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  2. It's a good idea to use the Multi-Tool. This way, we avoid using multiple tools for different tasks, keep our inventory clean and organized, and always have the right tool quickly at hand. Old school isn't bad either, of course. New things are often difficult to learn. The new Multi-Tool and Collect are both on the E key. I often collect even though I actually want to hack. Maybe the F key would be a better alternative for the Multi-Tool? Okay, since it kept happening, I assigned the tool to the F key in the keyboard settings and the "Move Object" function to the G key. If anyone else is planning to do something similar
  3. Your animations are very well done, and the branch-to-branch jumping mechanics work excellently. I'd like to see more of that, maybe something unexpected, like stumbling or balancing? I'd love it if Hoops could climb a bit. For example, she could grab onto edges and hoist herself up when she's very close. Or shimmy over smaller obstacles using her hands. Perhaps as a skill to keep the jumping puzzles interesting?
  4. I love the world you're creating. Even in the first game, I was sure the lawn sprinklers would turn on one day and we'd have to seek shelter. The ravines already looked like dry riverbeds. I'd like a weather system. With rain, thunderstorms, storms, hail, wind, and fog (which also puts enemies at a disadvantage). The dry ravines could turn into raging rivers in heavy rain. Excuse me, what would come next? A meteor shower? – Although, shooting stars, Hoop's reaction to them, and rainbows would certainly be nice.
  5. Your building system is great. Perhaps one of the most fun in the game, and it works perfectly. Every piece fits where I want it. A blueprint for the entire, coherent building would be nice, so we could perhaps share it with friends or even the community.
  6. The battles were already very challenging in the first game – that keeps me awake. The animations look great again, and I'm happy to find many of the elements from the first game. I find the "Normal" mode quite challenging, but I would like it if the enemies who lose their health to Hoops' attacks regenerated much more slowly. It's exhausting when you die, but when you come back and the enemy has full health, I find it too difficult.
  7. I love the new feature of having useful companions and am surprised at how well it works and looks. You do so nice work - I love it. Will we also be able to level up companions and select specific and random perks? It would be incredibly fun to train companions for specific tasks (e.g., for carrying, others for gathering, others for combat). Customized companions would also be fun, if an ant could look a little different (wait, I only have one, maybe they already look different), or you could dress them in a different color, etc.
  8. I'm also following your roadmap—you're doing such great work—but I couldn't find anything about structural analysis. Structural analysis for buildings is probably still to come?
  9. I love not having to carry everything in my pocket anymore, but I also love hoarding. I would love it if you could lock storage so that nothing from it is automatically used (e.g., for workbenches or in the building menu).
  10. The new looks are very nice. The children have grown older. Hoops' hairstyle – can it be adjusted? I thought it looked better in the first part.
  11. Morning stretching would be nice.
  12. I love your work! It would be nice if newly learned blueprints were marked as "New" in the build menu until you use them for the first time (similar to new recipes for the workbench, etc.). Perhaps with a dot, or an asterisk, or the familiar exclamation mark that already exists for new recipes.
  13. I love your work, and the first installment is already one of my favorite titles, alongside "Fallout" and "Skyrim". I had so much fun with "Grounded 2" in the first 40 hours and am so surprised that it runs better and is more fleshed out than many full-release titles these days. Thank you for your work, and I wish you all the best for the future!
  14. Today
  15. Was going through my Youtube favourites, 2007 really was the golden age of it. Stuff like this on it
  16. Penny Dreadful is quite well done. It's like watching a Masterpiece Theater series, except it's 19th century horror. Eva Green remains a particularly good actor who is perfect for her role, and the cast is marvelous.
  17. heard half of the online activity are bot sad part is it is getting increasingly difficult to tell what is bot what is real people since real people often sound more stupid than bot
  18. Sorry but won't let me edit my post - My issue is occurring on Xbox Series S.
  19. Same error every time: I ran thru all of the checks here: https://support.obsidian.net/article/183-grounded-2-is-crashing and everything is up to date, working, and checked (passed all of the Intel Processor tool checks). Would really like to know what is causing this. I'm running i7-12700k, 3080Ti w/64gb. more than enough. took things down to medium settings to see if it would help and it seems to have done nothing
  20. Having same issue. Have two quests right now: Networking, where it says to enter the network center and Overload!, wherein it says Keep the MIX.R active until it overloads. All O.R.C. transmitters have been disrupted but MIX.R still says some are active so I cannot complete the quest.
  21. I was fighting an optional boss and suddenly someone spawned an orb weaver and two scorpion babies. It was a fair fight and hard enough as it was, but this was just unfair. It might make sense story wise but it's really annoying and can disrupt boss balance. Make it so they can't summon enemies in boss areas. I can only imagine how horrible it could be with a bosses natural adds and then someone throwing even more into the mix.
  22. First off, I just want to say Grounded 2 is amazing — I’m loving the world, the creatures, and all the little details. I really like how much more interactive and alive everything feels compared to the first game. One idea I had that could make gameplay even smoother: I think we should be able to pick up other kids’ backpacks, similar to how we can pick up weed stems, soldier ants egg, or even our solder ant could pick it up. For example, if a teammate’s backpack is in a tough spot, it would be great if another player could grab it and carry it back to them. I feel like this would make co-op teamwork even more fun and help in tricky situations, especially when a player keeps dying in a dangerous spot. Since we can already carry big items and creatures eggs, it seems like a natural extension of the current mechanics. Thanks for all your hard work on this game — I can’t wait to see where it goes!
  23. Can confirm the staircase method works. I was almost eye level with the street lamp when I was done
  24. So, uh, I summoned my mount while in the red ant hill. The mount was merged with the ceiling. I mounted said mount and took a few steps forward and fell through to the bottom of the world. I sent my mount home and proceeded to run to the southernmost edge of the, uh, 'underworld'? My character then 'died'. I entered the game after leaving because repair was not an option and I could not save because my character somehow did not exist anymore... I re-entered the game and popped up back at the starting location with an empty inventory... fun stuff.
  25. I am really happy with the tool and not needing to take up a bunch of inventory slots.
  26. I am also having a problem with the bees. They never land, they seem to fly away any time I get close. My friend and I are trying to get material and I can't even get enough for one outfit. Bugs in general don't seem to have a 'home' the way they did in the first one and that bothers me a lot. They just seem to be anywhere.
  27. i have the same issue , please fix this thanks.
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