Everything posted by cstanick
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Public Beta 3.9.3.88575 Patch is Live
Greetings Watchers! We've updated the Public Beta branch for the Pillars of Eternity Turn-based Mode! It is now live on all available platforms. Thank you for your continued support and feedback! Combat and Mechanics Initiative has been reworked so that the first turn initiative will now always correctly match the displayed initiative value on the character sheet. The new formula for Initiative is: Base RTwP Recovery * 2 + 1 All modifiers to initiative happen after the above calculation. First turn initiative values will now more closely resemble initiative values seen on subsequent turns. The minimum initiative a character may achieve can never be below 1. Initiative now displays positive and negative values of contributing modifiers in its tooltip. Adragan can no longer take multiple turns with 0 initiative between them. Patients in the Sanitarium should now correctly take actions in TBM combat. Changing active modal within a modal group should now update immediately in TBM instead of on the following turn. Second chance should now work correctly in TBM. Guardian Spirit ability on Ancestor Pendant now works correctly in TBM. Pŵgras now properly move into position when casting Autumn's Decay in TBM. Chanter's Chants now go on cooldown as a group when a chant is switched. Resolved an issue where drakes summoned by chanter invocations could sometimes freeze the client when the drake despawned. Summons created by a chanter will now properly despawn any prior summons in TBM. Fixed an issue where repeatedly re-summoning summons in TBM combat could cause them to become unable to move. Master's Call will now correctly break engagement in TBM. Visage of Concelhaut now works correctly in TBM. Cleansing Flame will now jump to a new target it its current target is killed in TBM. Many spells and abilities that deal unscaling damage indirectly (through status effects and other means) now properly receive increased lethality while in TBM. Fixed an issue with Kalakoth's Minor Blights incorrectly granting immediate subsequent turns after attacking in TBM. Fixed an issue that caused enemies with ranged weapons to sometimes become stuck when needing to move closer to their targets in TBM combat. Characters now properly consider their reach distance when moving into range in TBM. Fixed an issue where patrolling characters could sometimes become stuck instead of properly engaging in TBM combat. Using quick items or disarming traps while spiritshifted in TBM will no longer cause the turn to become stuck. Initiative is now accounted for on attacks made from outside of combat. Overlapping Unconscious and Prone effects no longer allow a character to move freely. The Firebrand spell is now a free action. Push/pull spells outside of TBM combats will no longer prevent characters from being responsive. Fixed a case where teleporting creatures could become invisible and untargetable in TBM. Cancelling a cast action and re-initiating it no longer calculates incorrect initiative values. Cast actions can no longer be cancelled outside of a character's turn. Being interrupted while pending a cast action will now properly remove the target icon from the world. Fixed a case where characters knocked out by DoT damage at the start of their turn could cause combat to be stuck waiting. Grimoire swap cooldowns are now respected in TBM. Fixed a case where ranged attacks in TBM would sometimes fail after execution. Many creatures that were not using spells and abilities in TBM should now make greater use of their arsenal. Potion of Major Recovery no longer adds duration to hostile effects instead of reducing it. Delaying a turn no longer triggers pulsing (and similar) effects when starting the delayed turn. Abilities that require a certain amount of time in combat before being available/unavailable now track TBM turns properly. Heart of Fury will now properly consume action points in TBM. Enemies that trigger second chance mechanics in TBM combat will now properly stand back up. Several ticking or bouncing effects no longer focus the camera when triggering. The Fighter's Charge ability now animates and repositions properly in TBM. Engagement now properly breaks when using the charge ability. Delayed Fireball now resolves properly if combat ends before it detonates. Ray spells should now behave more correctly in TBM. Visual and Audio Ground targeted pulsing FX will now display a persistent effect in-between active pulses in TBM combat. Cipher focus HUD FX are once again visible. User Interface and Interaction Added a keybinding and HUD button to toggle TBM freely while outside of combat. Spacebar is now the default key to end turn while in a TBM combat. Added keybindings for Delay turn, End turn, and the Combat Speed slider. Smart camera may now be optionally disabled. Accuracy tooltips can once again be viewed in the inventory screen. Instant speed spells and abilities now correctly display as Free Actions in TBM. Camera will now properly center on the start of a characters turn when pulsing effects are present on the character. Many remaining bugs where spells and abilities mention durations in seconds instead of rounds (in TBM) have been squashed. End turn and delay turn HUD buttons now have proper tooltips. Select All and Scouting UI buttons should no longer be partially unclickable. Burial Isle cutscenes no longer prevent future actions from being cancelled or other strange behaviors. Initiative value in character sheet will no longer overlap DR values in cases where many unique DR values exist. Several enchantment descriptions now display correctly in TBM. Fixed an issue where the combat log would display erratically on certain resolutions. Duration of summoned creatures is now displayed in rounds. Targeting indicators for bouncing spells should behave better in TBM. Added breakpoint markers to combat speed slider in TBM. Displayed endurance pips will now match across different UI. Localization Resolved translation errors with Wizard's Wall of Draining spell on Polish language.
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The Outer Worlds 2 Patch 1.1.0.0
Greetings Commander! The Earth Directorate has a very important aetherwave for everyone as they are happy to announce the release of Patch 1.1.0.0 to all citizens of Arcadia. This update addresses numerous bug fixes that have been brought to our attention while adding even more quality of life! Your diligence in reporting issues to your local Earth Directorate officer has been noted and we appreciate your timeliness in these matters. As mentioned previously, we've added new changes so please review the details below. Commanders can now advance the time of day, perform a new stealth takedown animation, and toggle between walking and running at will. Time of Day Advancement (Wait X hours) You can now advance the in-game time of day from as little as 1 hour all the way up to 24 hours. This new feature is accessible from the pause menu while not in combat. New Stealth Kill Animations New 1st & 3rd person stealth kill animations have been added for the following one-handed and two-handed melee weapons: Impact Hammer, Plasma Cutter, Stun Baton, Tossball Blocker, and the Sentry Blade. Console Gamepad Rebinding Rebinding gamepad buttons and triggers on both Xbox and PS5 controllers is now supported on console and PC. One note: the Pause Start button (all platforms) and L2 R2 triggers (PS5 only) are not currently able to be rebound due to platform requirements. Walk toggle A keyboard toggle for in game walk has been added to the game. The default key binding is “Y”, which can be rebound to any primary or secondary key of your choice. Along with these new features we have also addressed community reported issues and so much more. Major Issues and Crashes:Addressed a rare crash on Paradise Island that sometimes triggered after skipping the landing cutscene. Fixed a rare crash due to an invalid user during the PS5 bootup process. Mitigating crash behavior when interacting with Armor Mannequins. Addressed an issue where sometimes the game would crash upon entering the Player Ship. The player will no longer be able to access Auntie Cleo’s office prematurely after completing the faction quest. Resolved an issue where killing Vaillencourt’s team in a specific order would lock the exit door. The Rift Lab exit should now reliably open after combat. Updated scripting to prevent the Client Intake station door from getting stuck if the player fast traveled into the Player Ship after sending the ACHQ tram toward the Client Intake stop. The player will no longer be soft locked in conversations due to the Foot In Mouth perk timer expiring and leaving them with no available responses to select. The Greater Tranquility Station briefing conversation now triggers when a save is loaded at or players move toward the console table if it failed to trigger. Community Reported Issues:The game will no longer occasionally freeze when exploring Paradise Island (Note: This unfortunately is not a retroactive fix for affected saves). The game will no longer occasionally crash when exploring Golden Ridge near the D.A.E (Note: This unfortunately is not a retroactive fix for affected saves). Updated scripting so players that manage to skip Aza's forced conversation after dealing with Ziegler and his cultists (by immediately fast traveling or possibly starting a different conversation) can still wrap up Aza's quest by interacting with her directly. Updated scripting to prevent Tristan's final quest from being impossible to complete if Tristan died in each fight in the Arbiter Training Camp portion of the quest. Looping audio events and audio effects will now properly pause when player enters the pause menu Improved Marisol and Niles position in The Incognito's Crew Quarter to prevent the player from getting stuck. Added additional logic to Mitt's conversation so that players may continue to progress the Wanted: Genuine Authenticity quest when doing specific steps out of order. Fixed an issue where a boss door at Central Control would be unopenable if the player removed Aza from the party previously. Saboteur of Paradise progresses or completes if the "Explore Vox Relay" objective was not completed when reaching the Command Floor as intended. Marisol's voice lines should now play correctly when selected. All for None trophy should now properly unlock on PS5. Some pets that have managed to escape will be returned to their designated space on the Incognito. Controlling for Convenience quest can now be started via the Oracle Laureate, and the correct sample is given to the spy when turned in. Adjusted the tuning of the experiment settings for the brain off in Endpoint's End to be more fair. Performance updates to the Undisputed Claim level to resolve audio distortion. Obtaining good footage of Inez's raid on Praetor now requires a reasonable amount of effort. Minor fixes to the Kaur and Milverstreet content to improve quest flow when done in a particular order. Disabling interaction highlights no longer prevents observation indicators from appearing. The rifted vending machine in Free Market Station will no longer become uninteractable when leaving and returning to the area. Companions will no longer refer to party members that have been permanently dismissed or left the party after Raptidon interaction on Praetor. Persephone will now properly respond to the player allowing her to copy the Satellite data after the player completes Crash Course in Telemetry. Tactical Trajectile Defense Helmet no longer blocks shots in third person. Fixed a progression issue with the Secret Recipe in the Forbidden Secrets of the Undisputed Claim quest. Fixed an issue with crime causing an unintended hostile response across level transitions. The player should no longer get teleported to the Best Choice bar after entering the main tower lobby of the Undisputed Claim. Updated Archivist Stallworth so being KOS with the OA no longer makes her and all of Free Market Station hostile to the player. Resolved an issue where players didn't have the option to turn in Fiddling with Fulgurating Fulminations quest with Exemplar Simon. Minor improvements to the conversation with Abner at Outpost Endurance to prevent looping. Minor changes to the conversation with Artificer Laureate to prevent the Newton quest from reaching a bad state. Fixed a rare issue in Winter's Grasp where the player could be trapped in the final room. Players will now reliably receive Monastery lift codes, even if they previously killed Marisol and Svoboda at the Zyranium manufactory. This fix is retroactive, and the quest can be progressed at Matriarch's Mercy. Inez’s graft should no longer reset after transferring saves. Made an update to prevent switching the target save directory while outside of the main menu. Using Steal All while pickpocketing will no longer loot hidden items from the target's inventory. Fixed a rare case where the player would become unable to save after certain crimes. Progress made toward the Dance Dance Disfiguration achievement will now be preserved across save /load and level transitions. Updated scripting to prevent the possibility of locking players out of obtaining Niles' final companion perk by skipping his conversation outside the Tomb. Minor improvements to improve interactable highlight consistency. Crowd NPCs should no longer be despawned while near the player or in the player's view. Fixed an issue where lists in menus would not sort properly when first opened. The player's facial hair will no longer disappear when wearing certain helmets. Removed a perk check from the automech doctor on Golden Ridge. It now simply requires hack skill. This was a redundant check because the perk skill is a level 10 hacking skill, and the hack check itself was set lower than 10. Moved the Free Market Station player ship and landing pad fast travel point further away from the ship to help prevent difficulties with selecting the fast travel point on consoles. , [, and ] can now be used for key bindings. Minor scripting improvements to prevent Inez from mentioning quest information that is not relevant to the current quest. Fixed cases where some NPCs could see the player while they were wearing the bucket hat. Fixed desaturated save file screenshots on PS5. Picking up a mine mid observation will properly stop the detection audio. Prevented controller auto aim from incorrectly jumping player aim horizontally when attempting to adhere to the current target. Stat modifications from perks will now be correctly reflected in the weapon stat details shown in the inventory screen. Improved visual appearance of Protectorate Gunner armor in 3rd Person. Updated the Armageddon weapon description on the inspect page to display correct information. Removed redundant exit text from terminal conversation in the Undisputed Claim. Removed an unreachable mine from the Golden Ridge overlands. Inez now reliably remains on the ship after completing her final companion quest. The final datapad required for the Mysterious Locked Safe on Cloister has been repositioned and now sits above the snow on a pile of debris North of Newton. Made adjustments to the Medical interactable on Paradise Island to support multiple interactions. Hurley will no longer reward players if she has already been pickpocketed. Completing an untracked quest will display the tracked quest again when set to Always On. The item selection highlight will no longer reset to the top left corner of the inventory screen after the player junks or sells an item. Fixed an issue where Aza's self heal perk was activating while hostile. Inez's Emergency Procedures perk will now properly clear the player's toxicity and crash state when using her companion ability. Updated the Inhaler perk icon and text to be more accurate. Updated Milverstreet's conversation at the Undisputed Claim to avoid him mentioning the player retrieving the Mental Refreshment info from the Ministry of Accuracy if they did not. Minor conversation adjustments to improve flow. Wearing armor that uses a self repairing armor mod will no longer cause unequipped armor items in the player's inventory to sometimes display incorrect armor values. The optional objective to sabotage the ship in Niles' first quest now properly sets to irrelevant when the player or Niles refuses to do so. Mantisaur boss should now properly ragdoll on death. Art improvements across Paradise Island. Art improvements across the Cloister level. The character will not appear twice in the inventory screen when changing tabs quickly. Spelling error updated on an examinable in Rift Lab. Art improvements across the End Game region. Dismembered humans should now spawn a blood pool when they die. Content & Quests:Updated the A Most Extraordinary Specimen quest to only advance on acquiring both grafting parts after sparing Rasmussen. Bradford no longer attacks when in combat at Fort Endurance. Invocation of Inconclusive Innocence no longer advances incorrectly during Pinching the Pupa. Fix for dead NPCs blocking doors. Fixed cases where companions would become unresponsive after certain interactions. Updated scripting surrounding purchasing the shield gadget from Delphinia so the quest to obtain the gadget starts and immediately completes in that circumstance. Updated scripting so Inez's WTT flag is turned off when exiting the ship just prior to leaving Paradise Island for Golden Ridge (and turns back on when re-entering the ship), as her conversation for leaving PI without resolving her failing graft can only happen while in the ship. Weylon no longer becomes frightened when nearby characters are attacked. Improved Huguenard's conversation logic to show more appropriate player response options. The pit outside of the entrance to Algid Menagerie will now always kill the player as intended. The quest, Forbidden Secrets of The Undisputed Claim, now fails as intended when the player is Kill on Sight with the Auntie's Choice faction. XP rewards are now granted when delivering the Calcaduceus to Ruth on introduction. Corbin will no longer perform strange movement after defeating Montelli. Updated Gertie's conversation so the An Equitable Arrangement quest properly starts when it should. Players are able to return Scrabbles to Torres if they have gained Kaur's support and cleared the Bridge of the Revenant. Updated scripting for the Half Truths in Advertising quest to handle a number of corner cases, including the quest telling you to return to Willard but Willard not properly closing out the quest if Crawford was killed at the AC camp after giving the party the briefing. Added a quest beacon for the initial fight in the base of the Arbiter Training Camp. The Order Courier's good bye bark now triggers correctly after Vox Relay. The Monastery boss confrontation will continue to be hostile after loading an autosave. Subversive Corpses now appear at the proper time for the Pressing Cares quest. Horizon Point Station Security Op Bathroom now displays the correct map image. Matching conversation skill check to blast door interaction difficulty in Fairfield. Modified navigation in the Tomb to prevent companions from walking through the Golden Shroud armor display case. The Archive Companion intro should properly trigger in all instances. Killing Jackson while he is falling will now prevent his allies from also throwing themselves off the harvester. The player will no longer force exit combat on entering the observatory. Intoxicant Facilitator Cole will no longer greet the player if hostile. The player can now start the For Whom the Bridge Tolls quest from the Warden if they previously refused it. Improved Zebulon spawn conditions if the player dismisses Niles before having the intro conversation with Zebulon. Updated setup so Inez no longer complains about the player killing certain NPCs (Ormsby, Griggs) or groups (the AC troops at Winter's Grasp under certain conditions). The Aunties Choice troops at Winter's Grasp will become permanently hostile and the side quest will fail if the players chooses to do a full burndown. The player may no longer attempt to freeze Curativist's summoned guards in Cold Storage. Hoyt will now properly react if the player pickpockets a quest item from him and uses it before quest turn in. Persephone will no longer alarm OA to player trespassing. Addressed an issue where Lucy was unresponsive to player interactions between patches. Players will need to save/load and return to Lucy to see the examinable again. This only applies if the Crabble is not hostile toward the player. Improved conditionals for Inez's conversation flag in Westport. Addressed an issue where Wotjek would not return to his position after a fight. Resolved and issue that prevented one of Marisol's end slides from playing. Curativist holder’s intercom is now properly disabled if the player previously threatened or scared her. Players who enter and exit the Vox before going to DeVries' house will now have their quest properly progress. The Monastery boss confrontation will continue to be hostile after loading an autosave. Hurley will no longer bark about the locked experiment wing while she is hostile to the player. The turret in the Archive will continue to animate sweeping back and forth until the end of the puke sequence. The microphone to the Monastery Anchorhold will now disable when there are no NPCs present. Corrected some subtitles to better match the voice over. Updated scripting in the Algid Menagerie so that the graft cases only animate once after sparing Rasmussen. Gary and his friend can no longer interrogate the player for crimes. Companions should now reliably strategize with the player about the Archive at the start of the level. Removed an interaction highlight from one of the weapons on display at the Free Market Station bazaar. Fixed a scripting error that was overwriting the wrong material slot for one of the large meshes in the Cloister Underlands. Vicar Eudicot can no longer become distracted while fixing lights, which resulted in a strange looking death. Updated scripting in Westport to properly track how the player sabotaged the water purifier so various reactivity in the area can play as expected. Ambient barks from NPCs around Westport will now more reliably trigger. Middle Manager Twombly will now leave the ACS Undisputed Claim if the player kills all his minions. Corpses, dung, and a tossball card in Fort Endurance's mantisaur cage are no longer owned and can be taken freely. Auntie’s Choice troopers on Cloister now have barks that play when the player interacts with them. The supply depot in the Praetor Blockade will now correctly display damaged props when blown up. Griswold in his confused state on Cloister seems to have forgotten how collision works and occasionally finds himself inside the snow mounds. His pathing has been updated. Adjusted pathing so that automechanicals in the Cloister underlands power station will no longer become stuck at the galvanic barrier during combat. Grounded floating pickups around Golden Ridge. Corrected a typo on one of the Praetor Shrines. Updated scripting so that the quest objective notification to find a way around the blockade on Praetor only triggers once. If convinced to stand down, Wray will give the player a keycard to his safe (if it is still in his inventory). Combat & Systems:Improved animation blending for Ursopod during their mantle parkour. Prevented VALERIE from gaining a zyranium boost after fast traveling while the player has zyranium grenades equipped. NPCs should now more consistently move to better cover locations during combat with less visible shuffling. Shadows should now render faster and cleaner after loading a save. The Bolter Pistol will no longer prevent the player from firing if the player attempts to reload in the middle of a charged shot. Inez will now engage in combat with the player, even if her animation is interrupted, during her companion quest in Algid Menagerie. Autosaves will no longer trigger while the player has the maximum amount of zyranium poisoning. The “wants to talk” icon will no longer display for companions that the player has not recruited yet. Gave Tristan a good talking to about hovering midair when leaping across chasms. He will no longer show off his true powers. Companions performing a melee attack will now consistently follow through instead of teleporting during the attack. NPCs will now more consistently be hostile to the player, resolving a rare instance where hostility would permanently drop. Tristan's Beg For Mercy perk effect will now more reliably be applied. Companions should no longer stand still from fast traveling shortly after combat has ended. Strengthened guarantees that NPCs always leave their character spawners. Improved global illumination quality for grass on Low and Medium graphics settings. Players will no longer experience a soft lock if they perform a stealth attack directly after a forced conversation. Aza's Frost Charge perk will properly now spawn a hazard as expected. If the player is detected while hacking an automechanical, the interaction will now properly be disabled. Dock workers will now navigate consistently to their animation stage. Sneak attack damage predictions will now be more accurate for certain modded weapons. Crowd NPCs will appear more consistently when a player fast travels into a settlement. Banter between companions will now more frequently resume after being interrupted by combat. The observation UI on hidden objects will no longer disappear after the player exits a conversation. Marisol’s totems will now spawn the proper VFX when deployed. Bounty notifications will not be displayed if it makes no sense for a faction. Tristan now more reliably teleports near his target and without obstacles in the way when using his combat ability. The nearest NPC will bark if the player does something suspicious, instead of other NPCs sometimes barking from quite far away. Fixed the Profligate Spender flaw being offered at level 30 and being unable to redeem bits. Sneak bonuses will now be applied to concussive mines. Improvements to AI locomotion quality. Companions now play revive animations when getting up after combat. Dead hover drones no longer appear in the air after loading a save. The Run and Hitter perk's melee buff will no longer end while the player is in midsprint. Inez will no longer infinitely cast her combat ability when in an active elevator. Unarmed NPCs now correctly display that they do not have a weapon when using Marisol's scanner. Companions will no longer block the player's view when using computer terminals. Frozen and Frightened NPCs will no longer slide around without animating. The dematerializer will no longer disappear when trying to switch weapons while charging. When charging the dematerializer, the Cancel button prompt will no longer unexpectedly disappear or flicker. Gary can no longer be targeted by companion commands. Valerie's “Salvaging Tools” perk text now accurately describes its functionality. Speech Attacks now properly work on William Wray. The smoke grenade's effect should now consistently be the correct size. Melee damage numbers will now only appear when actually hitting something. Thorns Berserkers maintain normal velocity when they get unstuck from behind level geometry during their charge attack. Grenades that explode mid-air will now correctly play their explosion SFX. Gary will no longer attack the player from beyond the veil. NPCs now open doors when a door is closed immediately before they pass through it. Distraction devices will no longer highlight dead NPCs. Corpse ash piles will no longer appear floating after loading a save. Certain Science-related interactables will now resume their animations when loading saves. Automechs in zyranium fields can now be targeted by companion commands. Companion health will now properly update when recruited for the first time. The Tactical Time Dilation reticle will no longer appear on screen when Tactical Time Dilation is not in use. Removed duplicate Matthew Singh tossball card in Fairfield. VALERIE’s Strength Module will no longer trigger when far beyond melee range of a target. Zyranium poisoning screen effects will no longer be incorrectly applied to the player's screen when near disabled zyranium hazard zones. The camera will no longer be zoomed out when interacting with computer terminals immediately after vaulting over an obstacle. Combat no longer immediately starts when stealth killing someone in sight of another NPC if the player is not seen. Wasteful Flaw no longer triggers effect when pickpocketing an NPC. Companion revive chatter is now audible after the player is revived. The waterfall in Laplace’s garden should now display on Low Graphics settings. Fall sound is now paused in menus. Fixed Serendipitous Slayer auto reloading if the perk activates on the last unit of ammo in the weapon. Art:Improved the collision of Cloister's overlands. Improved hardware ray tracing quality in Horizon Point Station. Removed minor clipping from inside the Cold Storage elevator. Adjusted blocking volume to prevent players from reaching out of bounds areas on Cloister. Added additional cliffs to prevent players from getting out of bounds in Cold Storage. Addressed gaps in geometry that previously allowed players to see out of bounds of the Archive. Made adjustments to rock collision on Paradise Island. Removed a floating object in Winter's Grasp. Moved a beam to prevent clipping. Improved collision precision on Cloister's overlands. Fixed collision on a flowerpot. Addressed floating and or clipping meshes across the Cloister overlands. Addressed players being able to get out of bounds around the Praetor overlands. Addressed z fighting (textures that were literally fighting each other) in the Algid Menagerie. Addressed the player being able to get out of bounds around the Cloister overlands. Terminal screens now have the correct faction applied. Improved the visuals across the Cloister overlands. Repositioned assets for optimal player experience. Improved collision so the player can no longer get inside rock meshes. Addressed gaps between rocks on Praetor. Roof collisions fixed on a building. Removed a visible seam in the road to Sentinel HQ. Adjusted scaffolding in Golden Ridge to allow better player navigation. Removed floating grass clumps on Cloister's overlands. Cleaned up gaps in the landscape of Cloister's overlands. Addressed an issue where Greater Tranquility Station's ship interior windows were creating shadow artifacts on the player. Moved a verachnid corpse to prevent clipping. Improved collision in the Algid Menagerie. Made improvements to the railings in Westport. The watering can prop in Paradise Island is no longer clipping. Moved a helmet pickup to prevent floating. Addressed z fighting (textures that were literally fighting each other) on the freight door mesh. Floor pieces across Paradise Island overlands no longer clip. Made improvements to the trim mesh to prevent z fighting (textures that were literally fighting each other). Replaced a barrier mesh with one that has a proper hitbox. Addressed z fighting on the Cloister overlands. Moved ground mesh to prevent z fighting (textures that were literally fighting each other). Replaced the stair mesh with a new mesh instance to fix a clipping issue. Adjusted a trim piece so that it is no longer clipping. Added extra collision volumes to rocks in Golden Ridge. Deleted an extra mesh that was causing z fighting (textures that were literally fighting each other). Addressed floating or offset geometry in the Cloister overlands. Added blocking volumes to rock meshes. Fixed texture stretching on various rocks. Animation:NPCs should no longer moonwalk, despite being in space. VALERIE no longer sometimes visibly pops into place after the med-bay conversation on the Incognito. When pivoting, the player should no longer get stuck facing forward in 3rd person. Added additional safeguards to ensure prop use is consistent and correct for animation. Added scripting to allow 3rd person footsteps to trigger walking SFX on different surfaces. Minor quality improvements for locomotion stops. Improvements to AI locomotion quality. Made an adjustment to NPCs so that they better maintain their pose when taking cover. The player screen should no longer flicker at the beginning of the messenger conversation in Paradise Island. Updated 3rd person 2-Handed heavy melee equip animation. Updated the pre-recorded video for Seer Wiley to fix incorrect animation playing under certain circumstances. The player will no longer briefly mime holding a weapon after entering the player ship. Adjusted pathing around a snow pile for better locomotion. Adjusted leaning pose placement. Corrected normals on the generic clothing outfit for body type 2. Corrected missing geometry on some Sub Rosa armors for body type 2. Fixed a case where gestures that do not match the character’s idle could play during conversations. Adjusted collision on certain meshes to help the 3rd person camera stay contained in the world. Improved the overall look of the Zyranium suit when hovering in 3rd Person. Made visual improvements to the holster and unholster animation for two handed melee weapons viewed in 3rd person. When mantling into a vent, the player parkour animation will now only play once. UI/UX:Transferring items or exiting that menu will no longer allow the Hold audio to persist unexpectedly. Releasing the Transfer All input will no longer transfer the currently viewed item. Fixed an issue where it was difficult to select the Balanced Visual Mode in settings on Xbox. Declining the Quit Game dialog after first opening the Settings Menu will correctly return focus to the Pause Menu. Using a scope will no longer make the NPC Awareness meters bigger. Resetting keybindings to default now properly updates the rebinding widgets so that conflicts are detected properly, and the list is correctly populated. Selling items to the vendor will no longer mismanage the page selector. Leaving HDR Calibration will properly reactivate the Settings Menu, ensuring normal exit flow. Disabled forced Magnetism movement for controller on the Ledger Map. Additionally, the detection of closest and nearby entries has been reworked to be more precise and make sense with the circular entries instead of squares. Properly clearing New Item flags on the Crafting screen to ensure they do not reappear after save and load. The weapon section of the ammo readout widget on the HUD now shows the weapon as not enabled when there is no ammo loaded or when it is holstered. Equipped items are now always previewed on hover and select, regardless of whether preview is enabled on non-equipped items. Dropping and junking of Companion Upgrade Kits has been removed. Added a unique Player Ship, the Incognito, icon to fast travel for easier identification relative to normal fast travel locations. Sorting by Armor Type will now resolve matching items, items of the same type and or armor rating, alphabetically. Configuring keybinds with Mouse Thumb Buttons 1 or 2 will now display the correct icon. Resetting keybindings to default now properly rebuilds the list of keybindings. Conversation subtitles will now be correctly restored if they were turned off before the conversation started and turned back on during the conversation. Saving will now be blocked while priming a throwable item. The Compare Item widget now only appears when applicable. Hovering and unhovering items in the vendor screen now only display Restricted Access and the Purchase Info panel when appropriate. Improved navigation to consistently return players to their previously highlighted save selection, instead of defaulting to the top of the save list. Wielding a melee weapon no longer hides the Swap Weapon prompt. Increased energy meter should now stay more properly aligned with HUD after saving and loading the game. Deleting all saves from the current playthrough will no longer hide a second playthrough's saves. Updating the language in Settings will properly update the Build Version text. Items will more reliably be sorted in inventory to prevent accidental purchases or sale of player items. Restoring proper item filtering and material sorting to the Breakdown screen when navigating between tabs. When switching from controller input to mouse and keyboard on the companion screen in the ledger, the companion will no longer be equipped with the player’s armor and helmet. When the quest journal is opened, quest addendums will now be initialized correctly. Modifying the number of weapon and throwable slots with perks or mods now appropriately updates the visuals on the Equipment Readout in the HUD, and they learned to count. The shy Player Info on the minimap has been moved to prevent it from disappearing when the player takes damage. Hovering elements behind the fast travel select prompt will no longer interact with these lower priority elements. Holding left or right on a given setting will continue to update the value after a short delay. The character model in the ledger can now be rotated regardless of which inventory tab is first displayed when the ledger is opened. The perks list will now correctly display all skill requirement icons after the list is sorted. The hold audio cue during pickpocketing will now cancel if the player attempts to sneak attack mid-way through. Switching between input devices will no longer unexpectedly display white squares in the Interact prompt. There is now an animated notification upon successfully crafting an item on a workbench that shows what was crafted and how many are now in the inventory. Gadget icons in the HUD properly switch between their enabled and disabled state. The equipment display should no longer shrink if gadget energy is off or shown elsewhere. The Active Playthrough Indicator no longer displays when scrolled out of view on the Save and Load menu. When hovering between equipped helmet, armor, and weapons, the item hovered over is now always previewed immediately without requiring moving off and back on again. Junking and unjunking items will no longer triggert Item Gained notifications. Audio:When transitioning levels, the player will no longer see radio stations in the Wireless menu that are not present in the current game level. Prevented circumstances that lead to mechs saying “Mobility Interrupted” indefinitely. Wind tower SFX will no longer play in the main menu if the player exits out of the game. Cancelling the Autodoc animation now also cancels the audio. Exiting the end cinematic early now properly cancels end cinematic audio. When the player radio is forced on by an in-game event, the player can no longer access the menu to disable it until the event is complete. Cancelling the cutscene for traveling between planets now properly cancels the audio as well. The welcome message in Mental Refreshment is now more welcoming. Zebulon puzzle barks over the intercom in Matriarch's Tomb now have the proper audio SFX applied. Projectile explosion sounds are now heard on more surfaces. After loading a save of the Sovereign Ship, only one music track will play instead of two. Companion revive chatter is now audible after the player is revived. Wet walkable areas now respond and splash when players walk through them. Gorvids have fewer loogies. Vaillancourt voice over now has the proper intercom audio SFX applied. Miscellaneous:Audio log playback progress bars now consistently show the correct amount of progress. Electrocuted status for companions now displays a properly formatted text string. As always, we're here for you. Please don’t hesitate to contact us if you run into any issues, and our team will work with you to investigate it. https://outerworlds2.obsidian.net/issue-tracker#contact The Earth Directorate thanks you. !!!SPOILERS!!!(Spoiler) DeVries Ship Log now properly updates the beacon for investigating DeVries presence in the end game. (Spoiler) If the player kills Ursula Ormsby or Willard in his office, the Auntie’s Choice faction will now be Kill on Sight. (Spoiler) Updated the “Full Measures” quest to only mark the “Find Evidence Against Willard” objective complete once all evidence is found. (Spoiler) Updated scripting to avoid triggering both variants of Aza's post Ziegler conversation back-to-back. (Spoiler) Updated scripting to properly force Virgil's conversation on load for players whose game was saved immediately after defeating the Protectorate forces in the Arbiter Training Camp. (Spoiler) Updated the beacons for part of the Full Measures quest to initially point to the Best Choice elevator for better clarity on how to progress. (Spoiler) The missing SFX of the rifts growing during the conversation with DeVries on Greater Tranquility Station have now been restored. (Spoiler) Fixed characters floating randomly in the Montelli boss fight. (Spoiler) Pruned AI navigation paths from some unplayable areas in the Sovereign's Ship. (Spoiler) Hurley now properly runs from Vaillancourt after combat starts. (Spoiler) Graft Capsules in the Algid Menagerie now have audio when opening. (Spoiler) Sniper fight combat music in Greater Tranquility Station now only plays when combat is active. (Spoiler) Increased the audio for the invisible cultists in N-Ray Range.
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Playgrounds Public Test 0.3.1
Playgrounds: Build bigger. Experiment freely. The park is yours. Playgrounds Mode makes its return from the original Grounded and can now be launched from the Main Menu, giving creators instant access to build, experiment, and share. Two Maps Available The Grassbox: The fan-favorite returns from Grounded. Brookhollow Park: The park you know and love from Survival Mode. Classic Tools, New Possibilities The Handy Gnat is back in action to help you build with precision and includes a new feature to help players get to hard-to-reach areas. Familiar Gizmos & Gadgets return alongside new additions, like the O.R.C. Transmission Device. Playgrounds will also include the following from Grounded 2: Buildings, utilities, decorations, resources, and consumables Creatures and their variants Resources and materials Weapons, tools, and equipment Please note that this is just the first round of Playground features and items available in this mode; more will continue to be added throughout development. Community Playgrounds Brand new Community Playgrounds menu added, with an updated UI and voting system. General Changes: Removed the Skybox Barrier from Survival and Playgrounds. Players can now build as high as they want. Please note that at a certain height, certain creature behaviors will stop working properly. You can now “Place Many” on Half and Quarter Walls. Added Building support to various areas in the Entrance Region Bug Fixes: Various Quest Flow fixes between both the Garden and Picnic Area Addressed a memory leak that caused players to fall through the floor/ground Fixed various St. Patrick’s Event issues Resolved an issue where O.R.C. Waves would still attack after finishing both MIX.R’s Continued Performance improvements have been made to the scorpion’s animation set, thus improving performance significantly in the Ice Cream Cart Greenhouse “Vent” should now appear open for clients Various Stability fixes have been made on the handheld platforms Updated various Localization texts
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Patch 2.0 is Live
Greetings Envoys, It has been one year since the launch of Avowed and the team is ending its post-launch roadmap with a substantial anniversary update built with both returning and new players in mind. This release delivers long-requested community features and a broad slate of quality-of-life improvements; including a fan driven feature to bring Avowed even closer to its Pillars of Eternity franchise roots. If you come across any issues or bugs, please contact our support team. https://avowed.obsidian.net/issue-tracker#contact Features and ImprovementsNew Game+New Game Plus is now available after completing the main story. This mode is designed to reward mastery, experimentation, and making the all-powerful build. When starting a New Game Plus save, players will bring along with them: All unlocked abilities (with the exception of godlike abilities which are gained through story progression/world exploration) All spent attribute points All unique weapons and armors—but they are reset to level 1 All unlocked enchantments remain All unique gloves and boots All necklaces, all rings, and all trinkets Any equipped Common Weapons or Armor items are kept, but they are reset to level 1 EDIT: The above detail was incorrect, and all uncommon weapons and armor are removed at the start of NG+. This is to provide players a consistent experience, regardless of what items they had in their inventory when they ended the game. The following are removed from the player at the start of a New Game Plus: All common weapons and armor Companions must be picked up via story progression Companions keep their talent points and start at level 1 All resources that had been collected Gold Upgrade materials Enchanting materials Food ingredients All consumables that had been collected All potions All food All quest items All god totems/trinkets Fast travel points/fog of war The aforementioned godlike abilities To ensure challenge scales alongside player power: Enemy stats are increased across the board Enemies now have a chance to have modifiers applied to them Elemental Modifiers Fire: Immune to Fire damage and accumulation. Attacks also now deal Fire damage. Frost: Immune to Frost damage and accumulation. Attacks also now deal Frost damage. Shock: Immune to Shock damage and accumulation. Attacks also now deal Shock damage. Poison: Immune to Poison damage and accumulation. Attacks also now deal Poison damage. Bleed: Immune to Bleed damage and accumulation. Attacks also now deal Bleed damage. Physical Modifiers Haste: Increased movement speed, attack speed, and reduced cooldown timers Glass Cannon: Increased damage dealt and damage received Colossal: Increased maximum health Life Steal: Attacks restore the enemy’s health by a percentage of the damage dealt Crippled: Reduced movement speed and attack speed Sturdy: Increased stability making it harder for them to be stunned Natural Immunity: Immune to all status accumulations Forceful: Increased impact on attacks Vindictive: Increased damage dealt based on the amount of health lost Attribute stat cap rises from 15 to 30 An important note for those who have already completed Avowed: Since New Game Plus is being added post release and the game was not initially designed with it in mind, a completion save will be necessary in order to take advantage of the mode. You will need to load a point of no return save or later and beat the game to make a proper New Game Plus save. New Playable Species Included in the anniversary update is a major expansion to character creation: three new playable species join the existing Humans and Elves. Dwarves – The most well-traveled species in Eora, the stout dwarves are known for their great strength and tenacity. Orlans – Their two-toned skin, prominent ears, and hirsute bodies all in the smallest size of Kith make them stand outs in Eora. Aumaua – Towering, powerfully built, and physically imposing. Not only do the different species change how you look, the team has also added in stat bonuses for all species adding another layer to character creation. [M(1] Humans +1 Might +1 Resolve Elves +1 Dexterity +1 Perception Aumaua +2 Might Dwarves +1 Might +1 Constitution Orlans +1 Perception +1 Resolve Additionally, players will receive stat bonuses depending on their chosen background. Arcane Scholar - +2 to Intellect Court Augur - +2 to Resolve Noble Scion - +2 to Perception Vanguard Scout - +2 to Dexterity War Hero - +2 to Constitution Improved Character Creation Added new Godlike features, color variants, and presets Custom DifficultyFor players who want even finer control, Avowed now includes custom difficulty modifiers, allowing you to tune the game’s systems to your preferred experience. These new options are found by scrolling down through the “Game” tab of the settings menu. Adjust player: Damage dealt Health, stamina, and essence resources Elemental status effect threshold Health and essence regeneration rates Potion and food restoration rates Interrupt or knockdown ease Second Wind cooldown time Carry capacity Parry window Adjust enemy: Damage output Health pool Stun, interrupt, or knockdown ease Attack speed Elemental status effect threshold Aggro threshold Adjust companion: Damage dealt Health max Elemental status effect threshold Aggro threshold As well as general adjustments: Merchant prices Equipment upgrade material costs Fall damage Trap damage Item quality damage reduction Important note: While changing these options will not negate most achievements that you may be hunting down, they will invalidate a Path of the Damned achievement. That achievement must be done without use of the custom game options. Photo Mode Capture your envoy, companions, and the Living Lands from any angle and share your journey. Includes a free or fixed camera, filters, character rotation and toggle, post-process effects, and gradients. Photo Mode is accessed from the pause menu. New Weapon A brand new weapon type is joining the arsenal with the quarterstaff. Designed with the archmage fantasy in mind, the quarterstaff is a new bludgeoning weapon that comes complete with wand style stun finishers. Unleash brutal physical combos along with a fury of spells that would make even Concelhaut jealous. New Stun Finishers New stun finishers added for One-Handed Weapons and Two-Handed Weapons. Respawning Encounters Respawning encounters have been added to Dawnshore, Emerald Stair, Shatterscarp, and Galawain’s Tusks. New Quality of Life Features Players can now change their Envoy’s appearance after character creation via the mirror in the party camp. Newly placed workbenches allow players to upgrade gear without returning to party camp. All player Backgrounds now have an added attribute bonus. Added option to end dream conversations early. Powder keg chain reactions now occur with a short delay, instead of all exploding simultaneously. Increased max Controller Vibration Intensity (in the Controller Settings menu) from 1.0 to 2.0. Added keyboard-based turning in accessibility options. Improvements to Lighting The lighting has been improved across all regions. Improved the lighting in conversations. Graphics Updated XeSS to 2.1. Xe Frame Generation, Xe Super Resolution, and Xe Low-Latency mode are now available to more GPUs. All Bug Fixes Crashes and stability The game should now longer crash after Fog of War has been cleared. Addressed an issue causing Barbaric Smash killing blow VFX to remain on the player indefinitely Fixed an issue when creating save games that could cause NPCs to be stuck when reloading Performance and Optimizations Resolved an issue where NVIDIA Reflex Low Latency was missing "Off" option while upscaling is disabled. Ray tracing is now off by default on Handheld PCs. Added Mid Luminance values to HDR settings. Various performance improvements. Animation Fixed an issue with the Two-Handed Axe special attack not being aligned while in third person view. Companion animations no longer stutter during conversations and exploration. Audio All audio should now play properly when cooking. Quests & Conversations Decals for puzzle in Sallow Steppe should now render properly. The camera should behave normally during conversation with Tazaraak. UI/UX Ability and Grimoire Cost Discounts are now shown in the Character tab of the Ledger, as well as the maximum (-90%) available. Fixed Tanglefoot's icon on Player's and enemy's HUD. New Icon added to help distinguish Flurry of Blows on enemy’s HUD. Text should no longer overlap tabs in certain languages. Fixed description for several active abilities that were incorrectly labeled as passive. Resolved an issue where "confirm override" pop-up was not showing while switching presets in the Extras tab. Fixed an issue where Marius' Hunter Sense disappeared from hotbar after leaving Party Camp. Vital bars are showing proper preview values for some skills when upgraded. Fixed an issue where "Survivalist" ability did not reflect additional bonuses in UI. Blunted hits no longer include blood VFX when "Combat Blood" is disabled. Combat/Systems Fixes Fixed issue where various Area of Effect sources like Arcane Veil interfered with aiming player spells. Swinging guillotines in the Garden remain disabled after loading a save. Fixed an issue where Yatzli's Explosive Blast did not break destructibles. Some unique weapon enchantments now work properly while Dual Wield Mastery is active. Already broken destructibles no longer receive damage numbers. Loot now directly drops at the feet of a shattered frozen enemy.
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Patch 0.3.0.3
Hello, everyone! Patch 0.3.0.3 is now available for all players. Please update your game once the patch appears. If the update doesn’t show up right away, try verifying your game files or restarting your console. As always, thank you for your continued patience and support. Your feedback, bug reports, and suggestions play a huge role in helping us improve Grounded 2. If you encounter any additional issues, please reach out to Obsidian Support. https://grounded2.obsidian.net/issue-tracker#contact General Changes: Quartzite and Marble are now on a 1-week respawn timer Added St. Patrick’s resources and items Earwig attacks have been changed to now allow perfect blocking on certain attacks Bug Fixes: Resolved an issue where Cactus Flowers had trouble spawning on older saves Addressed a problem that caused UI keybinds to become unusable when rebound Corrected an issue where talking to Sloane would display “Text Block” and lock players out of future progression Fixed an issue preventing clients from sleeping Corrected ORC Waves so they now spawn in the correct scenarios Resolved an issue where Corn Hog did not drop Corn Hog Chunks Improved Lint and Pinecone pieces so they are now bigger and easier to pick up Fixed an issue where the ladybug could deal significantly more damage than intended Implemented various crash and stability fixes Resolved a crash that could occur when typing on Xbox with a mouse and keyboard Fixed a crash when navigating to the chat box in a multiplayer pre-game lobby Addressed various other scenarios Fixed an issue where the croquet mallet would not fall for a client Improved quest flow around Save/Loads and loading autosaves
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Hotfix 0.3.0.2.6971 is Live
Fixed various crashes and improved the stability of the game by 20%. The scanner to start the fight with the Mysterious Stranger should now spawn normally in all instances. The Archives quest should no longer disappear after a save/load. Fixed an issue where the Sour Seed being planted wasn't counted toward quest progression. Various quest flow issues that were caused by autosave have been resolved. Verify that your game is updated to recieve these fixes. Please feel free to submit a support request if these are still not resolved or if you run into any other issues. https://grounded2.obsidian.net/issue-tracker#contact Thanks!
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It's time for The Toxic Tangle
The garden is awake. Ominent’s experiments have taken a sour turn, and a strange new corruption is spreading across Brookhollow Park. Tang now stains the soil, seeps into water, and clings to unsuspecting creatures—and it’s up to you to survive whatever’s brewing beneath the surface. Welcome to The Toxic Tangle, the first major content update for Grounded 2, available now for all players. This update expands the park with a new biome, new creatures, armor and weapons, trinkets, building sets, and a few threats that may be more than they appear. A Whole New Garden Overgrown vines choke the greenhouse, creating twisting paths and hidden crawlspaces. These massive monstrosities and staggering structures all combine to produce that 'how do I get up there?' moment. The Garden biome is ripe for exploration, stacked with vertical climbs, secret stashes, and probably a bug or two you didn’t see coming. From the pumpkin patch to the carrot jungle, every corner offers something to harvest, hoard, or accidentally aggro. It’s big, it’s messy, and it’s absolutely crawling with trouble. Bring your best gear—and maybe a backup plan. The Ladybug Buggy Rolls In One of Grounded’s most iconic bugs is finally rideable—and she’s not here to play nice. The Ladybug Buggy is a heavy-duty, tank-style mount equipped with a pressurized water cannon. Use it to blast airborne pests out of the sky, rinse away sour Tang buildup, or just give your enemies a bad day. It can also ram headfirst into foes with a powerful charge and slowly regenerates health over time. If you ever jumped on a ladybug in the first Grounded and wished you could stay there, this one’s for you. New Threats (and Familiar Faces) The Garden is full of life, but not all of it wants to share the space. New creatures like the coordinated Earwigs, the bulky Potato Beetles, and the soon-to-be fan-favorite, the Woolly Aphid, will challenge your reflexes, your timing, and your trust in anything with antennae. You might also want to keep your eyes open. The Masked Stranger may have retreated after your first encounter, but she’s not gone—and she may not be alone. Oh, and the Snake Colossus? You’ll know it when you see it. Probably right before it sees you. Mutation Updates, BUILD.M Upgrades & More Mutations have leveled up. They’re now split into active and passive types—actives still work the way you know and love, but passives now apply automatically based on your weapon loadout. That means less menu juggling and more time doing cool stuff, like perfect blocking a Tang-covered Rust Beetle or showing off your hybrid build mid-fight. And for all the architects, decorators, and “I-just-need-one-more-wall-piece” players out there, this update’s for you. The builder toolkit gets a serious upgrade with new kits like the Pumpkin Set, a refreshed Mushroom Kit, Scale Roof Set, updated Acorn Stairs, and a community request for floor hatches. It's all about more pieces, better parity between sets, and smoother snapping to bring your backyard blueprints to life. Whether you're crafting a greenhouse hideout, a pumpkin fortress, or a garden party palace, we can't wait to see what you build—and share. Tag us, drop it in Discord, or show it off wherever you hang out. We’ll be watching (with admiration, not binoculars). The Garden MIX.R and O.R.C. wave challenges are also live, ready for anyone who thinks they're tough enough to survive the swarm. Lastly, the Founder’s Pack also grows with this update, adding new base-building items like the High Roller’s Dice Bag, Champion’s Banner, and more ways to personalize your park adventure. What’s Next? Alongside this update, we’re preparing for the return of Playgrounds Mode, entering PTB (Public Test Beta) in February with all the core tools from the first Grounded. Whether you're building mini-games, boss arenas, or custom gauntlets, Playgrounds will give creators the tools they need to thrive. To keep an eye on what’s coming to Brookhollow Park, be sure to check out our updated roadmap for a sneak peek at what’s in store for Grounded 2. There’s never been a better time to shrink down, suit up, and explore the weirdest corners of Brookhollow Park. The Toxic Tangle update for Grounded 2 is available now PATCH NOTES New Features Ladybug Buggy Eliminate your opponent with its anti-air cannon and be sure to clean the sky from any foes you meet along the way. With it, clean the Tang buildup you come across or decrease the Tang building on other friendlies....or enemies. Be sure to refill your reservoir at water sources around the park to never run out of ammo. It's the most tanky and robust buggy yet, capable of healing itself and it has a slight resistance to the new tang effect spread across the Garden. Even with a cannon strapped to it's back that isn't its only mean of attack as the ladybug can unleash a powerful ramming maneuver that will knock your opponent out. Tang Ominent's latest experiments with sour resources have unsurprisingly... gone out of control, and now the garden is tainted with sour spills and caustic lakes. Masked Stranger Boss fight The Masked Stranger may have withdrawn from your first conflict with her; however she is far from defeated. Be on your toes as you could expect to see her again in the Garden and she may not be alone. Snake Colossus The unstoppable slithering serpent slinks savagely throughout the Croquet Court near the outside wall of the Garden. Prepare to meet our largest colossus yet! New sap bandage Now an easy way to heal your buggy! Passive vs Active Mutations Mutations are now split between active and passive. Active mutations will work like normal and still need to be equipped and swapped based on your situation. Passive mutations currently work with your weapon set and will be applied automatically when you switch equipment. There will be more passive mutations coming throughout development. New Content Garden Questline New Landmarks Anthills Labs Ranger outposts New resources Gloom Shroom Cactus Flower Fertilizer Keylime Pumpkin Potato Carrot Corn Dog Pretzel Chrysalis Hide Returning resources: Lint, Gunpowder Clump, Wood Splinter, Rust, Pinecone Piece, Spiky Bur, Sturdy Marble and Quartzite New Creatures Cricket Pincher Earwig Whipper Earwig Woolly Aphid Rust Beetle Potato Beetle Wasp Wasp Drone Armor Cricket Cap Cricket Vest Cricket Shin Guards Earwig Kasa Earwig Cuirass Earwig Greaves Serpent Hood Serpent Mail Serpent Boots Rusty Boots Rusty Robes Rusty Circlet Potato Beetle Helmet Potato Beetle Chestplate Potato Beetle Shin Guards Wasp Greaves Wasp Breastplate Wasp Helm Weapons Cricket Lute Bow Earwig Sword Caustic Ruin Sour Banger Sour Katanga Hearty Arrow Great Mint Arrow Great Spicy Arrow Great Venom Arrow Boom Stick (unique weapon) Discord (unique weapon) Crimson Reapers (unique weapon) Wither Sting (unique weapon) Trinkets Pincer Pincher Trinket Fabulous Femur Trinket Founder’s Pack Update High Roller's Dice Bag Champion's Brazier Champion's Banner Adventurer's Table Throne of P'wn Minotaur Mount New Buildings Ponic Patch Ladybug Nest Floor hatches Snake roof Kit Pumpkin Kit Mushroom Kit (reskin) Thatch Awning Kit Acorn Stairs Kit update New Garden ORC Waves & MIX.R Mutations Hauling Hero (returning) Bardic Inspiration (revamp) Sour Sensation (revamp) Whittle Wizard (revamp) General Changes: Artbook has been updated with new Toxic Tangle content New main menu art has been added Balance Changes: Fabulous Femur: Trigger chance reduced from 20% -> 7% Crit buff reduced from 50% -> 25% Buff duration reduced from 5 -> 3 seconds Pinchwhacker Base Damage reduced from 33 -> 30 Stun was reduced from 7 → 6 Volatile Capacitor Shock Damage reduced from 15 → 10 Shellshocker Shield Shock Damage reduced from 45 -> 30. Returning Content & Features Creatures armors, weapons Firefly Black Soldier Ant Black Worker Ant Armors Firefly Head Lamp Black Ant Legplates Black Ant Arm Guards Black Ant Helmet Black Ant Shield Weapons Black Ant Sword Rusty Spear Crafting Station Glue masher, (updated & new recipes) Community Requested & QOL Features Made sure the order of items and bestiary were consistent Updated the pebblet path and curved pebblet path cost to 3 pebblets Create more space between players and their buggies for a more fluid experience Added coordinates in the map menu Upgraded weapons now keep their hotpouch assignment Jerky rack and roasting spit interfaces updated and now allow for proximity chests Unique weapons can now be crafted via the workbench Glowsticks glow brighter and longer Drawn arrows can be cancelled Holiday updates Valentine's Chocolate smoochies (returning) Smoochies Chunks (returning) Valentine’s Fortune (returning) Cupid’s arrow (returning) Great Cupid’s arrow (new) Bug Fixes Seasonal decorations can remain in your base past their respective holiday months without resulting in a crash. Corrected the player’s jump speed and distance while jumping (from a sprint) on player-built structures. Fixed various Out of the World gaps in the terrain. Any fix that changes the “Map” in any way has a chance to move geometry (your base) as an after result. Milkweed pods in front of the Snackbar no longer fall through the terrain. Corrected an issue that allowed Dandelion Tufts to be triggered while standing on a surface’s edge. The Hauling Hero mutation only works while on foot (not available while riding buggies). Fixed a bug where the camera lens could not be repositioned when in freecam mode. Fixed an issue where players would not have control of their character for a few seconds after loading their game. Agatha Brief’s press badge no longer appears with a distorted holographic texture. SFX from the Fireworks Launcher can now be heard from farther distances. Adjusted the placement of some early-game resources to ensure players can easily reach them. Fixed an issue where a client could take over the host’s buggy if players both whistled at the same time. Corrected an issue that could result in players instantly dying when knocked off their Orb Weaver Buggy. Using the Omni-Tool to chop down resources while standing on a player-built structure is easier / requires less specific positioning. Creatures move more intuitively around fallen crow feathers. Weapons thrown at AXL no longer fall through the terrain after inflicting damage. Mosquitoes no longer fall asleep while midair. Corrected an issue where the player inflicted more damage via status effects on higher difficulties. SFX associated with the Masked Stranger’s calls will no longer persist in the pause menu (if the player pauses the game mid-call). O.R.C. creatures no longer appear without wearing their O.R.C. receivers. Corrected an issue that would automatically repair damaged gear after loading a save file while playing on Mild difficulty. Resource Finder tooltips now change the buttons or keys displayed if the player swaps between keyboard and controller while it’s on‑screen. Staff attacks no longer home in on creatures that are actively underground. When the game auto-saves while the player is midair, the save file will now accurately list the player’s location. Splatburst explosions have an area of effect more accurate to their final location (before exploding) when thrown in interiors. Fixed an issue where the player wasn’t able to unlock Gold Cards while on a buggy. Sturdy Marble and Spicy Candy no longer overlap each other in anthills. Corrected an issue where a player’s buggy could remain infinitely downed (without actually being knocked out) when certain save/load conditions were met. Players should no longer load into the world before their location is fully loaded. Included slime as a listed resource the Snail can drop in its creature card description. The Snail should no longer stretch and warp in surreal and horrific ways when observed from a far distance. Fixed an issue where the Wolf Spider and Praying Mantis Nymph would not respawn in the Pine Hill region. Corrected an issue where the Loot Luck: Caterpillar and Loot Luck: Garden Snail buffs did not specifically boost item drop rates for those creatures. Opening a treasure chest with a full inventory will no longer cause the loot inside the chest to disappear. Fixed an issue where gnats could fall through the terrain if killed above specific puddles. Attacking sacks of accumulated resources will not cause them to disappear. Spears thrown at a downward angle in first-person view now follow a trajectory more accurate to the reticle. Mosquitoes are more accurate when using their 3‑hit combo. If attacked by a player standing on their back, ladybugs will prioritize bucking the attacking player off. Fixed an issue where building UI elements would get unintentionally discolored during Masked Stranger calls. Fixed an issue where the player was able to throw certain items through walls (often resulting in them becoming inaccessible). Savvy players can no longer avoid triggering O.R.C. waves by refusing to build spike traps; the O.R.C. waves will now find an opportune time to strike. Crow Feather Pieces burst out of chopped crow feathers in a less violent and more easily collected way. Public Test Fixes Resolved an issue where the Grass Side Table would disappear when updating to the Winter Update. Addressed a problem where the Sour Seed would disappear for clients. Corrected an issue where the Sour Seed would vanish after a Save/Load. Resolved an issue where the scanner that starts the fight with the Mysterious Stranger would not appear after a Save/Load. Fixed an issue where the player could not easily obtain an unassigned buggy in the nest. Adjusted Handy Gnat movement so it properly maps to player movement controls. Cleaned up various art placeholders still left in the PTB build. Cleaned up miscellaneous placeholder strings around the PTB. Addressed multiple issues preventing players from placing blueprints or building. Corrected an issue where rotten potatoes required two Sour Bombs to explode. Addressed an issue where Raw Science was not spawning on saves made in 0.2.2.5. Resolved a problem where the ORC raid notification prevented the player from sleeping. Eliminated a crash caused by PEEP.R tracking more than one item; PEEP.RR was moved back to 4 on all platforms. Corrected an issue where the SCAB.2k Scanner was visible to clients in multiplayer, allowing the multiplayer team to trigger the Mysterious Stranger fight early. Fixed a situation where Passive Mutations became stuck and could not be unequipped, including cases where they remained equipped across multiple loadouts. Prevented the Sour Seed from being lost after saving and loading. Restored ability to use Large Pallets. Adjusted armor upgrade behavior so Bulky and Sleek paths no longer shared identical stats during path switching. Updated Sour Staff behavior so projectiles matched intended length and reliably connected with targets. Ensured that recipes unlocked properly when analyzing the correct resources. Addressed a crash that occurred when Alt‑tabbing on PC. Resolved a foliage‑related crash that could occur under certain conditions. If you’ve lost the Sour Seed, it will respawn after you’ve slept. Bur Weed now respawns properly for players. Scorpion animation have been optimized. Players should now no longer get thrown out of the world when getting off and on your buggies. Fixed a crash relating to the BUILD.M menu.
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Public Test Notes for Patch 0.3.0.1
PTB Update 2: Bug Fixes: • Addressed an issue where Raw Science was not spawning on saves made in 0.2.2.5. • Resolved a problem where the ORC raid notification prevented the player from sleeping. • Eliminated a crash caused by Peep.R tracking more than one item; Peep.R was moved back to 4 on all platforms. • Corrected an issue where the SCAB.2k Scanner was visible to clients in multiplayer, allowing the multiplayer team to trigger the Mysterious Stranger fight early. • Fixed a situation where Passive Mutations became stuck and could not be unequipped, including cases where they remained equipped across multiple loadouts. • Prevented the Sour Seed from being lost after saving and loading. • Restored ability to use Large Pallets. • Adjusted armor upgrade behavior so Bulky and Sleek paths no longer shared identical stats during path switching. • Updated Sour Staff behavior so projectiles matched intended length and reliably connected with targets. • Ensured that recipes unlocked properly when analyzing the correct resources. • Addressed a crash that occurred when Alt‑tabbing on PC. • Resolved a foliage‑related crash that could occur under certain conditions.
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Toxic Tangle PTB Known Issues
Known issues after update 0.3.0.1.4545 Passive Mutations will still be stuck/locked if bringing any over from 0.2.2.5 Peep.R still locked to 1 resource at a time Users can not sleep due to ORC Bug Raids notification Raw Science is not spawning correctly in the Garden using a save from 0.2.2.5 Large Pallets can't be used/interacted with Sour Seeds can fall through the floor blocking progression - currently looking at ways to make this respawn Sour Staff projectiles don't work as intended Various texture pops and performance issues are being evaluated Note: Orb Weaver eggs were moved, not removed. They are still present with the Winter Update and available to you.
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Public Test Notes for Patch 0.3.0.1
PTB Update 1: Polish: Masked Stranger fight Pumpkin kit texture Updated mutation descriptions Performance optimization was done around the Junction Boxes Updated various thumbnails to no longer use placeholder “?” art Bug Fixes: Resolved an issue where the Grass Side Table would disappear when updating to the Winter Update Unfortunately, we were unable to restore any Grass Side Tables affected by this bug, and anything stored inside them is gone. If you join the PTB after this update, you will not encounter this issue. For players who lost their tables and items, we recommend reverting to the retail version of the game and loading a backup save to restore the table and your items. Addressed a problem where the Sour Seed would disappear for clients Corrected an issue where the Sour Seed would vanish after a Save/Load Resolved an issue where the scanner that starts the fight with the Mysterious Stranger would not appear after a Save/Load Fixed an issue where the player could not easily obtain an unassigned buggy in the nest Adjusted Handy Gnat movement so it properly maps to player movement controls Cleaned up various art placeholders still left in the PTB build Cleaned up miscellaneous placeholder strings around the Winter Content Update Addressed multiple issues preventing players from placing blueprints or building around The Park Corrected an issue where rotten potatoes required two Sour Bombs to explode
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Hotfix 0.2.2.5.4755 is Live
Fixed an issue causing the game to crash when interacting with various holiday decorations. Please update your game to ensure you have the latest fix. If you run into any other issues, please feel free to submit a support ticket. Grounded 2 Obsidian Support [grounded2.obsidian.net] Thanks!
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Public Test Notes for Patch 0.3.0.1
The Toxic Tangle Update Greetings Park Attendees! Welcome to Grounded 2's next Public Test Build for the Toxic Tangle Update! We hope you enjoy the new content, and look forward to your feedback. 🙂 New Features Ladybug Buggy Eliminate your opponent with its anti-air cannon and be sure to clean the sky from any foes you meet along the way. With it, clean the Tang buildup you come across or decrease the Tang building on other friendlies....or enemies. Be sure to refill your reservoir at water sources around the park to never run out of ammo. It's the most tanky and robust buggy yet, capable of healing itself and it has a slight resistance to the new tang effect spread across the Garden. Even with a cannon strapped to it's back that isn't its only mean of attack as the ladybug can unleash a powerful ramming maneuver that will knock your opponent out. Tang Ominent's latest experiments with sour resources have unsurprisingly... gone out of control, and now the garden is tainted with sour spills and caustic lakes. Masked Stranger Boss fight The Masked Stranger may have withdrawn from your first conflict with her; however she is far from defeated. Be on your toes as you could expect to see her again in the Garden and she may not be alone. Snake Colossus The unstoppable slithering serpent slinks savagely throughout the Croquet Court near the outside wall of the Garden. Prepare to meet our largest colossus yet! New sap bandage Now an easy way to heal your buggy! Passive vs Active Mutations Mutations are now split between active and passive. Active mutations will work like normal and still need to be equipped and swapped based on your situation. Passive mutations currently work with your weapon set and will be applied automatically when you switch equipment. There will be more passive mutations coming throughout development. New Content Garden Questline New Landmarks Anthills Labs Ranger outposts New resources Gloom Shroom Cactus Flower Fertilizer Keylime Pumpkin Potato Carrot Corn Dog Pretzel Chrysalis Hide Returning resources: Lint, Gunpowder Clump, Wood Splinter, Rust, Pinecone Piece, Spiky Bur, Sturdy Marble and Quartzite New Creatures Cricket Pincher Earwig Whipper Earwig Woolly Aphid Rust Beetle Potato Beetle Wasp Wasp Drone Armors Cricket Cap Cricket Vest Cricket Shin Guards Earwig Kasa Earwig Cuirass Earwig Greaves Serpent Hood Serpent Mail Serpent Boots Rusty Boots Rusty Robes Rusty Circlet Potato Beetle Helmet Potato Beetle Chestplate Potato Beetle Shin Guards Wasp Greaves Wasp Breastplate Wasp Helm Weapons Cricket Lute Bow Earwig Sword Caustic Ruin Sour Banger Sour Katanga Hearty Arrow Great Mint Arrow Great Spicy Arrow Great Venom Arrow Boom Stick (unique weapon) Discord (unique weapon) Crimson Reapers (unique weapon) Wither Sting (unique weapon) Trinkets Pincer Pincher Trinket Fabulous Femur Trinket Founder’s Pack Update High Roller's Dice Bag Champion's Brazier Champion's Banner Adventurer's Table Throne of P'wn Minotaur Mount New Buildings Ponic Patch Ladybug Nest Floor hatches Snake roof Kit Pumpkin Kit Mushroom Kit (reskin) Thatch Awning Kit Acorn Stairs Kit update New Garden ORC Waves & MIX.R Mutations Hauling Hero (returning) Bardic Inspiration (revamp) Sour Sensation (revamp) Whittle Wizard (revamp) Returning Content & Features Creatures armors, weapons Firefly Black Soldier Ant Black Worker Ant Armors Firefly Head Lamp Black Ant Legplates Black Ant Arm Guards Black Ant Helmet Black Ant Shield Weapons Black Ant Sword Rusty Spear Crafting Station Glue masher, (updated & new recipes) Community Requested & QOL Features Made sure the order of items and bestiary were consistent Updated the pebblet path and curved pebblet path cost to 3 pebblets Create more space between players and their buggies for a more fluid experience Added coordinates in the map menu Upgraded weapons now keep their hotpouch assignment Jerky rack and roasting spit interfaces updated and now allow for proximity chests Unique weapons can now be crafted via the workbench Glowsticks glow brighter and longer Drawn arrows can be cancelled Holiday updates Valentine's Chocolate smoochies (returning) Smoochies Chunks (returning) Valentine’s Fortune (returning) Cupid’s arrow (returning) Great Cupid’s arrow (new) Bug Fixes Seasonal decorations can remain in your base past their respective holiday months without resulting in a crash. Corrected the player’s jump speed and distance while jumping (from a sprint) on player-built structures. Fixed various Out of the World gaps in the terrain. Any fix that changes the “Map” in any way has a chance to move geometry (your base) as an after result. Milkweed pods in front of the Snackbar no longer fall through the terrain. Corrected an issue that allowed Dandelion Tufts to be triggered while standing on a surface’s edge. The Hauling Hero mutation only works while on foot (not available while riding buggies). Fixed a bug where the camera lens could not be repositioned when in freecam mode. Fixed an issue where players would not have control of their character for a few seconds after loading their game. Agatha Brief’s press badge no longer appears with a distorted holographic texture. SFX from the Fireworks Launcher can now be heard from farther distances. Adjusted the placement of some early-game resources to ensure players can easily reach them. Fixed an issue where a client could take over the host’s buggy if players both whistled at the same time. Corrected an issue that could result in players instantly dying when knocked off their Orb Weaver Buggy. Using the Omni-Tool to chop down resources while standing on a player-built structure is easier / requires less specific positioning. Creatures move more intuitively around fallen crow feathers. Weapons thrown at AXL no longer fall through the terrain after inflicting damage. Mosquitoes no longer fall asleep while midair. Corrected an issue where the player inflicted more damage via status effects on higher difficulties. SFX associated with the Masked Stranger’s calls will no longer persist in the pause menu (if the player pauses the game mid-call). O.R.C. creatures no longer appear without wearing their O.R.C. receivers. Corrected an issue that would automatically repair damaged gear after loading a save file while playing on Mild difficulty. Resource Finder tooltips now change the buttons or keys displayed if the player swaps between keyboard and controller while it’s on‑screen. Staff attacks no longer home in on creatures that are actively underground. When the game auto-saves while the player is midair, the save file will now accurately list the player’s location. Splatburst explosions have an area of effect more accurate to their final location (before exploding) when thrown in interiors. Fixed an issue where the player wasn’t able to unlock Gold Cards while on a buggy. Sturdy Marble and Spicy Candy no longer overlap each other in anthills. Corrected an issue where a player’s buggy could remain infinitely downed (without actually being knocked out) when certain save/load conditions were met. Players should no longer load into the world before their location is fully loaded. Included slime as a listed resource the Snail can drop in its creature card description. The Snail should no longer stretch and warp in surreal and horrific ways when observed from a far distance. Fixed an issue where the Wolf Spider and Praying Mantis Nymph would not respawn in the Pine Hill region. Corrected an issue where the Loot Luck: Caterpillar and Loot Luck: Garden Snail buffs did not specifically boost item drop rates for those creatures. Opening a treasure chest with a full inventory will no longer cause the loot inside the chest to disappear. Fixed an issue where gnats could fall through the terrain if killed above specific puddles. Attacking sacks of accumulated resources will not cause them to disappear. Spears thrown at a downward angle in first-person view now follow a trajectory more accurate to the reticle. Mosquitoes are more accurate when using their 3‑hit combo. If attacked by a player standing on their back, ladybugs will prioritize bucking the attacking player off. Fixed an issue where building UI elements would get unintentionally discolored during Masked Stranger calls. Fixed an issue where the player was able to throw certain items through walls (often resulting in them becoming inaccessible). Savvy players can no longer avoid triggering O.R.C. waves by refusing to build spike traps; the O.R.C. waves will now find an opportune time to strike. Crow Feather Pieces burst out of chopped crow feathers in a less violent and more easily collected way. a { text-decoration: none; color: #464feb; } tr th, tr td { border: 1px solid #e6e6e6; } tr th { background-color: #f5f5f5; }
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Performance Issues Patch 1.0.4.1
We have discovered that an issue was introduced in the patch we released today for some PC players. This issue is causing hitching and stuttering due to shaders not being properly compiled. We sincerely apologize for the inconvenience and appreciate your patience as we work to resolve this as quickly as possible. Please feel free to report any other issues by using the “Contact Us” button on the Community Issue Tracker. https://outerworlds2.obsidian.net/issue-tracker
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Hotfix 0.1.1.3 Has Been Released
Hello friends! These are the patch notes for Hotfix 0.11.3. Fixed a bug where certain debug commands were left in the game Fixed a bug where Grounded 2 was referred to “Augusta” on Xbox Console Invites We want to assure you we are actively listening to and investigating all of your bug reports, and there should be a MAJOR patch coming sometime next week. Please contact our support team if you encounter any issues in-game, and we will work with you to get it properly investigated. https://support.obsidian.net/contact Thank you for your patience and support for Grounded 2's Game Preview/Early Access launch!
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Hotfix 1.5.1 is Live
Greetings Envoys! We are releasing a hotfix today that should address the performance issues introduced by patch 1.5. Please contact our support team if you're still experiencing performance issues after you've updated. https://support.obsidian.net/contact For players that were experiencing performance issues, it is recommended that you clear your shader cache after updating. Thanks!
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Patch 1.3.8.0.87535 is live!
Greetings, Watchers! We’ve been hard at work delving deep into the code grimoire and tuning the balance of blade and spell—and today, we’re excited to share the results of that effort with a brand new patch. This update addresses a wide range of fixes and improvements across visuals, combat, quests, and more. Whether you're journeying through the Eastern Reach for the first time or returning to tie up loose threads, your path should now be a little smoother. But that’s not all—we have something special on the horizon. Coming later this year, Watchers will be able to help us test a brand-new feature: Turn-Based Combat. We’re excited to explore this new way to experience encounters in Pillars of Eternity, and your feedback will help shape its future. More details on how to participate will be shared in the near future, so keep an eye on our socials and in our discord. For now, read on for the full list of changes in this update—and as always, thank you for walking the path with us. —The Pillars of Eternity Team General Fixes & Platform Support Mac users may now access the latest updates and bug fixes without issue. Resolved a longstanding issue where the game would boot to a black screen on systems using Turkish and certain other non-Latin-based language settings. GOG Achievements should now unlock correctly. Kickstarter and Backer rewards on Steam and GOG are once again granted properly to new players. Steam Linux users: support is now live and will be maintained in future patches. Epic Games Store users will now properly receive their Royal Edition digital rewards. Saved games now sort by most recent activity, regardless of save type (Manual, Auto, or Quick). Visual & Audio Enhancements Characters should now reliably speak when selected—Eder has once again found his voice. Grimoires will now properly vanish from view when reading scrolls. Cutscenes and maps now perform better when viewed in 4K resolution. Fixed rare T-pose occurrences in select cutscenes. Removed unintended "knock" sounds in some dialogue nodes. Act introductions and developer commentary no longer echo unintentionally. Ferry boat in Oldsong no longer appears to be sinking. Corrected VFX alignment for multiple Woodskin spell variants, including Spell Holding and Spell Bind versions. Visual and audio effects restored for Delemgans, Adragan, Pwgra, and Menpwgra spells. Party members immune to poison will no longer complain about being poisoned. All animal companions now make proper footstep sounds. Hiravias' Spiritshift FX now play correctly upon reverting to his natural form. Taena’s VO will now trigger correctly in both instances where it can be heard. Quests & Dialogue Fixes Resolved softlocks involving Aldwyn's services, both in Brighthollow and the Salty Mast after hiring Lyrinia. Simoc in Sacrificial Bloodlines will no longer drop a duplicate quest reward if slain. Slaying the High Monk after receiving Alia Braccia will no longer grant a second copy. A Mother’s Plea now correctly fails if Ranga is killed before acquiring the potion. Abrecan will still accept the letter he requests, even if you already possess it. Krivi’s Od Nua rewards can now only be claimed once. Anamfath Leader in Twin Elms will now continue The Child of Five Suns quest even if Vincent Agosti is dead. Failing Athletics or Dexterity checks in Durgan’s Battery now properly applies the Concussion affliction. Tealdor’s Bounty can now be continued later even if you initially leave the conversation. Turning in the final pieces of the Blade of the Endless Paths while Dunstan is defending the keep now grants proper rewards. Grynde's "ripple sponge addict" accusation exploit has been fixed. Crothar’s fate no longer influences the state of Korgrak’s quest. Combat & Mechanics Fixed a crash involving the Shadow Step ability. Shadow Step is now ground-targeted and no longer treated as a modal. Spellsword Wizards will now prioritize Second Wind over Deleterious Alacrity of Motion when wounded. Party AI will no longer waste Second Wind when Endurance is low but Health is too low to benefit. Party AI will no longer target charmed/confused allies with harmful abilities. Movement commands now hold position briefly, as seen in Deadfire. (Watchers may still attack if able.) Trap Accuracy no longer double-applies the attack’s Accuracy modifier. Constant Recovery now scales properly and outperforms Veteran's Recovery, as intended. Ryona’s Buckle Tenacity Accuracy bonus now updates dynamically with Endurance changes. Iron Circle damage reduction now deactivates correctly when above 26% Endurance. Killing Bolt traps now correctly target Fortitude and no longer display slash damage. Chain Lightning traps now properly deal damage. Abydon’s Hammer will no longer cause permanent Might increases when reforged. The Lady’s Hand now uses a visible trigger for easier tracking on the character sheet. Black Sanctuary shield correctly applies endurance regen during Withdraw. Royal Deadfire Cannoneer belt no longer causes trap recursion. Eyestrike and similar effects no longer trigger on beneficial “attacks.” Powder Burns and similar modals no longer damage allies unintentionally. Fulvano’s Blunderbuss now correctly charms targets on spellchance. Knock Down now respects suppression mechanics and prevents stacking. Characters under Crushing Doom are no longer able to move while proned. Izali's Boon Stealth bonus now properly clears after resting. Scrolls of Minoletta's Bounding Missiles and Boiling Spray now match their respective spells in description and range. Scrolls of Restore Endurance now have updated ranges consistent with the spell version. Salty Mast hirelings now maintain their boons when aiding at your stronghold. Skyward Kick no longer causes bugs like vertical launch or permanent prone states when missing. Multiple Unconscious effects no longer allow movement during incapacitation. UI & Interaction Improvements Culture selection on character creation is now preserved in rare level-up cases. Double-clicking a weapon now equips it to your first weapon slot. Right-clicking creatures now opens their bestiary entries (if discovered). Retraining UI no longer shows white portrait bugs. "Best of" damage types now show correctly in the character sheet. Burial Isle vision sequences can now be properly canceled. Traps that trigger aggression now show appropriate cursor warnings when opened. Trapped chest in the Abbot's Quarter during The Rising Tide can now be looted after disarming. Queued looting actions can no longer be exploited to loot multiple times. Ancestor Pendant’s Guardian Spirit no longer displays erroneous ability info. Invalid names at the end of character creation will now prevent finalization. Attribute bonuses from culture are only displayed after culture is selected. Localization Several Talents that were previously missing translations are now fully localized across supported languages. Known Issues In rare cases, the spell cursor may show an incorrect icon. This should now happen far less frequently, but further improvements are being investigated for a future patch.
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Avowed Known Community Issues List
Known Community Issues List This page lists the most common and reproduced community issues we have received for Avowed. Please feel free to submit a bug report if your issue isn't listed here, and we'll investigate it. Obsidian Support
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Patch 1.3.8.0.87471 to 87519 in Public Beta
Greetings Watchers! Patch 1.3.8.0.87519 is available to all who opt in on the Public Beta Branch. To opt in to this current update, use the Public Beta branch in Steam. In your Steam Library Right click on Pillars of Eternity, and select "Properties" Select the "Beta" Tab, and click the Drop Down for labeled "NONE" - Select "public_beta" Close the Window, and you should have a download ready. Attempting to play the game should automatically trigger the download. Patch 87519 Changes in bold. -- Patch Notes-- General: Mac users can now receive the latest updates. The title no longer boots into a black screen if the user's OS is set to Turkish. GOG achievements now unlock properly. Steam/GOG Kickstarter and Backer reward items should once again be granted properly to new players. Steam Linux is now supported and will be included in future patches. Epic Game Store users will now properly receive their Royal Edition digital content rewards. Game saves are now listed with priority given to the most recent, regardless of the method used to create them (Quicksave, Autosave, or manual). Visual and Audio: Fixed an issue that prevented character selection barks from playing in certain cases. (Eder has once again found his voice) Grimoires will now correctly hide while reading scrolls. Certain cutscenes and maps will now perform better in 4k. Fixed a remaining edge case that would cause characters to t-pose in very specific cutscenes. Fixed a number of dialogue nodes that would trigger a brief "knock" sound when displayed. Removed unintended echo effects on act introduction audio and developer commentary. Ferry boat in Oldsong is no longer partially submerged. Several variant forms of Woodskin have had their VFX aligned correctly. (Spell Holding, Spell Bind, Adragan & Delemgan variants, etc...) Delemgans, Adragan, Pwgra, and Menpwgra have had missing visual and audio effects updated on many of their spells and abilities. Characters that are immune to poison won't bark about being poisoned when attacked by poisonous attacks. All animal companions will now play footstep audio. Hiravias' Spiritshift FX will now properly play when he leaves spiritshift form. Taena's centec VO will now play correctly in both contexts that it can be heard. Quests and Dialogue: Fixed softlock when hiring Aldwyn and using his services at Brighthallow. Fixed softlock when using Aldwyn's services in the Salty Mast after hiring Lyrinia. Obtaining a quest reward from Simoc in the Sacrifical Bloodlines quest and then killing him will no longer result in a second copy of the reward item on his corpse. After being awarded Alia Braccia in Hearthsong killing the High Monk afterwards will no longer grant a second instance of the reward. Killing Ranga before the potion is acquired will now correcly fail A Mother's Plea. You are no longer able to mention Leaden Key during the Forgotten Army Quest finale if it hasn't been priorly discussed with Aloth. Abrecan will now still accept the letter he sends you to retrieve, even if you already possess it when he first tells you about his request. Krivi's rewards in Od Nua cannot be obtained multiple times by selecting similar dialogue nodes. Now only one outcome is permitted. Anamfath Leader in Twin Elms will continue The Child of Five Suns quest even in the case of Vincent Agosti being dead after being spoken to prior. Failing the Athletics and Dexterity checks in the Durgan's Battery scripted interaction will now properly apply the Concussion affliction. Accepting Tealdor's Bounty relating to the Disciples of the True Flame and leaving the conversation will not prevent players from asking later on about the Bounty for Laenric. Giving Dunstan the final pieces of the Blade of the Endless Paths while he is defending the keep will now correctly reward the player. Accusing Grynde of being a ripple sponge addict for reward can no longer be repeated infinitely. What happens to the ogre Crothar no longer affects Korgrak's quest states. Combat and Mechanics: Fixed a case where the Shadow Step ability could cause a crash. Shadow Step ability is no longer treated as a modal and can now target ground locations. Spellsword Wizard AI will properly activate Second Wind instead of Deleterious Alacrity of Motion when low on Endurance. Party AI will no longer attempt to activate Second Wind in cases where their Endurance is low, but also capped due to low Health. Party AI will no longer select charmed or confused allies as targets for their hostile abilities. As in PoE2, Party AI that are commanded by the player to move to a location will not attempt to move from that location for a brief period. (They will still attack during that time if possible). Trap Accuracy no longer counts the accuracy modifier on the trap's attack twice in its calculation. Fixed an issue that prevented Constant Recovery from scaling in the same way that Veteran's Recovery does. (Constant Recovery is now superior to Veteran's Recovery at all levels, as expected). Ryona's Buckle's Tenacity Accuracy bonus will now properly activate and deactivate based on the wearer's current Endurance (vs. Only checking endurance at the time the belt was equipped). Iron Circle's Adamant damage reduction now properly deactivates when the wearer rises back above 26% Endurance. Killing Bolt traps now target Fortitude, matching its spell counterpart. Killing Bolt traps no longer mention slash damage in their description. Chain Lightning Traps in Breith Eaman now properly deal damage if they strike a character. Binding and severing Abydon's Hammer will no longer permanently increase the user's Might attribute. The Lady's Hand has had its effects reworked to use a trigger that can be better seen on the character sheet when active. The Black Sanctuary shield will now properly apply its endurance recovery effect when casting Withdraw. Belt of the Royal Deadfire Cannoneer will no longer cause traps to recursively trigger their effects. Elryn's Jacket Eyestrike effect (and similar events that respond to hostile actions) no longer trigger from beneficial "attacks". Powder Burns modal (and similar effects) no longer harms allies located in the AoE's bonus area from intellect. Fulvano's Blunderbuss Spellchance: Charm can now properly trigger and charm targets. Knock Down will now respect suppression when trying to determine if there's an active knocked down status effect preventing stand up. Enemies can no longer move around while being proned by Concelhaut's Crushing Doom. Izali's Boon stealth skill bonus now correctly clears after a rest. Scroll of Minoletta's Bounding Missiles now uses the correct spell description. Scroll of Boiling Spray range now matches its spell counterpart. Scrolls of Restore Endurance have had their range increased to match their spell counterparts. Hirelings from the Salty Mast will continue to provide their boons when using their services at the player's stronghold. Skyward Kick no longer triggers a vertical launch when it would miss with additional effects. Skyward Kick will no longer cause targets to remain prone permanently. Players affected by multiple Unconscious effects will no longer be able to move around while Unconscious. (Similar cases with other effects should also be fixed). User Interface and Interaction: Fixed a case where a character's culture could be lost in very specific level up circumstances. Weapons can now be equipped to the first weapon set by double-clicking them in the inventory. Right-clicking on a creature will now display its bestiary entry (if it has one). Fixed some cases where the Retrain Character UI might show white portraits. Best of damage type icons now display correctly in the character sheet UI. Fixed a case where Burial Isle visions might prevent the user from canceling actions. Containers that aren't associated with a major faction, but will trigger an attack response from interaction, will now appropriately display the stealing cursor. Trapped chest in the Abbot's Quarter's during the Rising Tide quest can now be looted correctly after being disarmed. Pickables and similar interactions can no longer be looted multiple times using queue'd actions. Removed erroneous description from Guardian Spirit ability on Ancestor Pendant. Setting an invalid name after reaching the end of character creation will no longer allow you to finalize character creation. Character Creation attribute totals only display culture bonuses after the culture screen is reached. Localization: Several Talents that were missing localized text in various languages have been localized. Known Issues: We are still investigating the issue where in very rare cases the spell cursor might display the incorrect icon. A change included in this patch should make this occur far less frequently, but the core issue seems to be Unity related. We'll continue to seek alternative solutions in a future update.
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Saved Games Disappeared
This is most likely caused by the last update. Try enabling crossplay at the main menu and your saves should return. If they don't please contact support and we'll work with you on this issue. Obsidian Support Thanks and sorry for the frustration!
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Cross play is broken
-Hey Mark and Aucuttommy I'm sorry you both are running into this crossplay issue. There are a few things that can contribute to this error. Your best course of action is to submit a support request and our team will work with you on trying to figure out what is going on. Obsidian Support Thanks
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Game crashes on loading screen
-Hey DaVati Please feel free to submit a support ticket if this is still occurring. Obsidian Support Thanks, and sorry for the frustration that this issue has caused!
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Unable to access MP World Shared to me.
If you and your friends are playing on different platforms you'll need to have cross-play enabled, and then they'll need to add you as a friend on that platform. Please feel free to contact our support team if that doesn't work. Obsidian Support
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Hedgebrood mother attacks issue
-Hey BasicBlits Hmm. I haven't seen any reports of this issue that I can recall. It is most likely a latency/network issue. If you haven't already tried this I recommend switching up who is hosting the game to see if that helps. If it doesn't, please feel free to contact us and we'll take a look. Obsidian Support Thanks
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Grounded save worlds been deleted after the update
-Hey Wolfshadow I'm sorry that you lost your saves and progress. Your best bet would be to contact our support team as no one in the forum has any additional information to offer. Obsidian Support Thanks
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Game crashes PC to reboot on single/multi-player worlds. HELP.
-Hey Gregory If you haven't already I recommend submitting a bug report, and we'll work with you to investigate this issue. Based on your initial report it sounds like something could be going on with your hardware to make your PC reboot. Obsidian Support Thanks