that would force situational decisions would make the game more fun for me just because you fight so much and just the standard attack block loop gets repetetive. The mutations also seem a bit flat and improvement there could make much difference. I like the idea to have bonuses through food that feeds into the exploration sort of like witcher elixirs so maybe some depth or combat interactivity could be added there as well. Not sure how others feel but did not saw this feedback much so i am bringin it up. Good luck with development and looking forward to the updates.
  14. Yeah good point nukeGoose I like the idea of trimming them down. Maybe Dominance just boosts damage vs predators and gives a short buff after a kill, while the other perks could be trinkets. Same with Scavenger, keep it focused on tracking/extra harvests and leave the opportunistic loot stuff for gear. Makes it cleaner and more Obsidian-style I'll get working on it right away
  15. No Man's Sky - Voyagers update --basic can-purchase Corvette ship parts are limited. --to get access to more you run around in the world and a few kinds of containers/poi's etc. will get you random parts. Salvage containers are what I use because it feels the fastest - guaranteed parts each one (still random) so I had a backpack full of parts before too long to fiddle with. --BUT the whole system is definitely test-bed buggy in many ways. One may not notice if creating a very simple low part Corvette and then done. The more you (over) design and constantly edit the same ship, the glitcher it seems, especially re: ship stats and the things you can place in interiors. I placed a chair, sat, and immediately sank through ship to the ground. When you edit design, tech modules shift all over the place, accidentally get duped sometimes, resources/parts disappear, various other things. --It's very fun to try to build something "cool" however - it's the main appeal probably. I've spent quite some hours trying already. Some ppl have good visual imagination for that, even using all the clunky pre-fab parts. Apparently I don't. Or at least, I keep wanting certain parts in the design, meaning my four efforts have all ended up as weirdly decorated flying fridges. --You could easily make a flying Borg cube. Which is funny. ---Corvettes would be helpful if you are an extreme minimalist, and ofc small friend groups, but honestly outside of design-fun I'm not sure I have much use for one. They are a little too awkward to use with certain quirks/limitations (edit: example, it's often hard to find open space to *land* in the Corvette- you have to teleport out of it and teleport back into it, often disappears on save reload). I'd probably just end up summoning/using my regular tiny ships most of the time anyway.
  16. So after this latest patch and building a rather substantial peblet house I've had 2 to 5 second freezes when I dismount. I tried tearing down over half of my home I had built trying to fix it but not only did it not seem to get better. I seemed to get worse. I know there used to be ant hills in grounded 1 that would get overrun and loaded down with tons of food. Has anyone found anything like that in grounded 2 yet? World is about 97 days old. I'm on xbox series s but series x's played by my friends are having the same issue in my world
  17. This might be going over board on the idea, of adding pistols, rifle, and harpoon guns for hopefully soon water area. Have a cowboy outfit with a six shooter, either bolt action rifle or lever action. Uses pebble ammo/ mix element ammo. Cowboy outfit would have a hat with bandana, a vest and boots with spurs. The spurs would help you buggy go faster as a. Attribute, ADS with the pistol would make it single shot while regular aim shoots faster. Harpoon gun would be probably wood, spider silk, and sprig and uses thistle needle for ammo. If they add dragonfly's have it be able to have a bracket on it to have small guns on it and drop brats burst or acorn bombs.
  18. i completely love the idea of weather and seasons, as long as lightning doesnt target the player naturally as if it were an enemy. the tree idea im sorry personally feels like the oak lab in grounded 1. however, if it was a tree that was hollowed out and it turns out ominents whole corporation works there so the entire tree is like an office building that might be kinda kool with different branches representing the different branches of a company. doesnt have to interact with us fully, just be alot of thought out cool design.
  19. ive always like the idea of passive talents in a game and while playing grounded and grounded 2, i thought they would be nice to have in here as well. passive mutations would always be in effect and require greater steps to unlock. its a way to reward the little things in game we do, by rewarding continued effort. for instance: harvester mutation: unlock: Bust, or chop down X(for instance 100, 500, 1000, 2500, 5000) number of pebbles/grass/weeds/shells/acorns etc. result: 10% increased tool swing speed for harvesting per level, 2% chance to instantly chop down/bust item per level. 5 levels Leg day mutation: unlock: travel X meters(1000, 5000, 10000, 25000, 50000) result: stamina exhaustion recovery effect gained from sprinting reduced by 10% per level(only from sprinting so this doesnt effect combat stamina exertion). 5% movement speed gain per level. 5 levels insomniac mutation: unlock: spend x(2, 5, 10, 15, 25) number of days consecutively without dying or sleeping, denying yourself that refreshed feeling. result: vision at night grows easier. can see in a radius arround you as if you were holding a torch. 2m radius per level. 5 levels Hardened warrior: unlock: receive X(1000, 5000, 10000, 25000, 50000) ammount of hp damage from direct damage sources(non-player) result: innate damage reduction, applied before armor defense reduction, 2% per level. 5 levels. Smithy mutation: unlock: repair x(20, 50, 100, 250, 500) number of items(gear) with at least half durability missing. result: repairing takes 1 less random item per level, minimum required repair:1 item. 5% chance per level to get free repair. 5 levels obviously numbers can be tweaked based on what the devs think is too high or too low, but i believe passives should require work to obtain. also these were just the ones i came up with and im sure theres other good ones.
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  20. i really enjoy the idea of both of these mutations but i think a little tweaking may be needed. obsidian hasnt given this many buffs on one mutation before. dont get me wrong i love all the options and each idea would be great, but maybe part of each one is a mutation and part can be made into new trinkets. as for the domination mutation, id say instead of "stronger enemies" we specify a tier of bug(based on what theyy drop or the internal rating obsidian has for them)
  21. if we are chasing the realism of a game why not complain about the sheer number of scorpions, which is by far the largest population of insects. if a park had this many scorpions it would be deemed unsafe for kids/public use and an exterminator would be called. that said if you are currently having an issue with the ammount of spiders arround then i feel it safe to say you need to explore more. mites are all over the place in groups of 2-6, larva and grubs are plentiful, and like i said, scorpions. plus in a couple areas you have the roach numbers. i also offer up the problem of culling the herd. if you dont kill the spiders more still come when they chase you and leave their spawn zone. im built right above a spider den and i still run into more scorpions than spiders because those buggers also have a random spawn chance it seems.
  22. That's so strange because my issues stopped with 1.3 update and our setup is similar
  23. usa just fire many cdc employee unwilling to follow the insanity of the worm great age of plague will return soon
  24. just throwing this out there, you can eat on your buggy without being in inventory if the food is on your radial wheel/quickbar. can also bandage while on buggy. also mushrooms dont have the delay timer. you can chomp down a stack as fast as you can tap the button.
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