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v.davidov joined the community
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Block and Parry while dual wielding
Jay.bro replied to Jay.bro's topic in Avowed: General Discussion (NO SPOILERS)
Noted I'll be sure to find that. Thanks for the tip. - Today
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SUGGESTION - Target dummy
Alynxkia replied to tecknotot's topic in Grounded 2: Feedback & Suggestions
It would be nice for there to be some reason to use the dummies. In addition to weapon damage feedback, I wouldn’t mind if there was like a fourth tier to weapon mutations only allowable by interacting with the dummies with that particular weapon. There’s a part of me that feels like it should be a truly tedious amount of interactions, something most players would not attempt to do in one go and instead would just put in some training time when they’re back at base at night and eventually unlock. -
Sounds like something to claim while not in Australia
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Block and Parry while dual wielding
Joseph Shaw replied to Jay.bro's topic in Avowed: General Discussion (NO SPOILERS)
Thanks, if you do play a magic build next, I highly recommend getting a hold of the arcane seal spell for spell reduction. Once you have that it’s a game changer, and specially from a maxed out Auroch’s Skin Grimoire. -
Possible Errors ------------------ extra brackets anywhere? ] and }? Did you type ," instead of ",? Not enough brackets? extra "," before the end of any section? not a "," where there should be one? You can't have IDs past the letter f. Must be hexidecimal friendly. It's possible to generate bad IDs. Does the code start with the Gamedata header & {[ String tables reference the right folder name inside the string code?? Abilities are not in the AbilityMods section, or ability mod component brackets(if that exists)? Did you finish each segment to return to Game Data? ItemMods/StatusEffects end with } ] } for example This is really to segment each GameDataObjects-->Data-->Component segment If it's an ability, does it have the right level? You lowered the levels so you can test it. Did you copy+paste code from 5.0 or later? This includes extra lines for turn-based mode. Does your code reference files like /\folder\/ instead of /folder/ ? It looks like it's all /folder/ format now. If the menu keeps spinning gears so you can't load a save, then that means you probably - have two text strings w/ same ID in the stringtable files. - Or </Entry> at the beginning of the text string instead of <Entry> - Or you put the text after </DefaultText> instead of before - have two of the same debug names - have two of the same main ID numbers (GUID) - you can't use "<" and probably other similar symbols in those xml files as normal text Did you even activate your new mod? If there's nothing wrong in the output log but you can't load your item (or whatever) Did you change the required class IDs and levels and UsageType to a class source so they fit the ability trees correctly? If your ability has an "O" at the bottom left corner, that means the ability doesn't work right (no string/ID conflict) (I think this is false) Abilities upgrading from another ability do not use UpgradedFromID in their ability gamedata. It's replaced via the progression table. Passive abilities do use the UpgradedFromID in the ability section SpecialEffects spelled "Receive" mostly wrong! ApplyStatusEffectToEnemyByDamageRecieved is "correct" although Recieved isn't a word +Sometimes you just have to copy a different piece of code that does the same thing. When making Execution, I compared my DamageMult code to Sworn Enemy. They were the exact same, but Sworn Enemy worked. Copied it, remade it, and it worked. Attack target types force it against all possible targets in attacks connected to it? Hostile attack --> Friendly attack must have the first attack allow "All" targets "ForcedTarget" can only be "None" or "Self" and not much else Child/Transfer parent effects may have been copied, without changing it back to "None" so another effect is referenced but not linked to it Did you add the ability to the ring, granting it to your character? Did you change the class that uses the ability? Did you change the level of the ability to one that your dual-class character can use (7 or lower, not 8 or 9)? Your fancy trigger effects on special effects may have caused the ability to not show up "OnHit" isn't an event! It's OnPlainHit you dummy, unless it's a vfx Stack Overflow error when you try to grant an item/ability means your attacks self-reference each-other, or some other circular reference maybe. The first time you try, the game will just immediately quit. Did you put the Vfx in the StatusEffects section instead? Or some other similar category mix-up? The VFX can prevent the ability from loading if you put Event": "OnHit" for a SE that itself doesn't check for an event Did you mix ApplicationBehavior with ApplicationType? If depending upon an autogranted passive, and the passive isn't given via an item, then you have to retrain your character to level up and get the autogrant. If the item or ability didn't load, then you probably - misspelled the StatusEffectType - mistaken StatusEffectType name, i.e. there is no AttackTargetOnEventWithChance - misspelled an entry in TriggerAdjustment - conditional used an invalid InstanceID Attacks use "Deflect" damage types not "Deflection". Passives already learned will always be the old versions. If testing a passive, an ability on the ring should replace the old one, but it's not safest to test
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The All Things Political Topic - What's Going On...?
BruceVC replied to Lexx's topic in Way Off-Topic
I have often mentioned that Trump likes to joke and troll the media and yet many people dont seem to know when he is joking Yesterday he made me laugh when he realized how Ukraine cant have an election Constitutionally under martial law https://people.com/trump-jokes-no-more-elections-if-united-states-at-war-11792856 " During one part of their press conference, the U.S. president latched onto a statement by Zelenskyy about pausing elections during wartime, and spun it to hint at the possibility of him outlasting his two-term limit in 2028. "So you're saying during the war you can't have elections," he said, interrupting the Ukrainian president's remarks. "So, let me just say, three and a half years from now... if we happen to be in a war with somebody, no more elections. Oh, that's good." -
The All Things Political Topic - What's Going On...?
BruceVC replied to Lexx's topic in Way Off-Topic
Why because they want an end to the war and they aware they need to engage with Trump in the normal obsequious way, all world leaders do that when they meet Trump if they want the meeting to be constructive. Its really easy to do once you understand Trump. But Trump was also very complimentary to the EU leaders End of day its clearly only the US who can get both Russia and Ukraine to the negotiating table and achieve a significant and lasting peace And that means keeping Trump happy around how you engage with him Compare this meeting with Zelensky to the disastrous one in February, that wasn't funny -
tecknotot started following SUGGESTION - Target dummy
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Wouldn't it be nice if the target dummy did something (instead of just be a decorative statue) like give us feedback on how much damage a certain weapon does? (at a certain tier?)
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Grounded 2 Bugs and Feedback
davidjjanson replied to Makayla's topic in Grounded 2: Feedback & Suggestions
Smaller bugs and feedback: Sorting. I can't get sorting in my inventory to work when I have a chest open. Pressing the sort button or key do nothing. I can't get sorting in chests to work at all. If I open a drying rack, "w" isn't an option unless I also have an empty slot selected in my inventory. The default is that the upper level square is selected, so if there is something there, I have to manually select an empty slot for "w" to work. It really should have the same behavior as looting a corpse... merge with existing items or take the next slot. I really need multiple hotbars, like Grounded 1. One hotbar for weapons, one for consumables. I never really needed the 3rd, but it was handy to swap armor or trinkets. A single hot bar doesn't cut it. The hotbar should show and be accessible when mounted. I shouldn't have to dismount or use the inventory to eat shrooms or light a torch. I've noticed several times that if I use the mouse to click a button in the inventory, the escape keyboard key no longer escapes the dialog. I can click the on screen escape button though. I agree with a previous poster that I should be able to lock some inventory items. I'm able to manage items like mushrooms and arrows (and weapons ) by only storing them in chests that don't hot-sort. But I like to keep a stack of clover for making markers without it getting sucked off me when I click "n". -
Grounded 2 Bugs and Feedback
davidjjanson replied to Makayla's topic in Grounded 2: Feedback & Suggestions
Omni tool feedback. I like having the tool being abstract better. I didn't like having to carry around (and pointlessly repair) 4 tools, 6 weapons and consumables. The tools used too much inventory. Repairing the wrench (over and over) while repairing my hard-built house is disheartening. The omni tool makes that a little less painful. However, I don't like is so much activity tied to the E button where I don't have enough control. I'm chopping grass even though I'm trying to pick up an item. I'm mounting my ant even though I'm trying to bust a tooth. Nothing catastrophic but it keeps happening. Unfortunately, I don't have a suggested solution. I'll experiment with remapping the omni tool to another key. -
https://www.bbc.com/news/videos/crlzey2j406o What a completely different and positive meeting with Trump compared to the disaster in February, the EU and Zelensky should be very happy with the outcome which was expected considering the number of prominent EU leaders who attended Zelensky had clearly been prepped around how to engage with Trump and this included he was smartly dressed and he received a compliment from a right-wing journalist he thanked Trump and the US on several occasions he presented a personal letter to Trumps wife who cares about the reality of the thousands of kidnapped Ukrainian children. This went down very well with Trump, he likes this personal touch Zelensky avoided responding in too much detail around his expectations when asked certain questions Trump was also much more relaxed and complimentary to both Ukraine and the EU leaders who travelled to the US. He joked about several things But key takeaways which we have to wait and see how these things unfold the US would be involved in a peace keeping role in Ukraine in some form with the EU. This would be part of the peace negotiation agreements around security guarantees for Ukraine Trump wants to arrange a Putin and Zelensky direct meeting Trump believes Putin will make compromises The US is selling Ukraine an additional $90 billion in weapons I do think we are some distance off to this war ending but this was a very constructive engagement with both Russia and Ukraine and a good step in the right direction For me it highlights again the global influence and agency of the US, it really is the only country that can bring the likes of Russia and Ukraine with the EU to the negotiating table in a significant way
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Grounded 2 Bugs and Feedback
davidjjanson replied to Makayla's topic in Grounded 2: Feedback & Suggestions
I died 3 times yesterday and each time, my backpack was below the surface. Once I could see it 3 cm down. Another time I stood right over it and looking down, didn't get a distance. the 3rd time, it moved to the starting location by itself but still inaccessible. In none of these did I die on a strange surface where the location of the backpack should have been in question. In all 3 instances, I did a game restore and the backpacks moved to the starting location but were still inaccessible. I then quit and reloaded and *then* they were on the surface and accessible. I'm playing single player in a hosted multiplayer game. Not sure if that matters. Interestingly, I've never had troubles with my backpack when other players were in my game. -
Grounded 2 Bugs and Feedback
davidjjanson replied to Makayla's topic in Grounded 2: Feedback & Suggestions
My ant mount is too needy. Any time I need to "E" to do an activity (dig, pick up, break things), my ant must constantly put its nose in my way and force me to mount it. Its like a needy puppy, I can't get anything done. The ant really should try to keep a little distance so its not blocking me from doing other things. -
Yesterday while I was playing with my husband we were doing take out the O.R.C soldiers by the bbq, unfortunately the strangers speech started during battle and we didn't hear a word of it and we were to busy fighting to read the screen. It would be great if there was a transcript that could be read later or the strangers speech could be delayed until after fighting so we know what she said. We both feel like we missed some important clues
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I want to have a pouch for trinkets that is separate from regular inventory so that I can carry more of them around with me. I end up not using many of them as it’s not convenient to carry them around wasting my inventory space. It doesn’t have to hold all of them, but I would like at least five slots to hold spare trinkets. I actually wanted to go with small plushies being an option for the stuffed insects. While the big ones are neat, I also dislike how much space they take up. I basically want them all to be the size of the aphid. But I am fine with the skill tree idea where we use their corpses to traverse it… still kind of want the mini plushies as base decor but they don’t need to serve the same function as the skill tree.
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I also find the map lacking. Somehow I find it worse than Grounded 1 which was literally just outlines. They almost went and put too much effort into trying to make it pretty rather than useful. I understand that it is designed to look like a brochure map. Bravo, it does look like that, but I have fancy high-tech arm gear and I want to be able to have a far more useful map in it. Preferably one that can zoom in further and has a couple layers so that explored cave systems can be displayed. I did get through the entire first game many, many, times without being able to see the caves systems, but they have gone for a much bigger world this time around and it would be nice to know when I have found something that I haven’t already explored as it’s not mapped yet. I would not like the tunnels displaying ahead of exploration though. I want to find things on my own. I suppose I can just start building something outside of cave entrances to show that I’ve already gone through them so it’s not really really world ending.
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I’m gonna keep commenting and liking suggestions that involve paint or dyes because I really want them. I want something to do with all my surplus items I’ve collected and I really really enjoy building and would like to make more unique builds. But when it comes to ingredients, I want the developers to focus on items that players tend to gather way too much of during their gameplay and let those be something we can go to town with for paints/dyes.
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While I am used to the radial menu as I’m a controller user, I fully support getting a building menu similar to Grounded 1. It was just far more convenient to see what your current options were in that menu type.
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I wanna say this also had egg white in it
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Made an approximation of bibimbap. Grocery store near me sells shaved steak and I marinated that in some Bibigo BBQ sauce and also cooked down some shiitake mushrooms in a miso soy mix. Fried an egg over easy and served it all with some fresh veggies; shredded carrots, green onion, cilantro, and maybe something else I'm forgetting. Big dollop of gochujang on top and kimchi and sliced cucumber on the side. A lime may have also made an appearance.
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Block and Parry while dual wielding
Jay.bro replied to Jay.bro's topic in Avowed: General Discussion (NO SPOILERS)
We can only hope. I love the combat in the game and want it to expand only very little. I really didn't realize that it had been that long since I started this thread. I figure it'll be around a week after the update if we're gonna get a new roadmap. Not positive just a bunch. It will be fun to look back on it. You have fun as well man. I think if they don't do the parry dual wielding function ill try a new magic only playthrough. I ain't great with the magic in combat but I need to give it a dedicated run instead of just throwing it in on less than optimized builds for it.