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McSquirl Nugget

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Everything posted by McSquirl Nugget

  1. Figured they'd put something in to help with the underwater tunnel mentioned in the patch notes. nice to see it exists
  2. Wasn't until i stood on the roof of my old base pictured above that i realized the water front access i suddenly have is a large boot print barely missed my base. the water picture above this is the heel print of what looks like a hiking boot.
  3. Nice! swimming buff for underwater?
  4. they did! looks great, and 2 crow feather pieces to build, but it's bugged. or at least was for me. every time i died i'd get stuck in the bed and have to recycle it. so now i have the bed for decoration and sleeping and the standard shelter beside it for respawn.
  5. wouldn't be much of a fight, one snap of it's beak and your a crow snack. i like having it as non interactive. gives a new depth to the game, and it drops feathers, if you can find them, for crafting already.
  6. this was done in the update yesterday. on xbox X moves the whole stack from backpack to chest/basket, Y moves a single item and vice versa.
  7. kinda following this. face paint was historically used to intimidate enemies, so you'd get like an attack buff? maybe quicker stun time or longer stun?
  8. they're working on it. it was mentioned in the interview thread with the lead dev, and we were hoping it would be done with the patch yesterday. i did notice when i held a pebblet it didn't show in my inventory slot, might have been a glitch though, my spear and other weapons didn't change.
  9. yeah okay i'll go with that, good points. i still like the though of being able to modify the terrain. the game engine may not support moving the ground around to level it out and such, but we have pebbles to break into pebblets, maybe they could do some of the boulders like that and give us a better building resource. Granite maybe. or find a round one and break open a geode and get crystals.
  10. nice lol. what'd you do to upset the kid and make them stomp on your base?
  11. just proves your head is hollow agreed, this should be reported with the support link/email.
  12. they've always wandered. they have a set path they follow, just like the orb weavers, but then they also have the ability to track and hunt you (which was reduced in the update previous to 8/26). not uncommon to see them around the baseball. i usually have them chase me and lead them away a bit, then they'll resume their 'wandering' at that point which you lose them.
  13. i like to have just a little bit of realism to a survival sim. that was my point. it shouldn't all be fantasy make believe. the largest bow quivers made now only hold 24 arrows max, unless you go custom made. but even the large ones at 24 arrows are awkward, strapping on a 50 arrow quiver, or a 40 arrow quiver, where? remove the backpack and strap it on your back is the only feasable way, but then we'd have everybody complaining they can't use the backpack and quiver at once. So my idea was 2 standard quivers, actually larger than standard as they'd be hip worn quivers like a handgun holster, 20 arrows in each, which in reality is still nuts but it's a game and we have bundles of 20 arrows already so there ya go. great idea. i still haven't' gotten the tier 2 bow yet, wolf spiders are still beyond me as a solo player, i've gotten 1 fang so far since the release and that was from a bugged spider stuck in a root at the tree someday... lol Agreed it shouldn't be that easy to get.
  14. or could it be the weapon wall mount they mentioned in the patch notes?
  15. you're too far away then. I killed 4 or 5 last night making the jerky rack, if you're close enough they attack like they did before patch - spray, a couple lunges, another spray, yada yada.
  16. Pun intended On Xbox when I set my respawn to the simple bed, I get stuck in it and can't get out. Restarting didn't help, I had to recycle the bed to be able to play again.
  17. Mutations! Totally awesome, what a great idea! Got one unlocked, can't wait to see what others there are
  18. So far only found one still existing bug after 0.2.0 patch Still can't recycle plank and stem pallets, causes game crash on Xbox.
  19. they updated the combat in todays' patch. i havent' tried fighting a bug yet to see what the changes were. i'll be doing that in about 20 minutes when i get off work.
  20. might be a glitch with your safe file and the new update today. i havent' yet done the fallen branch quest marker, so not sure about that one. i have to get new quests today so i'll see if those work for me.
  21. there's a few posts here with this idea. the one i like best is a water filter system with sand and charcoal, simple to collect, create and use. To expand on that - You'd take 2 clover leaves and make them into a funnel with woven fiber, and a twig to use as a stand. Add sand from the sandbox (when it unlocks) and charcoal from the Roasting Spit and a pant fiber or 2 to go between. have a container under the funnel filter, pour your water in the filter and you get potable water in the container below. Limited use for the funnel filter, it'd gunk up with pond stuff after say 10 uses or so and you'd have to make a new one, or repair this one with sand and charcoal from your inventory.
  22. I think the change was a good one. Gas arrows, theoretically, had the gas organ attached to the arrow, then it explodes on impact causing the gas cloud. How would you get that back to reuse? the gas pouch, for lack of better name off the top of my head, has been ruptured. you'd have to remake it anyway. Venom arrow, the venom is diluted to removed after hitting the target, same with the lure. It was a bug and they fixed it, the way it is now is better. What should happen in my mind, is the special arrow should get used, and then you can collect the normal arrow from it. as it doesn't destroy the arrow, just the gas pouch, etc. I'd love to have a quiver or 2. But 50 arrows in one quiver? That's a bit unreasonable, that would be one heck of a huge quiver. we get stacks of 20 arrows already, so 1 stack per quiver, 2 quivers can be worn at once would be more realistic. you'd get 40 arrows then, that's enough to kill almost any insect in the game now with the tier 1 bow. hopefully the ground collision for planks and such fixed the arrows falling through. I've yet to have one of mine stuck elsewhere (meaning i've only lost them when they fell in the ground) i couldn't retrieve. Most of mine i lose are bad shots, or ones that the icon and shine has faded away from and i couldn't find. Kiting i think is an exploit, and I'm glad they have the feature in place to prevent that, and with as much work as they've put into the combat, hopefully it never changes. Now for the bug health, i agree it should not instantly become full once they're non aggressive. It should take time to recover when not in combat at a reasonable rate. say an hour in game and they get 1/2 heath bar back, that's like what 5 minutes real time? if you can't get back to them in that much time, too bad.
  23. way future update, there's no option for electrical yet, i'm guessing after the game progresses far enough that we are able to restore the batteries in the Oak Tree lab we'll get electricity to use. maybe even then batteries we can build, although i can't even imagine how we'd build batteries at that size i like the rest of the ideas, i made a post about a bike for transportation, as well as carts or sleds/travois we could attach for hauling materials around.
  24. I saw this post and before reading it couldn't help but Now that i see the screen shot i'm like Woah! but man sorry! that looks like it took out a good chunk of the base and wall. grass planks though, looks like you did smart like me in case it got trashed. i didn't want to loose a ton of weed stems.
  25. For those that missed them (or can't read French from @Max34's post, and thanks for the idea Max!) Update 0.2.0 is now available to download. Included in the update are the following changes and fixes we've made to the game: NEW FEATURES Bird! - Includes new crafting materials and recipes from bird feathers. Perk system with 13 unique perks to discover! New BURG.L Quest types: Artificer (crafting quests) and Chipsleuth (quests asking you to locate BURG.L chips). Added Fence buildings (Sprig and Acorn). Added Table buildings (Grass and Clover). Added Water Flea ambient insect to flooded biome. CHANGES / TUNING Combat Buffed damage on the Spider Fang Dagger so it's on the higher end of tier 2 weapons. Buffed damage on Spike Traps significantly. Spiders learned a new set of attacks to choose from instead of just their basic bite. Added a brief forced delay between block start events, preventing the player from perfect-blocking by mashing the block button. Slightly reduced the bonus damage given by the Eyepatch. Adjusting larva blade poison proc so it's consistent. Reducing the stun ratings of two-handed weapons. Slightly reducing amount of damage the mint mallet deals so it's in line with tier progression. Tier 2 insects now have a cooldown after being stunned before they can be stunned again. Perfect Blocking no longer reduces armor durability. Interface Updated Raw Science UI icons to be more consistent across the game. Adding shortcut for dropping items in the inventory screen (Drop Stack is in the context menu). Adding "Deposit/Receive Stack" button on storage UIs. Shift+clicking item stacks in the storage UIs will transfer the full stack clicked. Dragging an item stack onto the paper doll in the inventory screen will drop the item stack in the world. Crafting an item with a full inventory will now notify that the item was dropped in the world. Storage and Flag marker icons have been revised, regrouped, and their colors have shifted (Requires a one-time tour of the yard to set everything back / new trail markers will be blank by default). Slight revisions to a few SCA.B flavor schemes. Canteen slurps available are displayed in the equipped item HUD element Additional icon art Added a highlight effect that appears on interactable objects when the player looks at them. This feature is controlled by the "Highlight Objects" Accessibility setting. World Revised clover cave layout and lighting, and moved entrance slightly. Revised flooded area layout in southeast corner of yard. Updated house electrical socket with final, non-blockout art Items left in the world (not in a container, etc.) for 48-72 in-game hours will eventually despawn once out of range of all players. Items loaded from a saved game from version 0.1.x, will have all item timers start at zero to give players a chance to react to this change. Players and critters now create ripples in the water while moving. Kids are starting to throw Archer Cookies over the fence, along with their Billy Hogs and Apples. Added a few footprints throughout the yard. Buildings Base buildings will now be more reliably anchored when built on top of objects such as the Baseball Palisades will no longer immediately collapse when an attached building is removed. Water Containers can collect falling droplets. The player can now drink from Water Containers while holding weapons. Stairs may now be embedded in the ground like scaffolds and ramps. Walls that are sandwiched above by two floors will have their crenellations suppressed. The camera will slide to the correct position when interacting with a Weapon Wall Mount. Tweaked the placed position of the Weapon Wall Mount to be more centered. Performance Better Windowed-Fullscreen performance in Windows versions of the game. Better UI/Inventory GPU performance. Significant load game time improvement for games with large bases. Better GPU performance during nighttime. Other The Voice Chat Activation setting is now properly reapplied when entering a game. SCA.B flavor scheme collectibles now have a pulsing light and are slightly bigger to make them more noticeable. Hedge Berries now float in water. Prevented very large numbers of ants from being assigned the same task, such as killing a weevil. Reduced the camera near clip plane fixing the camera clipping into the player when using high a high field of view. Polished up spear movement and aiming animations for 1st person. You should now see grass extend to the furthest reaches of the yard. Ants now find and store lost Ice Caps. Soldier ants can now properly drop ant heads as loot. Tall woody weeds are now displayed as "Husky Weed." Dandelions and husky weed both still supply weed stems. Husky weed now respawns. Ants will not be happy if you take their eggs. The Resource Analyzer now animates when analyzing. A couple of new smoothies can be whipped up at the smoothie station. BUG FIXES - ALL PLATFORMS Top Community Issues Incapacitated players are now saved instead of ignored when a save game is made or they exit the game. With this, players that reload an incapacitated character will have their backpack spawned where they died instead of them just spawning without their inventory in the world. NOT RETROACTIVE Items and insects will spawn under the world less. Cleaning up items/insects that have fallen through the level upon load. (This should help with insect population/egg spawning) Insects should no longer spawn inside of the large Pond rocks. Any insect currently in the rocks upon load should be snapped out. (This should help with insect population/egg spawning) Grass planks will no longer fall through the ground. Fixed Hedge Berries appearing in incorrect positions for clients, making them very difficult to harvest. Fixed torch sound effects. Insects should no longer "walk through walls" when not looking at them or when they are at your far away base. Fixed giant arrows sometimes spawning when shot into a large insect. Major Multiplayer clients will no longer crash when despawning droplets containing items. Game Optimized building collapsing so the game will no longer lock up when collapsing huge structures. The game will no longer crash when collapsing very long structures. Fixed issues where walls could get built in-between a wall snap spot messing up your wall grid Gnats will now need a little more delta-V than a Bounce Web can provide if they want to go to space. Fixed a problem where insects would not become appropriately hungry and sleepy after the players slept. Items/Equipment/Resources Standalone buildings that are attached to walls and floors will collapse as well if the floor or wall they are on collapses. Large Rake Rock now has proper collision. Soda pop can now be dumped from a canteen. Fixed water droplets near sprinkler and oak tree that respawned immediately when you approached. Fixed gas arrows not being one-time use. Rotten Bee Armor can no longer be repaired for free. Workbench light will no longer be disabled after loading a save. World Fixed wall crenellations appearing inconsistently on clients and the host. Fixed wall crenellations appearing incorrectly after loading a saved game. Fixed fingers moving on weapon hand during one handed movement animations. Restructured 3rd person body aiming for unarmed punching. Unfinished buildings no longer block the third person camera. Swapping armor after having collected Raw Science no longer displays the material of the previously equipped armor. Fixed issue with seeing fogless voids in the world after having emerged from a large body of water. Puddle drinking animation and camera improved to address clipping issues. UI Fixed SCA.B Bugged scheme not appearing in list correctly. The resting UI updates properly upon bedtime. SCA.B won't flash thirst and hunger danger if levels are good. Defrag button in Inventory can now be navigated using the Gamepad. Less explosive results when using the Drop Stack action. Fixed Clover Hood and Poncho description being the same as the Leggings. BUG FIXES - WINDOWS 10 STORE VERSION Fixed issues with 4k fullscreen resolution failing to work properly. Fixed issues with Alt-Tab crashing the game. BUG FIXES - XBOX ONE VERSION Reduced screen edge artifacts / flashing. Thank you all for the continued reports, suggestion and feedback sharing, and support while we continue to develop Grounded. They are all appreciated as we read everything that comes in to help enhance your time in the backyard. If you continue to encounter any of these issues after updating the game or stumble across a new issue, please first check our Known Issues List to see if your issue is known. If your issue is not listed, then either email us directly at support@obsidian.net or fill out the Contact form located on our Support Site and include the following information: Platform. (Xbox Console, PC Game Pass, PC Steam). Multiplayer or Single Player Game. (If multiplayer, can you let us know how many players in total in the game, and their platforms if you know this) Description of issue. Last thing you did in the game before the issue occurred, if applicable. Thank you again, and have fun out in the backyard!
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