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Found 2 results

  1. Hello Obsidian Team, I love Grounded, and as a solo player who doesn't want to play with real humans, I hope future updates — or Grounded 2 — bring deeper life, choice, and world interaction. Some of the reasons why games like Minecraft, Red Dead Redemption 2, The Elder Scrolls V: Skyrim, Grand Theft Auto V (GTA V), and Warcraft became the best-selling games ever are that their world feels alive: villagers, decisions that matter, and bases that grow into living communities. Grounded has the potential to take that concept even further. Here are features many solo players would love: Automatic turrets and towers functioned by NPC characters that defend the base even without player control. Recruitable NPCs or friendly bugs that live with us, patrol, and help in combat Base-life system where NPCs move in if rooms, food, and comfort exist NPC team management with small squads, we can train, assign roles to, and command Light base-management and crafting depth, making the backyard feel like a thriving settlement RPG-meets-RTS gameplay, where choices affect relationships, world events, and future outcomes A diplomacy system where NPC factions can become friends or enemies based on actions Occasional base raids, especially if we anger rival NPC teams Rare but meaningful world conflicts between bug groups or NPC squads A stronger story campaign with cinematics and player-shaped decisions Become a leader of one small village or NPC team Character customization pet and ncp friend equipment and customization Almost all creatures are tameable and mountable. Can get a lot of pets in my base, where they can also defend it, even though they are in their pet house Many solo players would gladly pay more, even if it's too expensive for features that make the world feel alive, reactive, and full of long-term decision-making. In the future, you can also add an online feature in Grounded 3, not Grounded 2, a feature where people can buy and sell real items. The player can also buy an in-game items and equipment from you. Thank you for creating such an amazing game. I hope these ideas inspire future development. Sincerely, A hopeful solo player
  2. Description: Carnage procs against allies who are confused (and probably any other similar status) who wander too close to a barbarian hitting an actual enemy. I consider this a bug because it implies the confused one is the barbarian. The confused party member was standing in a stupor and had not taken any hostile action (towards anything). ~I've stood next to you while you flew into unimaginable rages during which no sane person could have any higher brain functions left, and yet you never once hit me. I get covered in some mushroom dust and NOW you hit me??~ "I could see you wandering around in a daze, I thought some light stabbing might snap you out of it.." ~You killed me~ "Confusion cured!" ~...~ Steps to Reproduce the Issue: Most easily reproduced in a fight against spore creatures with at least 1 barbarian in the party (who is not confused). Suggested fix: Confused allies are not hostile, but are instead neutral. They -could- be attacked by friend or foe, but are not inherently hit by foe only effects like carnage or (some) spells. They should still be affected by ally only effects such as healing or condition suppressing. If your system only allows friend/foe, then they must remain friend and control of the character simply removed or suspended (such as the case with knockdown/prone)
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