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The Outer Worlds: Spacer's Choice Edition - Obsidian's first-person sci-fi RPG set in a corporate space colony

Wesp5

Arcane
Joined
Apr 18, 2007
Messages
1,783
Know that I shall return East. I shall not remain there forever. On that day, the strength of the bear shall be tested.

To win against the Legate, you have to have a good argument.

Speaking of arguments, why would the player leave the legate alive with all the tactical knowledge when he threatens to come back?
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,484
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://forums.obsidian.net/topic/113248-the-outer-worlds-patch-12-release-notes/

Greetings fellow spacers,

Patch 1.2 has been released! The next time you log onto The Outer Worlds you should be prompted to update your game. This patch is available for players on all platforms and is required in order to fix specific issues within the game.

Changes/fixes that are included in this patch are as follows:

Top Community Requests:
  • Updated the "Large Text Mode" setting to apply to Examinables
  • Added "Chromatic Aberration" setting to all platforms
  • Added "Controller Aiming Sensitivity" setting to all platforms
  • Added "Head Bobbing" setting to all platforms
  • Added "Field of View" setting to Xbox One and PlayStation 4 platforms
  • Fixed weapons unholstering when interacting with the environment
  • Fixed additional cases of companion quests being marked as Botched incorrectly
Audio:
  • Fixed multiple characters from talking over each other when the player dies
  • Fixed audio cutting out when scrolling on the map
  • Fixed NPCs continuing to have dialog after they have died
Companions:
  • Fixed some of Felix's belongings appearing on the Unreliable even when he wasn't recruited
  • Fixed Vicar Max being available as a companion even if he was killed in Edgewater
  • Fixed consumable durations not being affected by Max's "Tuned In" Perk and the "Beverage Service Technician" Aptitude
  • Fixed enemies not always animating correctly when hit by Max's companion ability
  • Fixed companion Perks being reset when the player respecs
  • Added a notification for when companions gain Perks from quests
  • Fixed companions calling the player's attacks ineffective, even if they were dealing appropriate damage
  • Fixed lit areas of companions' armor being unlit after they were knocked out
  • Fixed companion outlines not appearing after changing their armor
Design:
  • Fixed the "Battle Hardened" Perk not stacking correctly with the Inspiration 40 Skill unlock
  • Fixed the Determination 100 Skill Unlock not applying to both companions
  • Fixed the "Precision" Perk not applying to companions in some cases
  • Fixed the Determination 40 Skill unlock not applying to both companions in some cases
  • Fixed the SuperNova Hunger debuff not applying in certain situations
  • Fixed description text for the Ambidextrine status effect
  • Fixed duration for the Ambidextrine status effect
  • Fixed the "Steady Hand" Perk stacking incorrectly
  • Fixed non-drug consumables not stacking correctly
  • Fixed automechanicals being susceptible to the Poison debuff
  • Fixed the Burn status effect from Mantipillar attacks lasting forever in some cases
  • Fixed the "Bleed" and "Sugary Drink" status effects not working with one another
  • Fixed the "Leader" status effect missing a description when applied to a companion
  • Fixed the Inspiration 80 skill unlock stacking incorrectly
  • Fixed the "Caffeine Drink" status effect not applying when the "Permanent Concussion" Flaw was active
  • Fixed the effects of the "Robophobia" Flaw not clearing in certain conditions
  • Fixed "Pack Mule" Perks not applying while on the Unreliable
  • Fixed the "Revenge" Perk not increasing damage
  • Fixed misleading text in the description of Thinking Cap-let items
  • Fixed "Adelaide's Gardening Shears" not applying the Bleed effect on targets
  • Fixed the Prismatic Hammer not benefiting from several melee Skills and Perks
  • Fixed the Prismatic Hammer not benefiting from Critical Hits
  • Increased damage of Handguns
Quests:
  • Fixed "A Family Matter" not updating properly if Tucker Needham was killed in Stellar Bay
  • Fixed "The Amateur Alchemist" not progressing if the player intimidated Vaughn
  • Fixed an optional objective in "BOLT With His Name" being blocked if the player exited a terminal at a specific point
  • Fixed "Comes Now the Power" not updating properly if the Deserters returned to Edgewater under specific conditions
  • Fixed "The Doom That Came To Roseway" being blocked if Anton left Roseway before getting his research back
  • Fixed "Friendship's Due" not updating correctly if the player spoke to Harlow without meeting specific requirements
  • Fixed "Friendship's Due" not updating correctly if the player killed Trask before speaking to Harlow
  • Fixed "Solution Vital" not updating properly if Captain Irion's medical automechanical was killed
  • Fixed Dr. Chartrand attacking the player after she agrees to help them
  • Fixed issues with manti-creature spawning during Nyoka's companion quest if the player left the area and returned in the middle of the fight
Settings:
  • Fixed the "Look Up" and "Look Down" keybindings being swapped
  • Added "Foliage" graphics setting for PC platform
  • Added "Enable Cinematic Kill Camera" setting
UI:
  • Fixed player response nodes being numbered when using a gamepad
  • Updated Vendor UI to show carry weight and encumbrance limit
  • Updated item tooltips to better indicate Pristine items
  • Added item sorting options to the Companion and Workbench screens
  • Added SuperNova survival meters to the Consumables screen
  • Fixed the companion damage bonus from the Inspiration skill not appearing correctly in the UI
  • Fixed two-handed melee weapons not showing the correct DPS value
  • Fixed plus signs appearing next to Skills that cannot directly gain points
  • Fixed quest objectives disappearing from the Quest Tracker after certain quest updates
  • Fixed the "Sublight Sniper Rifle" unique Dead-Eye not being marked as unique
  • Fixed the Vendor screen from becoming misaligned when selling many items at once
  • Fixed the effects of the "Paranoid" Flaw not displaying correctly
  • Fixed encumbrance limit not updating correctly when applying a Backpack armor mod
  • Fixed certain lootable NPC corpses not highlighting correctly
  • Fixed the "Compare" option incorrectly being available on the Companion screen
  • Fixed the effects of the "Adrena-Time Crash" debuff not displaying correctly
  • Fixed Adreno not being automatically equipped to the Emergency Medical Inhaler
  • Fixed the "Leader" status effect missing from the player
  • Updated description of "Field of View" setting and moved it to the Graphics screen
  • Fixed a missing button icon in the Quick Melee tutorial
General:
  • Fixed a crash involving mind-controlled enemies
  • Fixed a soft lock when trying to interact with the Meditative Aid after attacking the hermit
  • Updated description of "Everybody Likes Me" and "Destroyer of Worlds" Achievements/Trophies to reduce confusion
  • Fixed the player's weapon becoming invisible when trying to attack while using the inhaler with the weapon holstered
  • Fixed facial animations not playing in certain conditions
  • Fixed NPCs continuing to climb beyond the end of a ladder on the Unreliable if the player started a conversation while they were climbing
  • Fixed not being able to open the Ledger if the player has unspent Skill points and two NPCs are conversing
  • Fixed Raptidon Collosi being able to knock targets hundreds of meters
  • Fixed Julius Moreau missing voice-over on a line of dialog
  • Fixed not being able to hit enemies with ranged weapons from point-blank range
  • Fixed various issues when trying to fire a ranged weapon and use quick-melee simultaneously
  • Fixed modded Flamethrowers being able to damage targets through walls
  • Fixed Raptidon Matriarch being invulnerable to Flamethrower damage during certain animations
  • Fixed beam weapons being able to lock on to underground targets
  • Fixed the reload animation playing too fast when exiting Tactical Time Dilation
  • Fixed a missing collision issue in Amber Heights
  • Fixed a spot in the Byzantium Tunnels that allowed the player to fall out of the map
  • Fixed not unlocking the Cascadia landing pad fast travel point in certain circumstances
  • Fixed collision issue in Edgewater junkyard
  • Fixed grass showing through the floor in Fallbrook
  • Fixed low-resolution blood textures in Labyrinth
  • Fixed a temporary asset being visible in Monarch
  • Fixed collision issues in Monarch
  • Fixed flickering geometry in Stellar Bay
  • Fixed rare cases of characters falling through the world as it was loading
  • Fixed "Hemlock's Eyepatch" unique item being weightless
  • Fixed rare instances of player response options not being available after loading a save
  • Fixed an issue resulting in duplicate items appearing
  • Fixed consumable durations not updating correctly after saving and loading
  • Updated credits to correct a title, added two focus tester names, and added a developer that was uncredited
  • Fixed instances of missing text when playing in non-English languages
  • Fixed German localization issues
  • Fixed Japanese localization issues
  • Fixed various text errors
To continue to report issues you come across and to share suggestions for the game, please visit the Technical Support forums for The Outer Worlds and search to see if a fellow player has already made a thread about it to help reduce duplicate threads. If you find a thread that matches your issue or suggestion, then please feel free to leave a comment and include any details you would like to share.

If you are not able to find a similar thread, then please share it with us on our forums and then visit our publishing partner, Private Division, and share this issue with them through their support website. This will help ensure that your specific issue or suggestion is in their queue and will allow us to prioritize requests to provide the fastest possible turnaround time.

You all are the best community we could have asked for. Thank you for being awesome!
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
16,292
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
I think it gets harder to play mediocre games after you become an oldfag. Decades ago, I might have toiled through Outer Worlds, in the same spirit of meh as Ass Effect, Dragon Ass: Obgyn, or Pooplivion, but now I just don't care. It's harder to get into these things unless they offer something interesting, be it just one thing really well done (say writing in Disco Disco or survival/basebuilding in 7 Days to Die).
Same here, in my case it was Pillars of Eternity.
 

Will Zurmacht

Educated
Joined
Nov 5, 2019
Messages
59
Design:
  • Fixed the Prismatic Hammer not benefiting from several melee Skills and Perks
  • Fixed the Prismatic Hammer not benefiting from Critical Hits

Yeesh and this after playing a prismo hammer berserker build on Supernova, which was actually mildly entertaining in a "smash your head into the problem until it stops moving" kind of way, like playing a Vanguard in Ass Effect. Stacked every melee, crit, and science weapon damage perk under the sun and now knowing half of them weren't working, it was still mostly a faceroll.

While they're polishing this turd, the interns at Obsidian should work on the fact that consumables are a boring afterthought even on the hardest difficulty; only stimpaks are relevant and only then due to bloated enemy damage multipliers on the higher settings. And beef up the traits: the specter of Josh's dread hand of balance hangs over offerings such as Taste Tester: beverages your character consumes last 1.5% longer or Extreme Environment Specialist: your character permanently gains 2% plasma resistance.
 

Orma

Arcane
Patron
Joined
Aug 10, 2012
Messages
1,698
Location
Kraków
Torment: Tides of Numenera
I think it gets harder to play mediocre games after you become an oldfag. Decades ago, I might have toiled through Outer Worlds, in the same spirit of meh as Ass Effect, Dragon Ass: Obgyn, or Pooplivion, but now I just don't care. It's harder to get into these things unless they offer something interesting, be it just one thing really well done (say writing in Disco Disco or survival/basebuilding in 7 Days to Die).

Ok boomer
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,182
In other news, you can now mod out lesbian ship AI and replace with a normal looking person.

43-1575748069-453327889.jpeg
 

Immortal

Arcane
In My Safe Space
Joined
Sep 13, 2014
Messages
5,062
Location
Safe Space - Don't Bulli
In other news, you can now mod out lesbian ship AI and replace with a normal looking person.
Awesome, can we do the same with the human companions? Looking to replace any of the female companions with someone actually attractive and pleasant to talk to

Make characters not look and act like potato's ?
At that point you are making a new game.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,181
Pillars of Eternity 2: Deadfire
And beef up the traits: the specter of Josh's dread hand of balance hangs over offerings such as Taste Tester: beverages your character consumes last 1.5% longer or Extreme Environment Specialist: your character permanently gains 2% plasma resistance.

Wow, another one falls for that joke after all this time...
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
To heaven and beyond:



We released patch 1.2 of #TheOuterWorlds today, and it includes a fix for the dreaded "the game thinks my companions are dead" bug, which I believe I spent more time investigating than I have for any other individual bug in my career (1/18)

The gist of the bug was that, for some players, a companion quest would be marked as Failed in the quest log, with the reasoning that the companion was dead -- despite the fact that the companion was very much alive and well (2/18)

This was perplexing because (outside of SuperNova mode) companions *can't* die (3/18)

There were one or two cases before launch where this issue seemed to happen, but no one in QA ever managed to reproduce it and despite our best efforts we couldn't learn anything concrete about it (4/18)

One reason it was so hard to pin down is that it was impossible to tell when the bug actually happened -- all of the cases we had were essentially "hey something bad happened in the last ten hours and now my quest is broken" (5/18)

Investigating it involved figuring out the location of every script and line of code that could possibly make the game think that a companion was dead (6/18)

The only logical culprit was a bit of scripting that runs when a companion's health reaches zero: if they're in the party, it waits for combat to end and revives them; otherwise it marks them as dead "for real" (7/18)

The only place in the game when a companion is present but *not* in the active party is when the player is on their ship
The problem is, when companions are on the ship, they are undamageable (8/18)

Eventually we figured out that "undamageable" does not mean "invulnerable" -- they can't take damage from attacks but can still get hurt from other things
One of those things: falling a great distance (9/18)

The problem with *that* is that there are no spots in the player's ship that are high enough to result in a lethal fall
So now we had to figure out how companions were mysteriously ending up way above the level (10/18)

I looked into tons of theories, including "maybe their height data is preserved when fast travelling from other maps" and "maybe a physics interaction between two companions causes one to rapidly accelerate upwards" (11/18)

My personal fav was "what if a companion is standing *right* where a cow spawns in during a random event and they're launched into space"
Was genuinely bummed when that theory didn't pan out (12/18)

By this time, the game had come out, and all hopes of this being a weird fluke only a couple devs would ever see were dashed, as players all over the place started reporting their companion quests failing (13/18)

Eventually, an offhand comment in one user's review mentioned seeing a weird bug where a companion was "climbing nothing", and this comment led me to figuring the whole thing out (14/18)

On the dev side of things, the system for NPCs interacting with the environment is called "furniture"
Sometimes this is literal furniture, like sitting in a chair, but it covers everything from using a terminal to leaning on a wall (15/18)

Somewhere deep in the complex beast that is the furniture system, we had code that disabled all NPCs from starting new furniture interactions if the player was in a conversation (16/18)

The problem was that using a ladder is considered *two* different furniture interactions: one for getting on the ladder and starting to climb, and one to stop climbing and get off (17/18)

So, if someone started climbing a ladder and the player entered a conversation before they stopped, they wouldn't be able to exit the ladder, and, well…. (18/18)

 

Daidre

Arcane
Joined
Jan 30, 2019
Messages
1,975
Location
Samara
Pathfinder: Wrath I'm very into cock and ball torture

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
What does it matter if progressive activist journos choose the commie game over the traditional liberal game?
That we should await barrage of critique how TGA desperately needs much more inclusive jury?

Eh, no.

Disco Elysium is more popular among hardcore leftists like Kotaku and VICE than Outer Worlds. The asexual writer OF Parvati (and most SJW writer Obsidian has) prefers Disco Elysium as well. It won't get backlash. At all.
 

LudensCogitet

Learned
Joined
Nov 4, 2019
Messages
210
Didn't have any interest in watching the Game Awards. Then this morning I'm like 'What the heck, I'll check them out". First video that catches my eye is aged Green Day performing on stage...
:negative:
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,821
Is TOW really "liberal"? In what way?

If anything, criticism of corporations and their growing power and dehumanising practices is a social-democratic activity.
Libs do this all the time. It comes across to me like the path that results in the best-possible-ending-for-the-most-amount-of-people is working to reform the corporations as opposed to deposing them altogether.
 

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