Leaderboard
Popular Content
Showing content with the highest reputation on 08/19/25 in all areas
-
Made an approximation of bibimbap. Grocery store near me sells shaved steak and I marinated that in some Bibigo BBQ sauce and also cooked down some shiitake mushrooms in a miso soy mix. Fried an egg over easy and served it all with some fresh veggies; shredded carrots, green onion, cilantro, and maybe something else I'm forgetting. Big dollop of gochujang on top and kimchi and sliced cucumber on the side. A lime may have also made an appearance.2 points
-
There are lots of items. Give us a recipe to make paint for our buildings. The building is a lot of fun in Grounded 1 and 2. But, from a distance, no matter how infrequent, they just blend together and looks pretty drab. We have berries, cookies, mud, etc to make colored paint. And you can make the painted model have brush stokes where you can still see some of the original item trough it. But what a joy it would be to be able to paint the floor blue. Or use a cookie to make our grass walls have a black coat of paint.1 point
-
Since the quick access menu for the mutation load outs on the D-Pad on Xbox controller has been replaced with the buggy summon menu, can we at least have the option to access the mutation load out menu with a different button? This is something I used all the time and I’m sure I’m not the only one.1 point
-
I understand that there are many pine trees in Pine Hill, so a drone flying overhead would only see the tops of trees, but that's not how maps work. Cartographers don't draw the tops of trees; they draw what is under the trees. I would like the map to be improved so that it maps the ground underneath the pine trees. The current version of the Pine Hills map isn't serving the function of a map. If you want to keep the pine tree aesthetic, it could start off as a map showing the top of pine trees and switch to showing what's under them after that area of the map has been explored. On a related note, when I'm inside an anthill, it would be much more useful to see a map of the tunnels that make up the anthill than to see the surface features, which don't help me figure out where I need to go underground. I've played other games that switch to a localized map for each area.1 point
-
Funnily enough, I liked DoW2 better. The original came out when the market was so oversaturated with RTSs and apart from having the 40k skin it brought nothing new to the table gameplay wise.1 point
-
they are going full new vegas with this sadly still no new west coast fallout game for obsidian1 point
-
https://www.eurogamer.net/warhammer-40k-dawn-of-war-4-announced-and-its-coming-from-a-surprise-new-developer-next-year Not by Relic.1 point
-
USER STORY I'm a gamer who has visual impairments - not severe enough to prevent me from playing, but enough that it can make spotting resources difficult. Having some way to highlight sources of previously scanned resources via the PEEP.R would make it much easier for me to find those resources, especially in cluttered / busy environments, without having the additional UII clutter of an always-on resource scanner overlay. While this is different from the resource scanner mechanic currently in the game, the map scanner does not aid in distinguishing, say, a dandelion stem in the middle of a field of grass stems, which can be frustrating. Since outline highlighting is used in other contexts in the game, this could be used for the visual part with minimal changes; to avoid confusion with scanning creatures, though, a different colour should be used as users might want to locate insect parts (e.g., Ladybug Chunks) WORKAROUND The resource scanner option on the map can help narrow down the location of resources in the game space, but is not useful for finding the actual interactable item(s) in the game space; as such it is only a partial solution to the issue. ADDITIONAL CONSIDERATIONS As this is an accessibility request, I would argue that it should NOT be locked to the Resource Scanner mechanic; however, I acknowledge that using the Resource Scanner item selection UI would be the most straightforward way of implementing this functionality. I would also suggest making it a toggle under Accessibility Options in the menu, possibly with a colour selection option for e.g. colour-blindness or just user preference.1 point
-
1 point
-
We can only hope. I love the combat in the game and want it to expand only very little. I really didn't realize that it had been that long since I started this thread. I figure it'll be around a week after the update if we're gonna get a new roadmap. Not positive just a bunch. It will be fun to look back on it. You have fun as well man. I think if they don't do the parry dual wielding function ill try a new magic only playthrough. I ain't great with the magic in combat but I need to give it a dedicated run instead of just throwing it in on less than optimized builds for it.1 point
-
Same here, it doesnt show weaver daggers for me either. Xbox x console.1 point
-
He wasn't in it Malcolm McDowell was in the games, Warner was in that movie screwed up by Chris Roberts1 point
-
I love the Omni-tool as an idea, but it's been tripping me up at a few instances. Trying to pick up an item, or worse yet an ally only for the Omni tool to get very interested in the nearby blade of grass just feels bad. There's other situations were it feels a bit yanky and awkward to use, but I feel that's probably the worst thing to happen. Is there any chance to get it as a single activatable item functioning more as the tools from game 1? I realize this is not going to be something everyone would want, so maybe have it as an option.1 point
-
I experienced a momentary glitch, where I had the torch in my offhand and one dagger from my dual wield set in the main and I thought, they should make that a thing you can do. Because as much as I enjoy using dual wield weapons, I hate relying on flares to fight in the dark. A fair trade off for using the torch while having the dual wield weapons equipped, in my opinion, would be to lose the dash strike while doing so. What do yall think? Another thing, give us a slot on our buggy to equip a torch! Let them be a mobile torch bearer for us, then we can use any weapon in the dark easier.1 point
-
₍ᐢ。 ˬ 。ᐢ₎ノ゙ᵐᵒʳⁿⁱⁿᵍ So I just joined, I am not allowed to PM yet I guess? But as far as writing and blogs, marketing go, especially in the gaming niche, I'm your chick. Lol. I have been project manager and have done my own creator/blogger/video/streamer + gamee, affiliate and digital markering, web design, graphic and logo design, etc etc etc Also own a business. Basically I would be more than happy to help out here! This is my specialty! Not sure when I can PM or communicate but if you have Discord, add me. ZaleCat (same as here lol) Ive been gaming for over 30 years, I have been all over and was once pretty well known in mobile warfare games for ten years, I still can't start a game with out someone recognizing me. Hahah. But yeah please do contact me! ദ്ദി ≽^⎚˕⎚^≼ .ᐟ1 point
-
I noticed the ceasefire might break soon so I went out and bought these: -Borderlands: Game of the Year Edition(PS4) -Like a Dragon: Yakuza Pirate in Hawaii(PS5)1 point
-
Received an email from support stating they are now aware of the issue and to wait for a new patch. It is now showing on the official Issue Tracker in the Progression section.1 point
-
1 point
-
Amerzone, a classic adventure game for grabs on GOG https://www.gog.com/en/game/amerzone_the_explorer_legacy Also System Shock 2 Remaster is on preorder.1 point
-
Dear Obsidian, I have a suggestion on how to make the combat a bit more flexible. While playing Avowed I found that as much as ther is exciting freedom in combining your weapons and magic, there is no possibility to parry with any dual weapon scenario (only sowrd and board and two handers). Please consider adding a seperate parry button/action, so that every melee weapon, regardless of secondary is able to parry. You have character abilities dedicated to this function, it is just such a shame it is so restrictive at the moment. I am imagining a dagger+sword rogue or sword+pistol pirate and it would be great if such setups would allow for parry and not only dodge as defensive non-magical option. On other note, I really enjoy your game so far, thanks and keep up the good work !!1 point
-
0 points
-
0 points