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With a full chanter party, those are all easy I even rushed Caed Nua just to not waste stronghold turns. Only did Against the Grain to get my Watcher to 3 before recruiting, and even that might not have been needed. Hadn't talked to the dead animancer yet, but this is a habit, probably because it grants the perfect amount of xp. Anyway, I tried the ambush, well prepared with scrolls, and it went quite well. The pack in the locked room should have killed me, but unfortunately when I kite and flood with summons, some monsters just like to leash back, so I was able to take them down piecemeal. But, my journey has to stop at level 13, because without speaking Engwithan, I can't open the door, so unfortunately @Chaospread I'll have to, uh... spare Sefyra [Benevolent]. My party is level 8. My Watcher is close to 9. Maybe if I hadn't wasted trap xp I would have gotten all the way. I play mass chanters by chain pulling, since chanters are weak at the start of fights when they have no phrases, so I try to turn entire levels into a single, drawn-out fight, but sometimes my summons trigger traps in the process. At this point I can't think of anything I could do before Defiance Bay that I haven't done. Well, I could take Sagani to her first quest area. That's about it. Maybe Durance/GM have some dialogue for me too. I noticed by the way, that it seems Caed Nua doesn't get attacked before you've been to Defiance Bay.
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Random video game news... RNG is your friend!
Malcador replied to Frak_the_2nd's topic in Computer and Console
Things always get worse. -
Hello, I want to finally finish full PoE 1, all quests, bosses, bounties and so on. not sure what class to pick ....i am honestly not that good at crpg games like this and that necessary pre-buffing phase before every fight that lasts like 10 minutes.... ...i was looking at fighter and some builds look interesting, sturdy + good dps and per encounter abilities are nice (like Lady of Pain build looks nice) but in every rpg game i played figher is kinda boring too Chanter and cipher are interesting but i plan on playing on Normal difficulty and these classes need some build up to use all the fun stuff soo...paladin or maybe monk? Any tips?
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michaelsmittyramirez joined the community
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Random video game news... RNG is your friend!
Sarex replied to Frak_the_2nd's topic in Computer and Console
Not a bad thing tbh. -
Random video game news... RNG is your friend!
Malcador replied to Frak_the_2nd's topic in Computer and Console
https://www.eurogamer.net/warhammer-40k-dawn-of-war-4-announced-and-its-coming-from-a-surprise-new-developer-next-year Not by Relic. -
Rekkles joined the community
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Pedrosa joined the community
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Well for one I'm not a dune fan so I think some of it is lost on me. However I did have fun with it at first so I don't think thats the main reason. I think it just has the same problems every survival building type game has, which is seemingly endless incremental upgrades, repetitive exploration and no real end goal aside from getting those little upgrades. I could see having more fun if I had gaming friends I could play with. I did have some fun with it, and it's probably something I will return to. It just felt like it was going nowhere.
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The All Things Political Topic - What's Going On...?
Malcador replied to Lexx's topic in Way Off-Topic
Stupid people want their leaders to not be trolls, I guess. -
I have nephew who is colorblind who would benefit from this as well as some items look very similar and being able to see grass vs dry grass from a distance rather than walking up to each blade (they look like the same color to him) would be handy. It would also help differentiate dried up leaves and milk pods on the stalk. While I don’t have trouble with that, I fully understand that some people do.
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The All Things Political Topic - What's Going On...?
uuuhhii replied to Lexx's topic in Way Off-Topic
while finland sitting there justifying join ww2 at nazi side -
Hi guys. I tried to complete the Network Center task. Unfortunately, I died, went back home to resupply, and when I returned to the room where General Berserker should be, I found out it was stuck inside the wall… I really don’t want to start all over again. Any ideas how to fix this?
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Betreff: Problem mit Speicherstätten in Grounded 2 („Bearbeiter“-Anzeige, kein Zugriff auf Speicherstätte) Sehr geehrtes Support-Team Ich habe ein wiederkehrendes Problem mit Grounded 2 auf meiner Xbox: Ich kann nicht mehr auf meine geschäftigen Spielstätten Zugreifen. Statt einer Liste meiner Speicherstände erscheint oben rechts lediglich die Option „Bearbienen“ – egal ob ich online oder offline spiele. Folgende Schritte habe ich bereits mehrfach ohne Erfolg ausprobiert: Spiel deinstalliert und neu installiert Geschäferte Daten lokal und in der Cloud gelöscht Konsole vollstäddig neu gestartet und Cache geleert Internetverbindung / erneut verbunden Xbox-Konto ab - und wieder angemeldet Crossplay-Option getestet (ein - und ausgeschaltet) Leider Hutkeiner Dieser Versuche das Problem behoben.
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I need death spell caster joined the community
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PoE1 (and PoE2 for the matter but that's another story) have 3 early difficulty spikes : Eothas Temple, Caed Nua and Raedric Hold in roughly that order. You have no place to level up before Caed Nua so you have anyway to hit at least one of these walls. That said, Raedric Hold final battle is by a fair margin the hardest of anything you can access before Maerwald. I tend to keep it for later. Also because kicking Raedric backwater bottom with ease is somewhat satisfying. So you strangled your wife ? See how you fare against Returning Storms and Fireballs. If you go through the castle sewer, it's the only difficult battle though... Not going through the sewer isn't that difficult apart the final battle (worst case you go back to buy camping ressources) but I did it once, I was overleveled and it was horribly tedious and repetitive. I can't imagine how unbearable it would be while being still act I. I guess it is a matter of taste. I don't have much time to play, so... well... I choose to keep my battles at "cozy potd" level. Ah, the mighty Chiper class. Great to turn foes into chips I guess.
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None of the dual wield weapons display correctly on the display mounts. The mitey claws seem to be the worst in my game as they just float in the air near the display mount. A lot of weapons seem slightly off in their positioning. It’s cosmetic so likely not a priority fix, but hopefully it will be addressed.
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Canuck-Errant started following FEATURE REQUEST: Resource highlighting in PEEP.R mode
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USER STORY I'm a gamer who has visual impairments - not severe enough to prevent me from playing, but enough that it can make spotting resources difficult. Having some way to highlight sources of previously scanned resources via the PEEP.R would make it much easier for me to find those resources, especially in cluttered / busy environments, without having the additional UII clutter of an always-on resource scanner overlay. While this is different from the resource scanner mechanic currently in the game, the map scanner does not aid in distinguishing, say, a dandelion stem in the middle of a field of grass stems, which can be frustrating. Since outline highlighting is used in other contexts in the game, this could be used for the visual part with minimal changes; to avoid confusion with scanning creatures, though, a different colour should be used as users might want to locate insect parts (e.g., Ladybug Chunks) WORKAROUND The resource scanner option on the map can help narrow down the location of resources in the game space, but is not useful for finding the actual interactable item(s) in the game space; as such it is only a partial solution to the issue. ADDITIONAL CONSIDERATIONS As this is an accessibility request, I would argue that it should NOT be locked to the Resource Scanner mechanic; however, I acknowledge that using the Resource Scanner item selection UI would be the most straightforward way of implementing this functionality. I would also suggest making it a toggle under Accessibility Options in the menu, possibly with a colour selection option for e.g. colour-blindness or just user preference.
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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. -
Since I started playing FPS games in 1996 I've never used WASD for movement, as my hands are too large to cramp my fingers into such a small space. I use 5 for forward, E to strafe left, T to strafe right and Spacebar to move backwards. Not being able to bind Space to backward is a problem! Is there a reason why select can't be bound to another key?
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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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Hello everyone, Last Tuesday (August 12, 2025), I had an update for Grounded 2, and since then, I can't find my girlfriend's game score or my friends. I updated XBOX Games Pass and the app and tried everything I could think of. I can't find the game we played together before, nor the friends who are also in the game score. My friends have no problem finding the game. Do you have any tips?
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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