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Found 53 results

  1. Hello, Thank you very much for the great DLC “Peril on Gorgon”. After a few teething problems with the Epic Store, I have a lot of fun with “The Outer Worlds” again. I noticed that when I go to the Unreliable at the Sprat Shack, my armor disappears. I tidied up my inventory and sorted the things in refrigerators, lockers and the container in the captain's cabin, went to the workbench and the title crashed without an error message (crash to desktop). After restarting “The Outer Worlds”, 2 manual save points were always created and the armor was gone. When I quit the game, the Epic store gives me the following error message: "Files too big The saved data is too large to upload. Error code: CS-03 Search our knowledge base to find out more ”. If I restart the title and click on "continue", an old save is loaded onto Gorgon before I cleared up my inventory (manual and quick save points that I have created since then are still available, but twice) - the armor is still at the suggested save point there. Is that a mistake or have I already broken the universe? Thank you for your support and the wonderful, fun games from your house [translated with the google translator]
  2. Some sort of head slot armor that has a slime mold light or a sap light, so you can fight with two handed weapons and still see what your doing.
  3. Hi guys, I have a few comments/suggestions that I'm not sure have been posted before: Equipped Armor should not take up inventory space - it should only take up the armor slots when equipped Food should be stackable inventory - I find it pointless to waste inventory slots on having more than 1 of the same piece of food Upgradable backpack maybe? - So you can increase inventory space, and maybe it slows you down a little I also would like to share some bugs/glitches I have encountered: Audio bug - when logging into the game the audio is sometimes scratchy and staticy - not just for a few minutes, but the whole entire time until you restart Building items sometimes disappear when I put them on the ground - they just go right through the ground and I am unable to pick them up after My friends armor disappeared after he died (I didn't take it I swear) - he went back to his backpack and his armor was not in it. I am playing the game preview on my Xbox One console. Those are just some of the things I would like to see and some bugs I have encountered, let me know if these are good suggestions or not.
  4. First, I am 80 hours in and love playing the game! Thanks for update 1.2 which fixed the dew collector, mushroom garden, etc. spawning issues. I am very excited for future content in the game. I would like to suggest that if any armor, weapon or tool items are equipped in the inventory screen (placed in the arm or armor slots) those items should no longer occupy any of the backpack inventory slots. Currently, any equipped item also occupies a backpack inventory slot as well. My thinking is that if a player equips an item in the arm or armor slots, they are "taking out" the item from the backpack inventory to use so that item should no longer occupy one of the backpack inventory slots. This would allow players to have more backpack inventory slots.
  5. I equipped a new leather helmet with medicine +3 for Nyoka which had medicine listed in skills but it does not show the +3 in brackets. It works for sneaking with armor. But why not with helmet stats?
  6. Hi. I upgraded a standard soldier helmet from Aramid Ballistics. It's level 11 and tooltip shows 9 armor. But on the right it shows armor 18>19 when I upgrade it.
  7. Happy Holidays to everyone here! I just recently got The Outer Worlds and have been thoroughly enjoying it! However, I feel like being able to remove Mods after installing them would be a great addition to the game! I'm well aware that, due to the multiple copies of weapons that appear often, it's pretty trivial to have a suite of different modified weapons and armors. However, there are some cases where the ability to remove mods would be incredibly helpful. For example, I had purchased the unique revolver 'Fiver' from the Botanical Lab, mostly because I loved the idea of a true hand cannon for my character! It fit her aesthetic (and my preferred game play style) so well! However, the sight on it is kind of a deal-breaker and makes a nearly perfect weapon into a hassle and a constant (if not minor) annoyance! Thanks for your time and have a great rest of your 2019 and an even better 2020! - SlipSpace2
  8. I can hopefully explain this without the need for a screenshot. The shoulder pads added by an Armoring Mod to the Halcyon Holdings (black & white) version of the Ordnance Control Armor are the wrong colour. It currently uses the bright blue and yellow shoulder pads that the MSI version of the armour also uses. It's pretty jarring and unsightly to see bright yellow shoulder pads on an otherwise monochrome piece of gear. I don't know if other shoulder pad colour schemes are wrong for any other armours but for the Ordnance Control Armor I managed to test the Rizzo's (pink & blue), C&P (red & gold), Spacer's Choice (green & grey) and MSI (blue & yellow) versions and they are all fine. I get that there are probably more pressing bugs to deal with and this is only a minor bug, but I thought I should report it in case it hasn't been already.
  9. There are currently 2 bugs with armoring mods. 1 is if you apply armoring to your armor first, then add skill kit, gadget, or utility it will negate the armoring value back to the default. For example if you add a plasma resistance then add the other mods it will reset the plasma value back to default. The way around this for now is to add armoring AFTER skill kit, gadget, and utility. 2 is when you add armoring after tinkering. For example, if you tinker your armor up by 5 levels then later decide you want to add plasma resistance, it will actually reset the value for that element back to what it was before you tinkered. So be sure to add armoring mods AFTER skill kit, gadget, and utility. BUT BEFORE you start tinkering. Cheers
  10. Hi, I doubt that anything will be done about it at this point since the game came out several years ago. Nevertheless, I just bought some armor (exceptional mail, exceptional scale, and exceptional breast plate) from the Crucible Knights smith and placed each one individually on my main character, who's female, to see how they each looked, and found that I'm only able to customize the colors with the exceptional breast plate. I tried this on my male NPC companions (four of them) and am able to change the colors of the exceptional male and exceptional scale on them, but when it tried this on my female NPC companion, I was, again, only able to customize the colors of the exceptional breast plate. Has anyone else dealt with this bug? It's a little disappointing since I'd likely choose the exceptional mail - for now, at least - if it weren't for this.
  11. I found this helmet I believe in Orson Shaw's back room. The Skill bonuses don't seem to be correct since when wearing it the lockpick skill doesn't increase (not to mention that would be a pretty powerful item to max out your lockpick skill...) On Xbox One X
  12. Starting topic of any/all ideas & suggestions for possible future games & DLC content. Here are a few things that I'd like to see in future installments or DLC content. 12 Companions Weapons/Armor DLC Archer companion that switches between standard crossbow & bow with power based weapons that include elemental damage ex: fire, plasma, shock, etc. Mimic/Shapeshifter companion that can take on identity/form of anyone in game which could be used for missions or to infiltrate a group/faction or replace someone in game or be used for humor aspects.
  13. This is an armor tier list i threw together. It's just my opinion based on reading their ingame description. Most of them i've never worn. Some can go up or down a tier depending if you use them in a specific build. List will be updated for Beast of Winter when I have time. Channel links: Twitch Channel Youtube Channel Donate via Streamlabs Reddit Discussion Steam Guide S - tier: Best in Slot Miscreant's Leathers: Hands down the best armor for dps due to the reduced recovery time Sharpshooter's Garb: Best Armor for Arbalest/Arquebus/Crossbow users. Reduces reload time. Devil of Caroc Breastplate: Reduced Recovery time and +2 Power Pool. Especially good on Multi class since both classes benefit from the increased Power Pool Reckless Brigandine: Increased Action speed per engaged target. Best armor for tanks with a lot of engagement slots A - tier: Very strong but is probably either situational or outperformed by a similar armor The Bloody Links: Exceptionally strong on Streetfighter/Humans due to proccs on bloodied Swift Hunter's Garb: Reduced Recovery Time. Outperformed by Miscreant's Leathers. Pale Hide: Very good on dps off tank. Incoming hit to grazes conversion and low recovery time. AoE fear Hearth Defender's Scale: Bonuses if good Relations with the Watcher, Penalties if bad. Very strong on a frontline support. Casità Samelia's Legacy: Deflection scaling with Intimidate. Very strong if stacking Intimidate & Deflection Patinated Plate: Chance to Stun attackers when hit with melee weapon. +armor against melee attacks. Strong on a pure tank but makes you super slow. Very good on chanter tanks, less useful on builds that care more about recovery. Deltro's Cage: +2 All Electricity Power Levels could have been great on Fury (Druid subclass) but 55% recovery time makes it garbage. Apparently you can make some very powerful builds with this armor. 55% recovery time keeps it out of beeing S - Tier. Sidenote, outside those synergies the armor is fairly useless. B - Tier: For when all your other good armors are taken Fleshmender: Health/sec and Incoming hit to grazes conversion Very good on dps off tank. Effigy's Husk: Decent on a Ranged Streetfighter but Bloody Links is way better. Does have 0% Recovery though Furrante's Breastplate: Reduces damage taken by party memebers and increases healing. Grants Concentration. Good for frontline Casters Blackened Plate Armor - Grants damage or heal over time aura. Random Mind Inspiration when bloodied. Second Aura deals damage over time and reduces armor by 1. Gipon Prudensco: +25 defense vs disengagement attacks. +1 deflection/+2 reflex when hit in combat (stacks 10x). Immunity to Flanked. Can get Immunity to disengagement attacks instead. Good if you want to rush past frontline to get into backline with your frontliner or to retreat with your backliner. Imo best used as a defensive option for a squishy frontliner. C - Tier: Decent to wear before you get the good armors. Can be situationally good Garari Cuirass: Incoming hit to grazes conversion. Reduced damage from weapons. Cabalist's Gambeson: Very good against spellcasters. Spider Silk Robe: Immune to Dexterity afflictions and Grants Binding Web. Magnera's Chain: Increases recovery time on attacker when getting crit with melee weapons. Resistant to Might affliction. Ok for tank. Iridescent Scale: Can be enchanted to be exceptionally strong vs a specific dmg type. Conjure Greater Blight. Saint's War Armor: Revives the wearer when they get knocked unconcious 1/per combat. Decent but with correct play they shouldn't be knocked unconcious in the first place Desgraza Breastplate: Reduced Damage the lower health the wearer has. Ok for tanking Five Suns Breastplate: See above Honor Guard Breastplate: See above Humility: 20% Resist Slash/Pierce attacks. Not bad on a backliner just not very good either D - Tier: Don't waste your money on enchants Nomad's Brigandine: Can get Immunity to disengagement attacks but if you are a dedicated tank you probably dont care about that. Too much recovery for an offtank Edit: Moved Patinated Plate into tier A. More useful on chanter tanks or builds that doesn't care about recovery then i gave it credit for. Moved Humility to Tier C. Slash/Pierce attacks are rather common in the game. Moved Casita Samelia's Legacy into tier A. Moved Deltro's Cage up to Tier A based on siggestions for build synergies. Moved Gipon Prudensco to Tier B
  14. Hello guys, Remember the old Baldur's Gate days where your monk would gain Armor Class with levels ? Now you can do the very same here in Deadfire. Transcendent Suffering now provides +1 universal Armor Rating at level 1, with a further +1 bonus every 2 Power Levels hereafter. I have not modded the inability for Monks to wear armor, whether you want to play your monk naked à la Baldur's Gate or not is your decision. Mod over here : https://steamcommunity.com/sharedfiles/filedetails/?id=1677798476
  15. The whole armor system is pretty much ResidentSleeper. Especially on POTD. Stacking armor, especially when using some spells like the RANK1??? wizard spell that gives +3 for 60seconds+ is too good too fast. If you overcap enemy pen by 3 points you literally become invincible. Its pretty stupid. Meanwhile if you dont go over pen, armor does nothing. Literally nothing. On the other hand the game basically forces you to gear up really early (i have seen guys with 10 armor regularly even early on), makes low pen weapons effectively useless (e.g. Greatswords) and while you technically CAN reduce armor through other means, there really arent that many good spells/abilities for doing that in the game. Basically just the Chanter spell at rank 3 and the Cipher spell later on. Theres a rank 7??? druid spell that does it as well i mean WUT? rank 7? reduce by 2? can miss?? limited duration? Or you know... you could just get a mace with the mace weapon ability instead of spending your rank 7 spell... There is also absolutely no payoff for stacking penetration since getting twice the enemies armor in penetration is pretty much impossible on POTD (maybe some random instakill trash like the devoted slaves idk) and even if it was theoretically possible it gives 30%?? bonus damage? What this means is you always want to have your penetration exactly equal to the enemies armor since you probably pay somewhere else with stats/abilities otherwise. Why not just make armor give a consistent %damage reduction that is reasonable (not 70% instantly for 3 points over pen). The breakpoint is extremely annoying to play around and on the defensive end makes characters invincible way too fast. While it has no impact at all before going over that breakpoint as long as you dont run around i a shirt. (And even then its only 30% bonus damage...)
  16. I just started a new game on turn based mode, when you come back to life you are wearing clothes but can pick up some armor and weapons before heading up to the fight. I switched to armor and then back to clothes and that caused my character to change her look, the hair became white, the skin color became either white or just very bright and my character got taller. I tried it a few times and it seemed to happen every 3rd or 4th time I switched to clothes. I was unable to make the bug happen again after the boat fight or after reloading the game.
  17. The Enchantment "Pride of the Ducs" for Pallegina's "Honor Guard Breastplate" is either bugged or worded incorrectly. It claims to give +8 all defenses but it doesn't affect Deflection. See images for details. Enchantment: https://imgur.com/jJrd8Js With Armor: https://imgur.com/Se618gt Withour Armor: https://imgur.com/t1EK6s6
  18. All of the pirate uniforms, hand and key armor and several other armors will display correctly on females when equipped but do not on male characters. Can someone help me find the root of this issue - Some capes also won't adopt any color changes at all... I checked the "hd" folder in PoE and saw, for example that the texture for hand and key (m_bp02_boots_v02_c_hd.unity3d) was dark red, different from almost all others that do inherit color changes (they looked like an off-white/grey color) . And that red shows that way in-game. I want this to not show red, but inherit the colors i choose for my character in-game. For females color changes do work, strangely enough and the pirate uniforms are correct as well. There is no similar file equivilent ("f_bp02_boots_v02_c_hd.unity3d" like the above file) for female in the "hd" folder. Any color female characters have will show up on armor correctly, as will the correct patterns on armor, etc. Like I said, there is a long list of capes and armor that refuse to show color changes correctly. I deleted all of the corresponding files associated with the hand and key armor for males thinking it would mimic the female hand and key armor but it did nothing...as if deleting the files had no effect at all? Are they even used? They must be. Any help from seasoned modder or a programmer would be greatly appreciated. Just point me in the proper direction is all I ask. I don't want to simply change to a new color so much as I want any color chosen to change according to color selections in-game. As a last resort I could edit the colors individually and re-import them into the unity.3d file but I'm looking for a more complete solution for all characters. Some help on this please. I bought the Champion Edition from GOG -
  19. Hey, I've finally had the time to play Deadfire, and while I like it very much, there are still a few things, which could increase my enjoyment even more. Please don't take this as a complaint post, I just wanted to share some of my ideas, on how certain things could be improved (at least in my opinion), maybe you find something in it, that you also think might be a good idea. Maybe not, then I've just wasted my time writing this wall of text . Probably most of these changes are too big to be implemented at this state of the game, but who knows, maybe for the next game... ------------------- 1) Recovery: In general this is my biggest problem in the game, combat just feels way too slow currently. I know I could play the game in fast mode, but I don't like the idea of it, because it also speeds up animation speed. So I'd suggest to reduce the recovery of EVERYTHING to half of its current value. This also means dmg should be reduced by ~50% (bit less, because attack/cast speed is intact). This way the dps remains around the same as before (less burst though). If this is implemented resource points should be doubled as well, so in total we can deal the same damage with the available resources as before. There is still one problem though, namely the healing and defensive spells, because twice as much could be cast of these in each encounter, which might drag out some fights. Unfortunately these are much harder to be updated, because some are tied to attacks (like kind wayfarer heal), others share the resource pool with other abilities (like priest spells). For this a possible, but indirect solution would be 2) a). ------------------- 2) Constitution: Probably I'm not the only one who thinks Constitution is an unimportant stat in this game. I'd not say it's a dump stat, because no1 wants to be die in seconds, but I'm pretty sure I wouldn't find many builds which are focusing on Con. I really would like to increase its impact a bit, here are some possible solutions for that: a) Re-introduce endurance from POE1 (it could regenerate after every encounter tho). I'd prefer this one, because this way we give a limit to each character, like a total beating they can take, even if healed. Probably not all classes could stay alive to effectively use their whole endurance pool, but that's ok, since this is mainly a tank stat anyway. b) Add damage reduction to constitution like 1-2% per point. c) Add increased healing received to constitution, again around 1-2% per point. ------------------- 3) Armor and penetration: In general I like that you've separated penetration from damage, in POE1 armor was losing much of its efficiency by the end game. On the other hand I don't understand why the scaling of armor vs. pen was implemented like this, currently it feels like an all or nothing mechanism. I'd really prefer if it could be changed, so there are no breakpoints in the system (diminishing returns are ok tho). One example: Each point of armor could give 10% damage reduction relative to the previous value, which means: armor damage reduction % = 1 - 0,9^armor. Also some suggestions on initial values: Weapon penetration could be somewhere between 8-12. Light armor: 14 (~34% damage reduction vs avg pen weapon) Medium armor: 17 (~52% damage reduction vs avg pen weapon) Heavy armor: 20 (~65% damage reduction vs avg pen weapon) Additionally the system should be somehow symmetric, meaning that the maximum possible penetration increase should be around the same as the maximum possible armor increase (classes can vary, just in general). ------------------- 4) Ability cost: In my opinion there is too much difference between the costs of certain abilities, e.g. some abilities cost 4x as much as others, while not giving enough benefit to justify this. Possible solution: The resource pools could be increased of certain classes. For example, the resource pool of a multi classed rouge could be increase from 9 to 90 (or 180 in case point 1) is implemented). Abilities that cost 1 guile now would be increased to 10 guile, which would be the basis. The good thing in this is that it's possible to increment costs for different abilities in smaller steps, so for example a previously 2 guile ability could be 13 guile (just to justify the 10 multiplier ) in the new system. This leaves more possibilities for balancing ability costs, also each level up could give some resource increase instead of every 2 or 3. There are some classes for which this change is unnecessary, like ciphers, chanters, wizards, priests or druids, maybe monks as well, these are following different mechanisms. I'm pretty sure that most of these were somehow discussed previously, but who cares, I don't feel like checking every topic on this forum, sry . At least devs will see what we (or maybe in certain cases only me) think are important things, if multiple topics were created about them.
  20. I can't console in the item to test. The game doesn't recognize it. https://github.com/Hohner20/POEII-Armor-Mod/tree/master/The%20Gloom%20Master's%20Coat
  21. As the title says. I have 1 enemy engaged, Reckless Brigandine bonus says -23% attack speed, switch weapons and it says 9%, move away, re-engage and it's back to 23%. Edit: spoke too soon, looks like the buff reapplies itself after a few seconds.
  22. Looking over the wiki, and theorycrafting a shifter druid (as I have a mac and can't play at the moment) and I noticed that all of the animal spirit shifts have an armor calculation of (8+ Power Level +1 every 5th Level), with the exception of bears which have (8 +2 +1 every 5th Level). It looks like bears are supposed to be a tank form. Does this mean that they are strong at 1st level, but falls behind all the other forms shortly after? Or is it supposed to be {8+(2 x power level)+1 every fifth level}? Can someone with access to the game check this please? because as it stands it looks like the elk and boar forms seem to be stronger tanking options.
  23. The system as I understand it is as follows, but let me know if it's been changed cause it could be outdated: When rolling for an attack, your penetration is checked vs the targets armour for the type(s) of damage you're doing. If its less than their armour, you deal 30% damage, if its equal or greater, you deal full damage, and if it's double or more, you get a 30% bonus. Presuming the system hasn't been changed, is that 30% bonus damage additive or multiplicative? Are the mechanics the same in reverse, when someone hits you?
  24. I'm having an issue with the game I'm currently in where the armor that I'd like to use won't give me the option to bury/banish to negate damage. It seems that I would be able to use the armor in this condition, but only discard is showing. Is this a bug? I've attached an image. Also, in the scenario attempt previous to this (same adventure), I was took damage and had discarded Summon Monster as damage, which made Summon Monster go off, instead of using it for a damage point. Is this correct? Either way, I could not move on from this as all the prompts to advance my characters turn were not showing or, when they did show, not responding. Steam app https://drive.google.com/open?id=0B_4wut9rJgMpZ0c5eFZCQ1MwQWc
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