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Found 12 results

  1. Mutation: Dominance Unlock Condition: Defeat a set number of predatory insects or creatures (e.g., spiders, centipedes, carpenter soldier ants) Effects: Predator Instinct: +10% melee and ranged damage against aggressive creatures Top Predator: +5% defense while engaged in combat with stronger enemies Resource Opportunist: Small chance to gain bonus crafting materials from defeated predators (+10%) Dominance Buff: After defeating a predator, gain a temporary +10% damage and +10% movement speed, representing supremacy in the ecosystem Theme: Represents control and mastery over other creatures in the backyard ecosystem, rewarding combat efficiency and predator awareness. Mutation: Scavenger Unlock Condition: Automatically unlocks after harvesting any amount of any plant Progression tracked by total plants harvested Levels & Effects: Level 1 – Novice Scavenger Resource Tracker: Resources being tracked through the scanner are highlighted within 10 meters Resourceful Hands: 5% chance to gain extra resources on harvest Opportunistic Loot: 2% chance to find bonus items in containers Level 2 – Skilled Scavenger Resource Tracker: Scanner-tracked resources highlighted within 12 meters Resourceful Hands: 10% chance to gain extra resources on harvest Opportunistic Loot: 5% chance to find bonus items in containers Level 3 – Master Scavenger Resource Tracker: Scanner-tracked resources highlighted within 15 meters Resourceful Hands: 15% chance to gain extra resources on harvest Opportunistic Loot: 10% chance to find bonus items in containers Theme: Represents growing expertise in scavenging and resourcefulness—efficiency and awareness of the environment increase over time.
  2. Mutation: Last Stand Description: "Even in the tiny world, teamwork is survival. When a friend falls, adrenaline surges. The yard may be full of predators, but nothing rallies a creature like the loss of its kin." Effect: When a nearby ally (buggy companion or teammate) is knocked down, gain a combat boost Movement speed and attack speed increase for a short duration Edges of the screen glow with a pulsing crimson tint while active. One activation per combat encounter. Tier Progression & Unlocks: Tier I: Unlocks after 3 teammate downs +10% attack speed +10% movement speed Duration: 15 seconds Tier II: Unlocks after 6 teammate downs +15% attack speed +15% movement speed Duration: 20 seconds Tier III (Master Tier): Unlocks after 25 teammate downs +25% attack speed +20% movement speed Duration: 25 seconds Strongest crimson edge glow -------------------------------------------- Trinket:Snail’s Shell Charm Source: Dropped by snail enemies (chance-based). Effect: Shell Defense: +15% damage reduction Weighted Step: -10% movement speed Flavor Text: "This tiny shell holds the patience and resilience of its owner, slowing your pace but keeping you safe from harm." Drop Rate: Baby snails: 5% chance Adult snails: 15% chance -------------------------------------------- Trinket: Bee’s Lucky Charm Source: Dropped by bees Effect: Lucky Sting: Small chance (10%) to reflect a portion of melee damage back to attackers. Buzzing Fortitude: Slightly increases stamina regeneration (+5%) while in combat. Flavor Text: "A tiny charm carrying the fortune of the hive. The buzz of luck follows you wherever you go." Drop Rate: 10% chance -------------------------------------------- Trinket: Wolf Spider Gland Source: Dropped by wolf spiders Effects: Venomous Edge: Melee attacks have a small chance (7–16%) to poison enemies, dealing damage over time. Creeping Reflexes: Slightly increases movement speed (+5%) while crouching or near the ground. Speed demon: increases attack speed by 10% when hit cool down 30 seconds duration 10 seconds. Flavor Text: "The potent gland of a wolf spider, pulsating with venom. Handle with care — it gives power to those quick enough to use it." Drop Rate: 5% chance -------------------------------------------- Mutation: Remembrance Unlock Condition: Unlocks after completing the mix.r Effect: Memory Echo: Slightly increases movement speed (+10%) and attack speed (+10%) while exploring or in combat. Flavor Text: "Reminds you of something…" -------------------------------------------- Mutation: Ember's Echo Unlock Condition: Unlocks after crafting the Spicy Coaltana. Effect: Fiery Resolve: Reflects the heat of battle and the forge, enhancing your combat prowess. +10% attack speed +10% movement speed Active whenever exploring or in combat. Flavor Text: "Forged in fire, the blade's heat lingers, sharpening your reflexes and resolve reminding you of the past"
  3. Carpenter Ants – Wood Pile Carpenter Worker Ant Abundance: High (more common than other ant types) Combat: Deals more damage and has more health than regular ants Behavior: Fast-moving, aggressive swarming attacks Drops: Chitin Shard – 1–2 Ant Leg Fragment – 1 Worker Ant Mandible (5% chance) – trinket that increases melee damage Carpenter Soldier Ant: Abundance: Less common than worker ants Combat: Increased damage and health Special Ability: Summons Carpenter Worker Ants to assist Drops: Hardened Chitin – 1–3 Ant Mandible (15% chance) – trinket that increases melee damage Carpenter Queen Ant: Behavior: Neutral; can be befriended or attacked if provoked Boss Mechanics: Two stages Calm Stage: Summons Carpenter Worker Ants Stomps and bites Low movement, medium damage Enraged Stage: (Activates at 25% health) Summons Carpenter Soldier Ants Stomps, bites, and screams to increase Soldier Ant damage Giant stomp can stun and damage other ants Medium movement, high damage Drops: Ant King Mutation: Chance to summon Carpenter Soldier Ants on melee hit Optional Bonus Trinket (20% chance): Carpenter Ant queen Mandible Carpenter Ant Armor Set: Pieces: Mandible Helm – +5% melee damage, 5% chance on hit to briefly summon a baby worker ant for 5 seconds Chitin Chestplate – +10 Armor, +5% health Segment Leggings – +7 Armor, +10% movement speed, increases dodge distance by 20% Full Set Bonus – Ant Colony Tactics: 15% chance on melee hit to summon a Carpenter Soldier Ant for 8 seconds Nearby friendly summons deal +10% damage Dual-Wield Weapon: Mandible Twins Appearance: Two small, segmented blades resembling ant mandibles, faint amber/brown glow Stats: Moderate base damage, very high attack speed, +10% critical chance, medium durability Special Effects: Swarm Strike: 10% chance on hit to summon a baby worker ant for 5 seconds Bleed Effect: Damage-over-time on every third consecutive hit Agile Strikes: Increases dodge distance by 10% while dual-wielding Crafting Recipe: 2 Silk Rope 2 Soldier Ant Mandible 4 Blueberry Hide Flavor Text: "Sharp as a soldier’s mandibles, light as a worker’s step. Strike twice, strike fast."
  4. Talked to some friends about some mutation ideas that could be added to Grounded 2 in the future. Besides some of the obvious improvements like increased carry capacity or movement speed for the mounts, maybe there is a mutation for the Soldier Ant called Lieuten-Ant that changes it's ability from recruiting worker ants to recruiting an additional soldier ant. Since the Orb Weaver is more of an aggressive mount, we came up with Web Slinger - Charging the block/ parry webbing for a few seconds (similar to the charged bow shot) allows the web to be launched forward to stun or stagger a target. This would be on a cooldown, maybe 10-15 seconds, and tied to stamina consumption.
  5. I played grounded for quite a lot of time and have put a couple of hours into grounded 2 and on the Internet looking at the released content and I have some ideas for equipment and mutations that could be added to the game that I would personally love to see, and would love if the comments were full of your ideas too! Weapons: Duel wielded - snail gauntlets(claws)(slow effect) smashing damage Bee knuckles(claws)(poison effect) piercing damage Tick claws(claws)(life steal) slashing damage (this is obviously in hopes they add ticks to the game) One Handed - More smashing options in general, it feels like damage here is focused on slashing and stabbing, I'm hopeful for the candy Warhammer to come back in a future update Snail Hammer(light hammer)(slow effect) smashing damage Two handed - Halberds could offer longer range for melee fighters Mutations - ****roach - obtainable by defeating ****roach queen - protects against one fatal hit, setting the users HP to 20% Vampire - grants 2% life steal upon damaging a creature - obtainable by killing a large and random amount of mosquitos(does not upgrade for scaling purposes) Bigger buggy - grants more damage and defense to your buggy - kill 40/100/200 creatures with buggy Buggy aggro - causes your buggy to aggro enemy bugs more often - have buggy kill 40/100/200 creatures without being mounted Built like an alphid - increase general movement speed - kill 40/100/200 alphids Snail defender - increase damage reduction - kill 40/100/200 snails Better together - increases attack and defense when another player has this mutation on - obtainable by killing a boss with another player 1/4/10 Armor - Adding in multiple armor classes for each bug type could allow for set bonuses while keeping the (fighter) class category(ie. Having a fighter,mage,rogue, and ranger option for the red ant set) Snail armor(fighter) grants insane damage reduction at the cost of movement speed Caterpillar armor(range/mage) grants little defense but lessens aggro Butterfly armor(mage) increases fresh damage dealt and increases chill resistance Trinkets - Mosquito proboscis - grants 4% life steal - random drop from mosquito Snail shell - increases damage reduction Power droplet from grounded one Thors amulet from grounded one//Other godly trinkets? Ladybug shell - improves blocking !!THINGS I WOULD CHANGE!! There are some things that I personally feel aren't balanced/scaled correctly Lil fist - (((TLDR-remove stack loss upon being hit OR change the buff to grant attack speed instead)))I feel like the mutation is a little lacking for what it could be, I understand that in grounded 1 lil fist was way too strong until they patched it and no one used it after that, while I enjoy the damage bonus given to dash/charged attacks damage, losing stacks upon taking damage heavily nerfs it and makes it almost unusable as it takes a decent amount of time to charge up that attack, my solution is to either remove feature where stacks are lost upon getting hit, while also decreasing the cap of the stacks OR changing the bonus granted from bonus charge damage to increased attack speed. If you keep the feature of losing stacks upon getting hit, I think making it grant an attack speed buff could be a noticable difference and could allow for good 3-hit-combo builds. I feel like the UI isn't descriptive enough, especially with the mutations tab, it doesn't tell me the difference between level 1,2, or 3 of a mutation and I have to just assume that it improves and is worth upgrading or working towards I would really love a way to swap mutation sets without having to open my Sca.b 2k menu every time, grounded 1 had a wheel so I'm just waiting for one If I can think of other things that fit into these categories, I will either update or put it in the comments, this is my first post but my love of grounded has driven me to make it, I can't wait to see what other ideas everyone can think of!
  6. Hello to whom this concerns, When using a Buggy / Mount, (in my case it was the Red Ant Soldier) - You gain progression to the Cardio Fan Mutation. While this may be a feature, when pressing the ability button while riding the mount, so "harvesting mode" it starts stamina regen immediately with no animation que. You can repeatedly go into harvesting mode and attack which instantly drains stamina when your bar goes up one. I was able to achieve Cardio Fan Mutation Level 3 in about 3 minutes by doing this (500 stamina depletions). This seems like an exploit that can break game progression.
  7. Pets are an amazing part of this game that are extremely underutilized. They act as a storage unit, provide buffs, and travel with you as an adorable companion. These are great features for a pet to have but they dont do them well. The buffs they provide range from pretty great, to outright useless buffs. The storage is useful, but one minute your collecting things off the ground and the next your accidentally throwing gear into its inventory cause it walked into your crosshair. Speaking of their pathing, they constantly push you off whatever your building and can easily, accidentally kill you. Finally, the lack of variety for this little travel companion. There are 6 pets, and 4 helmets. FOUR!!! All the helmets do is increase their healthpool so why not add variety. As for the pets, why no pet spiders? What if to tame a spider you had to get a spider egg as a lucky drop from an egg sack and/or a special spider miniboss that summons through waft invasions. Then to tame the spider you had to feed it another pet. The ability to pick up and move your pets, along with the ability to set them to stay mode or wander mode, would be a great QOL change. The customization aspect of both the pet house and the pet should exist. Maybe an upgradable size for the pethouse using higher level materials. How about different types of pethouses to match the pets that is purely cosmetic. The accidental accessing of inventory could be easily fixed using a toggle button in your own inventory next to the pet inventory button. The issue of pathing could be fixed by turning of its collision. Then no matter where it moves, it won't be interfering with the player in a negative way. Finally buffs, please just make them usefull. They can be for extremely niche situations, and that would be amazing. The gnat is literally useless as of now, except for being extremely cute, because of the change to dandelion tufts. The hauling strength is good and in combination with red ant armor is perfect for building. In fact, all of the ant babies have very useful buffs. That is why I wish that same usefulness was seen with the other pets in the game. If all pets are unlocked, then why not reward the players with mutation that allows for your pet to have your armor and/or mutation bonuses. If balancing is a concern, then make a way for players to upgrade their pets using a renewable, or limited, high tier materials and/or a leveling system for each individual pet. The leveling could involve experience points, a friendship score, certain items to be fed to them, or a combination of the sorts. Maybe if maxed out on friendship and fed fungus snacks, it could become an infected variant. Pets that take weirdly specific requirements to obtain, almost like easter eggs, would be both engaging and rewarding to many players. Overall, pets were one of my favorite parts of the game when i started but quickly took a backseat after obtaining them. With some changes to the quality of what players are rewarded with for interacting with the mechanic, pets would easily move to my, and many other players', number one spot. People love small little critters that remind them of their pets in real life and, if done right, could easily draw in many new players to this already intricate and engaging game.
  8. In-game already have coziness at max (level 5), but achievement and other stuff like mutations have not been unlocked for me, and my friend with whom I share the "backyard / save file" (I'm the owner of the file) got the achievement, the mutation and recipes, therefore, I have access only for the recipes thanks that he got the max coziness stuff, but only that, no mutations nor achievement for me. What is required for me to get this working? (this is my last missing achievement/mutation of the game so far ).
  9. Natural Explorer mutation isn't working properly. Sometimes Natural Explorer deactivates even when you are not in combat. Also when you disable Natural Explorer while in combat it slows you down twice.
  10. So I've unlocked the mutations and have even gotten to phase 3 with some of them. But I've noticed there is no difference when I have them on vs off. So I tested it with another person in my game with the stamina mutation, he started sprinting at the same time as I did, he did not have the mutation on and I had phase 3 of the mutation. We both ran out of stamina at the same time and recovered at the same rate. So basically the mutations don't work. Really disappointing to have a mechanic of the game that just doesn't work. This game was in early access for so long, you would think they would have patched these issues by now.
  11. It would be really cool to have more land rights, I noticed building on cans or boxes isn't allowed and also its really disappointing that you can't build a base at the 4 leaf clover, it'd be epic to have a ladder up to the surface and be a cave person. More pets like a gnat/tamale big insects but make them difficult to get e.g pet larva also would be amazing I know there's new enemies being added. Tier 2 glider made from Berry leather for long distances. Being able to go I side the house as a dlc or a separate map with whole new insects like daddy long leg spiders dust mites, fleas, flies, maybe a cat that chases you, maybe an ability to dig up the ground to make your own tunnels. Maybe a pebble Launcher similar to the fatman from fallout. Tier 3 shields or shields from the ladybug wings, maybe grass jump shoes. Potentially an elevator with stone counter weights. Slugs, snails and worms. Maybe caterpillar that'll eat your grass house. Ear wigs similar to larva, centipedes. Dragonfly and their wings maybe for the glider. Throwing thistles. Maybe a skinner outfit and knife for double harvests of insects. Water purifier like a pot for the fire. Ability to grow weeds in the garden patch like you can for other plants in the game. Possibly a weather system so rain and the drops can damage you. More map changing options like the shovel near the picnic table/insecticide canister, maybe be able to flood areas with the sprinklers. A stink bug gas thrower (like a flame thrower but for gas). More chest options maybe like a cabinet/dresser. Maybe Berry leather air foundation like the buoyancy platform but for the sky. Maybe the oak tree can have a tree house and that becomes a huge explorable area. More mutations and possiblly have more active at one. Flying mode for creative or a winged outfit that acts a little like a jetpack maybe use the stink bug gas with a coal to make fuel and ignition. Repeater crossbow (less damage than regular cross bow but still more damage than a insect bow. Compound bow for really quick firing. A bike from stems as the frame and acorn wheels. Leaf kayak and paddles.
  12. Greetings Folks, Let me first apologize if this has suggested previously, my cursory search yielded nothing. Second, I apologize to the console gamers, I am an OLD school PC gamer (pencil and paper before that) and my suggestions will reflect this. I don't believe I would be alone in requesting that mutation profiles be made available in a future update. Example: I want to kill a bee and start my attack with a bow and the mutations Sharpshooter, Cardio Fan and Natural Explorer; as the bee closes the gap I want to switch from the Sharpshooter mutation to Barbarian or Javelineer without opening the menu, just as the Hot Pouch allows for hot swapping weapons/gear assignable to the numbers 1-8, a second or sub- Hot pouch could do the same for mutation combinations using the modifier keys CTRL, ALT or SHIFT; so as the bee(s) close(s) the gap, I could quickly and easily switch from Sharpshooter, Cardio Fan and Natural Explorer to Barbarian etc.. etc.. by simply pressing SHIFT-2 or Javelineer etc.. etc.. by pressing SHIFT-3.
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