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  1. 26 points
    Greetings employees of Halcyon, We want to take this opportunity to thank the incredible team behind The Outer Worlds. It is because of their hard work and dedication to this project that we received the Best Narrative, Best Performance - Ashly Burch, Best RPG, and Game of the Year nominations at The Game Awards. To all of those who voted for us in The Game Awards, you are all fantastic and we are so grateful for your support. The reception to The Outer Worlds has been unbelievable to see, and even just being nominated means a lot. However, the journey isn't over yet as we are excited to announce that we will be expanding the story through DLC next year! Details will be made available at a later date. Now we would like to allow our game directors, Tim Cain and Leonard Boyarsky, to share a message with you all: We just wanted to personally thank our team for doing a wonderful job and our fans for their tremendous support. And Tim would like to say what an honor it was to work with me. – Leonard Whatever, Leonard. Now that we’ve finished, I expect that certain photographs will be destroyed, as per our agreement. – Tim
  2. 25 points
    Edit Nov. 15: Greetings fellow spacers, We want to inform you that Patch 1.1.1.0 will not be ready until Monday, November 18th. We apologize for this inconvenience as we tried to get this out to you this week, but due to some unfortunate circumstances the patch will not be ready until early next week. Again we are sorry to have to push this update back. We appreciate your patience and understanding regarding this delay. ________________________ Greetings fellow spacers, At this time, we would like to let you all know that we are looking at releasing a patch next week to implement some changes and bug fixes. This patch is currently in the testing phase and as long as no other issues occur during this time, we hope to release it to you all sometime next week. Please be aware that this can change, but we are working hard to make this timeline and things are looking good thus far. Resolved Issues: • The crashing issue in Tartarus • Increase Font Size - Conversations/Subtitles • Muffled sound effects occur at random times for players on the PS4 • Companions dying and failing companion quests on modes other than Supernova • Unable to finish "Radio Free Monarch" • Trophy "Not the Best Choice" fails to unlock properly If you do not see your particular issue or suggestion listed above, please understand that we are continually reviewing and working on items that you are sharing with us. We will continue to work on updates and patches to see how we can make your gaming experience the best it possibly can be. To continue to report issues and share suggestions, please visit our The Outer Worlds: Technical Support forums and search to see if a fellow player has already made a thread about it. If you find a thread with your issue or suggestion, feel free to comment in that thread with any details you would like to share. If you cannot find a thread with your issue or suggestion, please start a new thread detailing the issue/suggestion and then please contact our publishing partner, Private Division, at their website here. Doing so will help ensure that your specific issue or suggestion is in their queue, which allows us to prioritize requests to provide the fastest possible turnaround time. Thank you all for your patience and understanding, and we are so grateful to have you all here with us.
  3. 18 points
    Greetings, Watchers, It's the 1 year anniversary since the launch of Pillars of Eternity II: Deadfire! We here at Obsidian can't thank you enough for the support and feedback you have given the game since the Fig campaign launched two years ago. Now we're here, a year out from the release of Pillars II, and have one final patch for you all. The time has come for the launch of Update 5.0 for Deadfire! This patch brings some new features and bug fixes to Pillars II and our own Design Director, Josh Sawyer, has made a video to let you know what you can expect from the update. Patch 5.0 Highlights There are a host of bug fixes in the 5.0 update that you can read on our forums, but here are some of the highlights for you: New Ship UI An update to the UI has been implemented that will come up any time you engage with a ship on the seas that brings a more elegant way to perform ship-to-ship encounters. Turn-Based Mode Out of Beta Thanks to feedback from the community, we have made a lot of changes to turn-based mode to account for bugs and balance fixes and it is now in full release with the 5.0 patch. New Story Content Added After listening to feedback on the critical path of the game when it came to reactivity with Woedica and Eothas, so we’ve decided to go in and write new lines and get them recorded by the original actors to add more to that aspect of the game. Anarchist Path Adjustments Some critical path items have been moved out of Neketaka to other locations in the Deadfire to address the difficulty and length that the game had if choosing to not side with a faction at Ondra’s Mortar. The Ultimate The final God Challenge will be live with the 5.0 patch. This challenge, “The Ultimate” will turn on all other God Challenges, Trial of Iron, Path of the Damned, and Solo mode. The Ultimate Challenge In addition to the above changes, Patch 5.0 also introduces the Ultimate Challenge for Deadfire. The challenge is not for the faint of heart, and only the most devoted and erudite of our players stand even a chance in this challenge, but the first twelve players to triumph will be immortalized in Obsidian's studio lobby for all to see. The first twelve Watchers to succeed at the challenge will get their names and their Watchers' names, classes, and levels upon our Deadfire Ultimate Challenge plaque hanging in our lobby. And yes, that means that everyone who comes through our studio will bear witness to the glory of your triumph. Not only that, but the first 50 players who complete the challenge will get a very special patch that not only celebrates your achievement wherever you wish to flex it, but also has Josh's face on it to let the world know you have his approval. The Ultimate Challenge Submission Guidelines and Terms In order to streamline the review and vetting process, please read the following submission guidelines and terms: Cheating, including save-scumming, use of third-party tools or mods, and/or doing anything in a manner contrary to the spirit of the challenge is prohibited. Console commands that do not require the "iroll20s" command be enabled are allowed. Submissions must include a video of the entirety of your run and a save file of the run completed. We reserve the right to disqualify a submission without notice or explanation. If you have completed the challenge and wish to send it in for review and judgment, please send the following evidence to theultimate@obsidian.net: We require full video evidence of your run - acceptable forms of video include: YouTube playlist links, or direct download links via Dropbox. We also require the save game file with the completed challenge. Pillars Pen and Paper Josh has updated the Pillars of Eternity Pen and Paper ruleset and had it playtested with an intrepid band of merry developers - he is now pleased to release it to the general public for play and feedback. You can download it from the front page of eternity.obsidian.net later today. We will also be pushing it live to your backer portals and, for those who have it, game libraries as well. Thank you again for your continued support! If you have any issues with the game, contact us through our support portal to help you on your journey. Cheers, The Deadfire team Reach out to us on our various social media channels (Twitter, Facebook, Instagram, or on our forums) and let us know your comments, your critiques, and what you love about the game. Did you miss our last update? Check it out!
  4. 17 points
    Greetings everyone, We would like to thank everyone who has taken the time to report issues and suggestions for the The Outer Worlds. We are working on compiling everything to share with the team for review. At this time I would like to share with you a list of the more common issues and suggestions we are seeing reported. List of common issues and suggestions: Various game crashes Font size increase Center reticle FOV adjustment Multiple quest indicators on map Custom waypoints Ability to disable kill cams Disable companion attack cinematics PC remapping support Item comparison ability while looting Adding inventory filters/sorting abilities Changing the appearance of Pristine equipment Adding weight and limit information in vendors Adding survival meters to the consumables page Stronger outlines for workbenches Auto-run ability Weapon not staying holstered during dialogue Widescreen support Toggle headbob Separate aiming sensitivities Toggle chromatic aberration Companions dying and failing companion quests on modes other than Supernova The team is currently investing these and other reported instances. We will update you once we know more regarding our next steps. Thank you, and please continue to let us know if you have any other issues or suggestions to report. Edit: Thank you for the new posts, we appreciate the additional reports as they are helping us tremendously. I do want to let you know that you may also email our publishing partner, Private Division, at support@privatedivision.com. This will help ensure that your specific issue or suggestion is in their queue which allows us to prioritize requests in order to provide the fastest possible turn around time. We apologize again and thank you all for your patience while we work on these issues.
  5. 17 points
    New Features Ship Combat UI update - A new UI has been added that pops up when you encounter a ship, allowing for some immediate options. This bestows the ability to interact with ship combat for players that continue to enjoy it, while allowing a way to quickly choose a different options to avoid them such as boarding or parley. Turn-based mode leaving Beta - Thank you to our players that have tested turn-based mode! This will now be set to live with the 5.0.0 patch. The Book Of Woedica: Unfortunately, The Book of Woedica contains a bug that doesn't allow for Woedica's VO to be heard unless the player opens the book on the World Map due to technical limitations. We apologize for this inconvenience! A Note from Narrative Designer Paul Kirsch: After Deadfire's launch and public reception, leadership and the writing team closely scrutinized some of the narrative issues which could have presented better or required some clarification. We distilled the most prevalent issues down to a couple of core factors: a lack of clarity regarding the metaphysics of Eora, and missing connectivity between Deadfire's "god plot" and "faction plot," for lack of a better term. Shortly before launching The Forgotten Sanctum, those of us still attached to the project had some availability to address these concerns. A handful of developers pooled their efforts to execute on a plan that seeks to address these story problems through modestly-scoped, unobtrusive changes to the core game experience. What follows behind the Spoiler gate is a broad outline of the solutions we pursued. We hope you enjoy them. Thanks for reading, and thanks for playing! Expanded Eothas Dialogue - The end game with Eothas has had many new voiced lines added to address some pressing questions from the players. The Ultimate Challenge - The Ultimate Challenge is now available for those adventurers that dare try to brave it. Those that manage to best the challenge may even find themselves with physical rewards! The Ultimate Challenge requires the following to be enabled/completed: Triple Crown - Expert Mode, Trial of Iron, Path of the Damned Level Scaling (Only scale upwards) Solo All 11 God Challenges - Wael, Woedica, Hylea, Rymrgand, Ondra, Skaen, Abydon, Magran, Berath, Galawain, and Eothas. All DLCs - Beast of Winter/ Seeker, Slayer Survivor/ Forgotten Sanctum. All major enemies and boss battles completed. The Ultimate Challenge requires the following to be disabled: Console Command Cheats Mods Beraths Blessings Anarchist Path - Changes have been added to the Anarchist path to allow for more of the game to be experienced before the player can attempt to finish the game. Resolved Issues Afflictions now work as expected for immunities, resistance, and suppression. Players should no longer be experiencing low frame rates due to multiple NPC's being on screen at once. Terrified party members who cannot move will now pass their turn correctly. Effect durations in breakdown tooltips are now displayed in Rounds when turn-based mode is enabled. Caltrops traps will no longer cause the turn-based combat to become stuck in certain cases. Pulsing spells are now displayed throughout their entire duration in the turn-based mode. Resisted Afflictions will no longer progress in real time in turn-based mode. Turn-based Combat Start banner behaves properly on ultra-widescreen resolutions. Party AI can no longer continue to use quick items with no charges left. Firearms users that act last in a round will no longer be incorrectly placed first in the next round. Creature summoned with Berath's Throwing Bones is now correctly queued in turn order in turn-based mode. Attack abilities will now apply their effects to child attacks such as AOEs in addition to the character's primary weapon attack. Characters with unused engagements will now engage enemies that move in range even if they are not the primary target. The description of Berath's Challenge now describes the effects in turn-based mode. Berath's Challenge will now show an effect icon and timer on unconscious party members. Wall spells now apply their effects on the turns of the characters affected by them. Imp Tricksters will no longer become stuck when attempting to use certain abilities in turn-based mode. Characters using Whispers of the Wind in turn-based mode will no longer remaining invisible until their next turn. Beam spells now deal the same damage per second in turn-based mode as they do in Real-Time with Pause. Turn-based movement indicator will correctly show the unreachable segments when targeting an enemy. Turn-based movement indicator will show a better estimate of the character's final position when using ranged attacks. Turn-based movement indicator will now be more accurate when attempting to move through a narrow space between multiple enemies. Invisible characters will no longer block movement. The player can no longer briefly switch weapon sets after hitting with an attack in turn-based mode. Cancelling the animation during a full attack no longer prevents Initiative from being set in turn-based mode. Creatures summoned with Figurines now appear for the correct number of turns. Priest's "Symbol of Eothas" has been adjusted to turn-based mode. Ability tooltips will clearly show "Not Your Turn" when it isn't the selected character's turn. Modal abilities cannot be toggled unless it's the caster's turn. With Berath's Challenge enabled in turn-based mode, enemies will never exit the turn order. Consuming drugs properly sets the character's initiative in turn-based mode. Priest's "Blessing of Wael" has been adjusted to turn-based mode. Camera in turn-based mode no longer moves to dead enemies between turns. Blade Turning now ends early if the monk moves. Monk's "Whispers of the Wind" ability now correctly uses an action point in turn-based mode. Characters that are naturally neutral to the player will no longer drop out of turn-based combat when they are all charmed. Brilliant Tactician's effects will work correctly when there are multiple Tacticians in the party. Fixed the flanked condition rarely persisting after combat ends. The Miss glossary entry now has the correct threshold value in turn-based mode. The End Game Slides "Continue" button will no longer permanently disappear. In turn-based mode, pulsing AoEs no longer pulse in real-time when the caster dies. Cost numbers on the ability bar will no longer occasionally show when the ability bar is hidden. Combats in turn-based mode will more reliably pull nearby enemies. Resurrection's "Cannot Die" effect is now applied for correct amount of turns in turn-based mode. Enemies will no longer lock up when attempting to target destructibles with certain attacks in turn-based mode. Auras are now updated in real time in turn-based mode. Passive abilities will no longer show "Action Type: Free" in the ability tree. Immobile creatures will now switch to ranged weapons if necessary in turn-based combat. Barks of the enemy ships' captains are properly assigned to them instead of to the Watcher. Camera in turn-based mode with Hylea's Challenge enabled no longer moves away from party. Option to disable camera centering on active character in turn-based mode has been added to the game. Characters will play a visual-only flinch animation when they are bumped by allies. Relentless Storm in turn-based mode will now Daze by default, and its Daze attacks that critically hit will upgrade to Stuns. Gaze of Adragan has had it second redundant defense roll removed. "Llengrath's Safeguard" no longer can be cast out of combat. Combat Attack Results tutorial has been updated to reflect new Graze range. Mortification of the Soul is a free action in turn-based mode.
  6. 15 points
    I have been enjoying the game a lot but i hit a soft lock on one of the main quests. The quest is called "Radio Free Monarch", the step i'm on is "Speak with Nyoka at Stellar Bay". The issue that I'm having is that I talked to her and went through her dialogue and she told me to get her some Caffenoid. So I got all the way through the dialogue and i told her i'd get it for her but the quest step didn't change and even figuring out where the caffenoid was and stealing it didn't progress the quest either. I also only have one option now when i speak with her. "Actually - nevermind. I'll catch you later. (Leave Conversation) Is there any way someone could help me out or possibly fix this issue. I am enjoying this game so much and would hate for people to not like it because of a game breaking bug like this. Thanks in advance. Edit 1: I think i figured out the problem. When you go through Nyokas dialogue, at the end you get two options. One is to agree with her request and get the Caffenoid. The other is to say that you'll consider it. Both options make you leave the conversation immediately after choosing the option. If you choose the second option where you say you'll consider it, the quest doesn't progress obviously because you didn't agree to help her. But when you try to talk with her again there is no dialogue option to say that you've changed you're mind and have decided to help her. So in order to fix this they would just need to add an option that lets you agree to help her after you choose the "I'll consider it" option the first time you talk to her. So if anyone from the dev team sees this please fix this. Thanks in advance, again.
  7. 15 points
    That's just like ... your opinion man. But I'm sure everyone here is greatful for your critique. However, my opinion is that it's the best Fallout like game since Fallout New Vegas. My opinion is that the writing is brillant. My opinion is that Obsidian is not known for mediocrity but for some of my favourite games ever.
  8. 13 points
    Greetings fellow spacers, Patch 1.2 has been released! The next time you log onto The Outer Worlds you should be prompted to update your game. This patch is available for players on all platforms and is required in order to fix specific issues within the game. Changes/fixes that are included in this patch are as follows: Top Community Requests: Updated the "Large Text Mode" setting to apply to Examinables Added "Chromatic Aberration" setting to all platforms Added "Controller Aiming Sensitivity" setting to all platforms Added "Head Bobbing" setting to all platforms Added "Field of View" setting to Xbox One and PlayStation 4 platforms Fixed weapons unholstering when interacting with the environment Fixed additional cases of companion quests being marked as Botched incorrectly Audio: Fixed multiple characters from talking over each other when the player dies Fixed audio cutting out when scrolling on the map Fixed NPCs continuing to have dialog after they have died Companions: Fixed some of Felix's belongings appearing on the Unreliable even when he wasn't recruited Fixed Vicar Max being available as a companion even if he was killed in Edgewater Fixed consumable durations not being affected by Max's "Tuned In" Perk and the "Beverage Service Technician" Aptitude Fixed enemies not always animating correctly when hit by Max's companion ability Fixed companion Perks being reset when the player respecs Added a notification for when companions gain Perks from quests Fixed companions calling the player's attacks ineffective, even if they were dealing appropriate damage Fixed lit areas of companions' armor being unlit after they were knocked out Fixed companion outlines not appearing after changing their armor Design: Fixed the "Battle Hardened" Perk not stacking correctly with the Inspiration 40 Skill unlock Fixed the Determination 100 Skill Unlock not applying to both companions Fixed the "Precision" Perk not applying to companions in some cases Fixed the Determination 40 Skill unlock not applying to both companions in some cases Fixed the SuperNova Hunger debuff not applying in certain situations Fixed description text for the Ambidextrine status effect Fixed duration for the Ambidextrine status effect Fixed the "Steady Hand" Perk stacking incorrectly Fixed non-drug consumables not stacking correctly Fixed automechanicals being susceptible to the Poison debuff Fixed the Burn status effect from Mantipillar attacks lasting forever in some cases Fixed the "Bleed" and "Sugary Drink" status effects not working with one another Fixed the "Leader" status effect missing a description when applied to a companion Fixed the Inspiration 80 skill unlock stacking incorrectly Fixed the "Caffeine Drink" status effect not applying when the "Permanent Concussion" Flaw was active Fixed the effects of the "Robophobia" Flaw not clearing in certain conditions Fixed "Pack Mule" Perks not applying while on the Unreliable Fixed the "Revenge" Perk not increasing damage Fixed misleading text in the description of Thinking Cap-let items Fixed "Adelaide's Gardening Shears" not applying the Bleed effect on targets Fixed the Prismatic Hammer not benefiting from several melee Skills and Perks Fixed the Prismatic Hammer not benefiting from Critical Hits Increased damage of Handguns Quests: Fixed "A Family Matter" not updating properly if Tucker Needham was killed in Stellar Bay Fixed "The Amateur Alchemist" not progressing if the player intimidated Vaughn Fixed an optional objective in "BOLT With His Name" being blocked if the player exited a terminal at a specific point Fixed "Comes Now the Power" not updating properly if the Deserters returned to Edgewater under specific conditions Fixed "The Doom That Came To Roseway" being blocked if Anton left Roseway before getting his research back Fixed "Friendship's Due" not updating correctly if the player spoke to Harlow without meeting specific requirements Fixed "Friendship's Due" not updating correctly if the player killed Trask before speaking to Harlow Fixed "Solution Vital" not updating properly if Captain Irion's medical automechanical was killed Fixed Dr. Chartrand attacking the player after she agrees to help them Fixed issues with manti-creature spawning during Nyoka's companion quest if the player left the area and returned in the middle of the fight Settings: Fixed the "Look Up" and "Look Down" keybindings being swapped Added "Foliage" graphics setting for PC platform Added "Enable Cinematic Kill Camera" setting UI: Fixed player response nodes being numbered when using a gamepad Updated Vendor UI to show carry weight and encumbrance limit Updated item tooltips to better indicate Pristine items Added item sorting options to the Companion and Workbench screens Added SuperNova survival meters to the Consumables screen Fixed the companion damage bonus from the Inspiration skill not appearing correctly in the UI Fixed two-handed melee weapons not showing the correct DPS value Fixed plus signs appearing next to Skills that cannot directly gain points Fixed quest objectives disappearing from the Quest Tracker after certain quest updates Fixed the "Sublight Sniper Rifle" unique Dead-Eye not being marked as unique Fixed the Vendor screen from becoming misaligned when selling many items at once Fixed the effects of the "Paranoid" Flaw not displaying correctly Fixed encumbrance limit not updating correctly when applying a Backpack armor mod Fixed certain lootable NPC corpses not highlighting correctly Fixed the "Compare" option incorrectly being available on the Companion screen Fixed the effects of the "Adrena-Time Crash" debuff not displaying correctly Fixed Adreno not being automatically equipped to the Emergency Medical Inhaler Fixed the "Leader" status effect missing from the player Updated description of "Field of View" setting and moved it to the Graphics screen Fixed a missing button icon in the Quick Melee tutorial General: Fixed a crash involving mind-controlled enemies Fixed a soft lock when trying to interact with the Meditative Aid after attacking the hermit Updated description of "Everybody Likes Me" and "Destroyer of Worlds" Achievements/Trophies to reduce confusion Fixed the player's weapon becoming invisible when trying to attack while using the inhaler with the weapon holstered Fixed facial animations not playing in certain conditions Fixed NPCs continuing to climb beyond the end of a ladder on the Unreliable if the player started a conversation while they were climbing Fixed not being able to open the Ledger if the player has unspent Skill points and two NPCs are conversing Fixed Raptidon Collosi being able to knock targets hundreds of meters Fixed Julius Moreau missing voice-over on a line of dialog Fixed not being able to hit enemies with ranged weapons from point-blank range Fixed various issues when trying to fire a ranged weapon and use quick-melee simultaneously Fixed modded Flamethrowers being able to damage targets through walls Fixed Raptidon Matriarch being invulnerable to Flamethrower damage during certain animations Fixed beam weapons being able to lock on to underground targets Fixed the reload animation playing too fast when exiting Tactical Time Dilation Fixed a missing collision issue in Amber Heights Fixed a spot in the Byzantium Tunnels that allowed the player to fall out of the map Fixed not unlocking the Cascadia landing pad fast travel point in certain circumstances Fixed collision issue in Edgewater junkyard Fixed grass showing through the floor in Fallbrook Fixed low-resolution blood textures in Labyrinth Fixed a temporary asset being visible in Monarch Fixed collision issues in Monarch Fixed flickering geometry in Stellar Bay Fixed rare cases of characters falling through the world as it was loading Fixed "Hemlock's Eyepatch" unique item being weightless Fixed rare instances of player response options not being available after loading a save Fixed an issue resulting in duplicate items appearing Fixed consumable durations not updating correctly after saving and loading Updated credits to correct a title, added two focus tester names, and added a developer that was uncredited Fixed instances of missing text when playing in non-English languages Fixed German localization issues Fixed Japanese localization issues Fixed various text errors To continue to report issues you come across and to share suggestions for the game, please visit the Technical Support forums for The Outer Worlds and search to see if a fellow player has already made a thread about it to help reduce duplicate threads. If you find a thread that matches your issue or suggestion, then please feel free to leave a comment and include any details you would like to share. If you are not able to find a similar thread, then please share it with us on our forums and then visit our publishing partner, Private Division, and share this issue with them through their support website. This will help ensure that your specific issue or suggestion is in their queue and will allow us to prioritize requests to provide the fastest possible turnaround time. You all are the best community we could have asked for. Thank you for being awesome!
  9. 13 points
    We've released Fallout et tu v1.0 today. The Fallout 1 to Fallout 2 engine conversion is now (core-) feature complete. That means, every Fo1 feature that was missing in Fo2 (red dots on worldmap, "Tell me About"-button, and lots of under-the-hood stuff) has been re-implemented by us. The changelog since the last update 1 month ago has become gigantic. Personally I didn't expect we'd be fixing so many issues in such a short time. Most of these are either vanilla Fo1 bugs/issues, or stuff introduced by the Fixt mod. Anyways. If interested, follow this link: https://github.com/rotators/Fo1in2/releases/tag/v1.0.1700 or this link: https://nma-fallout.com/threads/fallout-et-tu-release-v1-0.218045/page-18#post-4360863
  10. 13 points
    Hello hello everyone! I am super excited that you found me, and I am really happy to be here with you all! I'll be on here more often now, so feel free to drop me a comment or whatnot, and I'll be reading all your threads and posts and talking and helping where I can!
  11. 13 points
  12. 13 points
    Ok guys. Obsidian approved my run so I'll start publishing it from tomorrow
  13. 12 points
  14. 12 points
    After a lengthy period of gathering players' feedback, theorycrafting and balancing, we have come with a Community Patch Mod - a community based collection of tweaks and improvements. Community Patch consists of the following stand-alone modules: Basic - includes a lot of suggestions from the Deadfire Polishing Poll - a poll made by players for players, in order to pinpoint the possible balance problems and address them. Basic mod - is a conservative patch, it includes only those suggestions that have twice more votes pro than votes against change. (note: in case of suggestion with multiple options - we were aggregating them) Extra - also includes the suggestions from Deadfire Polishing Poll. But only those that didn't make it into Basic package, but still have more votes pro than votes against. Additionally, Extra includes a few fixes for several bug reports that we have found on the official technical forums. Keywords - address the randomness and apparent lack of systematic approach to spell keywords. This mainly affects priest, and to a lesser degree druids, ciphers and wizards. Typos - fixes a wide array of typos found in the English version of the game. Icons - adds a completely unique set of icons for all passive talents and effects. They were handcrafted with being as suggestive, unique and fitting as possible, in mind. For more info, you can check the mod page, or original thread on these forums, here.
  15. 12 points
  16. 11 points
    https://wrath.owlcatgames.com https://www.pcgamer.com/pathfinder-wrath-of-the-righteous-announced/
  17. 11 points
    It's nice that they added the option of choosing from a larger pool of games, but most of them still don't interest me. I'm likely going to cancel my subscription when it runs out. Also, sorry for the rare updates.
  18. 11 points
    If you explore and do the side quests companion quests and group standing quests its defo not short. Im on over 40 hours and im still not done.
  19. 11 points
    Your entitled to your opinion. But it's definately a minority viewpoint. Obsidian are not known for mediocre ganes. Obsidian are known as one of the best RPG devs in the west. Something tells me more than likely your a very sad Bethesda fan. Who is so upset that Bethesda have gone so downhill that many don't want to support them anymore. TOW is so much better than Fallout 4. The RPG mechanics are better. And the slow Mo is far superior to Vats. But the biggest problem with Fallout is the writing. Obsidian writing is superb. Please Obsidian don't be like Fallout. TOW is far superior as an RPG. IMO the OP is either a PS fanboy or Bethesda Fanboy. What gives it away is the line that Obsidian are known for mediocrity. When that statement is totally false. Obsidian is synonymous with top drawer quality RPGs. Either he's Annoyed that from here on all Obsidian RPGs will be Xbox exclusive or he's annoyed that so much hate is being piped on Bethesda lately. And people are much happier with The Outer Worlds. 90% of reviews say it's better than Fallout.
  20. 11 points
  21. 11 points
  22. 11 points
    Hey guys! I want to share with you something:
  23. 11 points
    Could be worse-- it could include the Gorecci Street looters!
  24. 11 points
    Hear me, progenitors of the board! Give me your advice, since me and the missus are apparently expecting a hellspawn of our own.
  25. 10 points
  26. 10 points
    Greetings fellow spacers, We want to let you all know that our Patch 1.1.1.0 has been released for all platforms! This is a hot fix patch to address some top community issues that have come in since the launch of the game. Resolved Issues for Patch 1.1.1.0: Top Community Requests: The game crashing at a specific point when the player has reached Tartarus has been resolved Toggle to increase the font size (found in the UI tab under Settings). Increases font for conversation text, cinematic subtitles, bark subtitles, and terminal text. Audio Players will no longer experience muffled sounds when playing on the PlayStation 4 Design: The Prismatic Hammer has been rebalanced and no longer incorrectly uses the level multiplier as an exponent instead of a multiplier and will no longer do 10s of thousands of points of damage at a higher level. Now deals the damage it should have been dealing all along Quests Existing Botched companion quests will have their status reset to Active allowing the player to add them to a party when leaving the ship in order to un-botch the quests, unless the death occurred prior to unlocking the companion quest Fix for "Radio Free Monarch" where issues would happen when talking to Nayoka while having SAM in your party General: Edit: Foliage on the Xbox One X now is now closwer in parity with the foliage on PlayStation 4/Pro. This does not affect Xbox One base or S models. The achievement/trophy for "It's Not the Best Choice" will pop correctly To continue to report issues you come across and to share suggestions for the game, please visit the Technical Support forums for The Outer Worlds and search to see if a fellow player has already made a thread about it to help reduce duplicate threads. If you find a thread that matches your issue or suggestion, then please feel free to leave a comment and include any details you would like to share. If you are not able to find a similar thread, then please share it with us on our forums and then visit our publishing partner, Private Division, and share this issue with them through their support website. This will help ensure that your specific issue or suggestion is in their queue and will allow us to prioritize requests to provide the fastest possible turnaround time. Thank you all for your patience and understanding, and please continue to share with us anything you come across. You all are amazing, and we are very lucky to have you here with us.
  27. 10 points
    Actually... after thinking about it some more. I think it's because they didn't have any women in boob plate armour on the front. The sales probably would have shot up if they had a few barely clothed elves on the adverts and posters and what not.
  28. 10 points
  29. 10 points
    I do disagree: I think Bethesda's Fallout is the "cheap knockoff". Simply because Bethesda isn't smart. They do not do smart design, they do not write smart things. They themselves stated "You can either fill a large world with cheap content or make a small game with handcrafted stuff". This was true until CD Project Red showed them a pretty large middle finger. Bethesda-games do one thing right: Large, cheap worlds. It's McDonalds, sometimes I like it, but it's just "cheap, low-quality stuff, lots of it". Nothing the Bethesda-makers so far have said or done over the years made me think "Yeah, cool! That is smart!" If you want a piece of their actual abilities to plan, design and execute a game you need only to look at Fallout 76, the writing that lead to that fiasko has on the wall for all their previous titles, just they worked as moddable (!) single player titles, so we did not mind and got our fun out of them (I played Oblivion, Skyrm, Fallout 3 and 4 and enjoyed them for what they were - but always wished they were done smarter in basically all regards). Here's the actual issue: Even though they seem to look similar and are basically the same genre, Fallout 3/4 and The Outer Worlds are *very* different game with very different goals and basic ideas. Both studios want different things and do these "fairly well" when measured against their own goals (note that neither is actually perfect; Bethesda lacks in being smart, Obsidian often has lacked in funding to actually finish a large project and make it as good as it could be (Kotor2, anyone?)). So to be honest: I take "Obsidian-Fallout" over "Bethesda-Fallout" anytime. Simply because I like "smart" better than " incredibly lots". Do you know what I hope for? An Obsidian-Game made with the development effort and money that Bethesda could afford!
  30. 10 points
    Have you tried one of these? It's made for rugs, but it should work well for beating ottomans too.
  31. 10 points
  32. 10 points
    Pillars of Eternity reference as Ellie fires up a terminal emulator and appears to try launching "D:\OBS\POE.exe" October 23, the date of Fallout's Great War. War. War never changes...
  33. 10 points
    My most favorite is the better stealth/sneaking and the more coherent Inspiration/Affliction system. The least I like the reduction of endurance & health to simple health - and the PEN/AR system.
  34. 10 points
  35. 9 points
    https://jesawyer.tumblr.com/post/189270621926/its-become-a-bit-of-a-meme-lately-that-obsidian I can understand where feeling comes from, and I think a lot of it has to do with the relative ages of people in leadership positions. Depending on the specific game we’re talking about, it’s a type of game that some of us have already iterated on 2, 3, or 4 times. And when it comes to things like dialogue structure and quest design, there’s even more structural commonality between our projects, regardless of the underlying genre or camera perspective. I’ve been a game developer for 20 years now. Regardless of my intelligence or creativity compared to a junior designer, I have seen enough quests move from idea to document to alpha implementation to beta to launch to have a pretty good sense about how certain approaches are going to go. There are some quest concepts or details that are - and I stress that I do not mean this pejoratively - naïve. The quest designer does not, and could not, understand the technical implications of what they are trying to do. When it comes to quest design (especially) a little bit of knowledge can be a very dangerous thing, because as with learning any discipline, it’s hard to comprehend how much you don’t know once you get the basics down. One of my favorite bicycle frame builders is Richard Sachs. He’s been essentially building the same type of brazed steel frames for over 45 years. I have one of his 1978 frames and it looks very similar to the frames he builds now. He’s one of the higher-profile living frame builders and he’s vocal about his opinions. In an interview, he recounted interacting with a talented young frame builder who had been working for a few years, built several dozen frames, and concluded he had pretty much learned everything there was to it. Sachs’ reaction was, “You don’t even know how to make the right kind of mistakes,” This is one thing for a craft like frame building, where it’s often (today) one person working alone as a hobbyist. It’s another thing in a big team environment like game development where 30-100 people are trying to work together on a big, interconnected project. More experienced leads tend to be more conservative and critical about design, not necessarily because of some ideological stance, but because we have seen things go very wrong and we want to prevent the kind of collateral damage we have seen play out in the past. Players remember quests like Beyond the Beef, and rightly so, because it’s a very fun quest with a lot of interesting ways to approach and resolve it. What players don’t remember, because they weren’t there, is how long Beyond the Beef took to complete, and the impact it had on the designers’ schedule and the project as a whole. And players don’t remember the cut content, some of it the product of months of a designer’s time, because it was hopelessly broken or inherently not fun to play through. When I write this, it’s not to put blame at on the quest designers. It’s my responsibility to review their work and to approve or disapprove it. On a game like F:NV, which was almost half-my-career-ago, I very often said, “I don’t think you should do that,” or “I wouldn’t do that,” with an explanation of why and some suggestions for alternative approaches. These days, I am more likely to say, “Don’t do that,” because I have seen 10 out of 12 soft warnings go ignored and yield some really tremendous headaches and heartaches. In contrast, when I see young teams (and by this I mean inexperienced developers with inexperienced leads) working, I am often pleasantly reminded of what naïveté can produce - as long as you have the time and money to burn through your mistakes. I talk with and visit a lot of teams at other companies, and there are some high profile developers I’ve visited where their design process is less of a process and more of an ad hoc “fling **** at the wall” experiment that goes on for 3-5 years. Sometimes the cost of this is just time, which is money. Sometimes the cost is polish. Sometimes the cost is burning out half a generation of young developers. Sometimes it’s all of these things. If you’ve never been at the helm when your project goes so over-budget that the company is in serious peril, this might not seem like a big deal. If you’ve never been in charge when the game comes out and gets slammed for being sloppy, buggy, and messy - when a reviewer straight-up says the team that worked massive overtime to get the game out “phoned it in” - this might not seem like a big deal. And if you haven’t watched the people on your team, people for whom you were responsible, get burned-out or laid off because of crunch, or stress, or a project cancelation, it also might not seem like a big deal. But if you have been in that position, it’s hard to see the consequences of inaction and not try to mitigate them, consciously or unconsciously, by pushing for more tried-and-true approaches to design. I’m not saying it’s an objectively good thing, but it is, I think, a natural reaction for leaders who see things go wrong over and over. Personally, I do hope we take more chances at Obsidian in the future, whether it’s on big projects or small ones. Some of this will involve putting less experienced people in leadership roles. Limiting the project scope itself also helps. Small projects and DLCs are easier to experiment with in good conscience because the impact on the company will probably be low if it fails. But when it comes to our big projects, our more experienced leads will have to be more open-minded about letting certain things wander a little bit. There are additional layers of experience and perspective that I will (hopefully) gain if I remain in the industry another 5, 10, 15 years. Hopefully that will allow me and other people working in leadership positions at the company to let people take more risks in good conscience. I want to help people make the right kinds of mistakes.
  36. 9 points
    Got myself a Smart Trainer (an Elite Direto) and trying out Zwift. It's pretty good, but steep at $15/month. Will give it a go for the week-long trial before deciding whether to seek out cheaper/free alternatives.
  37. 9 points
    Greetings fellow spacers, We would like to thank you all for the continued feedback and reports for The Outer Worlds. We have been hard at work doing as much as we can to help improve your gaming experience, and as such we are preparing to release Patch 1.2 to everyone as early as next week for all platforms. There will be a lot going into the game with this patch, but for now we wanted to highlight a few of the changes/fixes being applied to the game when this patch goes live: Top Community Requests: Updated the "Large Text Mode" setting to apply to Examinables Added "Chromatic Aberration" setting to all platforms Added "Controller Aiming Sensitivity" setting to all platforms Added "Head Bobbing" setting to all platforms Added "Field of View" setting to Xbox One and PlayStation 4 platforms Fixed weapons unholstering when interacting with the environment Fixed additional cases of companion quests being marked as Botched incorrectly Additional Changes/Fixes: Fixed audio cutting out when scrolling on the map Added a notification for when companions gain Perks from quests Fixed companions calling the player's attacks ineffective, even if they were dealing appropriate damage Fixed the Prismatic Hammer not benefiting from several melee Skills and Perks Fixed the Prismatic Hammer not benefiting from Critical Hits Increased damage of Handguns Fixed "Pack Mule" Perks not applying while on the Unreliable Fixed Dr. Chartrand attacking the player after she agrees to help them Fixed the "Look Up" and "Look Down" keybindings being swapped Added "Foliage" graphics setting for PC platform Added "Enable Cinematic Kill Camera" setting Updated Vendor UI to show carry weight and encumbrance limit Updated item tooltips to better indicate Pristine items Added item sorting options to the Companion and Workbench screens Added SuperNova survival meters to the Consumables screen We are excited to get this out to everyone and we will have a full list of all the fixes posted when Patch 1.2 is live. To continue to report issues you come across and to share suggestions for the game, please visit the Technical Support forums for The Outer Worlds and search to see if a fellow player has already made a thread about it to help reduce duplicate threads. If you find a thread that matches your issue or suggestion, then please feel free to leave a comment and include any details you would like to share. If you are not able to find a similar thread, then please share it with us on our forums and then visit our publishing partner, Private Division, and share this issue with them through their support website. This will help ensure that your specific issue or suggestion is in their queue and will allow us to prioritize requests to provide the fastest possible turnaround time. Thank you again everyone for your patience and help in reporting issues and feedback, we appreciate everything you have been sharing with us.
  38. 9 points
  39. 9 points
    Greetings colonists! After spending months in hyperspace, we are finally approaching our destination – the Halycon colony. The Board wants to thank you for your mandatory voluntary participation in helping us shape the future of the colony. Please pay attention to this transmission for assistance in understanding when your departure begins. The Outer Worlds will launch on Xbox, PlayStation 4, and PC and depending on which platform you are playing on, the timing may vary. We have compiled a few maps detailing the release. If you will be playing the game on PC via the Epic Game Store, Microsoft Windows Store, or through Xbox Game Pass, the game will be available at the following times: This means the game will be available on PC at the following times: October 24, 2019 - 16:00 PDT October 24, 2019 - 19:00 EDT October 24, 2019, 2019 - 20:00 BRT October 25, 2019, 2019 - 00:00 BST October 25, 2019, 2019 - 01:00 CEST October 25, 2019, 2019 - 01:00 SAST October 25, 2019, 2019 - 02:00 MSK October 25, 2019, 2019 - 07:00 SGT October 25, 2019, 2019 - 08:00 JST October 25, 2019, 2019 - 10:00 AEDT October 25, 2019, 2019 - 12:00 NZST If you will be playing the game on Xbox One and PlayStation 4 consoles, the game will be available through a rolling midnight release for most regions: This means the game will be available on consoles at the following times: October 24, 2019 - 21:00 PDT October 25, 2019 - 00:00 EDT October 25, 2019, 2019 - 00:00 BRT October 25, 2019, 2019 - 00:00 BST October 25, 2019, 2019 - 00:00 CEST October 25, 2019, 2019 - 00:00 SAST October 25, 2019, 2019 - 00:00 MSK October 25, 2019, 2019 - 00:00 SGT October 25, 2019, 2019 - 00:00 JST October 25, 2019, 2019 - 00:00 AEDT October 25, 2019, 2019 - 00:00 NZST Expect a title update on launch day for those who purchase physical copies of both Xbox and PS4 that will include tweaks and optimization fixes. This patch will be an estimated 38 GB download for Xbox players, and an estimated 18 GB for PS4 players. For digital purchases on both Xbox and PS4, the patch will be included in the pre-load of the game. To experience the game in the best way possible, please make sure to install this update before playing. Again, we appreciate your cooperation in ensuring the success of the colony as we know you will faithfully carry out your duties. [DISCLAIMER] The Board is not responsible for death, dismemberment, financial loss, brain damage, unexpected shrinkage, loss of limbs, confusion, delusion, temporary or permanent emotional distress, happiness, wellness, warped time perspectives, inability to carry on average conversations, strong impulses, obsession with science, housing, job mobility, and/or benefits explicability/implicitly and naively stated, and any other general responsibility regarded to anyone except the Board.
  40. 9 points
    Damn you Obsidian, this is the last straw!
  41. 9 points
  42. 9 points
  43. 9 points
  44. 9 points
  45. 9 points
  46. 9 points
  47. 9 points
    And the whole discussion made me think of Andrew Ryan. I am Andrew Ryan, and I'm here to ask you a question. Is a game dev not entitled to the sweat of his brow? No, says the man at Valve. He should be happy if people are willing to buy it at merely 50% off during the Steam Summer sale. No, says the man at Humble. He should be happy if it gets in a $1 Bundle. No, says the man on the torrent site. He should settle for my appreciation. (also, No says melkathi, I'll ask Shady for a key in the Giveaway thread, because people are not grabbing enough of those keys)
  48. 9 points
    18:09]draego_:it prob has lots of bug fixes to [22:03]Aarik D (Community Manager):so many bug fixes [22:12]Helmino:@Aarik D (Community Manager) hope is not only bug fix [22:14]Aarik D (Community Manager):Turn that frown upside down my friend, many cool things coming! From the discord chat
  49. 9 points
    So they have decided to wait till release anniversary) Btw, now we have some sort of time estimation dictionary - "ASAP" in technical forums = up to 100 days - "soon (tm)" on discord =~ 40 days - "almost at the finish line" on discord = ~ 2 weeks - "very soon" by Josh on reddit = 1 week
  50. 9 points
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