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  2. i agree with most of these, the only one i know about is the grass issue, they are working on it but it'll be a while before it's sorted, i think its part of the coding because ive noticed when it regrows, same with husky weeds and dandelions, the stump remains when it "grows back"
  3. It has bothered me since the first game that I could not put certain building pieces such as stairs of the long side of the triangle pieces. I understand that side C is not the same length as A and B, but the snapping points could be adjusted on that side or there could be an alternative set of stairs that fit that direction that do not mess up the grid line feature. The more conversations I participate in regarding grass and stems either respawning when they shouldn’t or not respawning when they should, make me more and more certain I want weed killer and fertilizer your character can spread to turn on/off the respawn flag for grass/weeds. Buggy reviving us is an interesting idea. There are times they out live the character you are playing. I feel like this might have to be a buggy upgrade feature. It’s a bit like having a fairy in the Zelda games only those are one time use and the buggy is multi-use. The point of the milk molars displaying as they are found is that if you do reach a point where you don’t want to blindly search (likely with a scab upgrade to assist in the hunt in the near future) and can’t figure out which molars you’re missing, you can look at another map online and compare. In the map’s current form the molar icons act like the landmark icons: “You found this. Congrats”. You want the molar icons to act like the disc icons that are: “Hey, There’s something here. Come get it.” I honestly wish that the map didn’t have the disc icons and I had to find those locations on my own or from in game clues. I acknowledge this is personal taste though so perhaps one of the options players could choose at start of the game could be whether they wanted certain icons display as you found them or deactivate as you found them.
  4. or, when we get the explosion epicentre, as I suggested on another post, perhaps the bomb could have used the 420 in its creation, creating an entire haze like wasteland (like fallout 4s glowing sea) and this is the big boss at the end of the gauntlet, maybe an infected mantis, just not with the decapitation, but similar, once you defeat it, the infection manipulates it and you have to kill it again
  5. go into Game Repair, Recover Backpacks. They should appear outside the Onboarding Facility. If they don't, Save and Load. Even the Issue Tracker says to do that
  6. 1. I do not think so but I am not sure, it's highly unlikely 2. Maybe. Personally, i want hanging lights, chandeliers etc 3. I am hopeful, there are many rat skellys we could harvest, maybe like foods, chunk by chunk, maybe we could also grind the bones into bonemeal as better fertilizer
  7. the inventory 'issue' is more around equip/unequip. The way it works is it needs to unequip say the daggers for instance before equiping the torch, now it will unequip into the first available slot, then leave a slot where the equiped item was, picking something up from then will put it in the available slot, then it repeats. This is actually the most efficient way for the inventory to work. Reworking the inventory to have designated slots is 1. Inefficient and 2. May cause a drain on memory usage as it would need to think an empty slot for your gas mask is actually filled. Its irritating, yes, but efficient
  8. You have to open the hotpouch and select the torch manually
  9. Today
  10. You only have to look at one of those grizzled old farmers that wore t-shirts and jeans for their entire lives to know sunscreen is a good idea: upper body, they look like a leathery dried out raisin about to keel over because of skin cancer, but lower body looks like they've de-aged 40 years. Yeah, I think I'll keep wearing sunscreen.
  11. Ive had 2 backpacks just up and disappear. One was transported underground to a area i can't get to(its near a anthill but i checked head to toe and said it wasnt near that area so im certainit isnt just lost). And the second one said it was at the outpost but thats not where I died and it was just a floating icon above nothing. Other than these along with some other bugs I'm sure will be patched up at a later date I quite enjoy the game :3
  12. Hi, i am currently building a base with acorn stairs and this + the other basic base features require a lot of Acorn materials. However since the last patch guaranteed an acorn top for each acorn i am currently owning like 100 acorn tops and 2 acorn shells. To me it screams like a wrong balance of resource requirement vs ressource drops. To fix this, i think i have a neat idea which could be incredibly handy while completely fitting the game's flow. How about: New grinder recipe = grind an acorn top into a few acorn shells Let me know if that seems feasable
  13. I have a full farsi translation of pillars of eternity. The whole game is translated and organized into the correct file structure to b e displayed in game. you can verify this by checking the contents of the "out" folder in this GitHub link: https://github.com/PillarFarsiGuy/PillarTranslate.git The only problem id that unity, the engine PoE runs on, does not support Persian/Arabic script. I cant find a solution for this on any forums or ai research agent. Im asking many reddit subs but with no answers anywhere. If you would like me to keep working on this please let me know. Farsi is the most underserved language of over 80 million speakers in the gaming world so this would open a huge door. Please let me know if you know a solution. P.s. everything outside of the "out" folder is the program I ran to translate the game. let me know if you have any questions about it.
  14. Received an email from support stating they are now aware of the issue and to wait for a new patch. It is now showing on the official Issue Tracker in the Progression section.
  15. Hi, I once did a melee Stalker/Goldpact Knight which was very sturdy and used his very high accuracy potential (Zealous Focus, Stalker's Link, Flames of Devotion + Ring of Focused Flames, Marked Prey, Accuracy Wounding Shot) to deliver the deflection debuff of the Blade of the Endless Paths (-4 deflection on crit, stacks 5 times, also gains accuracy throughout the fight with every second). The result is a "marking" character with sturdyness, nice single target dmg and support who stomps a single enemy's deflection into the ground (for you, the party members and the wolf, too). It worked very well as frontliner.
  16. On multiplayer host my game will crash just trying to upgrade at ranger station and in the crafting bench non stop
  17. Hey all! I've been theory-crafting a Ranger/Paladin hybrid that focuses on marked prey, stalkers link, zealot's accuracy(?), damage over time gear, and sneak attack bonus with a wolf companion while staying alive as long as possible, any ideas for stuff that could make this build really shine?
  18. I had it working for a short while and I thought everything was fixed but then my friend was hosting and I crashed and it stopped working again. Once again I have to get off my buggy, equip or unequip my torch, then get back on. I just want a simple button to do it again. What was a simple process is now a questionably functional multi-step process.
  19. I’ve only encountered it a couple times. Visually it was like the dandelion fell through the map. Not the stems, but the dandelion stalk before it pops into stems.
  20. Many of us are collecting an obscene amount of bug parts at this time and while I’m sure at some point will be using them to make repair glue and things of that nature, let’s go a little little morbid and Halloween. Much like we used the grinder to grind up mushrooms for mushroom blocks in Grrounded 1, I’m suggesting grinding up the bug parts to make a slurry and bake it into a stone that looks like the kind of marble. White marble feels wrong for bug parts so maybe one that’s green with some red veining.
  21. I don’t know if they’re gonna let us upgrade our buggies that way. I think the plan is for us to obtain more buggies that are stronger and/or versatile. For instance black ants would be able to cut down tier 2 and a fire ant would be able to cut down tier 3. I don’t know if that’s gonna make the red ant obsolete after you get a stronger variety ant or if they’re gonna make black and red ant not as useful for carrying stems and grass. Perhaps the black and red ant buggies won’t be about chopping tiers, but instead of being able to actually take them into climates unsuitable for the red ant. The black ant could enter the cold areas and the fire ant could enter the hot areas. If that is how they’ll be implemented then yes, being able to upgrade the ant buggies’ mandibles would be awesome.
  22. Fireflies are my favorite little fellas from grounded 1, and I'm kinda sad that they're not as useful as they could be. I was thinking maybe we should be able to craft a sour staff from their parts, as a counterpart to the other tier two staffs.
  23. Same problem. This is crucial since the equipment wheel is about 2 slots too short as it is. There are 3 types of melee weapons. A ranged one. Food. Drink. Bandages. Smoothie. Shield. Torch. I un-bind food and drink but its such a pain to have to open my inventory to pull out the canteen. Just make it 10 slots. Or, give us a dedicated torch button like holding Y on controller or something.
  24. I just finished grounded 2. I have a couple of ideas I think would be fun to add to the game. Personally I think a fun creature in Grounded 2 that I feel should be added is a snake of some kind that is a boss, and when killed it drops snake fangs, snake venom, and snake scales. I feel like it would be a great idea to add this cause the snake scales could be used to make a new tier 3 armor. The snake fangs and snake venom could be used to make a new weapon either a dual wield weapon or personally I think it would be a great idea to make it into a blade like the spicy coaltana that does venom damge.
  25. Good Afternoon, 1.) Will Pine Floors be added in the future? I am really loving the design of the new building structures, but I am hoping that the floor style will be flat. Could someone confirm that they will or not? 2.) Will we be able to get Wall Charcoal Sconce and Charcoal Stand Lamp? 3.) Could we get bone armors and weapons in the future? *Heavy or Light bone armor and a Bone Shield? *Bone Spear, Bone Sword, Bone Daggers, Bone Mace, Bone Bow and Arrows? Thank you for your time!
  26. Grounded 2 Review & Feedback I highly recommend Grounded 2 and fully support its continued development. The roadmap is exciting, and I look forward to the final product. This sequel has the potential to surpass the huge success of Grounded 1. My review focuses on issues I encountered, along with potential solutions for future updates. Mounts Mounts feel great and complement the original insect playstyles—e.g., ants acting as supportive, weight-carrying colony workers. This makes each mount feel valuable and unique while serving general travel and combat purposes. Concerns & Solutions: The current stat display (Crafting/Building/Battle/Agility) is unclear. Suggested change: Utility/Battle/Travel, which better reflects a mount’s uses. Allow mount inventory to integrate with building—materials in a mount’s chest should be recognized just like player inventory or chests allowing materials in mounts inventory to contribute towards creating items in the workbench or creating build blueprints Shields Currently, blocking with a light shield feels too similar to blocking with a weapon. Shields should block all damage regardless of light or heavy and blocking a hit that is too big would drain your stamina completely and cause the player to “stagger” creating a window of time requiring the player to recover after some time leaving them vulnerable to attack. If an attack is too big it burns through stamina it will damage the durability of the shield proportional to the non blocked damage of the attack. Proposed Rework: Light shields drain more stamina when blocking but recover from stagger faster. Heavy shields drain less stamina, absorb bigger hits, and are better for sustained blocking. Perfect blocks should grant a temporary block stamina boost if the player holds block afterward. Poor blocking damages shield durability, rewarding skillful play. This separation makes light shields about precision and timing, and heavy shields about endurance. Gear Roles Gear feels roughly split into Warrior, Ranger, Mage, Rogue archetypes, which works—but melee gear currently lacks distinction between DPS and tank. Suggestion: Revive Grounded 1’s upgrade paths (Bulky for tank, Sleek for DPS or utility). Alternatively, make some armor sets inherently tank (e.g., Ladybug) and others DPS (e.g., Black Ox), with hybrid sets like Roach representing balanced survivability. Blueprint Sharing Add a way to upload/download or copy building blueprints via the SCA.B or other tools. Benefits: Encourages community sharing of builds. Simplifies relocation by showing exact resource needs. Allows players to preview a structure in different environments. Could be an unlockable shop upgrade to reward dedicated builders and progression. Mutations Mutations in Grounded 1 rewarded playstyles (e.g., Grass Master for grass cutting). This system should remain all-encompassing to replace traditional RPG leveling. Suggestions: Bring back mutations for non-combat activities like gathering and breaking rocks. (some already exist might already be a WIP) Add in-game guidance for finding mutations without spoiling the mystery—e.g., in the mutations loadout screen, color-coded backdrops on “?” icons hinting at unlock methods: Green backdrop for gathering mutations (Grass Master, Rock Cracker). Skull icon for boss fight mutations. Helps players who want discovery without relying on online guides. Navigation A minimap or compass would make on-the-go navigation easier, reducing the need to constantly open the map mid-combat. Omnitool While versatile, the Omnitool removes the feel and satisfaction of dedicated tools—especially axes. Concerns: Reduces combat tool variety. Gathering feels less impactful with hold-to-gather instead of per-hit feedback. Solution: Make the Omnitool a mid- or late-game unlock tied to story progression. High-level tools should still outperform it in gathering speed, making the Omnitool a convenience, not a default. Multiplayer Scale Grounded 1 excelled as a 4-player co-op game, but survival games often thrive with larger player counts (ARK 70, Conan 70, Rust 50+, Smalland 10). Recommendation: Expand beyond 4-player caps, at least in custom maps and PvP modes. Target 8–16 players to support multiple 4-player groups competing, especially in Playground mode where PvP is already implemented. Final Thoughts: Grounded 2 is already shaping up to be a worthy successor. With refinement in mounts, shields, gear roles, building systems, mutation guidance, navigation tools, the Omnitool, and multiplayer scalability, it could become an all-time great in the survival genre.
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