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  1. Past hour
  2. There's also footage of F-35s scoring their first air combat kills, against MiG-29s.
  3. bbmason joined the community
  4. Iran War could reopen debate on Russian Natural Gas Norway says. EU ambassador not allowed to inspect damage to Druzhba oil pipeline – FT. Absolute lols. Countdown to NordStream repair being 'strategically essential' starts in... Really, whatever the platitudes most European leaders are spouting they must be absolutely livid behind the scenes. Norway- which has followed the US lead on pretty much everything including a lot of military adventurism and is Europe's largest gas producer- floating the idea of buying more Russian gas rather than less is a pretty clear indicator there's no willingness to reward the US for getting Qatari gas shut off with more gas contracts*. One thing you have to say about Trump, he has at least found a positive about that blancmange Keir Starmer: he most certainly isn't Winston Churchill. *for extra lols, the government here announced a plan to build a LNG terminal, last week. Sums up their competency perfectly. Funded, of course, by a levy since it makes zero financial sense and no private entity in its right mind would build it. Entirely done to pander to Trump; now looks even more stupid.
  5. A sequel showing how 3.0+1.0 was actually the prequel to Berserk.
  6. Today
  7. I'm reading/playing Umineko: When the Seagulls Cry, I'm about a chapter and a half through (out of 8). I made this stupid, awful meme after I finished chapter 1. It will make absolutely no sense to anyone here...I think, but here you go anyways. bad meme
  8. Only KDP are pro Turkey. Or really, pro Barzani getting massive kickbacks from Erdogan's son in law for selling him oil at a discount (same son in law that was buying ISIS oil a decade ago; not just Trump who has a dodgy relation by marriage). That's 40ish% of 'the Kurds' in Iraq. PUK is about the same size, but- broadly- pro Iran. They were the ones who refused to fight the PMUs in 2017 after making an Iran brokered deal, leading to the KDP running away inside a day. Everything suggests even the KDP will not help, because they really don't want to end up fighting the pro Iranian PMUs. The other problem ought to be obvious to anyone with any ability to think empathetically. So it wouldn't be a surprise if Trump misses it. Soon as you start sending in ethnic militias from another country you're going to get capital letter National Resistance because it's trivial to frame that as the US trying to break up your country. Trump has already proven many of the accusations leveled at him by the Iranian government as true- Israel's poodle, negotiating in bad faith etc- and getting KDP or Azeris or Balochs or MEK to invade reinforces that. Indeed, it'd be more than enough evidence to suggest that the only thing Trump and Israel wants is to cause perpetual regional chaos.
  9. Greetings Watchers! We've updated the Public Beta branch for the Pillars of Eternity Turn-based Mode! It is now live on all available platforms. Thank you for your continued support and feedback! Combat and Mechanics Initiative has been reworked so that the first turn initiative will now always correctly match the displayed initiative value on the character sheet. The new formula for Initiative is: Base RTwP Recovery * 2 + 1 All modifiers to initiative happen after the above calculation. First turn initiative values will now more closely resemble initiative values seen on subsequent turns. The minimum initiative a character may achieve can never be below 1. Initiative now displays positive and negative values of contributing modifiers in its tooltip. Adragan can no longer take multiple turns with 0 initiative between them. Patients in the Sanitarium should now correctly take actions in TBM combat. Changing active modal within a modal group should now update immediately in TBM instead of on the following turn. Second chance should now work correctly in TBM. Guardian Spirit ability on Ancestor Pendant now works correctly in TBM. Pŵgras now properly move into position when casting Autumn's Decay in TBM. Chanter's Chants now go on cooldown as a group when a chant is switched. Resolved an issue where drakes summoned by chanter invocations could sometimes freeze the client when the drake despawned. Summons created by a chanter will now properly despawn any prior summons in TBM. Fixed an issue where repeatedly re-summoning summons in TBM combat could cause them to become unable to move. Master's Call will now correctly break engagement in TBM. Visage of Concelhaut now works correctly in TBM. Cleansing Flame will now jump to a new target it its current target is killed in TBM. Many spells and abilities that deal unscaling damage indirectly (through status effects and other means) now properly receive increased lethality while in TBM. Fixed an issue with Kalakoth's Minor Blights incorrectly granting immediate subsequent turns after attacking in TBM. Fixed an issue that caused enemies with ranged weapons to sometimes become stuck when needing to move closer to their targets in TBM combat. Characters now properly consider their reach distance when moving into range in TBM. Fixed an issue where patrolling characters could sometimes become stuck instead of properly engaging in TBM combat. Using quick items or disarming traps while spiritshifted in TBM will no longer cause the turn to become stuck. Initiative is now accounted for on attacks made from outside of combat. Overlapping Unconscious and Prone effects no longer allow a character to move freely. The Firebrand spell is now a free action. Push/pull spells outside of TBM combats will no longer prevent characters from being responsive. Fixed a case where teleporting creatures could become invisible and untargetable in TBM. Cancelling a cast action and re-initiating it no longer calculates incorrect initiative values. Cast actions can no longer be cancelled outside of a character's turn. Being interrupted while pending a cast action will now properly remove the target icon from the world. Fixed a case where characters knocked out by DoT damage at the start of their turn could cause combat to be stuck waiting. Grimoire swap cooldowns are now respected in TBM. Fixed a case where ranged attacks in TBM would sometimes fail after execution. Many creatures that were not using spells and abilities in TBM should now make greater use of their arsenal. Potion of Major Recovery no longer adds duration to hostile effects instead of reducing it. Delaying a turn no longer triggers pulsing (and similar) effects when starting the delayed turn. Abilities that require a certain amount of time in combat before being available/unavailable now track TBM turns properly. Heart of Fury will now properly consume action points in TBM. Enemies that trigger second chance mechanics in TBM combat will now properly stand back up. Several ticking or bouncing effects no longer focus the camera when triggering. The Fighter's Charge ability now animates and repositions properly in TBM. Engagement now properly breaks when using the charge ability. Delayed Fireball now resolves properly if combat ends before it detonates. Ray spells should now behave more correctly in TBM. Visual and Audio Ground targeted pulsing FX will now display a persistent effect in-between active pulses in TBM combat. Cipher focus HUD FX are once again visible. User Interface and Interaction Added a keybinding and HUD button to toggle TBM freely while outside of combat. Spacebar is now the default key to end turn while in a TBM combat. Added keybindings for Delay turn, End turn, and the Combat Speed slider. Smart camera may now be optionally disabled. Accuracy tooltips can once again be viewed in the inventory screen. Instant speed spells and abilities now correctly display as Free Actions in TBM. Camera will now properly center on the start of a characters turn when pulsing effects are present on the character. Many remaining bugs where spells and abilities mention durations in seconds instead of rounds (in TBM) have been squashed. End turn and delay turn HUD buttons now have proper tooltips. Select All and Scouting UI buttons should no longer be partially unclickable. Burial Isle cutscenes no longer prevent future actions from being cancelled or other strange behaviors. Initiative value in character sheet will no longer overlap DR values in cases where many unique DR values exist. Several enchantment descriptions now display correctly in TBM. Fixed an issue where the combat log would display erratically on certain resolutions. Duration of summoned creatures is now displayed in rounds. Targeting indicators for bouncing spells should behave better in TBM. Added breakpoint markers to combat speed slider in TBM. Displayed endurance pips will now match across different UI. Localization Resolved translation errors with Wizard's Wall of Draining spell on Polish language.
  10. adambence1994 joined the community
  11. Iraqi Kurds are under Sultan Erdogan's boot
  12. kingcrest123 joined the community
  13. Hello, I'm new. How do I make floor? I know I've missed something super obvious but I just cant seem to find the right ingredient to unlock it.
  14. rosemaryharper joined the community
  15. George Haward joined the community
  16. obviously kurd militia will be send in most likely wouldn't be enough will turkey be eager to invade iran and die for usa or their new proxy syria
  17. So USA can backstab them again? lol
  18. Interesting clarification from Rubio, the US military objectives are not about regime change but that would be ideal if the Iranians themselves could do that ( not sure how they could but anyway ) The US military objectives are about destroying Irans ability to launch missiles, drones and get nukes. I'm also not sure how you can achieve this, I assume by bombing every Iranian military site? Rubio says US launched strikes against Iran because of pl...Top diplomat says US understood its assets would be hit by Iran in retaliation for a preemptive Israeli strike, even though Jerusalem seen as unlikely to have acted without Trump's blessing "Asked whether regime change was a goal in Iran, as US President Donald Trump has indicated in the past, Rubio said the US would love to see it happen, but it is not among the aims of the current military operation. “Our mission and our focus is the destruction of missiles and the ability to manufacture them, as well as their naval capabilities,” Rubio said. The remarks caused further confusion, as Trump earlier Monday listed two other aims for Operation Epic Fury: ensuring Iran cannot support proxy militia groups or obtain a nuclear weapon. “That said, we hope that the Iranian people can overthrow this government,” Rubio said. “Whoever runs the regime, the goal is to ensure that they don’t have missiles and drones to threaten us,” he said, seemingly adding another war aim — neutralizing the Iranian drone threat."
  19. If the americans actually believe that they're fricking bonkers. The Houthis effectivedly closed the Bab al Mandab despite literally not having a navy nor 5% of the resources Iran has; nor even physically holding the coast near it- Hodeidah is around 200km away. And the Bab al Mandab is far less constricted than the straits of Hormuz. Absolute lolz. The largest anti Iran faction of Kurds that is active in Iran is PJAK, a sister organisation to the YPG in Syria. The same YPG Trump stabbed in the back barely a month ago to utter silence from the same media who trumpeted their bravery at Kobani 12 years ago. Unlikely to get the backing of the PUK either, whatever platitudes they may make. So, he'd be relying on bribing Barzani Iteration to use the same Kurds that ran away from the Iranian backed PMUs at Kirkuk in 2017 instead. Sums up Trump's shambolic foreign policy about as well as their incoherent messaging has*. Also one of the best indications that Netanyahu got him on side by spouting bollocks about how easy it'd all be. *I mean really, the Trump admin has been disorganised and messy before with messaging, but this has been absolute next level.
  20. https://www.navalnews.com/naval-news/2026/03/us-strikes-destroy-irans-main-naval-assets/ The US has destroyed much of Iran's navy, this is relevant because it will limit Irans ability to close the Straits of Hormuz and launch drones and missiles " U.S. Central Command confirmed the destruction of the Shahid Bagheri, Iran’s recently commissioned drone and helicopter carrier, during strikes on March 2. The vessel, which had only entered service with the Islamic Revolutionary Guard Corps Navy on February 6, 2025, represented a major investment in Iran’s naval power projection capabilities. Converted from a 240-meter container ship over two years, the 40,000-ton carrier featured a 180-meter ski-jump runway and could operate for up to a year at sea without refuelling, according to Iranian naval officials."
  21. houstonzfew3 joined the community
  22. Over the weekend, after seeing a video of "The Catch", I somehow ended up down the rabbithole of watching full, 80's 49er Superbowls, then 49er championship rounds etc. That I haven't seen since they aired. I remember watching that '81 season/SB with my father, good memories. Edit: the SB XXIII vs. Bengals was one of the most nail-biting/fun to watch live, too. After all that, I decided to look up NFL 2025 highlight videos. I probably have watched zero US football for 20+ years (maybe a few news highlights here and there). The outfit designs/patterns seem even more weird/garish then before and in the wide shots those current helmets make players look like short bobbleheads. I chuckled. I'm sure one gets used to it (and hopefully those helmets are better protection), but 1st-sight caused amusement. :D It was interesting tho because I guess rules have changed a lot - the stuff I was seeing in the 2025 seemed a lot more gentle, so to speak, vs 1980's. I mean the tackles/hits. More safety reasons I presume. The long run catches or long scoring drives are still exciting tho.
  23. There will be a particle slider so you can turn all that visual noise "off" or have it max. I never got past the intro of TW3 - Garult is not my kind of chr. Might have been another reason, like graphics at the time, but I don't remember. And watching later YT video let's play didn't change my mind so I never tried it again. I think for me Crimson D. looks like the sort of "world" I like to explore, mostly - since I'm not focused on any "RPG" aspect anymore - plus their seeming desire to optimize for native as much as possible (and optimization in general) vs. "just turn on dlss/frame gen". The 2080 rec. requirements these days is pretty decent for big expansive graphic/world games+RT global illumination (even if that's for native 1080/60). I think it started with 32gb system ram req, but then they got it down to 16gb. I like to see that in a dev. Maybe with upscaling and some lowered settings I can run it at "4k" at over 60fps instead of "mostly, kinda 60 fps." Heh. But yeah, gameplay is always the key. Is it interesting/fun, engaging, motivating, is it a decent open world or one of the boring nothingness types etc. We'll see. I'm willing to give it a shot as long as early reviews aren't "crash and burn".
  24. Hello! If possible, would I also be able to receive a follow-up regarding my application? I applied to both the Art Outsourcing and Environment Art intern roles.
  25. Louey joined the community
  26. If you're using mods, I'd reccomend the Arcanist. It can raise DC and caster level on demand which is pretty great for a caster, but you need a mod that adds Quick Study for it to be where it needs to be. There's also Ley Line Guardian Witch as an alternative to the Sage Sorc, imo it's got a better early game with hexes and by the time you start spellbook merge stuff you're just ****ing everything up with busted Lich spells and not needing the better sorcerer spell list.
  27. Mike11schro joined the community
  28. jamesdcleland joined the community
  29. https://www.axios.com/2026/03/02/trump-iran-war-kurds-iraq Going to use Kurds as their proxies ?
  30. Greetings Commander!  The Earth Directorate has a very important aetherwave for everyone as they are happy to announce the release of Patch 1.1.0.0 to all citizens of Arcadia. This update addresses numerous bug fixes that have been brought to our attention while adding even more quality of life! Your diligence in reporting issues to your local Earth Directorate officer has been noted and we appreciate your timeliness in these matters.  As mentioned previously, we've added new changes so please review the details below. Commanders can now advance the time of day, perform a new stealth takedown animation, and toggle between walking and running at will. Time of Day Advancement (Wait X hours) You can now advance the in-game time of day from as little as 1 hour all the way up to 24 hours. This new feature is accessible from the pause menu while not in combat.  New Stealth Kill Animations New 1st & 3rd person stealth kill animations have been added for the following one-handed and two-handed melee weapons: Impact Hammer, Plasma Cutter, Stun Baton, Tossball Blocker, and the Sentry Blade.  Console Gamepad Rebinding Rebinding gamepad buttons and triggers on both Xbox and PS5 controllers is now supported on console and PC. One note: the Pause Start button (all platforms) and L2 R2 triggers (PS5 only) are not currently able to be rebound due to platform requirements.  Walk toggle A keyboard toggle for in game walk has been added to the game. The default key binding is “Y”, which can be rebound to any primary or secondary key of your choice.  Along with these new features we have also addressed community reported issues and so much more. Major Issues and Crashes:Addressed a rare crash on Paradise Island that sometimes triggered after skipping the landing cutscene. Fixed a rare crash due to an invalid user during the PS5 bootup process. Mitigating crash behavior when interacting with Armor Mannequins. Addressed an issue where sometimes the game would crash upon entering the Player Ship. The player will no longer be able to access Auntie Cleo’s office prematurely after completing the faction quest. Resolved an issue where killing Vaillencourt’s team in a specific order would lock the exit door. The Rift Lab exit should now reliably open after combat. Updated scripting to prevent the Client Intake station door from getting stuck if the player fast traveled into the Player Ship after sending the ACHQ tram toward the Client Intake stop. The player will no longer be soft locked in conversations due to the Foot In Mouth perk timer expiring and leaving them with no available responses to select. The Greater Tranquility Station briefing conversation now triggers when a save is loaded at or players move toward the console table if it failed to trigger. Community Reported Issues:The game will no longer occasionally freeze when exploring Paradise Island (Note: This unfortunately is not a retroactive fix for affected saves). The game will no longer occasionally crash when exploring Golden Ridge near the D.A.E (Note: This unfortunately is not a retroactive fix for affected saves). Updated scripting so players that manage to skip Aza's forced conversation after dealing with Ziegler and his cultists (by immediately fast traveling or possibly starting a different conversation) can still wrap up Aza's quest by interacting with her directly. Updated scripting to prevent Tristan's final quest from being impossible to complete if Tristan died in each fight in the Arbiter Training Camp portion of the quest. Looping audio events and audio effects will now properly pause when player enters the pause menu Improved Marisol and Niles position in The Incognito's Crew Quarter to prevent the player from getting stuck. Added additional logic to Mitt's conversation so that players may continue to progress the Wanted: Genuine Authenticity quest when doing specific steps out of order. Fixed an issue where a boss door at Central Control would be unopenable if the player removed Aza from the party previously. Saboteur of Paradise progresses or completes if the "Explore Vox Relay" objective was not completed when reaching the Command Floor as intended. Marisol's voice lines should now play correctly when selected. All for None trophy should now properly unlock on PS5. Some pets that have managed to escape will be returned to their designated space on the Incognito. Controlling for Convenience quest can now be started via the Oracle Laureate, and the correct sample is given to the spy when turned in. Adjusted the tuning of the experiment settings for the brain off in Endpoint's End to be more fair. Performance updates to the Undisputed Claim level to resolve audio distortion. Obtaining good footage of Inez's raid on Praetor now requires a reasonable amount of effort. Minor fixes to the Kaur and Milverstreet content to improve quest flow when done in a particular order. Disabling interaction highlights no longer prevents observation indicators from appearing. The rifted vending machine in Free Market Station will no longer become uninteractable when leaving and returning to the area. Companions will no longer refer to party members that have been permanently dismissed or left the party after Raptidon interaction on Praetor. Persephone will now properly respond to the player allowing her to copy the Satellite data after the player completes Crash Course in Telemetry. Tactical Trajectile Defense Helmet no longer blocks shots in third person. Fixed a progression issue with the Secret Recipe in the Forbidden Secrets of the Undisputed Claim quest. Fixed an issue with crime causing an unintended hostile response across level transitions. The player should no longer get teleported to the Best Choice bar after entering the main tower lobby of the Undisputed Claim. Updated Archivist Stallworth so being KOS with the OA no longer makes her and all of Free Market Station hostile to the player. Resolved an issue where players didn't have the option to turn in Fiddling with Fulgurating Fulminations quest with Exemplar Simon. Minor improvements to the conversation with Abner at Outpost Endurance to prevent looping. Minor changes to the conversation with Artificer Laureate to prevent the Newton quest from reaching a bad state. Fixed a rare issue in Winter's Grasp where the player could be trapped in the final room. Players will now reliably receive Monastery lift codes, even if they previously killed Marisol and Svoboda at the Zyranium manufactory. This fix is retroactive, and the quest can be progressed at Matriarch's Mercy. Inez’s graft should no longer reset after transferring saves. Made an update to prevent switching the target save directory while outside of the main menu. Using Steal All while pickpocketing will no longer loot hidden items from the target's inventory. Fixed a rare case where the player would become unable to save after certain crimes. Progress made toward the Dance Dance Disfiguration achievement will now be preserved across save /load and level transitions. Updated scripting to prevent the possibility of locking players out of obtaining Niles' final companion perk by skipping his conversation outside the Tomb. Minor improvements to improve interactable highlight consistency. Crowd NPCs should no longer be despawned while near the player or in the player's view. Fixed an issue where lists in menus would not sort properly when first opened. The player's facial hair will no longer disappear when wearing certain helmets. Removed a perk check from the automech doctor on Golden Ridge. It now simply requires hack skill. This was a redundant check because the perk skill is a level 10 hacking skill, and the hack check itself was set lower than 10. Moved the Free Market Station player ship and landing pad fast travel point further away from the ship to help prevent difficulties with selecting the fast travel point on consoles. , [, and ] can now be used for key bindings. Minor scripting improvements to prevent Inez from mentioning quest information that is not relevant to the current quest. Fixed cases where some NPCs could see the player while they were wearing the bucket hat. Fixed desaturated save file screenshots on PS5. Picking up a mine mid observation will properly stop the detection audio. Prevented controller auto aim from incorrectly jumping player aim horizontally when attempting to adhere to the current target. Stat modifications from perks will now be correctly reflected in the weapon stat details shown in the inventory screen. Improved visual appearance of Protectorate Gunner armor in 3rd Person. Updated the Armageddon weapon description on the inspect page to display correct information. Removed redundant exit text from terminal conversation in the Undisputed Claim. Removed an unreachable mine from the Golden Ridge overlands. Inez now reliably remains on the ship after completing her final companion quest. The final datapad required for the Mysterious Locked Safe on Cloister has been repositioned and now sits above the snow on a pile of debris North of Newton. Made adjustments to the Medical interactable on Paradise Island to support multiple interactions. Hurley will no longer reward players if she has already been pickpocketed. Completing an untracked quest will display the tracked quest again when set to Always On. The item selection highlight will no longer reset to the top left corner of the inventory screen after the player junks or sells an item. Fixed an issue where Aza's self heal perk was activating while hostile. Inez's Emergency Procedures perk will now properly clear the player's toxicity and crash state when using her companion ability. Updated the Inhaler perk icon and text to be more accurate. Updated Milverstreet's conversation at the Undisputed Claim to avoid him mentioning the player retrieving the Mental Refreshment info from the Ministry of Accuracy if they did not. Minor conversation adjustments to improve flow. Wearing armor that uses a self repairing armor mod will no longer cause unequipped armor items in the player's inventory to sometimes display incorrect armor values. The optional objective to sabotage the ship in Niles' first quest now properly sets to irrelevant when the player or Niles refuses to do so. Mantisaur boss should now properly ragdoll on death. Art improvements across Paradise Island. Art improvements across the Cloister level. The character will not appear twice in the inventory screen when changing tabs quickly. Spelling error updated on an examinable in Rift Lab. Art improvements across the End Game region. Dismembered humans should now spawn a blood pool when they die. Content & Quests:Updated the A Most Extraordinary Specimen quest to only advance on acquiring both grafting parts after sparing Rasmussen. Bradford no longer attacks when in combat at Fort Endurance. Invocation of Inconclusive Innocence no longer advances incorrectly during Pinching the Pupa. Fix for dead NPCs blocking doors. Fixed cases where companions would become unresponsive after certain interactions. Updated scripting surrounding purchasing the shield gadget from Delphinia so the quest to obtain the gadget starts and immediately completes in that circumstance. Updated scripting so Inez's WTT flag is turned off when exiting the ship just prior to leaving Paradise Island for Golden Ridge (and turns back on when re-entering the ship), as her conversation for leaving PI without resolving her failing graft can only happen while in the ship. Weylon no longer becomes frightened when nearby characters are attacked. Improved Huguenard's conversation logic to show more appropriate player response options. The pit outside of the entrance to Algid Menagerie will now always kill the player as intended. The quest, Forbidden Secrets of The Undisputed Claim, now fails as intended when the player is Kill on Sight with the Auntie's Choice faction. XP rewards are now granted when delivering the Calcaduceus to Ruth on introduction. Corbin will no longer perform strange movement after defeating Montelli. Updated Gertie's conversation so the An Equitable Arrangement quest properly starts when it should. Players are able to return Scrabbles to Torres if they have gained Kaur's support and cleared the Bridge of the Revenant. Updated scripting for the Half Truths in Advertising quest to handle a number of corner cases, including the quest telling you to return to Willard but Willard not properly closing out the quest if Crawford was killed at the AC camp after giving the party the briefing. Added a quest beacon for the initial fight in the base of the Arbiter Training Camp. The Order Courier's good bye bark now triggers correctly after Vox Relay. The Monastery boss confrontation will continue to be hostile after loading an autosave. Subversive Corpses now appear at the proper time for the Pressing Cares quest. Horizon Point Station Security Op Bathroom now displays the correct map image. Matching conversation skill check to blast door interaction difficulty in Fairfield. Modified navigation in the Tomb to prevent companions from walking through the Golden Shroud armor display case. The Archive Companion intro should properly trigger in all instances. Killing Jackson while he is falling will now prevent his allies from also throwing themselves off the harvester. The player will no longer force exit combat on entering the observatory. Intoxicant Facilitator Cole will no longer greet the player if hostile. The player can now start the For Whom the Bridge Tolls quest from the Warden if they previously refused it. Improved Zebulon spawn conditions if the player dismisses Niles before having the intro conversation with Zebulon. Updated setup so Inez no longer complains about the player killing certain NPCs (Ormsby, Griggs) or groups (the AC troops at Winter's Grasp under certain conditions). The Aunties Choice troops at Winter's Grasp will become permanently hostile and the side quest will fail if the players chooses to do a full burndown. The player may no longer attempt to freeze Curativist's summoned guards in Cold Storage. Hoyt will now properly react if the player pickpockets a quest item from him and uses it before quest turn in. Persephone will no longer alarm OA to player trespassing. Addressed an issue where Lucy was unresponsive to player interactions between patches. Players will need to save/load and return to Lucy to see the examinable again. This only applies if the Crabble is not hostile toward the player. Improved conditionals for Inez's conversation flag in Westport. Addressed an issue where Wotjek would not return to his position after a fight. Resolved and issue that prevented one of Marisol's end slides from playing. Curativist holder’s intercom is now properly disabled if the player previously threatened or scared her. Players who enter and exit the Vox before going to DeVries' house will now have their quest properly progress. The Monastery boss confrontation will continue to be hostile after loading an autosave. Hurley will no longer bark about the locked experiment wing while she is hostile to the player. The turret in the Archive will continue to animate sweeping back and forth until the end of the puke sequence. The microphone to the Monastery Anchorhold will now disable when there are no NPCs present. Corrected some subtitles to better match the voice over. Updated scripting in the Algid Menagerie so that the graft cases only animate once after sparing Rasmussen. Gary and his friend can no longer interrogate the player for crimes. Companions should now reliably strategize with the player about the Archive at the start of the level. Removed an interaction highlight from one of the weapons on display at the Free Market Station bazaar. Fixed a scripting error that was overwriting the wrong material slot for one of the large meshes in the Cloister Underlands. Vicar Eudicot can no longer become distracted while fixing lights, which resulted in a strange looking death. Updated scripting in Westport to properly track how the player sabotaged the water purifier so various reactivity in the area can play as expected. Ambient barks from NPCs around Westport will now more reliably trigger. Middle Manager Twombly will now leave the ACS Undisputed Claim if the player kills all his minions. Corpses, dung, and a tossball card in Fort Endurance's mantisaur cage are no longer owned and can be taken freely. Auntie’s Choice troopers on Cloister now have barks that play when the player interacts with them. The supply depot in the Praetor Blockade will now correctly display damaged props when blown up. Griswold in his confused state on Cloister seems to have forgotten how collision works and occasionally finds himself inside the snow mounds. His pathing has been updated. Adjusted pathing so that automechanicals in the Cloister underlands power station will no longer become stuck at the galvanic barrier during combat. Grounded floating pickups around Golden Ridge. Corrected a typo on one of the Praetor Shrines. Updated scripting so that the quest objective notification to find a way around the blockade on Praetor only triggers once. If convinced to stand down, Wray will give the player a keycard to his safe (if it is still in his inventory). Combat & Systems:Improved animation blending for Ursopod during their mantle parkour. Prevented VALERIE from gaining a zyranium boost after fast traveling while the player has zyranium grenades equipped. NPCs should now more consistently move to better cover locations during combat with less visible shuffling. Shadows should now render faster and cleaner after loading a save. The Bolter Pistol will no longer prevent the player from firing if the player attempts to reload in the middle of a charged shot. Inez will now engage in combat with the player, even if her animation is interrupted, during her companion quest in Algid Menagerie. Autosaves will no longer trigger while the player has the maximum amount of zyranium poisoning. The “wants to talk” icon will no longer display for companions that the player has not recruited yet. Gave Tristan a good talking to about hovering midair when leaping across chasms. He will no longer show off his true powers. Companions performing a melee attack will now consistently follow through instead of teleporting during the attack. NPCs will now more consistently be hostile to the player, resolving a rare instance where hostility would permanently drop. Tristan's Beg For Mercy perk effect will now more reliably be applied. Companions should no longer stand still from fast traveling shortly after combat has ended. Strengthened guarantees that NPCs always leave their character spawners. Improved global illumination quality for grass on Low and Medium graphics settings. Players will no longer experience a soft lock if they perform a stealth attack directly after a forced conversation. Aza's Frost Charge perk will properly now spawn a hazard as expected. If the player is detected while hacking an automechanical, the interaction will now properly be disabled. Dock workers will now navigate consistently to their animation stage. Sneak attack damage predictions will now be more accurate for certain modded weapons. Crowd NPCs will appear more consistently when a player fast travels into a settlement. Banter between companions will now more frequently resume after being interrupted by combat. The observation UI on hidden objects will no longer disappear after the player exits a conversation. Marisol’s totems will now spawn the proper VFX when deployed. Bounty notifications will not be displayed if it makes no sense for a faction. Tristan now more reliably teleports near his target and without obstacles in the way when using his combat ability. The nearest NPC will bark if the player does something suspicious, instead of other NPCs sometimes barking from quite far away. Fixed the Profligate Spender flaw being offered at level 30 and being unable to redeem bits. Sneak bonuses will now be applied to concussive mines. Improvements to AI locomotion quality. Companions now play revive animations when getting up after combat. Dead hover drones no longer appear in the air after loading a save. The Run and Hitter perk's melee buff will no longer end while the player is in midsprint. Inez will no longer infinitely cast her combat ability when in an active elevator. Unarmed NPCs now correctly display that they do not have a weapon when using Marisol's scanner. Companions will no longer block the player's view when using computer terminals. Frozen and Frightened NPCs will no longer slide around without animating. The dematerializer will no longer disappear when trying to switch weapons while charging. When charging the dematerializer, the Cancel button prompt will no longer unexpectedly disappear or flicker. Gary can no longer be targeted by companion commands. Valerie's “Salvaging Tools” perk text now accurately describes its functionality. Speech Attacks now properly work on William Wray. The smoke grenade's effect should now consistently be the correct size. Melee damage numbers will now only appear when actually hitting something. Thorns Berserkers maintain normal velocity when they get unstuck from behind level geometry during their charge attack. Grenades that explode mid-air will now correctly play their explosion SFX. Gary will no longer attack the player from beyond the veil. NPCs now open doors when a door is closed immediately before they pass through it. Distraction devices will no longer highlight dead NPCs. Corpse ash piles will no longer appear floating after loading a save. Certain Science-related interactables will now resume their animations when loading saves. Automechs in zyranium fields can now be targeted by companion commands. Companion health will now properly update when recruited for the first time. The Tactical Time Dilation reticle will no longer appear on screen when Tactical Time Dilation is not in use. Removed duplicate Matthew Singh tossball card in Fairfield. VALERIE’s Strength Module will no longer trigger when far beyond melee range of a target. Zyranium poisoning screen effects will no longer be incorrectly applied to the player's screen when near disabled zyranium hazard zones. The camera will no longer be zoomed out when interacting with computer terminals immediately after vaulting over an obstacle. Combat no longer immediately starts when stealth killing someone in sight of another NPC if the player is not seen. Wasteful Flaw no longer triggers effect when pickpocketing an NPC. Companion revive chatter is now audible after the player is revived. The waterfall in Laplace’s garden should now display on Low Graphics settings. Fall sound is now paused in menus. Fixed Serendipitous Slayer auto reloading if the perk activates on the last unit of ammo in the weapon. Art:Improved the collision of Cloister's overlands. Improved hardware ray tracing quality in Horizon Point Station. Removed minor clipping from inside the Cold Storage elevator. Adjusted blocking volume to prevent players from reaching out of bounds areas on Cloister. Added additional cliffs to prevent players from getting out of bounds in Cold Storage. Addressed gaps in geometry that previously allowed players to see out of bounds of the Archive. Made adjustments to rock collision on Paradise Island. Removed a floating object in Winter's Grasp. Moved a beam to prevent clipping. Improved collision precision on Cloister's overlands. Fixed collision on a flowerpot. Addressed floating and or clipping meshes across the Cloister overlands. Addressed players being able to get out of bounds around the Praetor overlands. Addressed z fighting (textures that were literally fighting each other) in the Algid Menagerie. Addressed the player being able to get out of bounds around the Cloister overlands. Terminal screens now have the correct faction applied. Improved the visuals across the Cloister overlands. Repositioned assets for optimal player experience. Improved collision so the player can no longer get inside rock meshes. Addressed gaps between rocks on Praetor. Roof collisions fixed on a building. Removed a visible seam in the road to Sentinel HQ. Adjusted scaffolding in Golden Ridge to allow better player navigation. Removed floating grass clumps on Cloister's overlands. Cleaned up gaps in the landscape of Cloister's overlands. Addressed an issue where Greater Tranquility Station's ship interior windows were creating shadow artifacts on the player. Moved a verachnid corpse to prevent clipping. Improved collision in the Algid Menagerie. Made improvements to the railings in Westport. The watering can prop in Paradise Island is no longer clipping. Moved a helmet pickup to prevent floating. Addressed z fighting (textures that were literally fighting each other) on the freight door mesh. Floor pieces across Paradise Island overlands no longer clip. Made improvements to the trim mesh to prevent z fighting (textures that were literally fighting each other). Replaced a barrier mesh with one that has a proper hitbox. Addressed z fighting on the Cloister overlands. Moved ground mesh to prevent z fighting (textures that were literally fighting each other). Replaced the stair mesh with a new mesh instance to fix a clipping issue. Adjusted a trim piece so that it is no longer clipping. Added extra collision volumes to rocks in Golden Ridge. Deleted an extra mesh that was causing z fighting (textures that were literally fighting each other). Addressed floating or offset geometry in the Cloister overlands. Added blocking volumes to rock meshes. Fixed texture stretching on various rocks. Animation:NPCs should no longer moonwalk, despite being in space. VALERIE no longer sometimes visibly pops into place after the med-bay conversation on the Incognito. When pivoting, the player should no longer get stuck facing forward in 3rd person. Added additional safeguards to ensure prop use is consistent and correct for animation. Added scripting to allow 3rd person footsteps to trigger walking SFX on different surfaces. Minor quality improvements for locomotion stops. Improvements to AI locomotion quality. Made an adjustment to NPCs so that they better maintain their pose when taking cover. The player screen should no longer flicker at the beginning of the messenger conversation in Paradise Island. Updated 3rd person 2-Handed heavy melee equip animation. Updated the pre-recorded video for Seer Wiley to fix incorrect animation playing under certain circumstances. The player will no longer briefly mime holding a weapon after entering the player ship. Adjusted pathing around a snow pile for better locomotion. Adjusted leaning pose placement. Corrected normals on the generic clothing outfit for body type 2. Corrected missing geometry on some Sub Rosa armors for body type 2. Fixed a case where gestures that do not match the character’s idle could play during conversations. Adjusted collision on certain meshes to help the 3rd person camera stay contained in the world. Improved the overall look of the Zyranium suit when hovering in 3rd Person. Made visual improvements to the holster and unholster animation for two handed melee weapons viewed in 3rd person. When mantling into a vent, the player parkour animation will now only play once. UI/UX:Transferring items or exiting that menu will no longer allow the Hold audio to persist unexpectedly. Releasing the Transfer All input will no longer transfer the currently viewed item. Fixed an issue where it was difficult to select the Balanced Visual Mode in settings on Xbox. Declining the Quit Game dialog after first opening the Settings Menu will correctly return focus to the Pause Menu. Using a scope will no longer make the NPC Awareness meters bigger. Resetting keybindings to default now properly updates the rebinding widgets so that conflicts are detected properly, and the list is correctly populated. Selling items to the vendor will no longer mismanage the page selector. Leaving HDR Calibration will properly reactivate the Settings Menu, ensuring normal exit flow. Disabled forced Magnetism movement for controller on the Ledger Map. Additionally, the detection of closest and nearby entries has been reworked to be more precise and make sense with the circular entries instead of squares. Properly clearing New Item flags on the Crafting screen to ensure they do not reappear after save and load. The weapon section of the ammo readout widget on the HUD now shows the weapon as not enabled when there is no ammo loaded or when it is holstered. Equipped items are now always previewed on hover and select, regardless of whether preview is enabled on non-equipped items. Dropping and junking of Companion Upgrade Kits has been removed. Added a unique Player Ship, the Incognito, icon to fast travel for easier identification relative to normal fast travel locations. Sorting by Armor Type will now resolve matching items, items of the same type and or armor rating, alphabetically. Configuring keybinds with Mouse Thumb Buttons 1 or 2 will now display the correct icon. Resetting keybindings to default now properly rebuilds the list of keybindings. Conversation subtitles will now be correctly restored if they were turned off before the conversation started and turned back on during the conversation. Saving will now be blocked while priming a throwable item. The Compare Item widget now only appears when applicable. Hovering and unhovering items in the vendor screen now only display Restricted Access and the Purchase Info panel when appropriate. Improved navigation to consistently return players to their previously highlighted save selection, instead of defaulting to the top of the save list. Wielding a melee weapon no longer hides the Swap Weapon prompt. Increased energy meter should now stay more properly aligned with HUD after saving and loading the game. Deleting all saves from the current playthrough will no longer hide a second playthrough's saves. Updating the language in Settings will properly update the Build Version text. Items will more reliably be sorted in inventory to prevent accidental purchases or sale of player items. Restoring proper item filtering and material sorting to the Breakdown screen when navigating between tabs. When switching from controller input to mouse and keyboard on the companion screen in the ledger, the companion will no longer be equipped with the player’s armor and helmet. When the quest journal is opened, quest addendums will now be initialized correctly. Modifying the number of weapon and throwable slots with perks or mods now appropriately updates the visuals on the Equipment Readout in the HUD, and they learned to count. The shy Player Info on the minimap has been moved to prevent it from disappearing when the player takes damage. Hovering elements behind the fast travel select prompt will no longer interact with these lower priority elements. Holding left or right on a given setting will continue to update the value after a short delay. The character model in the ledger can now be rotated regardless of which inventory tab is first displayed when the ledger is opened. The perks list will now correctly display all skill requirement icons after the list is sorted. The hold audio cue during pickpocketing will now cancel if the player attempts to sneak attack mid-way through. Switching between input devices will no longer unexpectedly display white squares in the Interact prompt. There is now an animated notification upon successfully crafting an item on a workbench that shows what was crafted and how many are now in the inventory. Gadget icons in the HUD properly switch between their enabled and disabled state. The equipment display should no longer shrink if gadget energy is off or shown elsewhere. The Active Playthrough Indicator no longer displays when scrolled out of view on the Save and Load menu. When hovering between equipped helmet, armor, and weapons, the item hovered over is now always previewed immediately without requiring moving off and back on again. Junking and unjunking items will no longer triggert Item Gained notifications. Audio:When transitioning levels, the player will no longer see radio stations in the Wireless menu that are not present in the current game level. Prevented circumstances that lead to mechs saying “Mobility Interrupted” indefinitely. Wind tower SFX will no longer play in the main menu if the player exits out of the game. Cancelling the Autodoc animation now also cancels the audio. Exiting the end cinematic early now properly cancels end cinematic audio. When the player radio is forced on by an in-game event, the player can no longer access the menu to disable it until the event is complete. Cancelling the cutscene for traveling between planets now properly cancels the audio as well. The welcome message in Mental Refreshment is now more welcoming. Zebulon puzzle barks over the intercom in Matriarch's Tomb now have the proper audio SFX applied. Projectile explosion sounds are now heard on more surfaces. After loading a save of the Sovereign Ship, only one music track will play instead of two. Companion revive chatter is now audible after the player is revived. Wet walkable areas now respond and splash when players walk through them. Gorvids have fewer loogies. Vaillancourt voice over now has the proper intercom audio SFX applied. Miscellaneous:Audio log playback progress bars now consistently show the correct amount of progress. Electrocuted status for companions now displays a properly formatted text string. As always, we're here for you. Please don’t hesitate to contact us if you run into any issues, and our team will work with you to investigate it.   https://outerworlds2.obsidian.net/issue-tracker#contact The Earth Directorate thanks you. !!!SPOILERS!!!(Spoiler) DeVries Ship Log now properly updates the beacon for investigating DeVries presence in the end game. (Spoiler) If the player kills Ursula Ormsby or Willard in his office, the Auntie’s Choice faction will now be Kill on Sight. (Spoiler) Updated the “Full Measures” quest to only mark the “Find Evidence Against Willard” objective complete once all evidence is found. (Spoiler) Updated scripting to avoid triggering both variants of Aza's post Ziegler conversation back-to-back. (Spoiler) Updated scripting to properly force Virgil's conversation on load for players whose game was saved immediately after defeating the Protectorate forces in the Arbiter Training Camp. (Spoiler) Updated the beacons for part of the Full Measures quest to initially point to the Best Choice elevator for better clarity on how to progress. (Spoiler) The missing SFX of the rifts growing during the conversation with DeVries on Greater Tranquility Station have now been restored. (Spoiler) Fixed characters floating randomly in the Montelli boss fight. (Spoiler) Pruned AI navigation paths from some unplayable areas in the Sovereign's Ship. (Spoiler) Hurley now properly runs from Vaillancourt after combat starts. (Spoiler) Graft Capsules in the Algid Menagerie now have audio when opening. (Spoiler) Sniper fight combat music in Greater Tranquility Station now only plays when combat is active. (Spoiler) Increased the audio for the invisible cultists in N-Ray Range.
  31. Is there anyway we could add more Recipes to the Glue Masher like Roach Chucks or Black ant parts. I have so many from Gold card hunting and there is nothing i can do with these exrta parts but throw them out, if more items like these get added it would make use of other Bug parts instead of throwing them all away
  32. Macno5477 joined the community
  33. Yesterday
  34. ok, so first of all, i would like to say that the mage has HUGE potential in grounded 2, but sadly, here's some problems i've ran into 1: not much variety: the mage weapons are very similar to grounded 1's mage weapons, i would like to see a couple more unique weapons, especially for tier 1 and 2. Also, maybe have an upgrade for the tier 2 candy staves? 2: no tier 1: the mage weapons and armor are tier 2 and 3 exclusive right now. What i would like to see is a tier 1 mage armor, and like 1 or 2 tier 1 mage weapons. some cool ideas i have: Mitey mage armor: crafted out of grub hide, mite fuzz, and mite fangs, it is a tier 1 armor that has a passive that on a final hit of a mage attack, you have a chance to summon a spectral mite to attack enemies, but it can only attack a couple of times before it dissipates. sap globber: a staff that shoots a glob of sap that can slow enemies and deals a respectable amount of damage scaled down to tier 1, crafted out of sprigs, sap, and mite fuzz thistle wand: a wand that shoots a cone formation of thistles, does a small amount of damage, but does more damage up close PS. this will allow players to also get going on whittle wizard mutations early
  35. PLATFORM: PC and Xbox Series X/S GAME VERSION: Latest patch 1.0.6.0 - 2313922 BUG DESCRIPTION: I completed all objectives for "Mysteries of the Mental Modulators" BEFORE officially receiving the quest from Pendergrass/Ormsby at ACS Undisputed Claim. Now the quest won't turn in despite having: - All 3 required materials - All 3 supplemental materials - Gould encounter completed Quest waypoint loops back to Placid Waters. Cannot progress to "An Equitable Arrangement" alliance ending. STEPS TAKEN: - Visited Placid Waters Wellnitarium before starting quest - Collected all items early - Received quest from VPs later - Cannot turn in despite quest completion REQUEST: Is there a save fix or workaround you can provide? I'm Level 30 with 30+ hours invested and want the alliance ending. SAVE FILE ATTACHED
  36. Scientists Placed Microscopic Animals in Simulated Martian Soil and Something Unexpected Happened - The Debrief No bueno.
  37. Coming from a group that has played Grounded extensively, as well as other open-world survival games, there are 2 suggestions for the inventory system that we would like to make. These are things that I've seen in other games, and would be incredibly convenient in Grounded 2. Storage bin assignmentDetails:Allow for us to assign specific items to specific bins instead of only hot depositing when that bin already contains the item. Use Case:Someone in my group uses the last piece of Bee Fuzz to build something. Next time I return to base and hot-deposit my resources, my Bee Fuzz stays in my inventory. I have to find the correct bin to place it in, which can sometimes be messy when we have lots of bins/resources. Solution:A bin is permanently flagged as a drop-off location for Bee Fuzz. When hot depositing, resources will first go to a bin that has existing matched resources and second to any bin that is flagged as a drop-off location for that resource. Locked inventory slotsDetails:Allow us to "lock" inventory slots so that the items in that slot are never sorted or hot deposited. Use Case:I want to keep 2 stacks of arrows in my inventory, but sometimes I end up with extra arrows from collecting them after a team fight. I'd like to be able to hot deposit the extras into a shared bin for teammates to pick up, but currently I can only deposit all of my stacks. Also applies to things like tufts or bandages, where you want to keep a certain amount with you but sometimes end up with excess. Solution:Add a small "lock" icon to inventory slots. Any items that are in that slot are ignored by hot deposit and inventory sort actions. Optionally also apply to mount inventory slots.

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