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Showing content with the highest reputation on 08/06/25 in all areas
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Great news, friends! We have released Patch 0.1.2 for all players. Please update your game when you see the patch is available. If you do not see the update right away, please try verifying your game files or restarting your console. Thank you all so much for your patience with Grounded 2 Early Access! Your feedback, suggestions, and bug reporting skills have been incredible with helping us build this game together. If you continue to experience any further issues, please contact us at Obsidian Support. QOL & Community Requested Features: Acorn tops are now a guaranteed drop Created a flow for Steam players to access Crossplay Updated character icons in the HUD and map Removed “explore” and “go to entry” where it wasn’t possible to use User can now hot deposit their haulable on a buggy Wolf spider fur polish Major Bug Fixes: Various Performance Improvements We don’t expect this to fix the performance problems as a whole, but various optimizations are underway behind the scenes We will continue to work on optimization throughout all of development Fixed the issue where the ORC Bee by the blueberry bush was above the skybox and was unable to be hit Fixed a bug where ORC Creatures did not return to their intended locations after being pulled away This fix is not retroactive to the save file - Please note you are not softlocked, please go to where you died last to find the ORC Creature Missing Various Stability Improvements Major Stability Improvements were made - in our estimates were expecting a 40%- 60% improvement from 0.1.1.3 Fixed a bug where Shared Worlds Crashed after prolonged gameplay Also fixed a bug on the backend that would cause Shared World saves to be lost indefinitely Opening Photo Mode no longer causes clients to lose functionality during multiplayer sessions. Resolved an issue where the sizzle effect persisted indefinitely after saving and loading the game. Fixed a progression blocker that occurred when saving/loading after defeating tutorial mites. Addressed a bug where clients could fall beneath the terrain textures during multiplayer gameplay. The [Redacted] now properly descends during the [Redacted] encounter. Corrected instances where Park terrain failed to render for players. Key mappings now remain intact after exiting a session, preventing unwanted resets. Multiplayer Bug Fixes: Various De-Sync Improvements Fixed a bug where clients joined with improved stats Building Improvements: Various Improvements preventing building on dirt piles around The Park We don’t expect this to be fixed completely - but improvements have been made Fixed an issue where the “S” key wouldn’t respond during build mode. Corrected naming inconsistencies across various building structures. Resolved a problem that prevented decoration blueprints from being placed on walls or furniture. Buggy Improvements: Buggies can now be summoned from greater distances without issue. Fixed a bug where the Red Ant Buggy incorrectly spawned as a hostile Red Soldier Ant. Addressed a controller issue where RB wouldn’t function after mounting the Orb Weaver Buggy. Resolved a visual glitch where Eggs stored in inventory became invisible after saving and loading. Fixed a scenario where players could become stuck beneath a buggy after dismounting. Prevented Eggs from disappearing in storage following a save/load cycle. Eliminated overlapping UI elements for clients loading into a save while mounted. Fixed a bug that caused buggy loss after entering the cooler. Buggies no longer take gas damage while blocking. Improved buggy summoning logic to avoid spawning inside terrain (e.g., caves, anthills). Creative Mode: Fixed a bug where the Handy Gnat feature was not functioning as intended Invert Vertical Look setting now properly affects Handy Gnat controls. Removed unintended calls from Sloane while in Creative Mode. The Mysterious Stranger no longer appears in Creative Mode sessions. Ranger Outposts are now correctly unlocked in Creative Mode. The Park: Various Fixes with Creatures spawning inside of Geometry Fixed a bug where scorpions didn’t attack correctly in the Ice Sickles event Raw Science orbs are now easier to see from a distance Patched several terrain gaps throughout The Park. Corrected floating waypoint markers in specific areas. Reduced shadow flickering across various Park regions. Fixed a softlock that could occur after dying in the Teleporter. Bees now follow proper sleep behavior at night. Closed off access to unfinished areas that were previously reachable. Addressed a stuck spot on the ramp in the O.R.C. ****roach Queen arena. Clients now experience proper collision when parkouring on plant stems. The Resource Finder now correctly detects all intended resources. Combat: Wearing Wolf Spider Armor no longer causes all daggers to apply venom on regular attacks. Fixed an issue where drinking dirty water caused infinite Sick debuff stacking. Thrown weapons no longer get stuck mid-air for clients. Fixed a bug where the death timer was not visible to Client after Save/Load Additional Bug Fixes: UI/UX Replaced placeholder text in the Fertilizer description with finalized content. Tutorial tooltips now correctly reflect custom key bindings. Removed a nonfunctional “Activate Handy Gnat” prompt from the interface. Corrected item preview behavior in the Crafting Menu to prevent unintended replacements. Eliminated an unintended grain texture from the UI background. Resolved an issue where 3D models displayed with a black backdrop in the UI. Updated the Summoning Wheel to show accurate status indicators. Ensured Buggy status is properly reflected in the interface. Adjusted UI text scaling for better readability across resolutions. Fixed the incorrect buff icon for “Human Food.” Corrected location messaging in the map UI. Addressed input dead zones in the Crafting Menu that blocked navigation. Localized the Camera Mode Toggle label correctly. Prevented text cutoff in Ominent audiolog entries. Removed multiplayer prompts from singleplayer sessions. Improved resolution for Comms Array images in the UI. Gameplay Players can now complete the Hatchery blueprint from all sides. Restored functionality to the “S” key in build mode. Quests now progress correctly after smoothie creation. Optical Discs are now collectible post-tutorial. MIX.R event completion no longer blocks subsequent quests. Blueprint placement near dirt clumps and MIX.R now works as expected. Removed duplicate quest entries for already completed objectives. Candy consumption on the Buggy now counts toward mutation progress. Improved Buggy summoning and pathfinding consistency. Fixed a trap scenario on the web bridge. Status effects now visibly apply to creature models. “Confront the Stranger” quest now unlocks properly. Photo references for Ominent Optical Discs are now present. Thistle Needle preview now displays correctly. Suppressed the post-battle incoming call after defeating the Mysterious Stranger. Environment Resolved terrain gaps that were visible in the Snack Front region. Prevented out-of-bounds visibility near the MIX.R area. Restricted unintended access to unfinished zones. Removed an out-of-world camera angle above Ranger Outpost: Ceremony. Patched multiple visual breaks near the Tennis Ball, Empty Terrarium, and surrounding locations. Adjusted spawn points to prevent Bombardier Beetles from appearing inside geometry. Corrected Orb Weaver placement to avoid spawning within terrain. Fixed an issue where Bombardier Beetles became stuck in foliage around The Park. Addressed spider fall-through behavior when interacting with webs. Eliminated flickering on Brittle Quartzite Shards in the park. Enabled proper placement of decoration blueprints on walls and furniture. Refined Buggy summoning logic to avoid spawning inside terrain (e.g., caves, anthills). Relocated Scorpion Adult spawns to prevent overlap with the statue bush. Restored blueberry harvesting functionality on the Picnic Table. Fixed one-sided texture rendering in the Ceremony zone. Realigned stone collision near Mollar Stash. Corrected mosquito sleep spot positioning. Sealed an out-of-world gap near Ranger Station: Flower Bed. Closed visual breaks near the Yoked Girth Magazine Ad. Smoothed out terrain inconsistencies throughout the park. Repaired misaligned textures in the Ice Cart Outpost. Addressed glass clipping issues across various map locations. Fixed respawn logic that placed players outside the Flower Bed Outpost. Added collision to the oak tree model. Prevented save/load traps involving pinecones. Removed unintended gap visibility in the Statue Area. Patched out-of-world gaps in the Ice Cart Outpost. Grounded floating acorns. Corrected floating terrain assets across multiple zones. Fixed clipping issues with environmental props. Eliminated a visual gap in the Fire Pit region. Covered a visible break behind the Fresh Mint. Resolved out-of-world gaps in the Toxic Anthill. Smoothed angular stretching of dirt textures. Fixed one-sided rendering on root textures. Prevented grass from growing through the Thistle leaf. Corrected one-sided dirt textures between the Picnic Table and Fire Pit. Addressed dirt clipping in the Trashbags Outpost. Added missing collision to the Shalpz Amplifier mesh. Fixed overlapping grass blades near BURG.L. Removed terrain obstruction in the Snackbar area. Audio Adjusted sound behavior so the Mysterious Stranger’s global SFX no longer plays outside the lab. Limited the Array ringing sound effect to its intended floor level. Synced the ****roach Queen’s Body Slam animation with its audio for proper timing. Restored missing ambient audio in the Ice Cart area. Corrected playback issues with Pete’s voice lines. Updated glass impact sounds to match expected audio cues. Fixed a looping issue with the SCA.B 2K scanner sound after saving and loading. Ensured global sound effects are now audible to all players, not just the host. Localization Addressed an issue where the terms “Button” and “Slide/Unlock” were not properly translated. Resolved missing localization for the suitcase interaction on the Picnic Table. Corrected inaccurate Italian text in pop-up notifications. Spanish translations for MIX.R messages have been added. Fixed a UI overflow problem in the Smoothing Station caused by localization inconsistencies. Art Updated the ****roach Queen’s [Redacted] state to use the correct texture instead of an outdated one. Resolved an issue where character poses caused floating behavior in Photo Mode. Fixed hair clipping on Willow when wearing headgear. Smoothed out texture stretching on teen characters during wake-up animations. Standardized hair visual effects for consistency. Adjusted the Ladybug Chestplate to prevent leg clipping with teen models. Corrected Grub Leggings overlap with Willow’s boots. Refined Clover Poncho string movement to behave as intended. Reattached Sizzling Robes components that were detaching and clipping into teen characters. Fixed visual clipping on the Butterfly Circlet accessory. Addressed head clipping on Willow during death animations. Corrected one-sided texture rendering behind Major Diesel. Multiplayer Key bindings now persist correctly after exiting a multiplayer session. Omni-Tool interactions are no longer interrupted for client players. Founder Pack skins remain equipped after joining a new session. Prevented users from launching multiple instances of the game simultaneously. Realigned client-side waking animations for proper visual flow. Fixed Shared World save renaming functionality. Restored visibility of Founder Pack gear and hairstyles in PEEP.R mode. Removed indefinite “Waiting for others” prompt triggered by Lean-To destruction.3 points
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There should be a setting to adjust the distance they follow because they get to close when you puck up materials or shooting the bow1 point
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Almost unplayable. Single player and multi player. Sometimes it crashes and dashboards me when I go to start a new game or load a save file. Most of the time, I'm able to start or load a game but a few mins in and my entire Xbox just shuts off...1 point
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Based off an unused map called "RM_WorldMap_Sea_Int_Ydwin" it seems like we might have originally met Ydwin on an abandon ship. At least I am assuming this was her introduction scene. The map screen has the title "Stranded Ship", but beyond that I can't find any context for where this scene would have originally taken place in the game world. Something might have exploded I think?1 point
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Got a fancy new computer. Instantly stopped wanting to play video games. Decided to play Dune. It was alright, got bored. Now I am playing franchise hockey manager, which is basically an excel spreadsheet game... making good use of that expensive computer.1 point
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Brings this masterpiece to mind1 point
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Apotheosis has a convenient GUI for this: Small documentation on progression tables: https://gitlab.com/noqn/apotheosis/-/wikis/home#progressiontables You can see the video here how it works:1 point
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Finally started watching Future Boy Conan. First two episodes were good.1 point
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I watched Escape from Pretoria yesterday. Lots of actors trying to get accents right1 point
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The worst for me is when I hear South African accents , I dont think we have an accents but apparently we do ..and I mean English South Africans, not Afrikaans1 point
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I am not too bothered. It is the voice acting I find annoying, similar to, but not as bad as Expeditions: Rome. Voice actors do a generic "foreign" accent that is supposed to cover the whole Mediterranean and sounds nothing like anyone from anywhere in the world - unless voice actors are actually all from Voiceactorlandia and that is the voiceactorlandian accent. I enjoyed Total War: Troy. Only TW game I managed to finish a campaign. But I have been starving for a non-medival fantasy RPG. I would love an Elder Scrolls type game in a different fantasy setting. Something based on India or Mesopotamia or somewhere that hasn't been done to death. If only Carnal Instinct weren't a porn game :/ Take out the porn and give it proper funding, that game would be fun...1 point
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I am playing the original Titan Quest because with 2 coming out, I realised I never did.1 point
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The drying rack could be set up to work more like the spinning wheel, grinder or the cookery. All of those items are able to pull from nearby chests without it being a big deal.1 point
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If I could have 1 feature added to the game, it would be a source of light that doesn't take up a weapon slot. Some players have suggested allowing Buggies to provide light, but I think there would be a lot of proximity and pathing issues that would make it unreliable compared to a touch. My first preference would be to add a new item slot specifically for a light source (e.g. Lantern slot). I understand there is an argument against this due to Grounded being a survival game, so another option would be to use another item like a Trinket or Helmet. In any case, alternative light sources would be a massive QoL change for players that want to play in their preferred combat style all the time, not just during the day while outside.1 point
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Hold the buggy whistle and it brings up a radial of your buggies that you can select one to call from home.1 point
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egypt didn't get enough bribe from usa to handle this mess only one actually did something useful to stop all the atrocity are yemen another pathetic chapter of human history1 point
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Yes, this would be amazing, it would make it way easier to switch mutation at the start or mid battle, it would make it a lot easier when fighting with friends, I could go from attack mutations to a pre-made healer selection to help my friends and buggies1 point
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@Tylerrrcontact steam to get this resolved. might have an option to refund the purchases, if not solved by steam you might need to contact ur bank1 point
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A problem I am facing is that I must fight in the dark on several occasions because I am using two-handed weapons. I know we have flares now, but it's not the most intuitive or practical thing to use in battle. In most of these situations, Buggies are beside me. It would be nice if, instead of holding a torch while mounting on a buggy, we could place it somewhere in the buggy's armor. It can help to light up the room while fighting and also create a way to hold other things while mounting ( Peep, tools, or weapons)1 point
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A saddle upgrade that allows for a torch holder sounds awesome. Maybe the first upgrade only fits a slime mold torch, the next can do that or regular torch, then maybe a long lasting firefly lantern? I wouldn’t mind if each upgrade (or a seperate upgrade) let us attach additional armor to our buggy to protect them.1 point
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I don’t like how it auto-activates or auto-deactivates as that has resulted in problems for me when I want to harvest something that’s near a grass blade or some other harvestable resource that uses the omni tool or when my buggy keeps walking in front of me. I want to be able to choose to use it rather than having it try to be automatic. I’m OK with it taking up an existing hotbar slot if it needs to or a special additional hot bar spot. I get that a lot of players are enjoying it just as it is so perhaps this can be one of the features we can choose to have on or off.1 point
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Hi! Objectively, from the game mechanics perspective, Deadfire is the superior system. One can still dislike the changes from PoE to Deadfire of course - but often that seems to stem from the fact that people don't welcome any changes to something the liked in general, even if the changes are for the better. I felt the same way initially when Deadfire's beta came out (there is still a ranting post from me to be found here in the forums somewhere). I was just disappointed that they didn't keep the rules as they were instead of re-inventing the wheel - but I came around eventually once I got used to the changes and once I got an overall better grasp of the game and its new systems. I would suggest you give it a bit more time. I think it's totally worth it. Here are some changes to game systems which are improvements: power level scaling makes sure that low level abilities and spells scale/progress and stay impactful. For example: unlike PoE's Magic Missiles which are basically useless in the later game, Deadfire's Power Level scaling adds more and more missiles to that spell so that it's still worth casting even in the game the (multi)class system works very well and allows for a lot of interesting and fun to play combos. In PoE we only got some cross-class talents. the affliction/inspirations system is more intuitive and practical than PoE's affliction system which had no solid structure. It's also more tactical because you can counter afflictions with the fitting inspirations (and not only Priests' prayer spells) - and you get resistances and immunities on top While I miss the 6th party member, the endurance/health system and per-rest spells, the new approach (party of 5, only health, per-encounter spells) have their advantages, too. Mainly it made it easier to design and balance encounters - and imo one can feel and see that: a lot less meaningless filler fights for example. the PEN/AR scales much better with your progression than PoE's DR did (even though it's a bit too punishing on PotD imo) stealth in combination with sneaking and pickpocketing is just no comparison to PoE (pickpocket wasn't even possible) the interrupt/concentration system is a lot more tactical and not just an uncontrollable side effect it was in PoE - instead the interrupt is a powerful tool and having concentration is a meaningful protection against it unique item enchantments in PoE were not that diversified, the enchantment system is pretty generic: you put the same enchantments on every weapon/armor. In Deadfire every unique item has a unique enchtantment and weapons and armor have unique upgrade "trees" with interesting effects - many of them lead to cool combinations with certain (multi)class abilities which are fun to explore Deadfire has a nice UI-based AI-"if this than that"-scripting tool which is leages better than anything you can do with PoE's party AI settings pets (not the Ranger's Animal Companion) which were only cosmetic in PoE have useful individual and party-wide effects now in Deadfire the new weapon proficiencies grant you a weapon modal but the system doesn't give non-proficient weapons disadvantages - PoE's weapon focus soft-locked you out of certain weapon choices you can export party members as hireligs for other playthroughs the stacking rules are much less obscure and less "all over the place" in Deadfire the combat log is a lot more detailed and helpful the character info (currect stats, effects etc.) is more detailed And so on and so forth... I personally liked the tone and "vibes" of PoE better than Deadfire, I also liked the main story of PoE more - but the systems design of Deadfire is way, way better than PoE's. While it's absolutely valid to dislike the changes made (initially of forever) - a game has to meet your taste after all for you to be happy with it after all - it's not right to call Deadfire's game system inferior. Mechanically Avowed is nothing like PoE... or Deadfire either (unfortunately). Besides it being a first person, real time action RPG (like Skyrim etc.), it also has more streamlined character creation and progression systems, UI etc. due ot it being developed for gaming consoles (and therefore gamepads) as well. PoE and Deadfire were originally designed for PC only and their mechanics and the UI options are a lot more intricate. Outer Worlds stuff is the same as Avowed in that regard basically. There are lots of mods for Deadfire and they are easy to install and manage (Deadfire has a build-in mod manager - another plus). I took a quick look but cannot find any mod which would introduce a whole bunch of PoE rules into Deadfire - besides some minor things like putting PoE's Riposte chances into Deadfire - or some unique items. Here's an overview: https://www.nexusmods.com/games/pillarsofeternity2/mods?sort=createdAt Cheers!1 point
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I tried a new run of MechWarrior 5. It is fascinating how much a dev team can do wrong. The new scrapyard maps added with dlc are the worst maps I have ever played in any game. The AI is completely incapable of navigating them and gets stuck on bits of terrain every few meters. The AI gets worse/better with difficulty. At normal difficulty, when reaching higher tier missions, the allied AI started to dumb down noticeably, to the point where it would simply stop firing and stand there, allowing the enemy AI destroy the mechs. As the enemy AI gets significant stat boosts across the board, including turning speed, acceleration, cooldown time on weapons, damage and armour (so much armour), it meant that a light mech could almost take down a full lance of heavy mechs, while a heavy mech could take down your whole lance. Of course AI mechs never overheat. So, it becomes increasingly frustrating and unrewarding to play this. The first impression is "What a great mech sandbox". And then the game works at a steady pace to deconstruct that.1 point
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1. You should be able to interact with breakable things such as quartzite while riding on the buggies if the are within a proximity. 2. You should be able to use ranged weapons while on buggies 3. Currently it seems that if you are riding a buggie you can't open/Interact with the buggies inventory/backpack which seems like something you should be able to.1 point
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any guess on how long it would take for small pox to make a come back0 points
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There's another side to this: Eygpt is not allowing in refugees from Gaza. This is despite Eygpt being a signatory to the Geneva Convention of July 28, 1951. Populating Gaza refugee camps outside the war zone would remediate much of the starvation. Where's the international pressure on Eygpt?0 points
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