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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!
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).
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.
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).
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
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
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.
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)
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.
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...
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.