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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 Delaying a turn or ending turn without taking an action will now properly progress chanter phrases. (Based on elapsed Initiative) Chanter phrases should now progress correctly when the user has a very high or very low recovery time. Chanter phrase progression will now account for time from the start of combat until their first turn. Chanter's Ancient Memory will no longer cause a brief delay before every turn. Existing chanter summons are now immediately despawned in TBM when new ones are summoned. Fixed an issue that would cause the bonus from the Holy Power spell to sometimes stack and not be removed. Nature's Bounty will no longer make the caster unresponsive in TBM - It has also now been made a free action. Barbarian's Blood Thirst ability should now work correctly in TBM. Delayed Fireball should now properly respect turn time. Ticking effects should now properly applies their final tick upon their expiration. Spells with longer delays before jumping between targets will now respect turn time before jumping in TBM. Fixed an issue with very short duration damage/healing over time effects that were applying much higher than intended values. Very short prone durations (such as those applied by tentacle attacks) should now resolve properly in TBM. Characters performing disengagement attacks in TBM are not permitted to re-engage the victim in the same turn. Fixed an issue that could sometimes cause self-targeted buffs (often free actions) to fail to function properly after being reapplied. Fixed an issue where Push and pull abilities when used on prone/unconscious targets would cause significant issues with visuals and performance. Push and pull mechanics on certain characters in Durgan's Battery will no longer cause AI to not be able to end their turn properly. Fixed a collision issue when defeating certain enemy types with push/pull abilities causing movement commands to be blocked. Stacked Stun/Paralyze/Petrify etc... effects should no longer cause characters to be disabled for longer than intended. Fixed an issue that would cause characters to sometimes run in place in front of their target instead of performing their action. Fixed an issue that would cause characters of differing sizes (large vs. small and vice-versa) to move to incorrect locations when attempting to move into attack position. Fixed an issue where the Charge ability would sometimes cause the user to become stuck. Prevented a case where characters could become stuck if they attempted to perform an action while one was already in progress in TBM. Activating a free action or consumable while a cast action is in progress will no longer immediately resolve the cast action. Loading a game with a currently active cast action should no longer lock the client. Loading a game should no longer sometimes cause teleportation abilities to not function in TBM. Combat should no longer end pre-maturely when the final enemy in combat reloads a weapon. The Helwax mold should now once again be usable. User Interface and Interaction The Enter key is now correctly defaulted to "Pass Turn" in TBM. Colorblind mode now applies to the turn based mode UI. Abilities now display "Not your turn" when highlighted outside of the active character turn. Several unique item effects and abilities now display their effects in turns instead of seconds when playing TBM. Consumables now properly list as free actions in their tooltips. Turn-Order UI should no longer allow resizing outside of the screen bounds on low resolutions. Action Type and Initiative categories are now visible on consumables. Action Type and Initiative categories are now visible on abilities in character creation and level up screens. Initiative in the character and inventory screens now displays decimal value (tenths). Available Action and Available Movement tooltips should now appear correctly. Prevented a case where developer commentary and turn based UI could overlap each other and become uninteractive. Localization Korean localization should now be available and updated in all versions of the game.
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Greetings friends! We are releasing another hotfix to address some of the issues you have been reporting. Bug Fixes: Various more Crash/Stability improvements have been made around droplets Estimating a 40% stability increase over 0.2.2.3 Various number of Park Terrain bugs have been fixed Red Grass in caves have been adjusted to not “Pop” in your face Thank you for your support and patience.
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Greetings Envoy, We have released Hotfix 1.5.2 on all available platforms Fixed GPU instability issues Improved shader precaching Thank you for your support and patience.
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Greetings Friends! We are releasing a hotfix to address the following issues: Fixed a crash when Peeping on Xbox We attempted multiple fixes to keep the Peep.R tracking at 4, but none of these were successful. So Temporiarily we fixed the crash and moved this number to 1 while we investigate a better way to fix this issue Fixed a crash when droplets would collide Players often experienced this when coming near their base Fixed a crash when sleeping Fixed a camera issue and chopping issue with the upgraded visual Omni-Tool Thank you for your patience and support!
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Greetings Commander, the Earth Directorate is happy to announce the release of Patch 1.0.6.0 to all citizens of Arcadia. This update addresses numerous bug fixes that you brought to our attention and much more! As always, we want to thank you all for your support and reporting these issues to us. If you come across any other issues, please contact us via our Issue Tracker page. The Earth Directorate thanks you. Community Mentioned Issues: Ensure the "Go Out With a Bang" achievement properly unlocks. Fix to ensure Niles is able to build explosive gel. Fix to prevent Niles from getting stuck in the first trap room. Warning prompt now displays on PS5 if the game has not finished downloading when launched. Companions now appear in the player ship correctly. Ensure the player is able to interact with Ethel when the player has a low reputation with Auntie’s choice. Fix Inez’s quest end states when the player has low reputation with Auntie’s Choice. Prevent switches and levers from becoming permanently disabled if a save is made during their animation. Addressed crash when accessing certain menus with Raytracing enabled. Prevent possible quest repetition with the leadership on Paradise Island. Ensure the elevator to Secure Telecommunications works when it should. Resolved scenario where the first conversation player has with Auntie sometimes dropped. Ensure quests consistently reflect when the player completes kill objectives. Addressed issue where the player’s weapons failed to appear when equipped. Players trying to synthesize an antidote for Product Envisioner Omid Ormsby will no longer be blocked from getting the necessary chemicals. The Vendor at Fort Endurance should no longer bravely rally against the Mantisaurs when combat starts. Fixed an issue where looping ad-bot audio was playing on the player ship. Players will now get proper credit for collecting all issues of Science Adventures Quarterly. Adjustments to address stuttering in certain levels. Reduced likelihood of companions standing in front of the player during combat. Added option to adjust Lens Flare intensity. Added missing sound to pistol first raise. Resolved issue where some drones would not properly spawn, preventing completion of the “Diabolical Drones of Doom” quest. The Zyranium poisoning status effect SFX will no longer re-trigger when exiting conversations while suffering from light or heavy Zyranium poisoning. Sneak attack interaction can now be performed, even if your attack will not be lethal. Adjustments to footstep SFX to be more consistent across levels and terrain. Stalker perk now applies more consistently. The player no longer loses access to their base set of recipes if they took the Innovative trait during character creation, but then later removed it during the respec opportunity after Horizon Point Station. Fixed a rare issue where the Easily Distracted flaw did not provide extra skill points on level up. Fixed various instances of Inez's Wants To Talk icon displaying above her head, despite her not having anything unique to say. Addressed issue with textures displaying incorrectly on certain GPU/Specs. Serendipitous Slayer should apply correct Crit Chance bonus. Fixed an issue where NPCs who were present when they shouldn’t have been were giving misleading information to the player. Facial adjustments should work now in 3rd person. Tactical Time Dilation Gadget is added to player inventory on load in circumstances where they do not have it after Niles' conversation in the introduction. Addressed artifacting that appeared in specific level areas. Updated The Order of the Ascendant Novice outfit so that the leg will stay properly visible when the player has arm prosthetics. Quesnell will now only take the amount of Science Adventures Quarterly requested, instead of all in the player inventory. Adjustments to Zeb’s home so that he no longer sometimes falls into the floor. Fixed flickering lights when Raytracing is enabled. Addressed issue where the elevator to The Monastery became inactive. Fixed issue where players could continue to trigger the Exclusion Zone quest addenda just before the failure point. Avoid duplicated saves when quickly closing and reopening the save/load menu. Fixed issue where the player couldn't collect Zyranium for Delphinia while in 3rd person. Prevented certain buyback items from being bought for less than they sold for. Added FSR toggle support for AMD users. Resolved issue where some Premium Entitlements were not viewable to some users. Fix to allow players to complete “Brain Benders” if they already completed other quests on Paradise Island. Ensure Vendors are correctly calculating item values and applying Discounts/Surcharges when buying and selling. Companion's "Upgrade Available" text will not appear if the companion does not have an upgrade available. Additional support for disabling irrelevant Niles Wants To Talk icons. Player’s paper doll should now reliably stay on ledger screen, even after switching between tabs. Conversation node should now display “Hack Required” when speaking with de Vries instead of “????”. Treasure Hunter markers will appear on player maps. Adjusted some Russian Localization text to be more accurate. Resolved issue where players could steal the Oracle Weapon while in 3rd person. Equipped Weapon Mod stat modifiers are no longer applied to the preview stats of weapons being examined in your inventory. Inez now reacts appropriately to player's use of medical checks. Ormsby voice volume should now be consistent across his quest return conversation. Stopped Head Researcher Gould's arms from occasionally clipping through his body. Removed face looking wrong after mirroring. Fix sky artifacts directly overhead at some times of day. Removed floating asset from Ministry of Accuracy. Fixed various issues that would cause some textures to be appear stretched. Fixed a minor text spacing error in Technician conversation. Fixed a minor text spacing error in Baylor’s conversation. The motion sickness mode setting now affects the camera FOV modifications that occur while sprinting. Fixed an issue where junking stolen items caused them to no longer be treated as stolen. Removed instance of dev text. Adjusted Vendor conversation nodes so that they do not show “Leave Conversation” when opening the Vendor shop. Fixed typo on Officer Durban's name for quests located in Outpost Opportunity. Revised location of Marchand Venter Tossball Card so the pickup highlight is visible. It's still in the same room - worry not, guide-writers. Removed text where healing dialogue node was marked as “Open Vendor”. Added SFX for ED Pistol first raise. Removed some test text from Wolcott conversation. Fixed an issue where the player could get stuck in 1st person view, despite using 3rd person camera settings. Minor adjustments to text to remain consistent with other uses of brackets. Visual improvements to terrain on Paradise Island. Visual adjustments to shadows across game. Adjustments to Chinese localization to be more accurate. Extra space in Astrogator text has been removed. Several text adjustments for better presentation across conversations. Visual art improvements across levels. Fixed Bred Knife Weapon Type in Workbench. Addresses seamlines in the Cloister landscape. Addresses floating assets on Cloister Overlands. The following section contains spoilers: (Spoiler) Fixed a rare bug that could prevent The Rift Lab exit from ever unlocking. (Spoiler) The Man in the Moon Man Mask will now continue speaking with you, if you slink off in an embarrassed manner after surviving his verbal roasting. (This allows you to continue the Forbidden Secrets of the Undisputed Claim mission.) (Spoiler) The player is now able to continue the quest "An Equitable Arrangement" if they have captured The Archive independently from allying with either faction beforehand. (Spoiler) Addressed situation where player was unable to pass off the Calcaduceus to their allies after taking control of The Archive. (Spoiler) Science Adventures Quarterly 1 no longer disappears if The Vox is dropped on Fairfield. (Spoiler) Out of order support and retroactive fix for calling Spireton lift without support in The Archive before progressing faction quests. (Spoiler) Zebulon now reliably walks up to the console in Matriarch’s Tomb. (Spoiler) Player is now able to progress Marisol’s second quest if they find the Anchorite clues without her present. (Spoiler) Fix issue where opening the door to de Vries' booth in Greater Tranquility Station failed to start conversation with her. Upon loading a save in this state, the door will be unsealed. (Spoiler) Loading autosaves made in Greater Tranquility Station after Niles has left the party and attacked the Commander, but is no longer present in the level, now result in the game progressing as if he was killed to prevent blocked progression. (Spoiler) Out of order support within the Rift Modulator room in The Rift Labs to prevent the intercom from becoming disabled. (Spoiler) The player can no longer save just before pulling the burndown sequence lever at the end of Winter's Grasp. (Spoiler) Auntie’s Choice troopers at the Forward Operating Base will now properly storm the Bridge when rallied by the player. (Spoiler) Set up a fail state for “The Starving Remainder” if player restores the Spireton lift while the quest is mentioned, but not started. (Spoiler) Killing Hurley when not aligned with Vailencourt will no longer cause enemy aggro to drop. (Spoiler) Victor’s explosion should no longer trap the player in the elevator shaft at The N-Ray Range. (Spoiler) The epilogue slides now more accurately reflect players who managed to convince The Order of the Ascendant and Auntie's Choice to cooperate by the end of the game. (Spoiler) Virgil is no longer so disturbed by almost dying, that he forgets to give Tristan's mod kit. (Spoiler) Protectorate reinforcements will properly spawn if player triggers the lift from Spireton while in Protectorate control. The lift will now also come down without reinforcements if the player passes the conversation check. (Spoiler) Inez will no longer automatically bring up her second quest unless the player collects The Courier’s message. (Spoiler) Ensuring "The Starving Remainder" properly starts and completes if the player turns in quest items on first meeting Auxiliary Dabbler Hoyt Schermerhorn. (Spoiler) Adjusted the epilogue slideshow for Ruth Basar's fate. (Spoiler) The player is now able to obtain the Writ from Vigilant Hogarth in Westport if they have entered The Vox Relay already, but have not met Corbin and/or Montelli yet. (Spoiler) Inez is no longer omniscient and will not blame the player for dropping The Vox on Fairfield on Paradise Island if she was not recruited. (Spoiler) Victor Clemens is properly removed from The N-Ray Range if player talks him down, he will no longer appear in two locations at once. (Spoiler) Added an addendum into The Archive quest that warns players to handle work together negotiations before taking The Archive. (Spoiler) VFX for Seer Wiley’s healing device should now properly display when active. Major Issues and Crashes Addressed crash on PS5. Fixed a crash in the Acoustics update. Handled a crash that might happen when a character dies. Addressed issue that caused the title to sometimes hang when loading into specific levels. Prevent rare crash when using companion abilities. Improving crash mitigation in Item Viewer. Improving checks for invalid examinable data to prevent a rare crash. Fast traveling away while Inez is opening the door to Algid Menagerie will no longer keep the door sealed. The following section contains spoilers: (Spoiler) Addressed rare instance where Inez would not properly use the console in the Skeleton Crabble cave during her quest. Content & Quests Objective beacon text during the quest "The Dawn of a Glorious Betrayal" now displays properly. Fixed some situations that led to radio stations dropping out. “Controlling for Convenience” quest correctly requires the sample in order to progress and cannot be bypassed by not having the Negotiator perk. Lowering the harvester at Sovereign's Sweet Spire Grove while crouched will no longer result in the player being stuck in the ground. Players are no longer able to start incorrect dialogue with Corbin on Horizon Point Station after breaking into his room via intercom. Improved beacon accuracy for restoring the Spireton lift within the faction quests. "Stalking an Associate of Angry Ascendance" should no longer fail to complete on the talk route. Ensure "A Refreshing Bit of News" is closed out if the player skips the quest while it is mentioned. Removed stub name for Bloom Intensity option. Fixed duplicate item issue with some vendor shops on the ACS Undisputed Claim. Added interaction highlight to the Profit Mover Tramicular in the ACS Undisputed Claim. Fixed issue with blank requirement text on the Tram in the ACS Undisputed Claim. Fixed a rare issue during the “Scappers vs Mantisaurs” events on Cloister where the event can kick off without player intervention, stomping out some dialogue. Fixed an issue where The Order of the Ascendant Scientist on Praetor gave the player conflicting instructions in regards to your reward for fixing the lightning towers. Companions now stand in their intended spots after a conversation at the start of the quest "Sins of the Past on the Precipice of the Future". Removed invisible collision in the Profit Mover Tramicular in the ACS Undisputed Claim. Vicar Orendy will no longer preach while under duress. Moved Fairfield crowd proxies to prevent pathing through closed doors. Added a Kill Volume to the ACS Undisputed Claim Landing Pad, so that players can't get stuck out of bounds. Fixed an issue where NPCs would not recognize certain previous actions taken by the player. Disabled non sequence barks when player triggers beam trap in Matriarch's Tomb. Companion banters on the player ship will no longer trigger when companions aren't near each other. Improved support for finishing the Savannah quest after Vox Relay VAL no longer barks when Player acquires Dematerializer on the Incognito if she isn't nearby. Fixed issue with missing beacons in local maps on the ACS Undisputed Claim. Fixed item duplication issue for a quest in the ACS Undisputed Claim. Including companion ability damage when checking player damage for some key NPC reactions. The Order of the Ascendant Courier after Vox Relay can now no longer be killed during conversation with pre placed mines. Improved presentation for Monastery NPCs running to lift. Assigned proper item ownership in Paradise Island checkpoint. Further improvements to anchorite quest beacon breadcrumbing. Added quality of life fast travel points to Newton. The following section contains spoilers: (Spoiler) Slight balancing fixes for talking down Seer Wiley. (Spoiler) Some N-ray wires were noticed in the consul takeover of Westport; wires have been corrected. (Spoiler) Zebulon will restore the correct state on load based on player progress through "Do More Harm". (Spoiler) Support and retroactive fix for talking to companions while Zeb is pathing into The Vault at the end of "Do More Harm". (Spoiler) Fixing reactivity to de Vries secret terminal to only trigger if The Vox has not already been escaped. (Spoiler) Fixed issue where Marisol was barking at the wrong time in Svoboda's office. Combat & Systems Fixes Healing totem beam particles no longer have a chance to persist after the heal effect is removed. Pacifist characters no longer taunt the player in combat. Fix for the player being able to sell and buy back weapons to gain unlimited ammo. Added support for AMD FSR 4 Frame Generation.l Added option to adjust Bloom intensity. NPCs will no longer climb a ladder infinitely. While approaching the Decoder Signal in Frozen Maw, Inez will no longer stall when talking to another companion. Fixed a bug with the saved HDR shadows setting not being applied when starting the game. Fixed an issue where throwable items could be duplicated. Thunderstruck and Matron's Mauler will correctly change appearance if a grip mod is applied. The Zyranium cloud visuals in The Algid Menagerie no longer reappear if the player saves and reloads after they had been deactivated. Fairfield Hologram will no longer reappear after save/load if the player removes the projector device. Fixed clipping when the player swaps weapons while interacting with computer terminal. Fixed an issue where Raptidons were being dealt damage by their own attacks. Increased look at tolerance for discovering launchers using the Observation skill. Fixed player being in stealth if they are hovering with Automech suit. Fixed issue with occasionally being unable to interact with companions in party. Bug fix for player hair flickering on the equipment menu. Bullets from some weapons won't be blocked anymore while an elevator is moving. Fixed mines and other traps not being able to disarm at certain angles. Melee only perks no longer apply to the Dematerializer gun gadget when a melee weapon is currently equipped. Fixed lighting in Sovereign’s Sweet Spire Grove on Paradise Island. Bright lights will no longer appear when loading into certain areas in Paradise Island and Cloister. Vendor map icon is removed if the vendor is killed. Fixed Treasure Hunter perk triggering multiple times, increasing odds of extra loot. Fixed ceiling turrets spawning Zyranium hazards under the turret instead of on the turret. Fixed grey terminal screen at Algid Menagerie lift during intro sequence. Tristan will no longer run circles around dead target if using his combat ability as the target dies. Fixed observation highlight carrying progress between actors. Turrets no longer get launched out of place under certain conditions. Fixed issue where guards would not resume pursuing the player for interrogation after save/loading. Bunker Mech no longer leaves invisible collision when killed by Big Bang. Fixed Dematerializer with Spray Catalyzing perk getting stuck if player tries to cancel while fully charged. Added more XP needed for levels 21-25 so players don't hit level 30 as early. Also lowered the skill check levels across the game so dabbling in skills doesn't fall off as quickly. Vitality Transmitter Mechs have had their Friend-or-Foe settings adjusted, and will no longer heal The Order of the Ascendant 's enemies. Change to allow melee and drawing weapon to happen together. Fixed a bug that made it so you are forced to power attack with melee weapons when in the air. Weapons now move normally when you get hit while your weapon is holstered. Electric fences now apply damage more gradually instead of in bursts. Improved UI clarity when a door is set to be permanently open. Fixed issue with the third person flashlight jittering around when shining on objects. Fixed Rookie Reward magazine size increase. Art Moved light fixture that was partially blocking a convoluted death trap, making the trap that much more effective. Adjusted lighting in Algid Menagerie to better highlight alternate paths. Updates to prevent players from dropping into a small slit and getting stuck in Zyranium Lab. Addressed invisible landscape issue. Improving and repositioning collisions for better gameplay experience. Gave spotlights source radius for soft shadow. Added a longer shadow draw distance to fix the shadow pop. Updated the display case to address 3rd person camera clipping. Prevent the player from getting out of bounds on The Cloister Overlands, The Frozen Maw, Golden Ridge, and The Underlands. Dead body is no longer separated from the wall in Paradise Island Overlands. Added volumes in Golden Ridge so players can't get stuck. Addressed gaps in Paradise Island and Cloister Overlands landscape so player no longer can fall into holes. Loot pickup on Cloister was being blocked by ground collision, moved it to a different spot. Fixed multiple instances of Z-fighting. Various collision and mesh fixes to prevent clipping. Blocked off an out of bounds path in Free Market Station next to the Saloon. Added fixes for floating assets. Adjusted grass to better align with terrain. Improved the visuals across the Cloister Overlands. Addressed seamlines in the Cloister landscape. Gap has been closed on the staircase in Fairfield. Re-positioned assets for optimal player viewing. Assigned different trim material to fix UVs being offset on barrels Visual art improvements on Paradise Island. Visual art improvements on Golden Ridge. Art updates to prevent player from getting stuck in hole at Vox Relay. Animation MR tactical should not rotate anymore when going into ADS. Adjustments to vault parkour in 3rd person to improve movement. Fixed animation de-sync between NPC and props at the repackaging plant. Updated cinematic fades during Niles' companion quest. Fixed pop in animation when Holstering. Adjustments to crouch movement while in 3rd person to remove stuttering. Improved Dragoon animation on long jumps. NPCs better maintain pose when taking cover. Fixed the telepathy our Triple Barrel Shotgun users had when reacting to Distraction Devices. Adjusted momentum direction when entering raised vent doors. Inez will no longer be present when the player is in conversation with Ethel Tinsley in Fairfield, unless she has already been recruited and is actively in the player's party. N-ray should now finish the animation when you are firing, and it will not interrupt it. Ensure sliding completes when in 3rd person to prevent animation issues with long guns. Adjusted blend time on walk stops. Dematerializer now works correctly and uses turn in place. Normal turn in place should play now without additional sliding. ADS now interrupts stops as intended Bullets should better line up better with the reticle. Fixed locomotion post layering settings so long burst and slow beam NPCs are less stiff when they walk outside of combat. The knife stab has been adjusted to have more punch. Adjusted blending when players go into crouch and ADS while moving. Animation when ****ing a weapon will no longer skip. Adjusted quick melee to look better during movement in 3rd person. The following section contains spoilers: (Spoiler) Removed static shot of space rocks at the beginning of final mission briefing. Focusing on Val's pretty face instead. :3c (Spoiler) Removed fade that was playing .5 seconds after post explosion chat in Horizon Point Station. (Spoiler) Set up cameras with ultra wide framing support on Horizon Point Station post explosion chat conversation. UI/UX Ensure character cosmetics are excluded from armor mod lists. Added FOV setting for 3rd person perspective. Added slider for tattoo intensity in Character Customization. Language can now be manually applied on the Accessibility screen that shows when launching the game for the first time (identical to how it functions in the Main Menu Settings). Added a prompt for the player to seek assistance with Community Support when an inaccessible Save Game location is identified. Release Version will now be displayed on the Main Menu and Pause Menu. Low Health tutorial will no longer stay on the screen after the player heals themselves without using the inhaler. Updated an untranslated string in the Radio Notification. Raytracing setting will revert if you reject graphics changes. The "Breakdown Complete" notification no longer stops the “Breakdown Gains” information from being displayed. Fixed the Equipment Wheel to ensure equipped slots are displayed correctly. Added the ice bridge to the map. The Reputation Page will remain locked until the tutorial has been completed. Loading Screen input widgets no longer show a partial hold. Audio Grenade audio is now applied more consistently on uneven terrain. Dematerializer audio loop stops when canceled. Improved Acoustics Culling to improve performance in levels with a lot of audio emitters. Reduce dsp instances. Player traversal is substantially improved. Increased music intensity in key Vox Relay moments. The following section contains spoilers: (Spoiler) Montelli execution sequence dialog now hitting dialog loudness target. Misc Removal of tags for Castilian and Latin American Spanish. Credits Corrected for OS development. Airship Credits were added to the Outsource Development section of the credits. Inez now responds appropriately to situation in conversation with Aza. German translation form updated for the word “hold” in the settings. Settings capitalization inconsistencies updated to be more consistent.
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Happy Holidays Grounded friends! This month we are releasing the first of our "Feature Updates". If you missed our Developer Fireside Chat Stream last month, Game Director Chris Parker and Executive Producer Marcus Morgan announced that we will be introducing "Feature Updates" during Grounded 2's development in Early Access. Feature Updates are different from Content Updates (like the Winter Update, more news coming in January 2026). Feature Updates will be smaller updates that focus on but not limited to, tech, performance, and new gameplay mechanics, such as the return of Coziness and the new and improved PEEP.R 2K. In the future, we will also be opening Feature Updates into the Public Test Beta as we want to get your help with trying out new features and getting your feedback. With your help, we will continue to build Grounded 2 together into a much better game. As always, please contact us via our Issue Tracker for your support needs. Now without further ado, the 0.2.2 December Feature Update! Returning Features Holiday Wreath Redesigned Holiday Tree Holiday Sign Set Colorful lights spread in the Park Firework Launcher - New Years Only! New Features & Content Holiday Lights decoration for base building Ambient sounds of Christmas in the background Main menu key art Main menu theme with sleigh bells Coziness Coziness is back in Grounded 2! If you’re not familiar with the Coziness System, decorate your base and unlock perks! Up to tier 3 coziness is available to you in 0.2.2 Tier 4 is coming in the Winter Update! Hauling hero mutation is making a comeback. Level 1: Fireplace Hearth and Core Chimney Pieces Coziness Hunger Rate Buff Clover Awning Pieces Level 2: Thatch Chimney Roof Pieces Thatch Awnings Acorn Shelf Coziness Thirst Rate Buff Bunk Bed Level 3: Crow Chimney Roof Chimney pieces Crow Awnings Pieces Trash Can Picture Frame Scorpion Lamp Scorpion Chair Scorpion Bed PEEP.R 2K Welcome to the new and improved version of the PEEP.R 2K Now Available in First and Third person views! The PEEP.R now includes the Chopping list, it's scrollable and collapsible The PEEP.R now includes a dynamic compass icon, to help players navigate and orient themselves Resource tracker helps you locate the resources that are marked in the Resource finder view of the map, tracked resources are highlighted when they are in the player vicinity. This option can be activated and de-activated. Backpack display rules have changed a bit. You will now see the HUD of the first backpack you dropped when dying. Opening the PEEP.R will now let you see all of them. You can now also force the display of more backpacks in the PEEP.R, additionally you can decide to hide trail markers icons from your HUD in the PEEP.R view. You can now use your PEEP.R to zoom in and out! More features to the PEEP.R will be added in the Winter Update! Performance and Engine Upgrades We’ve updated to Unreal 5.6.1 Players should notice a noticeable FPS bump by default without upscaling enabled Less Hitching/Stuttering when navigating The Park Smoother Overall and Consistent Framerates across the board for all platforms PC Specific: DLSS & FSR This update adds support for DLSS and FSR Upscaling on PC You can choose between different quality upscaling quality levels: Native AA/Auto Quality Balanced Performance Ultra Performance Bug Fixes: Major Bug Fixes: Improved Performance on Extremely Large Saves Droplets of Water should now no longer appear floating invisible mid-air Fixed a issue where clients could be attacked while loading into their game Buggies no longer stay in your face, so when trying to build or harvest, players should be less disrupted by a buggy coming over and stealing the interaction priority Various Omni-Tool improvements based on community feedback have been addressed Looking at any item that the omni-tool can interact with will remain the priority over a building that’s in the vicinity of player’s cursor, guaranteeing that the actions prompted in the HUD remains in line with the other priority rules: Interaction actions are based on how close you are to something Interaction actions are based on if you look at that interactable Various Handheld bugs were fixed Gameplay Teen’s left hand now closes properly when crouching with dual-wielded weapons equipped Photo Mode can no longer be exploited to kill jumping creatures Fixed a bug where a character could get stuck in a spiderweb in the Fire Pit area Players should no longer get stuck in the corridor leading to the Axl arena Fixed a spot in the Ice Cart area where player could get stuck Players should no longer get stuck in a specific place in the trashcan Recover Backpacks should now work properly be recovered when they were falling Out of the World Fixed a bug where AXL Wall Mount did not guarantee a temporary effect for Players activating it on the edge of its range Fixed an issue where player could not repair Ice Sickles after a failed defense attempt Unequipping Axl Talon will no longer cause the character model to stretch in photomode Resolved an issue where killing one enemy would complete objective to defeat O.R.C. guards at Stone Stash Addressed an issue where Player could swap arrows while ranged weapon is charging Fixed a bug where some parts of the Universal Galvanic radio had collision issues Resolved an issue where Players were able to complete “Ready, Aim…” ranger challenge by shooting the Berries Fixed an issue where Pinch Whacker had same speed stat as Red Ant Club but attacked way faster Scorpion set bonus effect now properly triggers Fixed a bug where it was not possible to move items with the LMB Addressed an issue where it was possible to enter inaccessible places through the hedge Players can now walk onto the Juice Box from the Web Bridge Fixed a bug where looting creatures was problematic near nearby resources Items left in Statue Lab now longer fall Out of the World Fixed an issue with visible Out of the World from the window Players should no longer get temporarily stuck between Picnic Table’s wooden planks Fixed the issue where fighting a Mosquito would prompt nearby Blue Butterflies to aggro Milkweed related resources should properly appear in the resource scanner map Fixed a bug where multiple Husky Weeds were growing in one place Saps should no longer blocking movement Spicy Candy located on top of the Trashcan is now reachable Fixed an issue where Scorpions spawned after Ice Sickles quest could not do damage to Player after jumping to a certain spot Buggies will now properly drop a backpack on Woah! difficulty Fixed an issue where a gap inside hedge led to an unfinished area Resolved an issue where the Player could get stuck between two specific bushes The Fluffy Dandelion Tuft will no longer drain stamina Fixed a bug where Player’s backpack could become inaccessible underneath flashcard Resolved a bug where Resource Finder did not update locations of resources taken from chests Gnats have returned to the pond in front of the starting area Fixed a bug where Omni-Tool UI would disappear when hovering over more than one OmniToolable object Addressed an issue where stacking palisades on top of each other was not possible Blocking animation for Staves was too slow, it is now faster Fixed an issue where recycling Hatchery with ready-to-hatch buggy would result in obtaining unusable egg Fixed a bug where Praying Mantis wouldn't leave its leaf if the Player engages first Resolved a bug where Praying Mantis doesn't engage when the Player walks under its leaf Fixed a bug where Praying Mantis in Entrance area quickly loses aggro when Player hides behind a nearby coin Addressed a bug where multiple Husky Weeds were growing in one place Fixed a bug where particular raw science was placed behind invisible wall Resolved a bug where looting creatures was problematic near nearby resources Fixed a bug where creatures would not attack walls blocking MIX.R Aphids will no longer climb onto cut grass Fixed a bug where multiple Husky Weeds were growing in one place Resolved a bug where dropped resources would despawn after moving away from them Fixed an issue where Blue Butterflies had too wide hitboxes on their wings Players should now properly interrupt Mantis’s light attacks Baits should now get consumed by a creature when used Fixed an issue where water droplets were visibly floating in air after chopping grass Resolved a bug where the third person camera would become unstable while moving between the player and a big asset Players can no longer jump while sitting in any chair Environment Art: Fixed an issue where certain water textures were clipping through the ground Fixed a bug where particular raw science was placed behind invisible wall A window in the starting location no longer clips through the wall Fixed an issue where Image Plane on Sign Frames would not render correctly Addressed an issue where black spots appeared on some stones Fixed one-sided textures in the Fire Pit area Planks on the park now have the correct textures and are no longer pink Fixed collision of a rock near the Fire Pit Summoned Buggies should no longer spawn in textures Fixed various texture artifacts Fixed the issue where acorn was missing a chunk of its top part texture Resolved a lighting issue with the nasty water puddle in front of the Toxic Anthill South Entrance Fixed a bug where Ranger Outpost entrance light signs had different color than the light they emit Lighting has been improved in the Lab dome Resolved a bug where Husky Weed was clipping into the statue Fixed floating grass blades near the KLB11 News Camera Fixed an issue with Buried Treasure clipping with a Waffle Cone Addressed an issue where Billy Hog on the top of the Fire Pit was clipping through a plate Performance & Stability Performance has been improved for large world saves. The Saved Games list now loads promptly, removing the prolonged “Processing” prompt Fixed a bug where game was running in low FPS after loading autosave created upon starting an ORC Wave UI/UX Resolved an issue where the bindings for assigning an item to the HotPouch were different Fixed a bug where the survival guide specified that the 'H' key should be pressed instead of held to open the emotes radial The health bar will now properly display for some buildings in the Building Grid The switch view button in the pause menu responds to mouse clicks as intended. Storage UI backgrounds in containers are free of graphical artifacts Fixed a bug where Chopping List could exceed Player’s screen and could not be scrolled Resolved an issue with placeholder option change notification Changes in Game Settings will automatically save upon exiting menu Fixed a bug where the game language did not change immediately after being set Object placement by clients is now possible, even at a distance from the character. Fixed an issue where a ghost item appeared in inventory when assigning it to HotPouch with keyboard Fixed a bug where Player was unable to scroll “Wait, there’s more!” quest Audio Fixed an issue where mushroom destroy sound was delayed Addressed a bug where staff projectile sound was audible with sound settings set to 0 Fixed an issue where there were no sounds when hitting Ranger Station while playing as a Client Resolved an issue where web bridges didn't have impact SFX assigned Fixed concurrency set on all teens voice over Save/Load & Persistence Fixed a bug where Player could stack chill resistance with torch equipped while performing save/load cycle Fixed an issue where fog of war was reappearing for Clients after Save/Load cycle Addressed a bug where the Client could damage a snail through the shell if far from the Host Fixed a bug where Client sometimes was unable to pick up weapons thrown by the Host Fixed an issue where chill reduction would permanently increase for each save/load with torch equipped Fixed a bug where game was running in low FPS after loading autosave created upon starting an ORC Wave Resolved a bug where Player was able to Pause Menu for a brief moment after loading the game Teens’ bodies now disappear upon leaving the session Fixed a bug where entering the Acorn Turret right after loading the game would cause the player character to fall through the textures Localization: Various localization bugs have been addressed.
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Greetings Watchers, We have released patch 3.9.1.88240 to address bug fixes that you have been reporting during the Public Test for Turn-Based Mode. Thank you for your continued support and helping us make TBM the best it can be. Please contact us via support if you continue to find any bugs. Combat and Mechanics Cast action spells will now display an in-world indicator until they are resolved. Mid-combat changes to Dexterity, attack speed, recovery, and reload will now update the turn order immediately (instead of on the character's next turn). AI becoming stuck and unresponsive during combats should be drastically reduced. Fixed an issue that could cause Chanters to lock combat progress. Several spells from summoned creatures have had their cast times set to match the player version of the spell. Combat camera will no longer sometimes center on characters that are not in the combat. Game will no longer become unresponsive if loading a save while a cast action is in progress. Action queuing is now disabled in TBM. Fixed an issue that would cause self-cast and free actions to resolve ongoing cast actions mid-turn and without cost. Switching between different cast actions now correctly re-calculates initiative. Fixed an issue that could cause some enemies to act first even if they had higher initiatives. Stuck enemies should now pass their turns more quickly. TBM bonus to reload time reduced from -50% to -25%. Chanter phrases will now progress at the start of their turn based on the amount of initiative (time) that has elapsed since the chanter's last turn. User Interface and Interaction Removed green temp texture under character portraits in turn order. Removed green temp texture under ranger animal companion portraits. Fixed masking issues with portraits in camping UI, character sheet, ability icons, and offscreen indicators. Fixed an issue with future turn previews sliding into place before an action was committed. Fixed an issue that would scroll the turn order when characters completed their turns. Fixed an error in the string description for Graze, Miss, Hit, and Crit ranges in TBM. Toggle display initiative tooltip on the turn order UI will no longer clip outside of the game window.
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Greetings Commanders and citizens of Arcadia! We are releasing Patch 1.0.5.0 for The Outer Worlds 2 that address numerous bug fixes that you brought to our attention and much more! As always, we want to thank you all for your support and reporting these issues to us. If you come across any other issues, please contact us via our Issue Tracker page. The Earth Directorate thanks you. Community Reported Issues Added Fan Tossball Card for Celest Fairbrook Fixed unable to save issue when the “Saved Games” system directory does not exist. Now Windows should create the directory if it’s missing. Fix case where stale crime data would prevent saving. Fixed crash that could occur when transitioning to new areas with frame gen enabled on Nvidia GPUs Added a setting to allow players to turn off mouse smoothing and acceleration if they are experiencing cursor lag Loading Screen images can now scale up to fill larger resolutions Addressed issue where Wireless Free Arcadia would stop playing audio The player's eyebrows no longer disappear when using the inventory screen or idle camera The player's eyebrow color will now be properly saved and applied to their in-game characters after character creation. Note: this unfortunately will not retroactively fix incorrect eyebrow color for existing characters. Adjusted skinning on hairstyles in Character Creation Made adjustments to Side Burn facial hair so that it no longer disappears at certain angles Updated Multiple Scrapper Helmets to ensure emissives stay visible when certain prosthetics equipped Fixed missing geometry with certain prosthetics while wearing the Scoundrel's Aegis Removed ground texture from container in Westport Removed Dev text from appearing in some skill checks Removed instance of temporary text in Torres conversation Addressed several spelling and grammar errors Jackson's jump sequence at Spire Grove will now play correctly if interrupted by fast traveling away. Inez 'wants to talk' icon will no longer remain visible beyond relevant areas. Inez no longer shows up during the conversation in the Protectorate stowaway hideout in Fairfield if she isn't in your party. Made further improvements to ensure Inez reliably shows up in Fairfield town hall after first meeting her at the Ministry of Accuracy. Hogarth will now speak to player in edge cases where player has Milverstreet’s quest mentioned and visited the Vox Relay. Tristan now properly leaves his “Wants To Talk” stage after speaking with player on the Ship Talking to a companion during certain behaviors no longer prevents them from returning to their previous behavior Improved conversation staging in Fairfield’s Greenhouse to prevent companions from spawning in pool Companions will now allow players to see their Traits while on the Incognito Increased Companion survivability, especially on Hard and Very Hard difficulty settings. This indirectly improves Companion health increases from the Leadership skill. Bomb Suit unique armor now reduces explosive damage taken instead of reduce explosive damage dealt Adjusted Bomb Suit to properly reduce damage taken from explosives The Menacing Mask item now only applies its unique partial sneak attack damage to attacks made with a light melee weapon. The Vital Striker perk now only applies its partial sneak attack damage to attacks with melee weapons Nature’s Best Friend perk will now properly tame creatures Lowering the skill and perk investment required for Nature's Friend and Nature's Best Friend. Duration of base tamed effect on Nature’s Friend is increased. Makeshift Armorer perk requires more bits per armor value added. Certain recipes are also no longer loopable with their crafted item when broken down. Minigun barrel mods are now purchasable at various mod vendors. Serial Killer hearts no longer reset their max health bonus upon picking up a new one after loading a save Oracle Laureate now correctly gives player a primer as loot Ship pets that have been unlocked via promotions will now be usable right away, without needing to unlock other pets first Burrowed crabbles no longer fall through the world during combat. Fix for grass wind motion popping at distance Adjusted foliage to properly sit on terrain Improved foliage placement around caves in Paradise Island. Adjusted grass clusters in Paradise Island overlands. Terrain adjustments to Golden Ridge overlands Improved geometry around caves in the Golden Ridge overlands Adjusted geometry to prevent player from reaching out of bounds locations in Golden Ridge Fixing rare puzzle out of bounds issue in Monastery Improving Monastery Puzzle Interface Clarity Pickable crystals no longer placed inside other geometry Moved book that was clipping Moved barnacles in Crabble Caves so they are no longer floating Dematerializer Lockbox enables interactions when loading the Player Ship level if A Healthy Improvement is active but the dematerializer hasn't been acquired. Objectives from active quests no longer have a chance of disappearing in the HUD when a non-active quest updates. Addressed issue where the player could not give Ormsby his ingredients via the transaction drawer. Player will now properly be able to unholster weapon if their previously equipped one was removed after loading save. Pop-up Gun no longer advertises killing you as a good idea to your friends. Player can no longer access dialogue option with Sub Rosa if they do not have the required perk for it. Replaced Display Case examinable with standard lockpick interaction Required Info Not Found option on Montelli's terminal no longer displays when its impossible to find the information. Fixed issue where EARL switches would become unusable if the PC save/loaded during their reset animation Drones in the Paradise Island power station will now properly leave their pods when the player loads a save in that area. NPC should no longer get stuck in falling animation in Free Market Station Addressed unique scenario where enemies would not attack player when hostile. Addressed issue where player would die after loading a save in an elevator. The following patch notes contains spoilers: Fixed issue where if the player followed the specific order of going to Vox Relay, then completing The Saga of the Malfunctioning Mechanicals, they would be blocked from continuing The Brain Benders of Auntie’s Choice! (Spoiler) Fixed an issue where it was possible to get Ruth’s conversation into a state where she would no longer have option to progress the An Equitable Arrangement quest Ruth plays her introduction if the player has finished (Failed or Succeeded) the Equitable Arrangement quest. This fixes previous issues with quest turn-ins to Ruth. (Spoiler) “A Way Back to the Light” quest should now properly complete after turning it in to Provost Coulter (Spoiler) 'Fiends in High Places' now progresses in cases where saving/loading to deactivate/reactivate caused the Refinery encounter completion conditions to not evaluate correctly. After the Refinery bridge extends, killing remaining snipers will cause the encounter to complete and the quest to progress. If snipers have already been killed and the bridge has been extended, loading the save will cause the encounter to complete and the quest to progress. Addressed issue where (Spoiler) “The Saboteur of Paradise” quest was not updating beyond “Explore Vox Relay” (Spoiler) Updating The Saboteur of Paradise to properly reflect if player completed the DeVries in Fairfield objectives part of the quest before dropping Vox Relay (Spoiler) Added a clearer path to convincing Charlton from Westport to leave for the bridge for For Whom The Bridge Tolls mission on Paradise Island. Updated the beacon text for bringing Aza to the N-Ray Range to confirm the cultists there are dead to something more appropriate Adjusted beacon radius to provide more clarity for quest at Praetor Grounding Station. Commander Torres will now happily accept scrabbles and react to the events at the Vox, regardless of his location. Major Issues and Crashes Attempting to fix a crash on WinGDK build when initializing save game manager The game will no longer crash when interrupting Facilitator Tilden's bark dialogue via player interaction in Mental Refreshment. Addressed a crash related to crowd NPCs The game will no longer crash on rare occasions when the player dies from fall damage while simultaneously mounting a ladder. Addressed a crash related to Ray Tracing Latin American Spanish localization support for achievements on PS5 After visiting water reconditioning in Laplace's Garden without having talked to the agent, they will properly direct the player to start the quest. Elevator in (spoiler) Rift Lab is no longer inaccessible after combat ends. Content & Quests Players are able to loot the soldier corpse for a reward when dematerializing the examinable crabble corpse at the crabble fishery on Paradise Island Fixed issue with quest trigger for Mysteries of the Mental Modulators firing when it shouldn't Companions no longer photobomb a conversation with Niles in the ship cargo bay. Fixed issue with an NPC that wasn't in the correct spot for a companion quest Player controls are no longer frozen during extraction sequence in Cold Storage. Audio Logs collected during the Deviations Under Duress quest correctly display the collected audio log count in the quest addendum pop-up Companions will no longer freeze when trying to perform certain actions Helen no longer photobombs the player when speaking on the intercom in Horizon Point Station landing pad. Controlling for Convenience quest correctly requires the sample in order to progress and cannot be bypassed by not having the negotiator perk Fixed issue where player could not pick up a second open bounty if they turned in the other previously on Golden Ridge Updated Aza’s conversation to prevent players from being able to kick off her final quest by speaking to her after passing the point of no return by flying to the endgame level "Improved messaging for if the player fails the Endpoint’s End mission. Anais Bujold will now react via comms to the player getting caught on the experiment floor." Addressed issue with NPCs not sticking around after a quest Marsol is no longer able to teleport to the rooftop of Scientician's Surplus and enter a problematic state Removed reference to cut content that was triggering an error. Marisol now reacts to player failing her final companion quest. Conversation with Inez about grafting parts no longer drops An optional objective for 'Saboteur of Paradise' and lighting better indicate the control interface to redirect the Vox Relay away from Fairfield An addendum to speak to Corbin now displays on the Explore Vox Relay objective of the Saboteur of Paradise if it was triggered on the Seek Assistance Infiltrating Vox Relay objective Updated content so the courier at ACS Undisputed Claim that starts Inez’s second quest properly fails to show up if she was dismissed permanently Updated scripting to prevent knock-on effects in the player ship for either dismissing Inez after receiving the courier’s message or for player who obtained the message after Inez’s dismissal before the fix above Updated Inez’s conversations so the player can no longer dismiss her while on the ship if Ortiz’s recorded message is waiting to be played" Ensuring main quest updates accordingly if player kills Milverstreet before getting De Vries info from him Bell Tower switches in the Monastery no longer prevent interaction with nearby corpses or pickups Vigilant Hogarth now responds properly if the player has entered the Vox Improved Timing for Niles post combat barks in Tomb of the Matriarch More player responses available in Inez conversations about Auntie's Choice The Cultist Leader's warning distance is now more forgiving Outer door now seals when starting the Archive Reactor fight Improved power switch state logic in Rift Lab exterior Indestructible barrel in Euphoria Automech Repair Center is now very destructible Paradise Island Rift sequence persistence improvements Improved Fairfield guard Patrols Audio log in Auris Listening Post now correctly plays as an audio log rather than spatial audio Fixed issue with an audio cartridge Quest Item that wasn't present when it needed to be Thessaly Falk should no longer appear in two places at once. Improved save load persistence for monastery puzzle interactable Fixed setup for audio log in Auris Listening Post Improved Elevator presentation in rift device room Fixed issue where Dragoon was unphased after having a part removed during a quest Improving Rift Lab encounter access to player from within spawn room Players no longer have to pass 2 skill checks to disable the Underlands turret. Updating Monastery Directory Examinables for Clarity Fixed issue with idle Janitor Mech NPC During the Rivers Of Milk and Honey quest the beacon on the Oracle Laureate now disables when it is no longer relevant Fixed issue with idle NPC Fixed issue where drones on the ACS Undisputed Claim were aggro to the player when they shouldn't be Fixed issue where NPCs were incorrectly standing on a counter Companions killing Marshall Corbin on Vox Relay are now considered as having been killed by the Player for various reactivity Cleaned up examinable to avoid a confusing state it could get in Protectorate soldiers can be lured onto the exposed panel in the locker room of the Skip Lab with distraction devices (it would be horrible if electricity was enabled while they're on it) Fixed issue where a beacon was showing up at the wrong time for a quest Convinced Tristan to relax so that he no longer accuses you of crimes you have not committed. Some of the Order of the Ascendants members were found to be having conversations with each other at very long distances on Cloister, this wasn't part of the grand equation and has been addressed Smoothed out the conversation flow if the player is engaging about compression coils quest objectives. Fixed some cases where you couldn’t talk to companions while standing on an elevator. Vigilant Hogarth now no longer sometimes refers to Marshal Corbin as if he were alive, if he died. Corrected punctuation errors. Addressed issue where an NPC was not going away after a quest Improvements to waypoints and quest text. If not beginning a sentence or string, "de Vries" is the correct capitalization Improving Fairfield crowd animation usage Fixed issue with corpse display name being incorrect Lucy the sick Crabble has been ingesting too much PurpleBerry Krunch - feeding her more will now be reflected visually. Assuming he survived battle, Corbin exits Vox Relay after the failsafe is tripped Added the ability to tell Marshal Donelson in the Euphoria Coast Automech Repair Facility that you'd already fixed the leak when you converse with him after the initial argument scene. The following contain’s spoilers: (Spoiler) Quest giver for Inez’s companion quest was incorrectly showing up when Inez was dead (Spoiler) Addressed edge case for when a player gains Vox keycards from Euphoria Automech Repair Center. Player should no longer miss the Execution scene in the Vox Relay. Combat & Systems Fixes Fixed mine traps sometimes not damaging characters when triggered Fixed Zyranium hazards not applying poison in some states Characters no longer unexpectedly take explosive damage through walls or objects. "Unknown Station" radio notification shows up consistently Adjusted landscape heights for improved NPC pathing. Companions will be able to keep up with the player better immediately following recruitment to the party. Updating collision for smoother gameplay. Gloop grenades no longer break conversations in some cases. Added cover nodes for encounters that were previously missing them. Burrowed crabbles no longer play loop animation or vfx when they are not moving If an NPC ever fails to navigate out of their spawn door, they are teleported out and debug information is gathered about the incident. Player will no longer mimic reloads when entering the player ship with no ammo in the weapon Characters will no longer make noises before they have been spawned into an encounter In combat sneak attack (such as from the Vital Striker perk) now applies sneak attack correctly rather than first squaring your sneak attack multiplier If an NPC ever fails to navigate out of their spawn door, they are teleported out and debug information is gathered about the incident. Fixed Thunderstruck projectile in third person. If an NPC ever fails to navigate out of their spawn door, they are teleported out and debug information is gathered about the incident. NPCs killed inside their spawn door are excluded. Fixed certain cases where combat would not drop despite player being hidden Improved camera framing during certain conversations. Players can now sell to the comestible vendor in [REDACTED] Updating a story-specific loading screen to show up at a more appropriate moment Player will only throw one grenade instead of two when spamming the throw button. The Consumerism flaw will now be offered more promptly for players who become eligible for it after already starting a game The game should no longer pause when closing the inventory if DLSS-FG is enabled. Companions will follow player through crouch tunnels. NPCs ranged firing patterns now carryover their current firing progress when switching AI behaviors, and do not do so when it makes sense for the pattern to restart. NPC corpses are now less likely to clip into objects. Improved collision accuracy on crabble meat pickups Fixed player being able to revive if they are falling to certain death but cancel with a different death cause Armor shoulder pads no longer disappear when using alternate shoulder in 3P. Player can no longer sprint while being mentally refreshed. Fixed the collision settings for the goo created by the Dematerializer gun, it won't block Player movement anymore. Characters no longer unexpectedly take explosive damage through walls or objects. Fixed some perks that require companions to be in the party activating when they are not in the party Fixed a rare issue where the player didn't die when they should have. (for example falling from high places) Fixed an issue where reloading while burst firing caused weapons to temporarily become unresponsive Prevent ship terminal beacon for quests from appearing on unused secret terminal Fixed an issue where hold interaction audio was lingering when opening menus. Flaws are now offered at the correct time Fixed issue where ash left over from plasma critical hits did not move with moving platforms Fixed an issue where weapons with Advanced Energy Modulator mod could skip animations in certain circumstances. The Head Curator can no longer be lured out of the display case Replaced Hammerclaw with a Bulletclaw to resolve Hammerclaw getting stuck during combat encounter. Fixed an issue where Elevator doors were not closed properly. Solved warping issues and made visual improvements to 3P Zyranium Automech Armor VFX Preventing your VALERIE unit from 'beep bop booping' into Ladders if you have climbed it Gary's footprint sounds are now correct NPC corpses are now less likely to clip into objects. Fixed a blending issue when companions crouch and put their weapon away at the same time. Mine model will no longer become stuck on player if they interrupt throw animation with parkour. Setting NPCs to more often sprint to cover instead of jog. Fixed Vendor that allowed tossball card to be restocked Updated level of detail settings on Protectorate Dragoons Fixed floor shadow artifacts on companions during movement. The Coagulant dispenser in Fairfield was incorrectly configured and let the player to create a second coagulant lite. Companions no longer stand in awkward positions when conversations begin under certain conditions. BunkerMechs now rotate their cannons to fire at their target while in combat Shooting a grenade out of the air with a shotgun no longer counts multiple times for the “Waylaid Grenade” achievement/trophy Force feedback effects will now work for the following weapons: Adrenaline-Edge MK3, Burst SMG, Emergency Stop, Repeating Rifle, Sentry Blade, Shock Assault Rifle, Zane's Blade Suppressionist now correctly benefits Last Whisper Agatha no longer deals less damage when firing from ADS. NPCs on Story, Hard, and Very Hard no longer take less or more non-physical damage type side-effects based on difficulty settings. The Tinkerer perk now correctly reflects how much extra damage you get per point of Engineering. Crabbles will now play locomotion VFX for crabble burrow attacks Niles will now wait a bit between reminders about crafting ammo Being Mentally Refreshed paves the way for new experiences Tossball Winger no longer triggers for Distraction Devices In certain cases, Aza's inventory is no longer marked as stealing Fixed an issue with the run animation when spinning around 180 degrees Added additional mods to vending machines Art Removed access to out of bounds areas Armor shoulder pads no longer disappear when using alternate shoulder in 3rd Person Improved collision for better player pathing Solved warping issues and made visual improvements to 3rd Person Zyranium Automech Armor VFX Improved collision for better player and NPC pathing Art improvements to misaligned assets Improved quality of shadows in Horizon Point station. Auntie Cleo's monitors no longer have artifacts Broken Crystal meshes now have correct material Eliminated visually stretched textures Improves collision to help with player pathing Addressing gaps in the Cloister landscape Improved shadowing in Alexandria Station floor Reduced brightness intensity of some lights in Golden Ridge Addressed pop-in on Cloister's frosted glass when see at a distance Improved exposure shifts when traveling from the inside of a building to the outside Removed access to out of bonds areas Flashlight improvements in third person Art improvements to misaligned secondary structures Art improvements to eliminate visual flickering issues within Paradise Island Art improvements to eliminate visual flickering issues within Cloister Art improvements to collision on rocks Art improvements to eliminate visual flickering issues within Golden Ridge Art improvements to eliminate visual flickering issues within Praetor Smoothed out landscape to improve player pathing. Art improvements to Cloister Revising asset placement for optimal player viewing. Art improvements to Paradise Island Art improvements to Cloister's overlands Animation Fixed issue where player was able to obtain items behind glass casing. Crowd characters now ignore old corpses just like everyone else. Addressed issue where using the AutoDoc right after using the Inhaler will cause the animations to not play properly. Player can no longer sneak attack enemies through glass. Reduce crowd avoidance radius to reduce awkward back and forth dancing. Player will no longer mimic reloads when entering the player ship with no ammo in the weapon Fixed Thunderstruck projectile in third person. Fixed Dagmar occasionally looking at ceiling during conversation. Move companions out of the way when speaking to Rollo Nast Scoped guns will no longer get stuck on player’s chest when holstered. Player will only throw one grenade instead of two when spamming the throw button. Player no longer gets stuck with movement not respecting input after combat pivot Distraction device shouldn't show up anymore if you cancel the animation in 1st Person and switch to 3rd Person Fixed player being able to revive if they are falling to certain death but cancel with a different death cause When doing a full body animation it should not rotate the lower body anymore and then slide back Weapon no longer rotates when leaving throwable animation state in 3rd Person Fix weapon-based body idle issue when exiting conversation with an equipped weapon Adjusted reloading to look more natural Shooting will no longer interrupt medical animation Player arm doesn't freak out anymore after sliding into a forced cinematic or conversation Sentry ankles no longer completely disappear at a standing distance Fixed a blending issue when companions crouch and put their weapon away at the same time. Removing a slide on Niles when HPS landing pad conversation starts. Mine model will no longer become stuck on player if they interrupt throw animation with parkour. Setting NPCs to more often sprint to cover instead of jog. Fixing some gun sliding issue on Landing Pad Conversation in Horizon Point Station. Fixed Inez's scoliosis so she reloads her weapon in cover without breaking her spine. Player arm doesn't freak out anymore after sliding into a forced cinematic or conversation Updated level of detail settings on Protectorate Dragoons Adjustments have been made for the slide so throwables look better There should be no sudden shift anymore when you jump in non-combat No pop anymore when combat state changes in crouch The bredknife now plays knife animations instead of sword animations Made an adjustment so it looks better going from sprint to ADS Allow characters to overlap a bit more when trying to avoid intersecting to reduce the amount of left-right movement. Prevented second companion from standing in awkward places during Marisol quest conversation. Adjusted the framing for the conversation in Golden Ridge with Wojtek so that character is framed more clearly on camera. Player no longer plays 2h animation when quick turning while unarmed in 3rd Person Adjusting timing on keycard interaction when using Willard's Terminal NC pivots should not over rotate anymore The inhaler and the N-Ray gadget animation now work when you are holding ADS in P3P Player head now looks forward when you stand still and look at your character Adjusted Fades before events that play out in Vox Relay. Glued shoulder pads back onto our 2-handed handgun users so they no longer fly. Adjusted the blend spaces so there is less sliding when we tilt slowly on the controller Adjusted the blend spaces so there is less sliding when we tilt slowly on the controller Added audio to long burst first raise Removed access to out of bonds areas Resolved issue where Voice of the Refugees would stop looking at player while she was speaking to them mid conversation. First raise audio should not play anymore if you do a first raise and then go into crouch in p3p Adjusted quick melee for the 2-handed pistol Removed possibility of seeing some full screen effects on player ship when you should not be able to see them. Added a slight delay to the second Melee Heavy attack when spamming attack button in 3P Removed slight wobble when player holds 2-handed power attack Flashlight improvements in 3rd Person Equip animations are playing if you swap weapons during sliding Adjusted reloading to look more natural Cleaned up some cinematic fades and UI visibility during Tristan's companion quest Adjust collision on Science Interactable to be more reliable to shoot around. Slightly toned-down lower body movement when you would jump while you are in combat Adjusted mine throw blending so it looks more natural Added some shoulder movement when you aim up, so it should look more natural Adjusted setup of Main Menu Moon Man's leg bolts for certain outfits The following contains spoilers: (Spoiler) Updated animations during critical cinematic sequence on Greater Tranquility Station (Spoiler) Adjusted Fades before events that play out in Vox Relay. UI/UX Updating Widescreen presentation on the End Slides Polish and Russian Translation updated for the term “Cosmetics“ Players can no longer access the HDR Calibration menu during Conversations Steam Deck will not show keyboard icons unless an external keyboard is being used Protecting a potential crash in the post-tutorial character creation screen Improved visual presentation of Palm Greaser perk when used for conversational bribes. Totals for all ammo types now display correctly in the toolbelt and its associated tooltip. Items sold on the vendor screen no longer have 'new item' pips The default buy amount is now 50% of what is affordable, rather than 100%. The crafting screen will now show the correct value for the current number of inhaler charges. Item tooltip now updates properly on item transfer screen. Notification pop-ups should no longer show a white square when looking at signposts Selling all Junk keeps current items visible on Vendor Screen Updating hierarchy and fill settings of the description entries in the Codex Journal to prevent issues seen with overlapping header/body text Touch screen works properly on handheld devices In the Quest Items tab of the inventory, the “Inspect” button will only show up for Quest Items that are examinable, or that have descriptions that are too long to display without a pop-up. Fixed Archivist Noelani's text not advancing for a specific ending to her conversation. When the setting "Show Base Item Stats" is off, grenades will properly scale their reported damage based on the Explosives skill Save/Load Menu will properly update the list position after deleting a previous Save game Leaving the Load Menu will now restart the Moon Man Conversation an appropriate number of times Cleaning up formatting of Addendums and Optional presentation in the Journal and Quest Log Ensuring Main Menu Options reappear when leaving the Load Menu and restarting the Conversation Hovered Map entries no longer present 'Next' when unable to provide that functionality Addressing edge case seen where conversation history might flicker when it is on the cusp of needing a scrollbar Color picker dropdowns are now exclusive to each other in Settings Audio Pump Station is now x% more electrifying in tight vents Bridge sound always plays when lowering "Unknown Station" radio notification shows up consistently Exploration music increases in intensity when near hostile characters outside of combat. Attractions in Matriarch's Tomb now with improved audio systems. Characters will no longer make noises before they have been spawned into an encounter Added missing sounds to Marisol/Svoboda cut scene "Added ducking behavior to Player Radio so that it ducks in conversation state and extended range of attenuation on the dudes stranded in the lift" Skip drive ambience improvements The notification for when a new radio station is available is now limited to only newly discovered stations Curator in the tube, now with even more tube. Improved radio music shuffling by having it remember song history through a fast travel Added audio to long burst first raise Sound effects will no longer cut out while idling near a wall The following contains spoilers: (Spoiler) Remixed Sovereign's Ship music (Spoiler) Made adjustments for a more impactful execution in Vox Relay
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Greetings, Watchers, We’re excited to announce that a new public beta will open on November 5th for players on Steam and Xbox PC. This beta introduces a major new way to play the original Pillars of Eternity: Turn-Based Mode. Fans who enjoyed experimenting with Turn-Based Mode in Pillars of Eternity II: Deadfire will find familiar ground here, but with key improvements shaped by your feedback: Unbound Turns: All turns are now influenced by a character’s overall speed, improving the value of Real-Time with Pause attributes and mechanics. Smarter Free Actions: Actions like swapping weapons, drinking potions, or enabling modals are now free actions. Each free action is limited to one per turn per type for balance. Faster Pacing: Combat lethality has been significantly increased for both enemies and players to keep battles tense and impactful. Mode Flexibility: You can choose Turn-Based Mode alongside difficulty when starting a new game — or swap freely between Real-Time with Pause and Turn-Based Mode in the game options. We’re also investigating a direct HUD toggle for even more convenience. As this is a public beta, please expect bugs and ongoing adjustments. The beta will run for some time as we continue to roll out updates and prepare for a full release. We’re also excited to share a special message from Josh Sawyer, the Game Director, with his thoughts on what Turn-Based Mode means for Pillars of Eternity and how community feedback helped shape this update. Your feedback will be vital as we refine and polish turn-based mode — we’ll be collecting reports, issues, and suggestions from the community throughout the beta. Thank you for helping us continue to grow and evolve Pillars of Eternity. We’ll see you in the beta on November 5th!
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Greetings Commanders! We are releasing hotfix 1.0.4.1 for The Outer Worlds 2. As always, we are very appreciative for your continued support and patience. If you come across any other issues, please contact us via our Issue Tracker page. The Earth Directorate thanks you. Critical Fixes Fixing saves crashing on load 100% of the time if bad data gets into the favorited item data. Fixed several rare crashes. (PS5 only) Fixed crash when game was started with only PlayGo chunk installed, and user progressed past Horizon point station. Plug Puller Perk no longer prevents encounters from advancing. Players will no longer have their conversation history reset at unexpected times during gameplay. Cleared out portions of the map will no longer be reset. Quests/Progression: (Contains Spoilers) Players who encountered problems with Inez after meeting her at the Ministry of Accuracy should be able to progress her argument with Milverstreet now, even if they could not before. Inez will now reliably play her intro dialogue lines when first encountering her in the Ministry of Accuracy, instead of on rare occasions playing her standard companion conversation. (SPOILER) Aza now properly starts a dialog and quest outside of the N-Ray Range if the player already killed at the N-Ray range. OA Troopers no longer appear in the ACHQ at an unintended time. Loading a save from before fighting these units will allow players to progress the quest as intended. Note: Players must load a save before the bug occurred. We are investigating solutions for a retroactive fix. (SPOILER) “Better than Nature” quest now correctly guides the player to Inez if is destroyed. Otto’s Lock in Free Market Station is now working as intended and can be solved. Audio/Visual PS5 Pro now uses TSR for upscaling to address blurry grass on Paradise Island and unexpected lighting noise across the game. Double jump boots no longer play audio at double volume. (Xbox only) Fixed an issue that can cause some blue noise on the edges of grass and computer monitors.
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Hello Commanders, we are releasing Hotfix 1.0.4.0 for The Outer Worlds 2. We’d like to take this time to thank you all for support, patience, and for your consumerism. Below are the latest fixes: Community Reported Issues: Critical Fixes: Premium Edition owners on the PlayStation 5 are correctly granted the Corporate Appreciation Prize Pack & (if you own a pre-order version of the game) the Commander Zane’s Battle Pack. Note: Unfortunately, the Consumerism Flaw being rewarded is not fixed in this patch and will be addressed in a future hotfix. Permanent fade to black when returning to the Praetor landing pad no longer occurs. Saving and Loading while using the dematerializer will no longer prevent the player from equipping weapons. Inez is no longer absent sometimes from Fairfield after she returns there from the Ministry of Accuracy. Note: This fix only applies to new saves. We sincerely apologize for those still experiencing this bug. We're currently investigating solutions for a retroactive fix for save files being affected. Improved the accuracy of information displayed during the end-of-game slides. Quest/Story: Players can now properly progress the quest "Forbidden Secrets of the Undisputed Claim" if they had chosen the player response "I'll think about it." Beacons have been added to the optional objective for the quest "Crash Course in Telemetry" to assist players with progression. Improved player guidance for progressing in the Monastery in Golden Ridge. There is now more guidance on how to recruit Inez if the player previously missed her. Inez's fate will now be clearer after on Paradise Island. UI/UX: Motion Blur settings are now saved correctly. Interact prompts more clearly indicate when a holding an input is necessary and accurately displays progress. Subtitle Font settings are now correctly applied. Placeholder text will no longer appear when talking to Hierarch Wolcott. If "Player Status Bars" is set to Always Off, the health bar will no longer appear after saving and loading. Aza 'wants to talk' icon will no longer reactivate improperly on the player ship. After a conversation with a vendor, the player will now remain in the same location where the conversation was started. Audio: Video message from Trooper Ortiz now plays VO. The volume of the voiceover of the Corporate Hireling in Paradise Island is now scaled to how far away the player is. Reduced likelihood of radio content repeating too frequently. Removed a radio emitter that was misplaced under the ground in Paradise Island. Additional Bug Fixes: Crashes and Critical Issues: The game will no longer crash when interrupting certain NPC bark dialogue lines by interacting with or killing one of the participating speakers. Removed the potential for picking up specific grenades to trigger a crash. The player will no longer fall through the world when loading a save that was made inside certain tunnel/vent areas while crouching. The player will no longer fall through the world after exiting computer terminals in third-person mode. Using the kill switch in the Auntie’s Choice Headquarters no longer gets the player camera stuck. Resolved unique edge case that prevented player from using the console on the Sovereign’s Ship. Removed collision that blocked player access to crouch tunnel. NPCs in the Auntie’s Choice Headquarters spawn in this hostile state more consistently for players that triggered that outcome. VIP lift at Rift Labs should now properly unlock accessible floors, preventing player from becoming stuck. Addressed issue where an enemy was locked in a closet, preventing combat completion. Quest Progression: (Contains Spoilers) Anais now properly dispenses the quest reward for Marisol’s final companion quest if . Improved quest support for killing key quest NPCs with Companion Abilities. The player can now continue the quest, “Listening For a Clue” if they loot Vicar Laureate now properly appears before the door leading to Ruth’s chamber after player has progressed the second OA faction quest, ‘Crash Course in Telemetry’ to the objective, ‘Speak with the Presiding Bishop’. Rasmussen will now correctly seal/unseal his office door if the player attacks after helping the cub. The player will no longer lose the ability to respond to Niles after skipping dialogue at Horizon Point Station. Inez resists the urge to after defeating enemies at N-Ray Range. Turrets during Arbiter boss fight will not stop looking for players no matter how long they hide.
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Greetings Friends! We released the 0.2.0.1 Hotfix for Grounded 2 on all available platforms. If you don't see the update right away, please try restarting your console or verifying your game files. General Fixes: Further Improvements so that resources should not regrow through bases in certain scenarios This is not retroactive to your save file - Please chop down these resources and they should not return Fixed multiple crashes Fixed multiple crashes retaining to Foliage Fixed a crash when navigating through creature cards Fixed a bug where players could have an infinite load on save files with vast amounts of playtime Player should now be able to customize buildings on controller Resolved an issue with Unity that caused the Artbook to be temporarily unavailable
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Grounded 2: Hairy and Scary Update Brookhollow Park just got a whole lot creepier (and fuzzier). The Hairy and Scary Update has crawled its way into Grounded 2, and it’s bringing a monstrous new challenge, stylish new gear, smarter building tools, and even more ways to power up your Buggy. Ready to face your fears? Let’s dive in. Meet AXL, the Colossal Tarantula The park’s newest nightmare has eight legs, razor-sharp fangs, and enough hair to make your skin crawl. AXL, the tarantula boss, is here to put your courage to the test. Defeating this towering terror unlocks a full suite of tarantula-themed rewards: Forge the imposing Tarantula Armor set Wield the devastating Tarantula Bow and Spear Add some spooky style to your base with chests, candles, and even a candlelit throne Build Smarter with BUILD.M Your grand designs just got easier. The new BUILD.M grid system makes snapping, placing, and perfecting your creations more intuitive than ever—so whether you’re raising a park empire or just tidying up your camp, your wildest blueprints can finally shine. Buggy Upgrades & New Gear Exploring Brookhollow Park on wheels is smoother than ever. With Hot Pouch support fully integrated into your Buggy, you can scan, swap, and stock up without leaving the driver’s seat. Plus, a haunting new Praying Mantis armor set brings plague-doctor style and handy healing tricks to keep you rolling in one piece Play in More Languages We’re thrilled to bring Japanese and Brazilian Portuguese localization to Grounded 2 in this update! More languages are on the way throughout development, so keep an eye on our socials and roadmap for what’s next Hairy, Scary, and Just the Beginning This update dials up the intensity while keeping the fun alive—spooky, stylish, and brimming with new ways to survive the tiny terrors of Brookhollow Park. And don’t get too comfortable… October is creeping up, and we’ve tucked a few festive frights around the park to keep you on your toes. The Hairy and Scary Update is live now in Game Preview for Xbox Series X|S, Xbox on PC, and Xbox Cloud, and in Early Access on Steam. Play it today with Xbox Game Pass, and get ready—it’s hairy, it’s scary, and it’s only getting wilder from here. For the full patch notes, keep reading! New Features Boss Fight against AXL Offering recipe can be found in the world to summon the boss New mutation 2 new trinkets AXL furniture : Candle, throne & chest AXL stuffed and wall mount AXL weapons : Spear & Great bow & arrows AXL Armor set BUILD.M Replaces the Construction radial Holiday update for Halloween - Only Available in October Trick-or-Treatery Building can be bought in the Ranger Station New spooky ambiances Candy Corn replaces some resources in the world New Content New Buildings Wolf Spider Rug Grass Quarter Triangle floor Stem Quarter Triangle floor Pine expansion: Pine Wall B, Pine Half Wall B, Pine Half Vertical Wall B, Pine Table, Pine Stool, Pine Lounger, Pine Skull Mount Scorpion Bed, Scorpion Lamp New Weapon & Armor Praying Mantis Armor set Community Requested & QOL Features Community Requested Set bonus information is now available via the "Explore" popup Hotpouch is now available while riding a buggy Hotpouch now permanent in the inventory screen Orb Weaver now won’t receive fall damage QOL Improvement on Orb Weaver navigation Improvement on the Repair button for Buggies: SCA.B now emits small light at night Feedback for throw starts as soon as input is pressed Improvement on feedback for the lean-to interaction Other Changes / Tuning Audio Improved translations Added a VO line that was missing Fixed volume of certain effects not affected by correct volume slider Resolved several missing/incorrect sound effects Combat Balancing Preliminary Patch Notes for Fall Update. This is a pass on combat stats as we prepare for tier 3 content. This also reigns in some overpowered gear and mutations for the Axl boss fight. Global Combat Tweaks Baseline critical hit damage multiplier has been reduced. Baseline stun damage multiplier has been reduced. Baseline parry stun reduced. (Light shields stun more) Rogue armor critical hit chance is slightly reduced. Weapon Tweaks Dual Wield finale damage multiplier slightly reduced. The critical hit chance for following weapons have been adjusted. Weaver Daggers Wolfsbane Daggers Ice Sickles Mosquito Needle Mitey Claws Northern Shredders. Fist Weapon attacks deal less stun. (Adjusted mutation as well see further down.) Bow damage has been reversed from the PTB changes. For Tier 1 and Tier 2 Arrows - Base Damage of both was increased by +5. This is doubled for charge attacks Pinch Whacker AOE stun was lowered from (15 → 5) Pinch Whacker AOE Damage was slightly reduced Trinkets Stabby Stinger deals bonus stabbing damage with finishers. Blistering Boiler spicy damage and sizzle has been reduced. Myrmecologist Badge attack damage downside reduced. Armor Adjustments Northern Armor Crippling strike set bonus immobilizes the target for a short duration instead of stuns. Ambush attacks only work on angry creatures like the mutation. Grub Armor Quickcharge bonus is no longer removed when switching weapons. Mutation Adjustments Ambush Dagger Critical hit damage multiplier has been reduced. Ambush only works on angry creatures. Ambush unlock progression only counts against angry creatures. Assassin Dash Stike Critical hit chance has been reduced. Critical hit damage with daggers and sickles has been reduced. Smasher The damage multiplier while creatures are stunned has been increased. Sharpshooter Critical hit chance with charged shots has been reduced. Lil Fist Mastery stun reduced slightly. Reliable Friend Revive time has been adjusted. Acorn Turret Turret damage against O.R.C. creatures has been reduced. Creatures Bombardier Beetle resists stabbing instead of smashing damage. Weakness to fresh has been reduced. Wolf Spider resists to stabbing has increased. Health increased. Praying Mantis Health increased. UI Adjusting existing translations to better fit UI Optimization This is our first major step towards Major Performance Improvements. We understand there's still more work to do and behind the scenes we have already started. General Performance Improvements across the board Added various Graphic Options and have changed the values of Low, Medium, High and Epic for 0.2 View Distance Anti-Aliasing Post Processing Quality Shadow Quality Global Illumination Quality (Lumen) - Can now be set to “On” or “Off” If the setting is turned on you should now be able to pick from Low, Medium, High and Epic Reflection Quality Texture Quality Effects Quality Foliage Quality Shading Quality Bug Fixes: Known Issues: There are a few issues that will be present at the 0.2. These include the following: A one-time regrow of all resources will be present on everyone's saves - we had reports of large base resources not regrowing, the fix for this is a result of everyone needing to chop down resources again under their base. We apologize for the inconveniences Players who left the PTB before it was finished will join the game with their Field of View (FOV) being set to 0 - to fix this please just change your FOV slider in the game options when you start up the 0.2 build for the first time and everything should return to normal. Stability: Were estimating around a 15% Stability Gain from 0.1.3. We will continue to check Stability throughout early access as we continue to make strides towards getting our crash rate as low as possible Major Bug Fixes: Buggies are no longer affected by “Fix Bug Locations” from the game repair menu. Fixed various crashes Fixed a crash when loading a world with customized armor stand built. Fixed some memory leaks that would then lead to a Out Of Memory Crash 50% of the GPU Hangs experienced in 0.1.3 should be fixed in 0.2 Having full inventory and a two-handed weapon on a Buggy will no longer result in losing the weapon. Resolved an issue where backpacks could fall underground after a player’s death. Fixed a bug where Players could get stuck in the Onboarding Facility by using the PTS. Fixed Various more duplication methods Resources will no longer respawn on High Foundations Fixed a bug where Clients could not Repair 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) and as an after result. We plan on doing these fixes always as “Batches” in the future to help display if your base is affected. Fixed a bug where clients were losing all their equipment when a save was transferred via Import Save option. Fixed the “Photo Mode” Speed exploit Additional Bug Fixes: Performance and Stability Resolved an issue where alternating between Player’s and Buggy’s backpack in Resource Analyzer could result in game crash. Fixed an issue where Grounded 2 did not launch properly on Steam Deck. Tweaked flickering on distant environment on Xbox Series S. Corrected an issue where Frame rate drops significantly when players are joining the game with teens in different locations. Resolved an issue where freezes occurred when joining a multiplayer session. Corrected an issue where FPS dropped below 20 when browsing Radial Menu. UI/UX Addressed an issue with Omni-Tool showing “Throw” prompt. Fixed a bug with Quick Chat radial menu showing wrong button prompt. Resolved an issue with visible boxes inside the Radial Menus. Resolved keyboard mapping so Handy Gnat and invert blueprint won’t share the same input. Corrected a visual issue with the overlapping Whistle widget UI. Fixed a bug where Player was able to see through map by using “Menu” in the lobby. Fixed a bug where key mapping for the "Huck" wasn’t working as intended. Resolved an issue where in building layout texts were appearing outside of the boxes. Fixed a bug where Handy Gnat camera controls would be inverted when playing on controller. Addressed an issue with arrows HUD being displayed after switching a weapon. Fixed an issue with a “Text Block” showing up. Resolved an issue where incorrect popup for survival text in death screen was present. Resolved an issue where quick exiting Single Player New Game Menu switched Teens in the next loaded save. Resolved an issue where dual-wield weapons would be separated from Character’s hands in inventory. Fixed an issue where notification for Save Slots Used is overlapping with UI. Addressed an issue with resource names extending beyond text boxes. Fixed an issue where Science Shop text overflowed in German. Fixed many UI issues on specific aspect ratios. Resolved an issue with a Lean-To icon missing from the pop-up. Fixed an issue where a hollow rectangle was visible in crafting menu. Resolved an issue where item icons jittered in the recipes UI. Resolved an issue with opening UI on mount showing inaccurate item descriptions. Resolved an issue where new keyboard mapping reverted after rebooting. Addressed the typo in the description of the Northern Scorpion Jr. creature card. Corrected an issue where the O.R.C. Wave prompt appeared in low resolution. Resolved an issue where damage type icons in the Stat Details menu were squeezed. Updated Snail Shell Plastron’s description. Resolved an issue where the aim reticle appeared low-resolution after increasing its size. Buggy Resolved an issue where Red Soldier Ants were aggressive towards Players mounted on Red Soldier Ant Buggy. Resolved an issue where mounting a buggy in first-person view resulted in a reduced pickup range for the player. Resolved an issue where buggy could become permanently unavailable. Resolved an issue where thrown bandage behaved identically as Healbasa when mounting a Buggy. Resolved an issue where Dismounting a Buggy and “Snap To Grid” function were bound to the same key by default. Resolved an issue where forced dismount dealt damage after falling on a Buggy. Addressed an issue with items disappearing when moving items to Buggy inventory. Fixed a bug where POIs were not updated in Data tab after Player discovers POI on Buggy. Fixed a bug where buggy becomes unresponsive for Players after leaving Multiplayer Session. Resolved an issue where Orb Weaver Buggy could collide with clovers. Fixed an issue where neutral creatures were losing aggro when player mounts a buggy. Resolved an issue where a Client could duplicate any haulable item like Grass Planks, Buggy Eggs, by leaving the multiplayer session and rejoining. Resolved an issue where standing below a web bridge was creating a web texture around the Player on Orb Weaver buggy. Fixed a bug where Players were able to avoid fall damage by dismounting the Buggy right before the impact. Resolved an issue where the Player was forcibly dismounted from their buggy, while blocking and having 1 stamina bar left. Addressed that caused lack of animations, visual, and audio effects for clients, while being on a buggy and in gathering mode. Fixed an issue where “Your Buggy will return once it is safe” message wouldn’t appear when respawning in a restricted area. Resolved an issue where a buggy could hatch as hostile. Corrected an issue where soil near a pipe leading to the Statue had no collision for the Red Soldier Ant Buggy. Fixed a bug with white frames around Buggy stamina bars. Audio Resolved an issue where the anthill sounds could be heard on the surface. Fixed a bug where sound effects of Bows were unaffected by audio volume settings. Resolved an issue with no Biometric scanner SFX near the Mysterious Stranger fight. Addressed an issue with Broken Gear SFX. Resolved an issue with Omni-Tool Upgrade SFX not being affected by Volume sliders. Resolved an issue where Outdoor Living quest Voice Line was interrupting Sloane’s call. Resolved an issue with a specific line playing even with Audio set to 0. Resolved an issue where the sound of hitting and breaking Acorn was disproportionately quiet. Resolved an issue where the Briefcase’s sound effect could be heard globally. Resolved an issue where specific bucket lacked SFX on being shot. Resolved an issue with Music in Anthills stopping when title ran in the background. Corrected an issue where MIX.R repair SFX played after repairing the Ice Sickles. Corrected an issue where SCA.B device SFX could be heard with Audio set to 0. Corrected an issue where Unburrowing Scorpling was audible with Effects Volume set to 0%. Corrected an issue where Arrow impact SFX were bound to UI volume. Localization Resolved the improperly localized “KEEP THE CHANGE, YA FILTHY ARACHNID!” quest’s name. Resolved an issue where Greatbow and Great Arrows were not localized in other languages. Corrected an issue where names of craftables scaled incorrectly in some languages. Corrected an issue where some buildings were not translated into languages other than English. Resolved an issue where some UI prompts weren’t fully translated. Quests/Progression Resolved an issue where MIX.R could not be activated after Client did all the antennas and stashes. Tweaked an exploit where Player could grind mutations on disengaging O.R.C. Creatures. Fixed an issue where Players were not able to get back up the tutorial PTS machine. Resolved an issue where “Wait, There’s More” questline would not trigger correctly. Fixed a bug where O.R.C. Transmitter entry in Survival Guide was blank. Fixed a bug where progression bar for Ambush mutation was not working properly. Resolved an issue where Headless BURG.L POI had low quality textures. Resolved an issue with a specific O.R.C. Weaver Jr. unlocking the regular Orb Weaver Jr. card. Fixed a bug where the first tutorial for Milk Molars could appear before leaving the Onboarding Facility. Corrected an issue where the Respawn tutorial was hidden behind the respawn timer screen for Host and Client. Gameplay Fixed an issue that caused the resource finder to show items incorrectly Resolved an issue where Frenzy mutation did not trigger while using Ice Sickles. Resolved an issue with visible Out Of the World hole in Ceremony region. Resolved an issue with visible Out Of the World hole in Entrance region. Resolved an issue with visible Out Of the World hole in Ceremony region. Resolved an issue with OOW gap in the Picnic Table area. Corrected an issue with visible gaps in the geometry. Resolved an issue with visible Out Of the World hole. Resolved an issue where the O.R.C. Creatures were not despawning after failing the MIX.R event. Resolved an issue where Player clipped through teleport. Fixed a bug where turrets dealt significantly more damage to O.R.C. Creatures. Fixed a bug where Clients were not able to Repair in Multiplayer sessions. Fixed a bug where Player could be permanently stuck inside the PTS after using Photo Mode. Fixed an issue with O.R.C. creatures continuing to spawn after failing the MIX.R. Resolved an issue where Milkweed Pods were spawning too rarely. Resolved an issue where O.R.C. Mosquito was not present on the branch leading to the Statue. Resolved an issue where Red Ants could gather around a single spot in Toxic Anthill. Fixed a bug with Player clipping through a floor. Corrected an issue where selecting the Healbasa would show Combat Stats. Resolved an issue where getting damaged would not cancel action with progress bar. Resolved an issue where the players could fall into a pit and get stuck under the Statue hedge. Resolved an issue where foliage was growing through buildings. Fixed a bug that made some enemies spawn buried in the ground. Resolved an issue where there was a gap in terrain near the border of the Grass Games and the Snackbar Front. Resolved an issue where O.R.C. ****roach Nymph couldn’t freely move in specific Statue room. Fixed a bug with flying creatures animation being broken. Resolved an issue where Client could fall OOW while standing in a cave. Balanced difficulty of Statue’s route. Resolved an issue where Omni-Tool was invisible during pickup animation on Xbox Series X. Resolved an issue where Bombardier Beetle would spawn inside geometry. Fixed a bug causing navigation issues around the Old Root barrier blocking the entrance to the Frisbee Hedge. Corrected an issue where the Red Ants could spawn inside the ground nearby the entry to the "Hatchery Anthill: South Entrance". Resolved an issue where Ladybugs could be noticed roaming inside the Ant Hill. Fixed a bug where Mantis could lose aggro on the Player mid-combat. Resolved an issue where Praying Mantis Nymph was not attacking the Player when it was pinned to the wall. Fixed a bug where recycling building while mounted would not refund all materials. Fixed the OOW gap near Yoked Girth Magazine Ad. Fixed a bug where Player could get stuck in a hole behind Soda Can. Fixed a bug where certain armors were not synced with the Character in Photo Mode. Resolved an issue where snails didn’t collide with Player buildings. Fixed a bug where Player could fall OOW near the entrance to the Pine Hill Outpost. Fixed an issue with parts of skateboard lacking collision. Fixed an issue where creatures killed by sizzle status effect did not yield roasted meat. Fixed issue with visible gaps in the geometry. Resolved an issue where camera clipped with Player’s head while opening storage buildings. Fixed a bug with falling inside KLBB11 Camera’s Lens. Addressed an issue with O.R.C. Larva eye color. Corrected an issue with visible gaps in the geometry. Fixed a visual bug with gaps in terrain’s textures. Corrected an issue where the OOW was visible near the Ominent onboarding facility exit. Corrected an issue where ****roaches were trying to interact with Buried Candy. Corrected an issue where Crow Feather would get stuck in the air. Fixed an issue where specific Orb Weaver Jr. bodies were exploding in all directions. Tweaked O.R.C. Mantis’ eyes coloring. Adjusted O.R.C. Orb Weaver and O.R.C. Orb Weaver Jr’s eyes coloring. Fixed O.R.C. Weevils’ eyes coloring. Fixed a bug where plants were clipping with stones. Adjusted with specific Dead Roots not properly attached to the environment. Corrected a hole in terrain of the Toxic Anthill. Resolved an issue where the mushroom obstacle could be bypassed without a proper Omni-Tool upgrade. Fixed an issue with visible OOW gap next to the entrance of the Ranger Outpost. Resolved an issue where characters could clip in Milkweed Pods. Corrected an issue where Crabgrass was slightly floating above ground. Resolved an issue with moss not being attached to the root. Fixed a bug that caused the chopping animation to function incorrectly. Corrected an issue with visible gaps in the geometry. Resolved an issue where big plants were visibly floating near the Statue Maze. Addressed a bug where Player lost momentum when jump-attacking with Dual Wield weapons. Fixed a bug where ****roach could spawn inside roots. Corrected an issue where contrast between terrain and water in Toxic Anthill was too high. Fixed a bug that made it impossible to build on certain objects. Fixed a bug that enabled building anywhere by zooming. Resolved an issue where Aphid Honeydew was not found by Resource Finder. Fixed the issue where Player could get stuck between trash bags. Corrected an issue where heavy post process was visible on specific resource. Corrected an issue where Handy Gnat movement swapped with the Player’s. Resolved an issue where Player was unable to place floor on top of Foundations. Corrected an issue where the Player could spawn a mount inside the Ice Cream Cart area. Addressed an issue with shaking camera in Photo Mode. Resolved an issue where Ants could lose their track while carrying loot. Fixed an issue with one-sided texture near the border of Grass Game. Fixed a bug where Omni-Tool animation did not appear right after an attack. Resolved an issue where Player could equip Omni-Tool while frozen. Resolved an issue with levitating character in Photo Mode while crouched. Fixed a bug where Teens were clipping through the ground in a specific spot in the Pine Hill area. Resolved an issue where a certain pinecone was clipping with a stone. Resolved an issue where there was a small gap in the Statue Lab wall. Fixed a bug that could make a Player stuck next to the news camera. Corrected an issue where Teen hands clipped with the camera in first-person (FPP) while drinking nasty water from a puddle with FOV 120 and aiming downward. Fixed in the Snackbar Front wooden deck where the Player could get stuck. Resolved an issue where an OOW gap was present near the Ceremony Pamphlet. Resolved an issue where a small OOW gap was present in the Onboarding Facility. Resolved an issue with an OOW gap inside the Cable Tunnels in the Network Center. Resolved an issue where OOW gaps were visible in the Hatchery Anthill. Corrected a visual issue with gaps in terrain textures. Resolved an issue where a leaf clipped into a mushroom in the Snackbar region. Resolved an issue with visible OOW gaps in the Mite Cave. Fixed a bug where a one-sided dirt texture was present on the door leading to Ranger Outpost: Statue. Fixed an issue with multiple one-sided textures in the Statue. Fixed an issue where SAP was floating above assets. Fixed issues with multiple misaligned collisions on the Shlapz Amplifier. Resolved an issue where a few branches were floating in the air. Resolved an issue where Milkweed Pods required being attacked before chopping. Resolved an issue where a leaf was floating next to the maze. Corrected an issue where branches were floating. Resolved an issue where Players could see an OOW gap through doors. Addressed misplaced Acorns in the Entrance area. Resolved an issue where pure grass objects were placed in the Grass Games area. Fixed an issue with the camera clipping through a tree trunk. Resolved an issue where the Character slid unnaturally when dodging during emote animations. Resolved an issue where bow aim focused on the wrong spot on a Snail hidden in its shell. Fixed a bug where scorpions clipped with the ground. Other Fixes: Resolved an issue where pallets could not be placed on a single floor piece. Resolved an issue where Player could duplicate items by using chest. Resolved an issue where light emitted by SCA.B2K was excessively bright. Fixed a bug where armor lost its buff upon switching weapons. Resolved an issue where the player could jump out of the playable area. Resolved an issue where the Host was able to see notifications instead of Client. Changed light visibility in Mite Cave. Resolved an issue where some ground textures would not load from a distance. Corrected an issue where the Water Containers are visually empty after performing Save and Load cycle. Fixed a bug where Steam invites would not show up. Fixed a bug where EverChar Flares were replaced with regular Flares. Resolved an issue where a specific Brittle Marble could not be looted. Fixed an issue with visible one-sided texture in the “Snackbar Front” region. Resolved an issue where Players were able to see through rocks. Resolved an issue where textures in the terrarium were misplaced. Resolved an issue with one-sided dirt texture near Empty Terrarium. Resolved an issue where parts of Teens’ backpacks weren’t affected by VFX. Corrected an issue where Lingonberry Fast Descend Setup had an obstacle that could kill the Player. Resolved an issue where a stripe was visible while using a comms array. Addressed a bug where incorrect VFX would appear while holding the Glacial Sting in first person. Balanced difficulty of obtaining the Stolen Optical Disc. Fixed a bug where Ladyguard texture in item preview wasn’t correct. Resolved an issue where game user settings were not saving on disk. Fixed an issue with objectives and story dialogs reappearing in Creative Mode. Fixed a bug that caused a wolf spider to become unresponsive. Resolved an issue with inconsistency between G1 and G2 blueprint canceling. Fixed an issue where eating Bait VFX stayed after killing the creature. Resolved an issue with blueprints not aligning in Entrance region. Fixed an issue with visible unnatural shadow inside the Ranger Station. Corrected an issue where Save option wasn’t greyed out for the Host during Comms Array dialogues. Fixed an issue with Donuts appearing with proximity. Corrected an issue where Ladder was present in an incorrect subcategory. Fixed misaligned dirt under the picnic table. Fixed a bug where the Stuffed Wolf Spider used an old model. Corrected an issue where assigned keys exceeded their box. Public Test Fixes: AXL now counts towards Mithridatism progression AXL should now no longer get caught in a loop of not attacking the player Fixed a bug where infinite sounds were made when shooting Arrows at AXL Updated Global Illumination Description Various Handheld Improvements Tweaked Steam Deck Settings with the updated Graphics Options in the settings Teens face should no longer be distorted on low settings
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Public Test Patch Notes for Update 0.2.0
Aarik D replied to Aarik D's topic in Public Test Bugs & Support
Hotfix Patch 0.2.0 1055 Balance Changes: Pinch Whacker AOE stun was lowered from (15 → 5) Pinch Whacker AOE Damage was slightly reduced Black Fang Greatbow deals 15% increased damage with charged shots Pheromone Shot Mutation damage buff increased from 25% → 35% For Tier 1 and Tier 2 Arrows - Base Damage of both was increased by +5. This is doubled for charge attacks AXL Boss Fight: AXL Balance Adjustments: AXL Dismount Damage was moved from 80 → 150 Stun Cooldown Increased from 20 seconds → 40 Seconds AXL attacks are now faster, with different faster speeds between Phase 2 and Phase 3 Buggies should now no longer lose aggro on AXL When Rubbing for Luck with the Stuffed AXL, players will no longer collect two different types of venom Various Invisible Walls where AXL couldn’t hit the player are now fixed AXL’s Arena should no longer get pitch black at night Fixed a bug where AXL could not hit the Player with a Leg Stomp attack. Fixed a bug where Axl could not attack the player that rushed into closed combat as soon as the tarantula unburrowed. AXL is no longer unburrowing before second wave of creatures is dead General Bug Fixes: Resources should now regrow across the Park as intended for Extremely Large bases Improvements were made to labs with Lumen Off Shadow Flickering should now be synchronized across all clients Various Localization fixes Fixed the ability to customize lighting on buildings objects that produce light General Collision improvements with Small Floor Triangles -
Public Test Patch Notes for Update 0.2.0
Aarik D replied to Aarik D's topic in Public Test Bugs & Support
Hotfix Patch 0.2.0 6975 AXL Boss Fight: AXL Should no longer De-Spawn Healing Visual/Sound effects will now play for clients during the AXL fight Reduced Flickering spotlights in the AXL Arena Fixed a bug where AXL can lose aggro on revived targets General Fixes: “Block” and Attack” mappings should now work with custom inputs Various Localizations issues are now fixed Fixed a Crash when attempting to haul an item in Handy Gnat Mode Foliage Quality Setting should no longer be stuck at “Low” after a Save/Load Players should no longer spawn inside in their bed Adjusted sitting collisions with AXL’s throne
