Casual Hero
Prophet
hi
Seriously? I haven't played this beyond the first couple hours but that's retarded for this kind of game. I'm against handholding most of the time but if you're gonna do something like that, you should really disclose to the player what will happen and tell them to move their shit or there should be a system that automates moving loot between storage locations so you don't lose all your stuff.First explore full world, than do factions.
Do not do any quests, even joining faction one. You start hidden timers. There are plenty of timers. And most of them matter. Like destroying starting town (with your chests with loot) in first area.
Galaxy downloaded like a 10GB update for the game today, and now when I go to load, it gives me a list of saves to pick from? I can't find any patch notes anywhere though.
Technically, you can still trade on Chersonese map by going to either Conflux mountain, or to the Wind trainer in north east. Other than that though, yeah terribad game.
Dev Diary #8 - A Look Inside Outward: Definitive Edition
We are nearing the third anniversary of Outward's launch. To be honest, it would be expected that the game we made would no longer be relevant after so long, in an industry that churns out new games at a dizzying pace. At some point, we’ve all heard our fellow gamers talk of their backlog and how it keeps growing. It's why I always saw it as an immense privilege that our players came back to Outward over and over again.
The game we have today is surprisingly different from the game we launched nearly three years ago. Those who discovered Outward more recently might not even know that some hallmark features of the game, such as items being morphed through the legacy chest or the hardcore mode were added in a free content patch and were not in the base game.
We've improved the game's graphics and performance. We've added quality-of-life changes. We even added poutine! We spent years working on two gigantic paid expansions which brought the game further than anything we could have possibly imagined when we first launched Outward. We did all of this because we knew our players were hungry for more.
Of course, with time the audience dwindles. However, we want to do one last big push before focusing all our efforts on our next games. With the Definitive Edition, we are sending a clear message: now is the best time to play Outward. Especially if you want to play it on your new console.
We've faced a few delays. We've done the new console ports on Xbox Series and PlayStation 5 internally rather than relying on external studios, and this meant learning and making some mistakes. Finding the right release date is quite challenging too, so we had to be patient. However, now we're getting close to the finish line, and we're ready to give you a first glimpse of what's coming. So here's the dev diary detailing the new content we're adding along with quality-of-life changes, optimizations and fixes:
We can't wait to see new players experience the world we’ve built for the first time with this more polished and expansive version of Outward, and also our veteran players adapting and rediscovering the game once more.
We even added poutine!
DevBlog - Game Balance Changes in the Definitive Edition
Hello everyone!
Today I would like to clarify what we mean when we say “we made balancing changes”, as I’m pretty confident it will affect the experience in a meaningful way.
Of course, there is a plethora of small tweaks to increase the viability of as many options as possible, but these could be the kind of balance changes in any patch. For the definitive edition, I’m happy we had the chance to make wider and far reaching changes.
Difficulty curve
Let’s start with the scariest change: we made the hard enemies harder. While this might appear on the surface to be a surprising move, the reasons why we did this was that some players could clear out dungeons very early on and jump into end game gear. This broke the intended progression curve and also made it tricky for players who then went into areas they were ‘under-leveled’ for. This increase in difficulty will mostly affect defensive stats, such as increased HP, protection and resistances.
Protection
While I believe the heavy armor sets were quite valid in Outward - and were a very good way for players to buy themselves some much needed protection when they made mistakes - there was a general sentiment that it didn’t offer enough to compensate for their drawbacks (loss of speed and higher stamina costs). There was also a sentiment that resistance was always more attractive than protection. So we fixed both problems with a fundamental change: protection now not only applies to physical damage, but to impact as well. Consequently, we had to revise impact resistance and make sure it didn’t suddenly become easy to ignore the risk of stagger altogether, or make some enemies almost impossible to stun.
DLC Content redistribution
This was another major change. I would say one of the most obvious consequences is how enchantment recipes are available in various stores, rather than concentrated in Harmattan. Arcane elementals can now be found in every region, in places that make sense. However the Antique Plateau will still be the best area to farm elemental particles.
We’ve also put workshops in every region so players can build the musical totems, so don’t need to trek all the way back to the Caldera if you lose one of your apparatuses. These workshops will still require materials found in their respective regions.
Corruption is now found in any area where it makes sense, and it also more potent. Without proper gear to mitigate the effect of ambient corruption, you will feel quite pressured to move out of the green fog.
Some of the item properties that were only found in the areas specific to their respective DLCs - such as cooldown reduction or barrier - can now be found on items from the vanilla content of Outward too. This opens up more viable gear and ensures items aren’t as easily outclassed.
Material Sample guaranteed drops
The random nature of drops for rare resources could be too brutal in The Three Brothers. We’ve found a way to alleviate this issue. The player will be able to talk with a town NPC to trade 3 of any samples for the specific type of rare resource you are looking for.
Town Reset
The fact that towns didn’t reset was causing issues both in terms of balance and immersion. A lot of players felt that sleeping in a house or an inn simply didn’t make sense compared to just placing a plant tent that would freely feed you and provide a sufficiently generous sleep buff. You will still be able to set up a hobo camp, but should you stay out of town for 7 consecutive days before the town resets. This means that you’ll be able to loot junk piles and such when coming back in town, giving something to do while your friend is shopping, buying skills or re-organising their inventory.
This list is not exhaustive, but those changes are those that I think will most significantly alter the experience of playing Outward. Hopefully it will keep even seasoned adventurers on their toes. I look forward to seeing your reactions and stories. Be careful, some of your habits may play against you this time around…
Special tip:
Players who already own the base game and the DLC "The Three Brothers" are entitled to a free copy of the Definitive Edition!
For those who haven't set foot into the world of Aurai yet: now would be the perfect time to explore the lands, so lace your boots and grab your backpacks, adventurers!
Steam says I have the definitive edition in my library, but I clearly do not.
i lost interest when I 1) couldnt jump/climb 2) couldn't swim 3) couldn't even fall / drop of a cliff.