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  1. Past hour
  2. Today
  3. yahyaattili9 joined the community
  4. I'm pretty sure Obsidian games is going to be bringing back a few of the original bosses from the first game so i thought it would be cool if there were new bosses in the second game so I thought these would be good bosses to have to fight in Grounded 2 . Brown Centipede/Boss - Aggressive : the Brown Centipede is located inside of Logs they prey on Spiders , and Mice , the Brown Centipede drops Brown Centipede Fangs , Brown Centipede Legs , and Brown Centipede Trinket . Rat/Boss - Aggressive : the Rat is located in the sewer , the Rat is an opportunistic omnivore and will prey on Roaches and other insects and is very territorial viewing any intruder as either a threat or prey , the Rat drops Rat Head , Rat Pelt , Rat Tail , & Rat Trinket . Toad/Boss - Aggressive : The Toad boss is located in a burrow near the small river no insect or arachnid goes near it's home whether they be a Wolf Spider or a Black Ox Beetle, in fear they will be swallowed whole by the Toad , the Toad will drop Toad Mucus , Toad Hide , Toad Head , and Toad Trinket . Hercules Beetle/Boss - Aggressive : the Hercules Beetle Boss can be found in a tree with lots of tree sap the Hercules Beetle Boss would drop a Hercules Beetle Horn , Hercules Beetle Parts , and Hercules Beetle Trinket . Emperor Scorpion/Boss - Aggressive : another pet accidently lost in the park similarly like how the Tarantula (Axel) was , the emperor scorpion can be found under piles of rocks , the Emperor Scorpion drops Emperor Scorpion Tail , Emperor Scorpion Claws , and Emperor Scorpion Trinket .
  5. Yes adequately means does the EU have a military union that could be deployed to deter any Russian invasion or participate in any EU military campaign That obviously exists with NATO but if the US left NATO, which is not going to happen, how effective would NATO be? This is about making the right decision for whats best for the EU\UK What do you think the EU\UK should do? Stay in NATO and commit to 5% or create its own defense union which might be more expensive and complicated? Unfortunately you cant ignore the threat a country like Russia poses especially towards former Soviet states that are part of the EU
  6. this structure bug where all stairs face north is a returning bug from grounded one. this glitch really only seems to happen when you quit the game and relaunch. its somewhat inconsistent when i tried to test it again, rotating the stairs back to their original
  7. NicoSeaOT joined the community
  8. Ale503 joined the community
  9. Four months after this post was made and there is still no fix to this, absolutely unacceptable to not fix a major bug that prevents you from making one of the most important choices in the entire game.
  10. MoonCake joined the community
  11. did ytube break for anyone else home page are down and video show error message
  12. Hi. I've reported a similar issue. Seems related to the torso state related to rotating view to me. After conducting some test, i've noticed is more frequent to trigger using controller analog. With mouse is more rare couse it has a less linear input. You can reproduce it easily jumping while rotating. Guess it is going to be addressed in future minor updates/fixes.
  13. Just confirmed this has nothing to do with a pre-existing save. Start a brand-new game without any mods and after dodging and/or jumping around a few times it triggers the issue. I even emptied out the previous AppData\Local data for Alabama just to be sure.
  14. Yesterday
  15. Someone please confirm this on PC (Game Pass) version: Dodge a few times to the right, then the character while walking or jogging has a permanent lean to the right. You obviously have to be in third-person view to see this. Seems to have been introduced with today's Anniversary update. Edit: After further testing, this doesn't look like it's necessarily related to dodging. Just jumping around can trigger the problem.
  16. Yep, it doesn't really take anything into account except the money spent. All it does is encourage wasteful spending, system gaming and accountancy tricks- like pretty much every other Key Performance Indicator.
  17. florest07 joined the community
  18. jaidn47 joined the community
  19. After the Anniversary Update on PC via the Xbox App, I have encountered a persistent third-person animation bug in Avowed. The character’s torso can remain permanently tilted after landing, and this happens intermittently rather than on every jump. The bug is most apparent during jumps while the character is rotating relative to the camera. Using a keyboard and mouse, the rotation tends to be discrete, so the bug appears less frequently, often after several jumps. Using a gamepad with analog input, the rotation is continuous, which greatly increases the probability of triggering the bug. In fact, with a controller, it can appear after just one or two jumps, without the need to sprint. The underlying issue seems to be linked to the transition from Falling to Landing and then to the standard locomotion state. When the character lands while still rotating toward the camera, the game attempts a small automatic realignment to the view direction. During this transition, the additive pose applied to the upper body by the Landing Montage is sometimes not cleared properly, leaving the torso permanently tilted. Reloading a save or using the transformation mirror immediately resets the posture. Framerate limitations can affect the likelihood of the bug: capping the FPS to around 60 delays its occurrence but does not eliminate it entirely. The bug does not appear to be related to terrain, collisions, or corrupted assets, and it is independent of sprinting, although sprint input sometimes increases the chances of occurrence with mouse and keyboard. Overall, this appears to be a regression introduced by the latest update, related to the interaction between the Animation Blueprint and CharacterMovementComponent. Specifically, the additive upper-body pose from the landing animation is not always properly removed when the character rotates during the Falling → Landing transition. This makes it possible to reliably reproduce the issue under certain conditions, especially when using a gamepad for continuous camera rotation.
  20. Buckeye3378 joined the community
  21. Yes, but it is only thing that is talked when speaking of how countries contribute to Nato. Finland has army of 800k with budget of 8 billion dollars, but that does not count in the talks as we need to over double our spending or we don't contribute enough.
  22. I really like this idea Adding onto the fragile idea, it does break easily, however, it also gives the effect from the candy it was made out of to the attacker! Or if sugar cubes do get added, they could introduce something like the sweet effect!
  23. _plague_ joined the community
  24. Frost995 joined the community
  25. RAGNAROK021730 joined the community
  26. basic system I7 9700 3.0 gzh 32gb ddr4 2 x 1 TB SSD 1x 20 TB HDD 3060 rtx 12 gb
  27. That's great. Even though, from a role-playing perspective, I don't understand why anyone would want to completely revamp their character sheet in the middle of a game. But I love everything else that helps with role-playing in the game.
  28. france always like to pretend it is still be one of the great power colony on 3 continent one of the big 5 at the un always refuse to fully submit to nato command in reality it is all theatre and delusion and it didn't lead them to breaking with usa yet
  29. Overall spending is a bit of a blunt metric anyway, for much the same reason as gdp nominal- it doesn't actually measure what the money buys, just how much is spent. Russia produces ~7 tanks for the cost of a single Leo2, and practically they're both likely to be destroyed by a thousand dollar drone made in China. The problem rump NATO has is that so much is outsourced to the US, and reliance on fancy overpriced gear that sounds great in lieu of stuff that just works. Not being able to spin up shell production properly, in the EU*, after 4 years and allegedly still being outproduced by North Korea alone kind of epitomises it; it's really really basic stuff that has been around for 150 years because it works, it should be cheap and easy, and there isn't really anything that can go wrong with it. *you do occasionally hear about how production has increased, but that increase largely comes from buying off non EU sources. They do at least have France with an independent nuclear deterrent, and while no longer EU Britain could make theirs non dependent on the US with a bit of time. It would certainly be... interesting to see how the Rules Based Order deals with (practically, justifies; not like they'd actually sanction Poland or Germany) one of its own members breaking the NPT though.
  30. What is adequately? EU members used 450 billion dollars in for their militaries last year, which is about same as China and Russia together. 5% GDP target that USA demands would rise EU's defense spending to ~1200 billion dollars. Even 3.5% will rise it to 800 billion dollars EU members already has spend on defense so much that only USA rivals them. Their weakness is that there is no central command for military forces in EU, which is they need alliances like NATO to be able to have organized defense. But when NATO becomes a liability where you cannot trust that it will organize and lead defense if there is need then there is need for another military union that will take that role.
  31. HYPE! I've been looking forward to this
  32. Greetings Envoys, It has been one year since the launch of Avowed and the team is ending its post-launch roadmap with a substantial anniversary update built with both returning and new players in mind. This release delivers long-requested community features and a broad slate of quality-of-life improvements; including a fan driven feature to bring Avowed even closer to its Pillars of Eternity franchise roots. If you come across any issues or bugs, please contact our support team. https://avowed.obsidian.net/issue-tracker#contact Features and ImprovementsNew Game+New Game Plus is now available after completing the main story. This mode is designed to reward mastery, experimentation, and making the all-powerful build. When starting a New Game Plus save, players will bring along with them: All unlocked abilities (with the exception of godlike abilities which are gained through story progression/world exploration) All spent attribute points All unique weapons and armors—but they are reset to level 1 All unlocked enchantments remain All unique gloves and boots All necklaces, all rings, and all trinkets Any equipped Common Weapons or Armor items are kept, but they are reset to level 1 The following are removed from the player at the start of a New Game Plus: All common weapons and armor that aren’t equipped Companions must be picked up via story progression Companions keep their talent points and start at level 1 All resources that had been collected Gold Upgrade materials Enchanting materials Food ingredients All consumables that had been collected All potions All food All quest items All god totems/trinkets Fast travel points/fog of war The aforementioned godlike abilities To ensure challenge scales alongside player power: Enemy stats are increased across the board Enemies now have a chance to have modifiers applied to them Elemental Modifiers Fire: Immune to Fire damage and accumulation. Attacks also now deal Fire damage. Frost: Immune to Frost damage and accumulation. Attacks also now deal Frost damage. Shock: Immune to Shock damage and accumulation. Attacks also now deal Shock damage. Poison: Immune to Poison damage and accumulation. Attacks also now deal Poison damage. Bleed: Immune to Bleed damage and accumulation. Attacks also now deal Bleed damage. Physical Modifiers Haste: Increased movement speed, attack speed, and reduced cooldown timers Glass Cannon: Increased damage dealt and damage received Colossal: Increased maximum health Life Steal: Attacks restore the enemy’s health by a percentage of the damage dealt Crippled: Reduced movement speed and attack speed Sturdy: Increased stability making it harder for them to be stunned Natural Immunity: Immune to all status accumulations Forceful: Increased impact on attacks Vindictive: Increased damage dealt based on the amount of health lost Attribute stat cap rises from 15 to 30 An important note for those who have already completed Avowed: Since New Game Plus is being added post release and the game was not initially designed with it in mind, a completion save will be necessary in order to take advantage of the mode. You will need to load a point of no return save or later and beat the game to make a proper New Game Plus save. New Playable Species Included in the anniversary update is a major expansion to character creation: three new playable species join the existing Humans and Elves. Dwarves – The most well-traveled species in Eora, the stout dwarves are known for their great strength and tenacity. Orlans – Their two-toned skin, prominent ears, and hirsute bodies all in the smallest size of Kith make them stand outs in Eora. Aumaua – Towering, powerfully built, and physically imposing. Not only do the different species change how you look, the team has also added in stat bonuses for all species adding another layer to character creation. [M(1] Humans +1 Might +1 Resolve Elves +1 Dexterity +1 Perception Aumaua +2 Might Dwarves +1 Might +1 Constitution Orlans +1 Perception +1 Resolve Additionally, players will receive stat bonuses depending on their chosen background. Arcane Scholar - +2 to Intellect Court Augur - +2 to Resolve Noble Scion - +2 to Perception Vanguard Scout - +2 to Dexterity War Hero - +2 to Constitution Improved Character Creation Added new Godlike features, color variants, and presets Custom DifficultyFor players who want even finer control, Avowed now includes custom difficulty modifiers, allowing you to tune the game’s systems to your preferred experience. These new options are found by scrolling down through the “Game” tab of the settings menu. Adjust player: Damage dealt Health, stamina, and essence resources Elemental status effect threshold Health and essence regeneration rates Potion and food restoration rates Interrupt or knockdown ease Second Wind cooldown time Carry capacity Parry window Adjust enemy: Damage output Health pool Stun, interrupt, or knockdown ease Attack speed Elemental status effect threshold Aggro threshold Adjust companion: Damage dealt Health max Elemental status effect threshold Aggro threshold As well as general adjustments: Merchant prices Equipment upgrade material costs Fall damage Trap damage Item quality damage reduction Important note: While changing these options will not negate most achievements that you may be hunting down, they will invalidate a Path of the Damned achievement. That achievement must be done without use of the custom game options. Photo Mode Capture your envoy, companions, and the Living Lands from any angle and share your journey. Includes a free or fixed camera, filters, character rotation and toggle, post-process effects, and gradients. Photo Mode is accessed from the pause menu. New Weapon A brand new weapon type is joining the arsenal with the quarterstaff. Designed with the archmage fantasy in mind, the quarterstaff is a new bludgeoning weapon that comes complete with wand style stun finishers. Unleash brutal physical combos along with a fury of spells that would make even Concelhaut jealous. New Stun Finishers New stun finishers added for One-Handed Weapons and Two-Handed Weapons. Respawning Encounters Respawning encounters have been added to Dawnshore, Emerald Stair, Shatterscarp, and Galawain’s Tusks. New Quality of Life Features Players can now change their Envoy’s appearance after character creation via the mirror in the party camp. Newly placed workbenches allow players to upgrade gear without returning to party camp. All player Backgrounds now have an added attribute bonus. Added option to end dream conversations early. Powder keg chain reactions now occur with a short delay, instead of all exploding simultaneously. Increased max Controller Vibration Intensity (in the Controller Settings menu) from 1.0 to 2.0. Added keyboard-based turning in accessibility options. Improvements to Lighting The lighting has been improved across all regions. Improved the lighting in conversations. Graphics Updated XeSS to 2.1. Xe Frame Generation, Xe Super Resolution, and Xe Low-Latency mode are now available to more GPUs. All Bug Fixes Crashes and stability The game should now longer crash after Fog of War has been cleared. Addressed an issue causing Barbaric Smash killing blow VFX to remain on the player indefinitely Fixed an issue when creating save games that could cause NPCs to be stuck when reloading Performance and Optimizations Resolved an issue where NVIDIA Reflex Low Latency was missing "Off" option while upscaling is disabled. Ray tracing is now off by default on Handheld PCs. Added Mid Luminance values to HDR settings. Various performance improvements. Animation Fixed an issue with the Two-Handed Axe special attack not being aligned while in third person view. Companion animations no longer stutter during conversations and exploration. Audio All audio should now play properly when cooking. Quests & Conversations Decals for puzzle in Sallow Steppe should now render properly. The camera should behave normally during conversation with Tazaraak. UI/UX Ability and Grimoire Cost Discounts are now shown in the Character tab of the Ledger, as well as the maximum (-90%) available. Fixed Tanglefoot's icon on Player's and enemy's HUD. New Icon added to help distinguish Flurry of Blows on enemy’s HUD. Text should no longer overlap tabs in certain languages. Fixed description for several active abilities that were incorrectly labeled as passive. Resolved an issue where "confirm override" pop-up was not showing while switching presets in the Extras tab. Fixed an issue where Marius' Hunter Sense disappeared from hotbar after leaving Party Camp. Vital bars are showing proper preview values for some skills when upgraded. Fixed an issue where "Survivalist" ability did not reflect additional bonuses in UI. Blunted hits no longer include blood VFX when "Combat Blood" is disabled. Combat/Systems Fixes Fixed issue where various Area of Effect sources like Arcane Veil interfered with aiming player spells. Swinging guillotines in the Garden remain disabled after loading a save. Fixed an issue where Yatzli's Explosive Blast did not break destructibles. Some unique weapon enchantments now work properly while Dual Wield Mastery is active. Already broken destructibles no longer receive damage numbers. Loot now directly drops at the feet of a shattered frozen enemy.

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