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  1. Past hour
  2. Hi everyone and hopefully Obsidian, First up, Grounded 1 and 2 are some of my very favourite games ever. There is much to love about them, like the overall concept, the creature design with the little sounds they make (especially when sleeping they are all super endearing) and the way you get to use the space three-dimensionally, which is rare to this extent. But what I appreciate most about this game is the map design. It is clear to me, that the people designing it have a love for detail and an eye for visual and functional enrichment. While the last major update did bring a lot of content and fixes, there are still several things that are breaking the immersion in this game. So not despite but because I am enjoying the game so much, I’d like to offer feedback on the things that at this point keep this game from being excellent. Each category is in the order of most to least impactful from my point of view. I play with one friend who hosts on PC, on Steam and played on Geforce Now for a short time. I tried keeping this spoiler-free, but if you have not discovered some item or resource it's possible you are going to see it mentioned here, but I can't really hide any and all mentions of them. Bugs Delay – the ping to the host or the server severely affects hits with arrows registering. I have a totally good connection and same as the host. We both live close to each other, but still the delay is felt more keenly than in other games. The short time I had been playing via Geforce Now it was even worse. Bows were totally unusable and even hits with melee weapons registered very inconsistently. Desync – Not sure if some of these would not be better suited for the Delay category, but oh well. Waterdrops are visible to me, the player, that are not there for the host (and can’t be used by me), greenhouse door always seeming shut for player though open for host, valentine candy shards being not where player sees them and host has to fully break them apart (especially annoying since I keep running against them as invisible, glitchy obstacles), refrigerated items act like they are not refrigerated to the player, until taken out with the true durability only showing then. Also sometimes the buggy is out of sync with the world and attacks places where a hostile has been like 5 seconds earlier. When I was playing for a month or so on Geforce Now instead of my normal PC setup, unfortunately the desync made playing the bow impossible. I would not hit any targets that were not large and stationary. Even hit registration for melee weapons was wildly inconsistent. As this is a PVE game, I feel like hits registering when they hit playerside should not be a problem or a disadvantage for anyone. Players and buggies booping each other away – I’m not sure why, but when players or players on buggies in motion touch each other, they bounce. Interestingly enough the spider doesn’t do it, though it grunts as if hurt every time, but with the other buggies it is enough to turn around while the other player is walking into you, to boop them away several metres. I managed to throw my friend off the hedge, just by turning around with the ant buggy, while he was walking towards me on his. This doesn’t feel super intentional nor useful. Arrows – they keep falling through the floor and being impossible to retrieve. Also there seems to be a script moving some of them onto the floor in intervals or something, because when I go to pick them up I have to circle the whole area like four times, because after every round new arrows spawn that were not visible before. I’ve also recovered arrows many times from areas that were locked until that moment. Additionally they often glitch like halfway into the floor and since you have to be looking pixel-perfectly at them to pick them up, it makes it really hard to do so. Running over arrows to pick them up works inconsistently, which means you have to run over them multiple times often anyway and it doesn’t work on buggy. No sleep due to attack – Not being able to go to sleep because apparently under attack, though no attack is happening can only be fixed by relogging or by the host reloading the game. Torches – they work under water which makes the slime mold torches almost useless. Almost just because they are very cheap and also it makes sense to use them in the tang pool instead of proper ones, since they break almost instantly anyway. And unfortunately flares seem to be the least useful item in the game. Pretty sure the campfire provides more illumination to the vicinity. Or maybe I have yet to find the scenario they are best used for. E stopped working – Several times for the host, once for the player, the interact option just disappeared when going behind the fence. Most times this happened on the way to the first boss fight. Player can’t use hotkeys on buggy – As a player, I’m unable to use the hotbar (1-8) to equip the torch. I need to press V to select or unselect it, while the host can use the hotbar while riding no problem. Menu keys do not work or stop working – for the player leaving any menu with ESC isn’t possible, the close button has to be clicked with the cursor every time. Randomly crafting by pressing SPACE stops working. I have to click the button in the UI first and then usually for the next craftable items SPACE can be used instead. This only sometimes happens to the host. Wooden trellis has no grip – some wood on the sides and top of the greenhouse can’t be climbed or gripped on by the spider buggy or player. This is not evident beforehand, since the surfaces look like any other and should be horizontal enough, but you just slide off. So either this should be made climbable, or it needs to be visibly sleek or something. Player buggies being unbound – I have found no logic to this, but 2/3 times at login, the three buggies I have bound to long press T are just unbound. T is just empty. This has often led to me having to abandon whatever mission we were on while I path back to the base and assign the buggies again. I suggest being able to assign buggies from any place on the map, or for the host to be able to assign them from anywhere. Or even the nests being connected and able to retrieve any of your buggies would already help. The way it is now it is always a gamble and especially frustrating, when we have to restart due to a bug, only to find we can’t just continue the game as if nothing happened. This breaks the immersion a lot. Buggy spawning in bed in the morning – at times when you wake up, your buggy spawns right beside you. and because at the players’ bedroom can’t even fit a buggy, much less fit even an ant through a doorway, the player awkwardly spawns either stuck between the glitching buggy body and the wall or even inspire the buggies texture, awkwardly spamming buttons to get themselves out of the position. Brick textures not loading – sometimes upon starting the game the brick textures of our base do not properly load and stay absent. Sour candy no satiety – the description of the sour candy describes it as something for hunger, but it and the rest of the candy types have no measurable effect on hunger or regeneration. The effect it does have is also hard to see. It would be great if the UI around statuses and such could be improved. ORC minion armies only spawn at the host’s location Performance – when the lime tree spawned the performance got unplayable for the host. I used to have really bad lags when approaching the base or entering another chunk (I guess) of the map. This has gotten much better and while it is still noticeable and the FPS are not constant across the map, but it is absolutely playable for the most part. However, I’m afraid people with less than the perfect hardware would struggle. The heating lamp in the greenhouse that causes sizzling doesn’t glow. Phone calls in greenhouse have no sound Buggy loses sound effect – sometimes after entering a lab the spider has no walking sound for a while. Crazy high jumping – sometimes the player and their buggy can jump impossible distances and heights for a while. We did not manage to find a pattern. Sometimes it was after bug revival. We also thought it might be a hidden buff effect from some smoothie, but we weren’t able to reproduce it. That said I have to say I love this bug and I totally love to explore the environment whenever it happens. Player on snake death – if a player stays on the snake until it disappears in its hole, the player dies. Forum: not allowed to edit my profile – I only just signed up, clicked on any of the edit profile buttons and was told I was not allowed to do so. Game mechanics and quality of life changes Nights – nights are too long. Please make the days longer and the nights shorter or give us the option to do so. Carrying a torch that lights like a three metre radius gets old very quickly. Exploration of anything basically means you are going to spend more than a day there and nothing is more annoying than trying to navigate a jump and run without actually seeing where your current path is leading. Pneumatic Transit System – I really want to love it, but in practice I unfortunately really don’t. When a player goes to a pod and presses E, the next player has to wait for several seconds (it feels like forever though) for the interaction tooltip to appear again, which isn’t until the animation has completed for the other player and they have proceeded to leave the pod. So I’m standing there, waiting more or less patiently, to use it, only to go through an animation that leaves me glitching in the destination pod, where I still have to leave it by myself which feels super glitchy and not smooth at all. Suggestion: Let the animation also deposit the player outside the pod and let the second player interact at will and just deposit them outside the destination pod a second apart. Also, there is far too much of the PTS needed to get to the boss. I assume the boss is meant to be hard. So we tried fighting her several times, gave up, came back later to see if we could do it, in between having to recover backpacks, etc. Unfortunately it gets old very quickly and becomes a walking and interacting with PTS simulator. At some point we decided to save before the boss and simply reload the game if we got beaten. Because the long way to the boss did not add anything to the game and only made it very obvious, how much of the laboratories is useless fluff. Sleeping – we go to the bed really often to check if we can already go to sleep, because apparently we always have to go to sleep later than the evening before. Please make us be able to sleep whenever we want for whatever duration we want. So if players want to skip night time every time – why not? It is not as if there is anything interesting at night anyway. There are no different events, pickups, creatures or creature behaviour. Climbing anything at night sucks big time, because you can’t see more than like 2 metres ahead and half the weapons are useless at night, because you have to decide if you would rather use the torch or use them without seeing the action or even your targets. Unfortunately flares also seem pretty useless. Laboratories – too many of them look the same, serve no new function and if they have some interesting feature, i.e. purple glowing behind the glass, they serve no function and there is nothing new to find or interact with anyway. It was several times that we thought the one interesting feature had to be something we could do anything with (discover, find a clue, etc), only to google it and find out that it is only for optics and there is nothing to find there. Also please let them have more interesting loot, Snack bars, poison arrows and bandages stop being exciting very early into the game. Arrows – it is still really hard to collect them all and pick them up. Running over them to pick them up only works sometimes, to pick them up with E you have to look at them exactly, which is tedious work and takes forever. You have to look super directly at the very slim arrow, with hardly any margin for error and nothing that uses the interact button should be obstructing the view. Breaking the storyline – so the game doesn’t exactly give you many clues about the order in which things have to be done. So we broke the order of things several times and had to google to find out if it was a bug or if we had missed something. E.g. at the time we had explored the greenhouse (the door is never open for me) we could not yet turn the water on. Or at other times it is unclear if a lever is just fluff, if it is buggy or if we are not at the moment in the story yet where we could use the lever. So I would wish for the game to give us more clues as to the order in which to do things, or for the quests to be a bit more sandboxy and not as linear. Mutations – the UI could be improved here a lot. The first time I looked at passive mutations was many hours into the game. Also we wanted to not google anything for this game, but after the first few hours we just never got any new mutations. The game also doesn’t tell you how to get them, so we had to google. The internet said we would have to kill 10 crickets for a mutation that would be good for me as a ranger, but even after 15 cricket kills, unfortunately no mutation. Googling solutions - I would like to be able to complete this game without having to break the immersion by googling stuff. But unfortunately pretty often it is unclear what the game wants you to do (e.g. mutations, if you have been doing the quest in the right order) or we are even unsure, if something is a bug or if we missed a step or clue. We google individual laboratories, because we have a hard time believing there is nothing to them. But unfortunately it is rare for us to overlook some secret passage. and even opening “gunked up” passages only give like one small thing of interest at the most. Progression feels without a plan and inconsistent – the order in which you get new things or the effort needed feels somewhat random. For mutations it felt like you get most in the beginning, then never again until you google it and eat the right things/ kill the right things the necessary amount of times. The game doesn’t tell you this and the description of the candy, description of creatures or even a voiceline or a document we could find might give us an indication of what to do to unlock something. But there are no clues to my knowledge. For weapons, for some melee weapons like swords, it feels like there is a regular new and better or upgrade to be had. For bows I feel like for most of the game it is the same one and then for a short time I have another, before advancing far enough in the game for the best one. Getting more arrow options helps but due to losing them all the time it is not as rewarding as a new weapon that you can just repair when it runs out. There is some bullet sponge in this game, additionally arrows can’t be recovered all the time and when you pick them up they have lost their effect. Other weapons also have too few variants. It would be great if you could build or find more weapons with slightly different effects, ideally carefully engineered for different play styles. Same with armor - it feels like there are no options until suddenly you have a ton. Unlocking tech feels good, but again I’m questioning the decisions of in which order something the player can reach different technologies. The unlockable building materials also don’t offer much incentive to work towards them and there are too few to choose from. Too many scorpions – Why exactly are scorpions the most common creature on the map? Like in which country does Grounded even take place for this to be possible? Even in the freezer part of the map there are tons of scorpions. It is just too much of the same. Glitching on vertical space – while I love all the climbing Grounded 2 allows us, especially now with the spider buggy, unfortunately it often doesn’t feel good. I’m often left to wonder, if the path I’m taking up somewhere is supposed to work or if I’m just trying to glitch onto an unreachable surface. It is like when you watch a tutorial on how to glitch into hidden rooms in some other game – there is lots of sliding, jumping, gripping at impossible angles, etc. Again jumping against leaves, much like against players and buggies, at times boops you away an unreasonable distance. So here I am, trying to jump-glitch up this vine, only to hit a leaf on my way and get booped into the nirvana instead. I understand these vines and surfaces are made this way, so the player can’t climb them without the spider. So maybe the spider could be made to not fall off without jumping. Or that it could grip onto more vertical surfaces than the other buggies and the player. Creatures spawning near/ in buildings – we’ve moved base once, because we had apparently set up our home in bug spawn central. But even then- we have one ****roach spawning in our base and running circles through it, our base is on the path of one big scorpion we need to kill every day and then an assortment of random bugs drops by irregularly. Please deactivate spawns close to player structures, or give us an item to keep them away. We used to have the same problem with tons of ants being stuck in the base foundation in grounded 1. But there we could build bait a short way away from the base and successfully had the ants gather there instead. This item no longer exists in Grounded 2. Every single hostile creature is always aggro – at some point you have fought like all the bugs like 50 times and you just want to get to some part of the map, but you are still pulling the aggro of all the hostels you encounter. Couldn’t the bugs at some point ignore or be afraid of the player? Like if I have killed dozens of them and I’m wearing the armor of their predator, why would they instantly attack? It’s not like we’re attractive food for most of the creatures attacking us. The spider buggy’s H ability is a step into the right direction, but it is basically useless, since as far as I could see only worker ants and spiderlings are deterred by it. The ant buggy already not triggering the ire of red ant soldiers is a step in the right direction, but it would be great if this extended to other creatures. E.g. creatures not triggered by wild ladybugs not being triggered by players on ladybugs. And players on the spider not triggering spider prey creatures. Recycling structures throws them around – when you recycle structures the individual components appear above you in the air and are tossed all over the place, bouncing off other objects and often landing many metres away. It would make a lot of sense to have them placed in your inventory and carry them instead. Or to have an option like “Recycle to containers” and have the components be hot deposited in chests and bigger building materials automatically placed on nearby pallets. I would not argue with realism here, because no part of the process is particularly realistic. But looking for the tiniest building materials and weed stems all over the place doesn’t add anything to the experience. Picking up and farming resources – there are several problems with this. When small resources drop they often fall, roll away and bounce off other objects, even before the player has the chance to interact with them to pick them up. All drops seem to have really curious interactions with other drops as well as the player and buggy models. It is like everyone of these objects has a bouncy outer shell. If one object meets another at any velocity, one or both of the object's velocities are multiplied in the opposite direction of impact. Also they seem to have gigantic hitboxes for this behaviour, but when you try to pick up a dropped item or resource, it is suddenly very small and you have to have it directly in your crosshair, or you can’t interact with it. Which makes it even harder for the player to catch moving/ falling drops. Walking over dropped grass stems for example shows the same effect. It feels really wonky and like glitching. The effect also shows when e.g. dropping weed stems with the ladybug buggy. Most often they instantly fly off in all directions, due to this bouncy effect. This also makes it super hard to drop a friendly player smoothies or food. You drop a stack of smoothies and what follows is the other player frantically running around pressing E. While the mechanics of drops interacting with themselves and the environment should be improved, we also badly need a trade system, that would allow one player to hand something to another without dropping it. Collect mode based on focus – similarly, the buggy collecting mode relies on the player looking exactly at the item(s) they want to pick up. At this point pressing E is less of an effort than using the slow collect mode. I suggest making the collect mode work in a radius around the buggy’s head. Buggy behaviour – not sure what changed about this, but it has become worse. When you get off a buggy it often instantly starts running away. They randomly attack neutral creatures while wandering around on their own. They often don’t participate in fights and have huuuge problems with pathing. Also often it isn’t possible to call the buggy in very random places. Like we have to walk like 15 metres away from a base at times to call it. Or standing in front of its nest its not possible to call it, but it’s possible to spawn it from the nest. Getting off buggy – Sometimes, especially when up high and entering an area where the buggy can’t follow, the buggy would not only throw the player off but also have them fall down far. Also it always feels risky to get off the buggy on narrow paths, because it is not super predictable how far away you’re going to land. I suggest having the player get off the buggy closer to where the buggy is standing, automatically not place the player on an edge (or beyond it) and when the buggy disappears due to entering a buggy free zone have the player model replaces the buggy. Using something on buggy – when an item is being used on the player and when on a buggy is not at all made clear in the game. I’m sure everyone has already applied a wrap to themselves before figuring out that you have to be riding the buggy and applying the wrap from your inventory, in order to see an effect. And that is also a problem – the only feedback the game is giving you, is the effect. Buggy pathing and “your buggy can’t reach you” – buggy pathing seemed much better in Grounded 1. A lot of the time, when I call my buggy, which is standing in line of sight but some distance off, it will just not react at all. It will also often not participate in fights for no obvious reason and either not be aggro, or be aggro and pathing in weird loops without approaching the attacker or pull some other hostiles while doing the wandering. Often the moment I get off the buggy to e.g. access its inventory it is already moving away from me, for no evident reason. Same with recalling the buggy to its nest is a chore, since often the player has to pursue the buggy and repeatedly try to get the interaction to appear before it moves away again. Bows feel useless and too useful at the same time plus aggro management – the only way to play the bow in this game, is by climbing up to places where creatures are unable to reach you and shoot them until they are dead. If they can’t path to you they will just stand in place and stare at you mesmerized. But if you don’t do this, you have no way to block or dash away from shots reliably and you just get hit and hit and chug smoothies until you or the hostile wins. Because this takes such a long time, 99% of cases a family of scorpions or two larvae join the fun and dodging becomes absolutely impossible. Your buggy never held the aggro for more than 2 seconds in the first place, but now the ant is getting offed by two larvae anyway. The only solution is to play with another player who specializes in melee and blocks the hostiles well enough to stun them often. Even with the respective trinket is seems impossible to manage aggro in this game. Chest placement – there are like a million ways of placing a chest on a simple shelf, but finding the most obvious one proves to be a test of patience. I would really love to see this improved, since building is a major part of the game. E does everything – I understand this might be a console thing, since a controller only has so many unique buttons, but it does create problems having the interact button use the omni tool, mount a buggy, access containers and stationary tools. Whenever your buggy moves in front of something you are trying to pick up or farm, you jump on its back instead. Also it is not super logical. All containers are accessed by E, but then your buggy has to be accessed by F. Also you cannot access the buggy’s inventory while on it. And I can’t even count the amount of times I drank a drop from the canteen instead of collecting it while on foot. While on a buggy it is also not possible for me to collect a drop, even though it says the voiceline for bottling. Getting on the buggy is E, getting off it requires pressing CTRL however. Voicelines inconsistent/ confusing – at least in Wollow’s case, when the buggy is out of stamina she also yells “Reloading!”. Not sure if there is a reason for it but if so I’m not getting it. Also I would love for there to be more voicelines. It looks like there are hardly any new ones compared to Grounded 1. Aphid Honey Dew – Like is there a specific reason why it is the rarest resource in the game? I don’t exactly mind it being rare per se, but that the spawn is minimal and while I know it is close to clovers and water at the base of a stem, it feels super random, inconsistent and makes little sense lore wise. I suggest aphids actually producing it or it being found on the underside of leaves or up on stems, like where you would look for real aphids. Repairing – the base gets damaged all the time by every hostile spawning close to it. Sometimes I spawn or wake up and there is instantly a scorpion already glitching through the walls and aggro a second later. So unfortunately at times structures can’t be repaired by one of us, but it works for the other. same with placing structures, sometimes superbuild will just not work. Also sometimes you can only see a couple of pixels of a structure that needs repairs and it is hard to find the exact angle to repair it. Dandelion seeds and falling – It feels super counter intuitive to tap shift twice while falling and having used up one entire dandelion seed. Could you bring back the seeds with duration like in Grounded 1? Or remove the trinket and have one dandelion seed you can use forever. Bigger cantines – cantines are a bit too small for longer indoor adventures. Would you add back the canteen from Grounded 1 that would hold 3 drops or so? Or you could also add more diversified water sources that could also be found indoors. E.g. canned and bottled drinks from fridges or automats. Wishes and feature requests Make labs interesting again – I would love for the labs to be more exciting and unique. In the beginning it is always great to find an outpost and analyze some of your stuff. But this soon dies down and most discovered labs don’t yield much of interest. I like the whiteboards a lot, but they are not exactly interactive. How about we could interact with the science experiments? Maybe even do them right there? Or at least watch a video of how the experiment went. Or of the event that led to the particular lab being abandoned or destroyed. Also please let them have more interesting loot, Snack bars, poison arrows and bandages stop being exciting very early into the game. Make the night interesting again – add different creatures being out and about, maybe day active creatures being fleeing instead of aggro and resources or events that only spawn and happen at particular times during the day-night-cycle. Have the light house lights or all eclectic lights be off after e.g. 9 PM. Make light sources more powerful. Different labs could also offer different stations for analyzing or even other, new things. More original biomes – I feel like the greenhouse is the best place on the map and yet none of the biomes or places even come close to the pond of Grounded 1. I would love for every part of the map to feel vastly different. Different creatures, looks and resources. Right now it’s more like scorpions everywhere. The story is linear and not catching – I liked the story of Grounded 1 well enough, but somehow nothing about the one in this part manages to catch and hold my attention. The whole ORC element was only interesting in the beginning and then rather repetitive. I do like the arrows made from the receivers though! The ORC bugs just feel like a knock-off of the infected bugs from the first part. If I could wish for one thing, is to expand the character design. Have the children have voice lines between each other. Like short dialogues that tell us something about their relationships and their lives prior to being shrunk. Were they already close friends? Or frenemies maybe? Or have a parent chime in on a call, or even mention them or anyone, other than in the voiceline about dad’s brusselsprouts. Weather – I know this is a big ask, but what would really get the game to the next level would be weather or even seasons. I know, a ton of work, but with making weather/seasons have different effects, affect creature behaviour and resource options this would totally transform the game and make it next level. Buggy stances – it would be wonderful, if we could set the buggy to stances like passive, patrolling and aggressive, or defensive and attack what player attacks for example. Right now buggy behaviour is just super unpredictable. A rollypoly buggy would be awesome! Setting up your own connections for the PTS would be super helpful. Or at some point finding a lab that can connect to all the others. Ant buggy usability – I feel like the ant could use an upgrade to be able to keep up with the other buggies. Like to keep it being the work animal, could the ant also farm anything the omnitool is able to? Or even being able to buy an upgrade for the ant would be great. A moss biome – I would love to see a moss biome, with some small creatures there. For special you could make it increase jump, or there is no fall damage because it is soft. It would maybe also allow to have a more interesting place for like one kind of mushrooms. Some trees or fallen branches could also feature lichen. Traps – possibly being able to build sticky surfaces, or even more creative structures like tangy and spicy surfaces would be cool for base defense. At the moment the best defense to base structure is leaving it to draw the ORC horde away and to have turrets at your disposal, but you only get these much, much later Regrowing walls – I would love to see either self growing or regrowable walls. E.g. a mushroom wall you first have to grow into a structure over several days. And either it continues to grow until you chop a part off, or it just grows according to the pattern. Otherwise it could maybe regrow damaged parts by being watered. Flying buggy – I would love to see a courier buggy, that could deliver resources from one base to the other. Gliding buggy – a buggy for the player to ride, that though it can’t fly properly it could glide. Trading - being able to trade items with another player, without dropping them to the floor would be great. Ever tried to share smoothies on the hedge? It is certainly a challenge and not a good one. Accessing buggy inventory while on buggy – that would just make a lot of sense. We could then also use e.g. wraps from the buggy’s own inventory on it. Locking items from your inventory from hot depositing Building or throwing a dummy that holds the hostile’s aggro until destroyed or depleted – his could be coupled with bait to make different dummies for different species of hostiles Baby bird ambient sound – I realize this is a super oddly specific request. But could we have the option to deactivate the squeaking bird from the ambient sounds? Sometimes it just drives me crazy. I know this is super random, but I just hear a bird in need every other second and sometimes I can hardly hear anything else for it. Again, I know I’m weird for wanting this, but I thought I could ask 😅 Thanks to everyone who has read this far, particularly any Obsidian devs and people responsible for these kinds of decisions or collecting feedback for the game. I love this game and can’t wait for the next update. I hope you will make this game a great success and we’ll have many hours of immersion ahead of us <3
  3. Madhouse went mad 🤯
  4. Sagadi joined the community
  5. XP rewards are now granted when delivering the Calcaduceus to Ruth on introduction in patch v 1.1.0.0. . Can I build up level above 30th ?
  6. XP rewards are now granted when delivering the Calcaduceus to Ruth on introduction in patch v 1.1.0.0. . Can I build up level above 30th ?
  7. XP rewards are now granted when delivering the Calcaduceus to Ruth on introduction in patch v 1.1.0.0. . Can I build up level above 30th ?
  8. ^ Since I live in an extra warm place now - I'm not sure I'll notice much difference. Does make me wonder about droughts and floods tho. I keep telling hubby we should sell the Bay Area house semi-soon because it's so close to the Bay - with global warming, in 20-30 years it could be a problem, if you believe the global warming scientists. We had to get flood insurance for it recently (wasn't a req. before). eg, get rid it before no one wants it! Heheh. With the way hubby's work is restructuring (and his back), he may end up retiring a bit earlier than he expected. We've been working numbers a lot lately. Inflation is always a worry but we should be fine.
  9. XP rewards are now granted when delivering the Calcaduceus to Ruth on introduction. Can I build up level above 30th ?
  10. Today
  11. I guess that beaver city builder has left Early Access, and is currently on sale. Too bad I don't feel like playing it at this point. Maybe next sale. I think Crimson Desert is going to be the March purchase-try. Then DS2 on sale after that. Still waiting for Light No Fire news. Any news.
  12. No one but well-known twitch/review/game influencer people are (and they're still under non-disclosure), since it doesn't release until the 19th. :D Not sure when the ND for those folks review video, will be lifted. I'd guess the 17th or 18th, assuming it'll be pre-release at all.
  13. coreywilson37 joined the community
  14. Wonder what was hit, or if it's ai.
  15. The Animal Companion is a separate "character" so to speak. You pick stuff for them (such as Merciless or Vicious Companion) via the Ranger's level-up GUI - but in reality the ability is added to the Animal Companion and not the Ranger. Because of this, talents and abilities you pick for the Ranger do not apply to the Animal Companion (unless it is designed to be added in some shape or form to the Animal Companions and sometimes the Ranger, too - like Marked Prey or Stalker's Link). Talents and Abilities that aren't tied to the Ranger class and don't explicitly mention the Animal Companion (like Apprentice's Sneak Attack) only apply to the Ranger, never to the Animal Companion. So no: Apprentice's Sneak Attack and Merciless Companion cannot stack. I actually don't remember if resting bonuses from inns apply to the Animal Companion. I don't think so. Bonuses from survival do not apply to the Animal Companion. They only apply to the Ranger. Animal Companion's base damage scales very well with level. This means that all sorts of additive damage bonus (Merciless and Vicious Companion, but also Predator's Sense) work very well here. Predator's Sense is especially good because it's a 50% damage bonus. To unlock Predator's Sense you need to apply some sort of DoT on the enemies. This is impossible if your Rangers are not allowed to deal any damage. Besides Wounding Shot or a wounding weapon (Persistence, Tidefall, Drawn in Spring, Acuan Giamas) spell boning gear like Rotfinger Gloves (have a huge foe only Touch of Rot spell) is extremely convenient for this. Scrolls of Insect Plague/Plague of Insects are also great. So, by not allowing your Rangers to use any DoT you are directly gimping the offensive performance of the Animal Companions - because Predator's Sense won't work. Something to keep in mind. Maybe applying DoTs can be taken out of the restrictions the Rangers face in your challenge? Otherwise you need to accept that the Animal Companions won't be able to use Predator's Sense. It could be that you can circumvent this a little bit by using traps. If an enemy gets hit by a trap that does a DoT, the Animal Companions could gang up on that enemy with +50% dmg each. Another thing you will not be able to use (and which is very good) is Stalker's Link. Since you won't allow your Rangers to attack an enemy (like, command an attack action) you cannot fulfill the requirement of Stalker's Link which is that Ranger and Animal Companion have to attack the same target. In theory it is enough to just command the attack, you don't have to actually execute it. So you could command a melee attack from farther away (so the Ranger would have to get there first) at the same time as you command the Animal Companion to strike - and then cancel the attack again so the Ranger doesn't actually strike. But this means extreme micromanagent and likely be no fun at all. Another drawback by not letting your Rangers attack is that you cannot support your Animals Companions with Marking weapons. A weapon such as Spectacular Spetum or Blade of the Endless Paths or Shame or Glory can give your Animal Companions +10 accuracy if they attack the same enemy as the Ranger with the marking weapon. It would stacks with Stalker's Link and Marked Prey. Also, by forbidding your Rangers from attacking you obviously will have to skip one of the best passives of the Ranger class: stunning shots (which also work with melee weapons despite the name). I'm not saying you should ditch your challenge's rules. It's just stuff you should know before entering an all-Ranger PotD run I think. How would you feel to allow your rangers to use their fists (even without taking Novice's Suffering)? The damage would be incredibly low so it shouldn't have any impact by itself - but that would allow them to apply DoTs with Wounding Shot for Predator's Sense, use Stalker's Link, Stunning Shots and so on for the Animal Companions. Or maybe only use torches? They also do very low damage. Marked Prey always played a hit reaction afair. That's different than an interrupt. A mere hit reaction stalls the receiver a tiny bit but doesn't prolong recovery like a proper interrupt would - although the difference between a hit reaction and an interrupt from a light weapon (only 0.35 sec) aren't that big and noticable. It's more obvious when you compare a mere hit reaction with an interrupt from a morning star or so (1 sec interrupt/+recovery time). I don't think this has changed with the recent updates. Cheers and good luck with your rowdy rangers' rumble. :)
  16. evancehu joined the community
  17. Every international news agency has a dedicated webpage page to the war in Iran and hourly updates on what is happening Its also almost all they talk about on the likes of CNN and Al-Jazeera but its confirmed news Im not sure where you get your information from but this war is been heavily discussed and reported on from the mainstream media and this includes daily attacks on Iran Al JazeeraSirens blare across Israel; Trump says US not ready for a...US President Donald Trump says allies who rely on Gulf oil must help keep the Strait of Hormuz open.US-Israel war with Iran | Latest News and Updates | BBC NewsFollow the latest news about the US-Israel war with Iran. Get expert analysis, reports from the ground, maps and verified videos from BBC journalists around the world
  18. Jackket joined the community
  19. lahom joined the community
  20. bibismhatbhk joined the community
  21. Bunch of reasons for that. The EU has designated the IRGC+ as terrorists, so that takes out a lot of Iranian (and Lebanese) media- by design and intent. The US and Israel also systematically target media, of course. Iran has shut down the internet. There's a 12 day (lol) delay on getting updated satellite imagery (of targeted US/ Israeli assets; not Iranian of course, they're fair game for immediate dissemination) after those THAAD radars got hit and publicised. There's till about 4 days to go before you get new updates, and they will be +12 days out of date so not so interesting. The Gulf States are also arresting anyone taking video or photos of attacks and damage; and Israel requires everything to go through the Military Censor as well. The great irony is that the place with the least filtered flow of primary source material involved in a major conflictat the moment is Russia, as every attack has someone videoing and uploading it. Just about everywhere else you'd end up in prison for it.
  22. arintaylor68 joined the community
  23. Somehow I see barely any news about Iran. And if I see something on my feed, there's a high chance it's just fake news. Compared to other conflicts, the news / information flood feels... quite different this time.
  24. Yesterday
  25. Sadly, I can see Canada and UK saying yes.
  26. peterson0618 joined the community
  27. propaganda gulf state put out to keep their tourism sector alive are absolutely hilarious hope their keep it up
  28. I'm looking into how buffs work in regards to Animal Companions. Namely do they get resting bonuses, either from survival or inns? Does Apprentice's Sneak Attack stack with Merciless Companion ON the companion? (+IE 30% (MC) +15% (ASA). I'm asking these questions because I'm trying to go through POTD only using a party of animal companions without the rangers doing any damage and only being allowed to use marked prey / defensive and buffing scrolls, and for Caed Nua and Raderics Hold, I'll need all the help I can get to finish Act 1. Additionally, is marked prey supposed to interrupt? I've never noticed it doing so before. Currently on the latest beta build.
  29. TochiEvera joined the community
  30. I have a problem where when I finish the quest niles and the others try to kill me
  31. gears_cole_war joined the community
  32. Ελλάδα είσαι κοπελιά, παντού μαλάκες.
  33. I really enjoyed the LARP DLC. With the heist one... I liked the start - the hubris of the celeb. The setup is great but then it is just two run of the mill missions. I had fun with the murder circus. Reminded me a bit of Moxxy's arena in Borderlands 1. And I liked the stories of the characters in it.
  34. Frieren ep8 is fire. Action was on point.
  35. I have to admit there's a certain amount of grim amusement to be had from Trump now begging other countries to send warships to Hormuz. The combination of the great unilateralist going cap in hand when the going gets tough asking those he's spent the last year insulting to bail him out and all his recent pronouncements about how great things are going- including telling Britain not to send ships as it would be ~"joining a conflict we've already won"- has slightly more than a scintilla of irony. Also probably the closest we're going to get to an admission from Trump that if the USN actually does start trying to escort ships they're going to take losses. He would, of course, far prefer those losses to be from the countries he insulted the dead of less than two months ago.
  36. Clash - Artefacts of Chaos You can put equipment on your ward. The humaniod boar I've mentioned in the other post. No in-combat screenshots, though. The second one is the finisher move.
  37. Finished Wavetale. A lovely and concise adventure, though easy and the full price does not quite match the quality. Started Clash - Artefacts of Chaos. At some point, I spent 10 minutes staring at the left buttcheek of a humanoid boar because it was the only "safe" spot and the opponent was KO'ing me in 2 hits. Otherwise, the camera is the greatest foe, especially in group battles, and the dice mini-game feels useless. The invisible walls and the MC inability to vault over thigh-high fences is annoying. The unique aspects of the game are the setting (feels like post-apocalypsis) and the focus on the unarmed combat. The bug with the stances (the game auto-selects the second stance randomly while I explicitly kept it empty because there is only one I am comfortable with) is unpleasant. Still, I am going to try to finish it, though cannot recommend. Got the DLC for Saints Row on the latest Steam sale. The LARP one is fairly funny and fun. The heist one is 3 missions. I've also been trying to finish the optional activities on the map with relative success. The issue with pacing is less noticeable after completing the main story, though there is more fairly similar side quests than in the previous parts (as far as I remember). I still enjoyed the timed races ("Pony Express"), but would have preferred there being 50% less of it.
  38. Eurogamer.net"We are not powerless, every action matters" - Indie stud..."We have power together." It takes immense courage to refuse funding, especially now. Their Kickstarter campaign is ongoing with 9 days left. It annoys me quite a lot that developers choose to keep the high-res textures in the base download. Like, I cannot and will not use them, why would I want deadweight on my drive? It used to be more popular moving them into optional downloads a few (10?) years ago.

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