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Showing content with the highest reputation on 08/30/25 in all areas

  1. As some of you may already know, certain items such as Lover's Embrace can grant you Frenzy which stacks with the Barbarian's standard class ability Frenzy. To clarify, while the Might and Constitution inspirations from multiple Frenzies do not stack, the action speed bonus from the item-derived form of Frenzy does stack with the action speed bonus from the Barbarian class-derived form of Frenzy. I decided to test if multiple instances of Frenzy from items would then stack with each other and standard Frenzy. I tested the following items which can grant Frenzy (not sure if I missed any other source of Frenzy from items): Lover's Embrace (on crit against male or female targets, depending on enchantment chosen) Amra (25% chance on kill, additional 1% upon receiving damage) Crimson Panoply (50% chance upon being crit, limited to 1 per encounter) Here are the results and some interesting findings. It appears that only 3 instances of Frenzy can stack with each other: the Barbarian class ability Frenzy, the Frenzy from the Crimson Panoply, and the Frenzy from either Lover's Embrace or Amra but not both at the same time. Amra and Lover's Embrace appear to simply override each other and reset the duration of each other's Frenzy, so there might be some hard coded limit on Frenzy coming from weapons or weapon attacks. (Side note: because Amra is a two-handed variant of a battle axe, I used a Black Jacket/Barbarian as my test character so I could instantly swap weapon sets between Amra and Lover's Embrace which made it easier to test concurrent Frenzies without any duration being wasted on swap recovery). Another thing to note is that I took the Uncontrolled Rage enchantment on Crimson Panoply which upgrades its version of Frenzy to Blood Frenzy while I took Spirit Frenzy as an ability on my Barbarian -- I only mention this because I'm not sure if the fact that I took "separate" Frenzy upgrade paths on my character and armor is what allowed them to stack or not. Also, while doing my testing, I was focused mostly on Amra's on-kill procs of Frenzy and it was hard to notice if the 1% chance to proc Frenzy from receiving damage ever procced during my test. I'm trying to remember from previous experience with using Amra, but I believe that the Frenzy from the Unstable Temper proc just refreshes Amra's Frenzy duration and isn't another instance of Frenzy on top of Amra's on-kill Frenzy proc. In which case, I believe it would be subject to the hard coded Frenzy from weapon limit, i.e. I don't think Frenzy from Amra's Unstable Temper would stack with Frenzy coming from Lover's Embrace. Finally, be forewarned that the deflection malus from multiple Frenzies will also stack this way which can be a rather steep penalty for all the action bonus.
    1 point
  2. OMG okay!! You hate the perky positivity?! Awww, that’s totally okay!! Not everyone wants to live in a glitter tornado of good vibes and rainbow confetti ALL the time! But just imagine — what if every moment was a chance to sparkle, every sigh was a prelude to a giggle, and every “ugh” was just a “yay” in disguise?! Life is like a cupcake buffet at a unicorn’s birthday party — sometimes it’s too sweet, sometimes it’s a little much, but hey, it’s always colorful and full of surprises! Sending you a virtual high-five wrapped in sunshine and dipped in glitter! You’ve got this, even if you roll your eyes while doing it!
    1 point
  3. ive always like the idea of passive talents in a game and while playing grounded and grounded 2, i thought they would be nice to have in here as well. passive mutations would always be in effect and require greater steps to unlock. its a way to reward the little things in game we do, by rewarding continued effort. for instance: harvester mutation: unlock: Bust, or chop down X(for instance 100, 500, 1000, 2500, 5000) number of pebbles/grass/weeds/shells/acorns etc. result: 10% increased tool swing speed for harvesting per level, 2% chance to instantly chop down/bust item per level. 5 levels Leg day mutation: unlock: travel X meters(1000, 5000, 10000, 25000, 50000) result: stamina exhaustion recovery effect gained from sprinting reduced by 10% per level(only from sprinting so this doesnt effect combat stamina exertion). 5% movement speed gain per level. 5 levels insomniac mutation: unlock: spend x(2, 5, 10, 15, 25) number of days consecutively without dying or sleeping, denying yourself that refreshed feeling. result: vision at night grows easier. can see in a radius arround you as if you were holding a torch. 2m radius per level. 5 levels Hardened warrior: unlock: receive X(1000, 5000, 10000, 25000, 50000) ammount of hp damage from direct damage sources(non-player) result: innate damage reduction, applied before armor defense reduction, 2% per level. 5 levels. Smithy mutation: unlock: repair x(20, 50, 100, 250, 500) number of items(gear) with at least half durability missing. result: repairing takes 1 less random item per level, minimum required repair:1 item. 5% chance per level to get free repair. 5 levels obviously numbers can be tweaked based on what the devs think is too high or too low, but i believe passives should require work to obtain. also these were just the ones i came up with and im sure theres other good ones.
    1 point
  4. how will protest ever be effective without property damage and violence are 13 colony suppose to gently holding protest sign around crate of tea the trick is to make the temporarily embarrassed billionaire think it is their future property that would get damaged
    1 point
  5. Far as I'm concerned, it's very intentional. And yes I know re: bus size, ddr capacity etc. being limiting factors. Hence, "design better." 6070-6080 should be 16gb vram minimum. I suppose the xx60 could remain at 12. If 60xx generation has any 8gb cards I'll roll my eyes pretty hard. Just me tho. edit: I personally want 24gb min, which is why I keep looking at the xx90's.
    1 point
  6. Yeah I'm in kind of the same boat. I could build around a 5070ti for now but it doesn't seem worth it. I mean I still ran the Indy game "fine" even if at fake-4k/DLSS and it looked fine on the 55". I always build with a lot of longevity in mind (it's fun having a topend for a year or two but I mean since I don't mind turning down settings over the years) and with all these devs/game busy upping the ante, I don't have a sense of "uber longevity" from the 50xx series. If I'm going to spend 2k-3k on a topend GPU (because I'm a fool) it better last me at least 8 years. I suppose I keep hoping the companies will get their stuff together better for the next series, too. I'd like an equivalent of something like a 6080ti (whatever they call it) with 24 vram. I'm so sick of low VRAM on new gpu's. Design better, gpu makers. Not just gpu but cpu too. I'm disgruntled w/pc gaming overall. Heh. the other main factor for me tho is pure laziness. Buying parts/putting a pc together isn't so bad, but setting up O/S, transferring oodles of data etc = 2-3 weeks of hell. Never in a hurry to do that.
    1 point
  7. Greetings friends! Patch 0.1.3 has arrived 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 and support. Your feedback, suggestions, and bug reports have been invaluable with helping us build Grounded 2 together. If you continue to experience any further issues, please contact us at Obsidian Support. Quality of Life Updates Snail Shells will now automatically despawn after 24 hours. Added various “Game Repair Options for fixing saves: We intend this to be a quick fix while we work on an some major changes down the road Added a “Creature Reset option” - This should move back all creatures to their intended locations Added a “Reset Buggy” option - This will send all Buggy's back to the nest no matter the state they are in around The Park. Added UI about Save Data limits being capped to 10. In 0.1.2 update we put a limit on the amount of saves a player can have per world. Players before the update can still have hundreds of saves and we are noticing various performance issues because of this change. We recommend deleting unneeded saves to increase your performance. Major Bug Fixes We've made significant improvements to game stability, with an estimated 30% performance gain compared to version 0.1.2.1. As we are in Early Access, we will continue to improve this throughout development. Crash Fixes: Resolved a crash triggered when fleeing from the ORC Wave. Fixed crashes occurring when accessing various UI menus. Addressed several other crash scenarios. General performance improvements were made when opening UI. Fixed various issues on the backend with not being to login to your Microsoft account on all platforms. Resolved an issue where certain players could not start the Mysterious Stranger Fight in certain scenarios. Fixed a progression break where the passage to Ice Sickles arena would become blocked after a Save and Load. Resolved an issue where some creatures appeared without textures. Patched several duplication exploits involving Buggy inventory. Fixed an issue where consumables used on Buggies had infinite duration. Story/Quests Players who complete the MIX.R before doing the ORC Receivers quests, will now have all quests up to "Wait Theres More" be auto completed upon completion of the MIX.R. The Park Resources will no longer respawn through player-built structures. You will have to chop down resources already growing through your base after the update, but after chopping it down it should not return. ORC creatures will now remain stationed at their intended guard posts instead of roaming. Fixed an issue where players were prompted to repurchase pebblet foundations. Players should no longer spawn on top of the skybox. Buggies Removed Unused Torch UI from the buggy The User can still equip a torch on their buggy: Mouse and Keyboard: By using “5” or use “V” for the Hotpouch. For Controller: Hold “LB” then use the Right stick to select the torch. Combat Fixed a bug where only two mutations were equipped after saving and loading. Addressed multiple bugs related to losing equipment. The mantis should no longer freeze mid-air during its jump attack. Fixed a bug where certain ORC Creature cards could not be retrieved after defeating them. This fix should be retroactive to your save file. Audio Corrected various robotic voice from various teenagers. UI Rust will now display correctly instead of showing as an “Invalid Harvest Node.” Fixed the issue where changing the Omni-Tool Key Bind in the Settings, does not update the UI Prompt for the "Repair" Action Resolved the Omni-Tool and Interact key binds were conflicting with each other.
    1 point
  8. The game does look interesting and good. But without a third-person mode option, I will have to pass on it.
    0 points
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