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The Outer Worlds 2 News

Obsidian раскрыла планы по поддержке The Outer Worlds 2 на 2026 год — игроков ждут два сюжетных дополнения

Студия Obsidian Entertainment поделилась подробностями пострелизной поддержки научно-фантастической ролевой игры The Outer Worlds 2 (наш обзор). В 2026 году разработчики намерены выпустить два крупных сюжетных расширения, а также серию технических обновлений.

The Outer Worlds 2 Patch 1.0.6.0

[p]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.[/p][p]If you come across any other issues, please contact us via our Issue Tracker page. The Earth Directorate thanks you.[/p][h3]Community Mentioned Issues:[/h3]
  • [p]Ensure the "Go Out With a Bang" achievement properly unlocks.[/p]
  • [p]Fix to ensure Niles is able to build explosive gel.[/p]
  • [p]Fix to prevent Niles from getting stuck in the first trap room.[/p]
  • [p]Warning prompt now displays on PS5 if the game has not finished downloading when launched.[/p]
  • [p]Companions now appear in the player ship correctly.[/p]
  • [p]Ensure the player is able to interact with Ethel when the player has a low reputation with Auntie’s choice.[/p]
  • [p]Fix Inez’s quest end states when the player has low reputation with Auntie’s Choice.[/p]
  • [p]Prevent switches and levers from becoming permanently disabled if a save is made during their animation.[/p]
  • [p]Addressed crash when accessing certain menus with Raytracing enabled.[/p]
  • [p]Prevent possible quest repetition with the leadership on Paradise Island.[/p]
  • [p]Ensure the elevator to Secure Telecommunications works when it should.[/p]
  • [p]Resolved scenario where the first conversation player has with Auntie sometimes dropped.[/p]
  • [p]Ensure quests consistently reflect when the player completes kill objectives.[/p]
  • [p]Addressed issue where the player’s weapons failed to appear when equipped.[/p]
  • [p]Players trying to synthesize an antidote for Product Envisioner Omid Ormsby will no longer be blocked from getting the necessary chemicals.[/p]
  • [p]The Vendor at Fort Endurance should no longer bravely rally against the Mantisaurs when combat starts.[/p]
  • [p]Fixed an issue where looping ad-bot audio was playing on the player ship.[/p]
  • [p]Players will now get proper credit for collecting all issues of Science Adventures Quarterly.[/p]
  • [p]Adjustments to address stuttering in certain levels.[/p]
  • [p]Reduced likelihood of companions standing in front of the player during combat.[/p]
  • [p]Added option to adjust Lens Flare intensity.[/p]
  • [p]Added missing sound to pistol first raise.[/p]
  • [p]Resolved issue where some drones would not properly spawn, preventing completion of the “Diabolical Drones of Doom” quest.[/p]
  • [p]The Zyranium poisoning status effect SFX will no longer re-trigger when exiting conversations while suffering from light or heavy Zyranium poisoning.[/p]
  • [p]Sneak attack interaction can now be performed, even if your attack will not be lethal.[/p]
  • [p]Adjustments to footstep SFX to be more consistent across levels and terrain.[/p]
  • [p]Stalker perk now applies more consistently.[/p]
  • [p]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.[/p]
  • [p]Fixed a rare issue where the Easily Distracted flaw did not provide extra skill points on level up.[/p]
  • [p]Fixed various instances of Inez's Wants To Talk icon displaying above her head, despite her not having anything unique to say.[/p]
  • [p]Addressed issue with textures displaying incorrectly on certain GPU/Specs.[/p]
  • [p]Serendipitous Slayer should apply correct Crit Chance bonus.[/p]
  • [p]Fixed an issue where NPCs who were present when they shouldn’t have been were giving misleading information to the player.[/p]
  • [p]Facial adjustments should work now in 3rd person.[/p]
  • [p]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.[/p]
  • [p]Addressed artifacting that appeared in specific level areas.[/p]
  • [p]Updated The Order of the Ascendant Novice outfit so that the leg will stay properly visible when the player has arm prosthetics.[/p]
  • [p]Quesnell will now only take the amount of Science Adventures Quarterly requested, instead of all in the player inventory.[/p]
  • [p]Adjustments to Zeb’s home so that he no longer sometimes falls into the floor.[/p]
  • [p]Fixed flickering lights when Raytracing is enabled.[/p]
  • [p]Addressed issue where the elevator to The Monastery became inactive.[/p]
  • [p]Fixed issue where players could continue to trigger the Exclusion Zone quest addenda just before the failure point.[/p]
  • [p]Avoid duplicated saves when quickly closing and reopening the save/load menu.[/p]
  • [p]Fixed issue where the player couldn't collect Zyranium for Delphinia while in 3rd person.[/p]
  • [p]Prevented certain buyback items from being bought for less than they sold for.[/p]
  • [p]Added FSR toggle support for AMD users.[/p]
  • [p]Resolved issue where some Premium Entitlements were not viewable to some users.[/p]
  • [p]Fix to allow players to complete “Brain Benders” if they already completed other quests on Paradise Island.[/p]
  • [p]Ensure Vendors are correctly calculating item values and applying Discounts/Surcharges when buying and selling.[/p]
  • [p]Companion's "Upgrade Available" text will not appear if the companion does not have an upgrade available.[/p]
  • [p]Additional support for disabling irrelevant Niles Wants To Talk icons.[/p]
  • [p]Player’s paper doll should now reliably stay on ledger screen, even after switching between tabs.[/p]
  • [p]Conversation node should now display “Hack Required” when speaking with de Vries instead of “????”.[/p]
  • [p]Treasure Hunter markers will appear on player maps.[/p]
  • [p]Adjusted some Russian Localization text to be more accurate.[/p]
  • [p]Resolved issue where players could steal the Oracle Weapon while in 3rd person.[/p]
  • [p]Equipped Weapon Mod stat modifiers are no longer applied to the preview stats of weapons being examined in your inventory.[/p]
  • [p]Inez now reacts appropriately to player's use of medical checks.[/p]
  • [p]Ormsby voice volume should now be consistent across his quest return conversation.[/p]
  • [p]Stopped Head Researcher Gould's arms from occasionally clipping through his body.[/p]
  • [p]Removed face looking wrong after mirroring.[/p]
  • [p]Fix sky artifacts directly overhead at some times of day.[/p]
  • [p]Removed floating asset from Ministry of Accuracy.[/p]
  • [p]Fixed various issues that would cause some textures to be appear stretched.[/p]
  • [p]Fixed a minor text spacing error in Technician conversation.[/p]
  • [p]Fixed a minor text spacing error in Baylor’s conversation.[/p]
  • [p]The motion sickness mode setting now affects the camera FOV modifications that occur while sprinting.[/p]
  • [p]Fixed an issue where junking stolen items caused them to no longer be treated as stolen.[/p]
  • [p]Removed instance of dev text.[/p]
  • [p]Adjusted Vendor conversation nodes so that they do not show “Leave Conversation” when opening the Vendor shop.[/p]
  • [p]Fixed typo on Officer Durban's name for quests located in Outpost Opportunity.[/p]
  • [p]Revised location of Marchand Venter Tossball Card so the pickup highlight is visible. It's still in the same room - worry not, guide-writers.[/p]
  • [p]Removed text where healing dialogue node was marked as “Open Vendor”.[/p]
  • [p]Added SFX for ED Pistol first raise.[/p]
  • [p]Removed some test text from Wolcott conversation.[/p]
  • [p]Fixed an issue where the player could get stuck in 1st person view, despite using 3rd person camera settings.[/p]
  • [p]Minor adjustments to text to remain consistent with other uses of brackets.[/p]
  • [p]Visual improvements to terrain on Paradise Island.[/p]
  • [p]Visual adjustments to shadows across game.[/p]
  • [p]Adjustments to Chinese localization to be more accurate.[/p]
  • [p]Extra space in Astrogator text has been removed.[/p]
  • [p]Several text adjustments for better presentation across conversations.[/p]
  • [p]Visual art improvements across levels.[/p]
  • [p]Fixed Bred Knife Weapon Type in Workbench.[/p]
  • [p]Addresses seamlines in the Cloister landscape.[/p]
  • [p]Addresses floating assets on Cloister Overlands.[/p]
[h3]!!! The following section contains spoilers:[/h3]
  • [p](Spoiler) Fixed a rare bug that could prevent The Rift Lab exit from ever unlocking.[/p]
  • [p](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.)[/p]
  • [p](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.[/p]
  • [p](Spoiler) Addressed situation where player was unable to pass off the Calcaduceus to their allies after taking control of The Archive.[/p]
  • [p](Spoiler) Science Adventures Quarterly 1 no longer disappears if The Vox is dropped on Fairfield.[/p]
  • [p](Spoiler) Out of order support and retroactive fix for calling Spireton lift without support in The Archive before progressing faction quests.[/p]
  • [p](Spoiler) Zebulon now reliably walks up to the console in Matriarch’s Tomb.[/p]
  • [p](Spoiler) Player is now able to progress Marisol’s second quest if they find the Anchorite clues without her present.[/p]
  • [p](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.[/p]
  • [p](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.[/p]
  • [p](Spoiler) Out of order support within the Rift Modulator room in The Rift Labs to prevent the intercom from becoming disabled.[/p]
  • [p](Spoiler) The player can no longer save just before pulling the burndown sequence lever at the end of Winter's Grasp.[/p]
  • [p](Spoiler) Auntie’s Choice troopers at the Forward Operating Base will now properly storm the Bridge when rallied by the player.[/p]
  • [p](Spoiler) Set up a fail state for “The Starving Remainder” if player restores the Spireton lift while the quest is mentioned, but not started.[/p]
  • [p](Spoiler) Killing Hurley when not aligned with Vailencourt will no longer cause enemy aggro to drop.[/p]
  • [p](Spoiler) Victor’s explosion should no longer trap the player in the elevator shaft at The N-Ray Range.[/p]
  • [p](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.[/p]
  • [p](Spoiler) Virgil is no longer so disturbed by almost dying, that he forgets to give Tristan's mod kit.[/p]
  • [p](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.[/p]
  • [p](Spoiler) Inez will no longer automatically bring up her second quest unless the player collects The Courier’s message.[/p]
  • [p](Spoiler) Ensuring "The Starving Remainder" properly starts and completes if the player turns in quest items on first meeting Auxiliary Dabbler Hoyt Schermerhorn.[/p]
  • [p](Spoiler) Adjusted the epilogue slideshow for Ruth Basar's fate.[/p]
  • [p](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.[/p]
  • [p](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.[/p]
  • [p](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.[/p]
  • [p](Spoiler) Added an addendum into The Archive quest that warns players to handle work together negotiations before taking The Archive.[/p]
  • [p](Spoiler) VFX for Seer Wiley’s healing device should now properly display when active.[/p]
[h3]Major Issues and Crashes[/h3]
  • [p]Addressed crash on PS5.[/p]
  • [p]Fixed a crash in the Acoustics update.[/p]
  • [p]Handled a crash that might happen when a character dies.[/p]
  • [p]Addressed issue that caused the title to sometimes hang when loading into specific levels.[/p]
  • [p]Prevent rare crash when using companion abilities.[/p]
  • [p]Improving crash mitigation in Item Viewer.[/p]
  • [p]Improving checks for invalid examinable data to prevent a rare crash.[/p]
  • [p]Fast traveling away while Inez is opening the door to Algid Menagerie will no longer keep the door sealed.[/p]
[h3]!!! The following section contains spoilers:[/h3]
  • [p](Spoiler) Addressed rare instance where Inez would not properly use the console in the Skeleton Crabble cave during her quest.[/p]
[h3]Content & Quests[/h3]
  • [p]Objective beacon text during the quest "The Dawn of a Glorious Betrayal" now displays properly.[/p]
  • [p]Fixed some situations that led to radio stations dropping out.[/p]
  • [p]“Controlling for Convenience” quest correctly requires the sample in order to progress and cannot be bypassed by not having the Negotiator perk.[/p]
  • [p]Lowering the harvester at Sovereign's Sweet Spire Grove while crouched will no longer result in the player being stuck in the ground.[/p]
  • [p]Players are no longer able to start incorrect dialogue with Corbin on Horizon Point Station after breaking into his room via intercom.[/p]
  • [p]Improved beacon accuracy for restoring the Spireton lift within the faction quests.[/p]
  • [p]"Stalking an Associate of Angry Ascendance" should no longer fail to complete on the talk route.[/p]
  • [p]Ensure "A Refreshing Bit of News" is closed out if the player skips the quest while it is mentioned.[/p]
  • [p]Removed stub name for Bloom Intensity option.[/p]
  • [p]Fixed duplicate item issue with some vendor shops on the ACS Undisputed Claim.[/p]
  • [p]Added interaction highlight to the Profit Mover Tramicular in the ACS Undisputed Claim.[/p]
  • [p]Fixed issue with blank requirement text on the Tram in the ACS Undisputed Claim.[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]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".[/p]
  • [p]Removed invisible collision in the Profit Mover Tramicular in the ACS Undisputed Claim.[/p]
  • [p]Vicar Orendy will no longer preach while under duress.[/p]
  • [p]Moved Fairfield crowd proxies to prevent pathing through closed doors.[/p]
  • [p]Added a Kill Volume to the ACS Undisputed Claim Landing Pad, so that players can't get stuck out of bounds.[/p]
  • [p]Fixed an issue where NPCs would not recognize certain previous actions taken by the player.[/p]
  • [p]Disabled non sequence barks when player triggers beam trap in Matriarch's Tomb.[/p]
  • [p]Companion banters on the player ship will no longer trigger when companions aren't near each other.[/p]
  • [p]Improved support for finishing the Savannah quest after Vox Relay[/p]
  • [p]VAL no longer barks when Player acquires Dematerializer on the Incognito if she isn't nearby.[/p]
  • [p]Fixed issue with missing beacons in local maps on the ACS Undisputed Claim.[/p]
  • [p]Fixed item duplication issue for a quest in the ACS Undisputed Claim.[/p]
  • [p]Including companion ability damage when checking player damage for some key NPC reactions.[/p]
  • [p]The Order of the Ascendant Courier after Vox Relay can now no longer be killed during conversation with pre placed mines.[/p]
  • [p]Improved presentation for Monastery NPCs running to lift.[/p]
  • [p]Assigned proper item ownership in Paradise Island checkpoint.[/p]
  • [p]Further improvements to anchorite quest beacon breadcrumbing.[/p]
  • [p]Added quality of life fast travel points to Newton.[/p]
[h3]!!! The following section contains spoilers:[/h3]
  • [p](Spoiler) Slight balancing fixes for talking down Seer Wiley.[/p]
  • [p](Spoiler) Some N-ray wires were noticed in the consul takeover of Westport; wires have been corrected.[/p]
  • [p](Spoiler) Zebulon will restore the correct state on load based on player progress through "Do More Harm".[/p]
  • [p](Spoiler) Support and retroactive fix for talking to companions while Zeb is pathing into The Vault at the end of "Do More Harm".[/p]
  • [p](Spoiler) Fixing reactivity to de Vries secret terminal to only trigger if The Vox has not already been escaped.[/p]
  • [p](Spoiler) Fixed issue where Marisol was barking at the wrong time in Svoboda's office.[/p]
[h3]Combat & Systems Fixes[/h3]
  • [p]Healing totem beam particles no longer have a chance to persist after the heal effect is removed.[/p]
  • [p]Pacifist characters no longer taunt the player in combat.[/p]
  • [p]Fix for the player being able to sell and buy back weapons to gain unlimited ammo.[/p]
  • [p]Added support for AMD FSR 4 Frame Generation.l[/p]
  • [p]Added option to adjust Bloom intensity.[/p]
  • [p]NPCs will no longer climb a ladder infinitely.[/p]
  • [p]While approaching the Decoder Signal in Frozen Maw, Inez will no longer stall when talking to another companion.[/p]
  • [p]Fixed a bug with the saved HDR shadows setting not being applied when starting the game.[/p]
  • [p]Fixed an issue where throwable items could be duplicated.[/p]
  • [p]Thunderstruck and Matron's Mauler will correctly change appearance if a grip mod is applied.[/p]
  • [p]The Zyranium cloud visuals in The Algid Menagerie no longer reappear if the player saves and reloads after they had been deactivated.[/p]
  • [p]Fairfield Hologram will no longer reappear after save/load if the player removes the projector device.[/p]
  • [p]Fixed clipping when the player swaps weapons while interacting with computer terminal.[/p]
  • [p]Fixed an issue where Raptidons were being dealt damage by their own attacks.[/p]
  • [p]Increased look at tolerance for discovering launchers using the Observation skill.[/p]
  • [p]Fixed player being in stealth if they are hovering with Automech suit.[/p]
  • [p]Fixed issue with occasionally being unable to interact with companions in party.[/p]
  • [p]Bug fix for player hair flickering on the equipment menu.[/p]
  • [p]Bullets from some weapons won't be blocked anymore while an elevator is moving.[/p]
  • [p]Fixed mines and other traps not being able to disarm at certain angles.[/p]
  • [p]Melee only perks no longer apply to the Dematerializer gun gadget when a melee weapon is currently equipped.[/p]
  • [p]Fixed lighting in Sovereign’s Sweet Spire Grove on Paradise Island.[/p]
  • [p]Bright lights will no longer appear when loading into certain areas in Paradise Island and Cloister.[/p]
  • [p]Vendor map icon is removed if the vendor is killed.[/p]
  • [p]Fixed Treasure Hunter perk triggering multiple times, increasing odds of extra loot.[/p]
  • [p]Fixed ceiling turrets spawning Zyranium hazards under the turret instead of on the turret.[/p]
  • [p]Fixed grey terminal screen at Algid Menagerie lift during intro sequence.[/p]
  • [p]Tristan will no longer run circles around dead target if using his combat ability as the target dies.[/p]
  • [p]Fixed observation highlight carrying progress between actors.[/p]
  • [p]Turrets no longer get launched out of place under certain conditions.[/p]
  • [p]Fixed issue where guards would not resume pursuing the player for interrogation after save/loading.[/p]
  • [p]Bunker Mech no longer leaves invisible collision when killed by Big Bang.[/p]
  • [p]Fixed Dematerializer with Spray Catalyzing perk getting stuck if player tries to cancel while fully charged.[/p]
  • [p]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.[/p]
  • [p]Vitality Transmitter Mechs have had their Friend-or-Foe settings adjusted, and will no longer heal The Order of the Ascendant 's enemies.[/p]
  • [p]Change to allow melee and drawing weapon to happen together.[/p]
  • [p]Fixed a bug that made it so you are forced to power attack with melee weapons when in the air.[/p]
  • [p]Weapons now move normally when you get hit while your weapon is holstered.[/p]
  • [p]Electric fences now apply damage more gradually instead of in bursts.[/p]
  • [p]Improved UI clarity when a door is set to be permanently open.[/p]
  • [p]Fixed issue with the third person flashlight jittering around when shining on objects.[/p]
  • [p]Fixed Rookie Reward magazine size increase.[/p]
[h3]Art[/h3]
  • [p]Moved light fixture that was partially blocking a convoluted death trap, making the trap that much more effective.[/p]
  • [p]Adjusted lighting in Algid Menagerie to better highlight alternate paths.[/p]
  • [p]Updates to prevent players from dropping into a small slit and getting stuck in Zyranium Lab.[/p]
  • [p]Addressed invisible landscape issue.[/p]
  • [p]Improving and repositioning collisions for better gameplay experience.[/p]
  • [p]Gave spotlights source radius for soft shadow.[/p]
  • [p]Added a longer shadow draw distance to fix the shadow pop.[/p]
  • [p]Updated the display case to address 3rd person camera clipping.[/p]
  • [p]Prevent the player from getting out of bounds on The Cloister Overlands, The Frozen Maw, Golden Ridge, and The Underlands.[/p]
  • [p]Dead body is no longer separated from the wall in Paradise Island Overlands.[/p]
  • [p]Added volumes in Golden Ridge so players can't get stuck.[/p]
  • [p]Addressed gaps in Paradise Island and Cloister Overlands landscape so player no longer can fall into holes.[/p]
  • [p]Loot pickup on Cloister was being blocked by ground collision, moved it to a different spot.[/p]
  • [p]Fixed multiple instances of Z-fighting.[/p]
  • [p]Various collision and mesh fixes to prevent clipping.[/p]
  • [p]Blocked off an out of bounds path in Free Market Station next to the Saloon.[/p]
  • [p]Added fixes for floating assets.[/p]
  • [p]Adjusted grass to better align with terrain.[/p]
  • [p]Improved the visuals across the Cloister Overlands.[/p]
  • [p]Addressed seamlines in the Cloister landscape.[/p]
  • [p]Gap has been closed on the staircase in Fairfield.[/p]
  • [p]Re-positioned assets for optimal player viewing.[/p]
  • [p]Assigned different trim material to fix UVs being offset on barrels[/p]
  • [p]Visual art improvements on Paradise Island.[/p]
  • [p]Visual art improvements on Golden Ridge.[/p]
  • [p]Art updates to prevent player from getting stuck in hole at Vox Relay.[/p]
[h3]Animation[/h3]
  • [p]MR tactical should not rotate anymore when going into ADS.[/p]
  • [p]Adjustments to vault parkour in 3rd person to improve movement.[/p]
  • [p]Fixed animation de-sync between NPC and props at the repackaging plant.[/p]
  • [p]Updated cinematic fades during Niles' companion quest.[/p]
  • [p]Fixed pop in animation when Holstering.[/p]
  • [p]Adjustments to crouch movement while in 3rd person to remove stuttering.[/p]
  • [p]Improved Dragoon animation on long jumps.[/p]
  • [p]NPCs better maintain pose when taking cover.[/p]
  • [p]Fixed the telepathy our Triple Barrel Shotgun users had when reacting to Distraction Devices.[/p]
  • [p]Adjusted momentum direction when entering raised vent doors.[/p]
  • [p]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.[/p]
  • [p]N-ray should now finish the animation when you are firing, and it will not interrupt it.[/p]
  • [p]Ensure sliding completes when in 3rd person to prevent animation issues with long guns.[/p]
  • [p]Adjusted blend time on walk stops.[/p]
  • [p]Dematerializer now works correctly and uses turn in place.[/p]
  • [p]Normal turn in place should play now without additional sliding.[/p]
  • [p]ADS now interrupts stops as intended[/p]
  • [p]Bullets should better line up better with the reticle.[/p]
  • [p]Fixed locomotion post layering settings so long burst and slow beam NPCs are less stiff when they walk outside of combat.[/p]
  • [p]The knife stab has been adjusted to have more punch.[/p]
  • [p]Adjusted blending when players go into crouch and ADS while moving.[/p]
  • [p]Animation when cocking a weapon will no longer skip.[/p]
  • [p]Adjusted quick melee to look better during movement in 3rd person.[/p]
[h3]!!! The following section contains spoilers:[/h3]
  • [p](Spoiler) Removed static shot of space rocks at the beginning of final mission briefing. Focusing on Val's pretty face instead. :3c[/p]
  • [p](Spoiler) Removed fade that was playing .5 seconds after post explosion chat in Horizon Point Station.[/p]
  • [p](Spoiler) Set up cameras with ultra wide framing support on Horizon Point Station post explosion chat conversation.[/p]
[h3]UI/UX[/h3]
  • [p]Ensure character cosmetics are excluded from armor mod lists.[/p]
  • [p]Added FOV setting for 3rd person perspective.[/p]
  • [p]Added slider for tattoo intensity in Character Customization.[/p]
  • [p]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).[/p]
  • [p]Added a prompt for the player to seek assistance with Community Support when an inaccessible Save Game location is identified.[/p]
  • [p]Release Version will now be displayed on the Main Menu and Pause Menu.[/p]
  • [p]Low Health tutorial will no longer stay on the screen after the player heals themselves without using the inhaler.[/p]
  • [p]Updated an untranslated string in the Radio Notification.[/p]
  • [p]Raytracing setting will revert if you reject graphics changes.[/p]
  • [p]The "Breakdown Complete" notification no longer stops the “Breakdown Gains” information from being displayed.[/p]
  • [p]Fixed the Equipment Wheel to ensure equipped slots are displayed correctly.[/p]
  • [p]Added the ice bridge to the map.[/p]
  • [p]The Reputation Page will remain locked until the tutorial has been completed.[/p]
  • [p]Loading Screen input widgets no longer show a partial hold.[/p]
[h3]Audio[/h3]
  • [p]Grenade audio is now applied more consistently on uneven terrain.[/p]
  • [p]Dematerializer audio loop stops when canceled.[/p]
  • [p]Improved Acoustics Culling to improve performance in levels with a lot of audio emitters.[/p]
  • [p]Reduce dsp instances.[/p]
  • [p]Player traversal is substantially improved.[/p]
  • [p]Increased music intensity in key Vox Relay moments.[/p]
[h3]!!! The following section contains spoilers:[/h3]
  • [p](Spoiler) Montelli execution sequence dialog now hitting dialog loudness target.[/p]
[h3]Misc[/h3]
  • [p]Removal of tags for Castilian and Latin American Spanish.[/p]
  • [p]Credits Corrected for OS development.[/p]
  • [p]Airship Credits were added to the Outsource Development section of the credits.[/p]
  • [p]Inez now responds appropriately to situation in conversation with Aza.[/p]
  • [p]German translation form updated for the word “hold” in the settings.[/p]
  • [p]Settings capitalization inconsistencies updated to be more consistent.[/p]
[p] [/p]

Fallout co-creator Tim Cain's rejoined Obsidian full-time to work on a mystery game, but plans to keep his YouTube chats going

He's back. Tim Cain, co-creator of the original Interplay Fallouts and Vampire: The Masquerade – Bloodlines programmer has emerged from semi-retirement, returning to Obsidian to work on a game he can't talk about yet because legal documents. For the past few years, the veteran developer's been contracting on a number of games, including Obsidian's own The Outer Worlds 2, having previously co-directed the first Outer Worlds.


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The Outer Worlds 2's latest patch wrangles disappearing eyebrows and sideburns, stops nerds shouting at each other from miles away

Gah! I've lost them again. My precious brows and burns, they've gone walkabouts! Luckily, The Outer Worlds 2 latest patch aims to take care of instances of misbehaving hair. That's far from the only fix in what's a very beefy list, with companion buffs, crash corrections, and instances of weird NPC antics also having been tended to.


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The Outer Worlds 2 Patch Notes 1.0.5.0

[p]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.[/p][p]If you come across any other issues, please contact us via our Issue Tracker page. The Earth Directorate thanks you.[/p][h2]Community Reported Issues[/h2]
  • [p]Added Fan Tossball Card for Celest Fairbrook[/p]
  • [p]Fixed unable to save issue when the “Saved Games” system directory does not exist. Now Windows should create the directory if it’s missing.[/p]
  • [p]Fix case where stale crime data would prevent saving.[/p]
  • [p]Fixed crash that could occur when transitioning to new areas with frame gen enabled on Nvidia GPUs[/p]
  • [p]Added a setting to allow players to turn off mouse smoothing and acceleration if they are experiencing cursor lag[/p]
  • [p]Loading Screen images can now scale up to fill larger resolutions[/p]
  • [p]Addressed issue where Wireless Free Arcadia would stop playing audio[/p]
  • [p]The player's eyebrows no longer disappear when using the inventory screen or idle camera[/p]
  • [p]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.[/p]
  • [p]Adjusted skinning on hairstyles in Character Creation[/p]
  • [p]Made adjustments to Side Burn facial hair so that it no longer disappears at certain angles[/p]
  • [p]Updated Multiple Scrapper Helmets to ensure emissives stay visible when certain prosthetics equipped[/p]
  • [p]Fixed missing geometry with certain prosthetics while wearing the Scoundrel's Aegis[/p]
  • [p]Removed ground texture from container in Westport[/p]
  • [p]Removed Dev text from appearing in some skill checks[/p]
  • [p]Removed instance of temporary text in Torres conversation[/p]
  • [p]Addressed several spelling and grammar errors[/p]
  • [p]Jackson's jump sequence at Spire Grove will now play correctly if interrupted by fast traveling away.[/p]
  • [p]Inez 'wants to talk' icon will no longer remain visible beyond relevant areas.[/p]
  • [p]Inez no longer shows up during the conversation in the Protectorate stowaway hideout in Fairfield if she isn't in your party.[/p]
  • [p]Made further improvements to ensure Inez reliably shows up in Fairfield town hall after first meeting her at the Ministry of Accuracy.[/p]
  • [p]Hogarth will now speak to player in edge cases where player has Milverstreet’s quest mentioned and visited the Vox Relay.[/p]
  • [p]Tristan now properly leaves his “Wants To Talk” stage after speaking with player on the Ship[/p]
  • [p]Talking to a companion during certain behaviors no longer prevents them from returning to their previous behavior[/p]
  • [p]Improved conversation staging in Fairfield’s Greenhouse to prevent companions from spawning in pool[/p]
  • [p]Companions will now allow players to see their Traits while on the Incognito[/p]
  • [p]Increased Companion survivability, especially on Hard and Very Hard difficulty settings. This indirectly improves Companion health increases from the Leadership skill.[/p]
  • [p]Bomb Suit unique armor now reduces explosive damage taken instead of reduce explosive damage dealt[/p]
  • [p]Adjusted Bomb Suit to properly reduce damage taken from explosives[/p]
  • [p]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[/p]
  • [p]Nature’s Best Friend perk will now properly tame creatures[/p]
  • [p]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.[/p]
  • [p]Makeshift Armorer perk requires more bits per armor value added. Certain recipes are also no longer loopable with their crafted item when broken down.[/p]
  • [p]Minigun barrel mods are now purchasable at various mod vendors.[/p]
  • [p]Serial Killer hearts no longer reset their max health bonus upon picking up a new one after loading a save[/p]
  • [p]Oracle Laureate now correctly gives player a primer as loot[/p]
  • [p]Ship pets that have been unlocked via promotions will now be usable right away, without needing to unlock other pets first[/p]
  • [p]Burrowed crabbles no longer fall through the world during combat.[/p]
  • [p]Fix for grass wind motion popping at distance[/p]
  • [p]Adjusted foliage to properly sit on terrain[/p]
  • [p]Improved foliage placement around caves in Paradise Island.[/p]
  • [p]Adjusted grass clusters in Paradise Island overlands.[/p]
  • [p]Terrain adjustments to Golden Ridge overlands[/p]
  • [p]Improved geometry around caves in the Golden Ridge overlands[/p]
  • [p]Adjusted geometry to prevent player from reaching out of bounds locations in Golden Ridge[/p]
  • [p]Fixing rare puzzle out of bounds issue in Monastery[/p]
  • [p]Improving Monastery Puzzle Interface Clarity[/p]
  • [p]Pickable crystals no longer placed inside other geometry[/p]
  • [p]Moved book that was clipping[/p]
  • [p]Moved barnacles in Crabble Caves so they are no longer floating[/p]
  • [p]Dematerializer Lockbox enables interactions when loading the Player Ship level if A Healthy Improvement is active but the dematerializer hasn't been acquired.[/p]
  • [p]Objectives from active quests no longer have a chance of disappearing in the HUD when a non-active quest updates.[/p]
  • [p]Addressed issue where the player could not give Ormsby his ingredients via the transaction drawer.[/p]
  • [p]Player will now properly be able to unholster weapon if their previously equipped one was removed after loading save.[/p]
  • [p]Pop-up Gun no longer advertises killing you as a good idea to your friends.[/p]
  • [p]Player can no longer access dialogue option with Sub Rosa if they do not have the required perk for it.[/p]
  • [p]Replaced Display Case examinable with standard lockpick interaction[/p]
  • [p]Required Info Not Found option on Montelli's terminal no longer displays when its impossible to find the information.[/p]
  • [p]Fixed issue where EARL switches would become unusable if the PC save/loaded during their reset animation[/p]
  • [p]Drones in the Paradise Island power station will now properly leave their pods when the player loads a save in that area.[/p]
  • [p]NPC should no longer get stuck in falling animation in Free Market Station[/p]
  • [p]Addressed unique scenario where enemies would not attack player when hostile.[/p]
  • [p]Addressed issue where player would die after loading a save in an elevator.[/p]
[h3]The following patch notes contains spoilers:[/h3]
  • [p]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![/p]
  • [p](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[/p]
  • [p]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.[/p]
  • [p](Spoiler) “A Way Back to the Light” quest should now properly complete after turning it in to Provost Coulter[/p]
  • [p](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.[/p]
  • [p]Addressed issue where (Spoiler) “The Saboteur of Paradise” quest was not updating beyond “Explore Vox Relay”[/p]
  • [p](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[/p]
  • [p](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.[/p]
  • [p]Updated the beacon text for bringing Aza to the N-Ray Range to confirm the cultists there are dead to something more appropriate[/p]
  • [p]Adjusted beacon radius to provide more clarity for quest at Praetor Grounding Station.[/p]
  • [p]Commander Torres will now happily accept scrabbles and react to the events at the Vox, regardless of his location.[/p]
[h2]Major Issues and Crashes[/h2]
  • [p]Attempting to fix a crash on WinGDK build when initializing save game manager[/p]
  • [p]The game will no longer crash when interrupting Facilitator Tilden's bark dialogue via player interaction in Mental Refreshment.[/p]
  • [p]Addressed a crash related to crowd NPCs[/p]
  • [p]The game will no longer crash on rare occasions when the player dies from fall damage while simultaneously mounting a ladder.[/p]
  • [p]Addressed a crash related to Ray Tracing[/p]
  • [p]Latin American Spanish localization support for achievements on PS5[/p]
  • [p]After visiting water reconditioning in Laplace's Garden without having talked to the agent, they will properly direct the player to start the quest.[/p]
  • [p]Elevator in (spoiler) Rift Lab is no longer inaccessible after combat ends.[/p]
[h3]Content & Quests[/h3]
  • [p]Players are able to loot the soldier corpse for a reward when dematerializing the examinable crabble corpse at the crabble fishery on Paradise Island[/p]
  • [p]Fixed issue with quest trigger for Mysteries of the Mental Modulators firing when it shouldn't[/p]
  • [p]Companions no longer photobomb a conversation with Niles in the ship cargo bay.[/p]
  • [p]Fixed issue with an NPC that wasn't in the correct spot for a companion quest[/p]
  • [p]Player controls are no longer frozen during extraction sequence in Cold Storage.[/p]
  • [p]Audio Logs collected during the Deviations Under Duress quest correctly display the collected audio log count in the quest addendum pop-up[/p]
  • [p]Companions will no longer freeze when trying to perform certain actions[/p]
  • [p]Helen no longer photobombs the player when speaking on the intercom in Horizon Point Station landing pad.[/p]
  • [p]Controlling for Convenience quest correctly requires the sample in order to progress and cannot be bypassed by not having the negotiator perk[/p]
  • [p]Fixed issue where player could not pick up a second open bounty if they turned in the other previously on Golden Ridge[/p]
  • [p]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[/p]
  • [p]"Improved messaging for if the player fails the Endpoint’s End mission.[/p]
  • [p]Anais Bujold will now react via comms to the player getting caught on the experiment floor."[/p]
  • [p]Addressed issue with NPCs not sticking around after a quest[/p]
  • [p]Marsol is no longer able to teleport to the rooftop of Scientician's Surplus and enter a problematic state[/p]
  • [p]Removed reference to cut content that was triggering an error.[/p]
  • [p]Marisol now reacts to player failing her final companion quest.[/p]
  • [p]Conversation with Inez about grafting parts no longer drops[/p]
  • [p]An optional objective for 'Saboteur of Paradise' and lighting better indicate the control interface to redirect the Vox Relay away from Fairfield[/p]
  • [p]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[/p]
  • [p]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[/p]
  • [p]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[/p]
  • [p]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"[/p]
  • [p]Ensuring main quest updates accordingly if player kills Milverstreet before getting De Vries info from him[/p]
  • [p]Bell Tower switches in the Monastery no longer prevent interaction with nearby corpses or pickups[/p]
  • [p]Vigilant Hogarth now responds properly if the player has entered the Vox[/p]
  • [p]Improved Timing for Niles post combat barks in Tomb of the Matriarch[/p]
  • [p]More player responses available in Inez conversations about Auntie's Choice[/p]
  • [p]The Cultist Leader's warning distance is now more forgiving[/p]
  • [p]Outer door now seals when starting the Archive Reactor fight[/p]
  • [p]Improved power switch state logic in Rift Lab exterior[/p]
  • [p]Indestructible barrel in Euphoria Automech Repair Center is now very destructible[/p]
  • [p]Paradise Island Rift sequence persistence improvements[/p]
  • [p]Improved Fairfield guard Patrols[/p]
  • [p]Audio log in Auris Listening Post now correctly plays as an audio log rather than spatial audio[/p]
  • [p]Fixed issue with an audio cartridge Quest Item that wasn't present when it needed to be[/p]
  • [p]Thessaly Falk should no longer appear in two places at once.[/p]
  • [p]Improved save load persistence for monastery puzzle interactable[/p]
  • [p]Fixed setup for audio log in Auris Listening Post[/p]
  • [p]Improved Elevator presentation in rift device room[/p]
  • [p]Fixed issue where Dragoon was unphased after having a part removed during a quest[/p]
  • [p]Improving Rift Lab encounter access to player from within spawn room[/p]
  • [p]Players no longer have to pass 2 skill checks to disable the Underlands turret.[/p]
  • [p]Updating Monastery Directory Examinables for Clarity[/p]
  • [p]Fixed issue with idle Janitor Mech NPC[/p]
  • [p]During the Rivers Of Milk and Honey quest the beacon on the Oracle Laureate now disables when it is no longer relevant[/p]
  • [p]Fixed issue with idle NPC[/p]
  • [p]Fixed issue where drones on the ACS Undisputed Claim were aggro to the player when they shouldn't be[/p]
  • [p]Fixed issue where NPCs were incorrectly standing on a counter[/p]
  • [p]Companions killing Marshall Corbin on Vox Relay are now considered as having been killed by the Player for various reactivity[/p]
  • [p]Cleaned up examinable to avoid a confusing state it could get in[/p]
  • [p]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)[/p]
  • [p]Fixed issue where a beacon was showing up at the wrong time for a quest[/p]
  • [p]Convinced Tristan to relax so that he no longer accuses you of crimes you have not committed.[/p]
  • [p]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[/p]
  • [p]Smoothed out the conversation flow if the player is engaging about compression coils quest objectives.[/p]
  • [p]Fixed some cases where you couldn’t talk to companions while standing on an elevator.[/p]
  • [p]Vigilant Hogarth now no longer sometimes refers to Marshal Corbin as if he were alive, if he died.[/p]
  • [p]Corrected punctuation errors.[/p]
  • [p]Addressed issue where an NPC was not going away after a quest[/p]
  • [p]Improvements to waypoints and quest text. If not beginning a sentence or string, "de Vries" is the correct capitalization[/p]
  • [p]Improving Fairfield crowd animation usage[/p]
  • [p]Fixed issue with corpse display name being incorrect[/p]
  • [p]Lucy the sick Crabble has been ingesting too much PurpleBerry Krunch - feeding her more will now be reflected visually.[/p]
  • [p]Assuming he survived battle, Corbin exits Vox Relay after the failsafe is tripped[/p]
  • [p]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.[/p]
[p]The following contains spoilers:[/p]
  • [p](Spoiler) Quest giver for Inez’s companion quest was incorrectly showing up when Inez was dead[/p]
  • [p](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.[/p]
[h3]Combat & Systems Fixes[/h3]
  • [p]Fixed mine traps sometimes not damaging characters when triggered[/p]
  • [p]Fixed Zyranium hazards not applying poison in some states[/p]
  • [p]Characters no longer unexpectedly take explosive damage through walls or objects.[/p]
  • [p]"Unknown Station" radio notification shows up consistently[/p]
  • [p]Adjusted landscape heights for improved NPC pathing.[/p]
  • [p]Companions will be able to keep up with the player better immediately following recruitment to the party.[/p]
  • [p]Updating collision for smoother gameplay.[/p]
  • [p]Gloop grenades no longer break conversations in some cases.[/p]
  • [p]Added cover nodes for encounters that were previously missing them.[/p]
  • [p]Burrowed crabbles no longer play loop animation or vfx when they are not moving[/p]
  • [p]If an NPC ever fails to navigate out of their spawn door, they are teleported out and debug information is gathered about the incident.[/p]
  • [p]Player will no longer mimic reloads when entering the player ship with no ammo in the weapon[/p]
  • [p]Characters will no longer make noises before they have been spawned into an encounter[/p]
  • [p]In combat sneak attack (such as from the Vital Striker perk) now applies sneak attack correctly rather than first squaring your sneak attack multiplier[/p]
  • [p]If an NPC ever fails to navigate out of their spawn door, they are teleported out and debug information is gathered about the incident.[/p]
  • [p]Fixed Thunderstruck projectile in third person.[/p]
  • [p]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.[/p]
  • [p]Fixed certain cases where combat would not drop despite player being hidden[/p]
  • [p]Improved camera framing during certain conversations.[/p]
  • [p]Players can now sell to the comestible vendor in \[REDACTED][/p]
  • [p]Updating a story-specific loading screen to show up at a more appropriate moment[/p]
  • [p]Player will only throw one grenade instead of two when spamming the throw button.[/p]
  • [p]The Consumerism flaw will now be offered more promptly for players who become eligible for it after already starting a game[/p]
  • [p]The game should no longer pause when closing the inventory if DLSS-FG is enabled.[/p]
  • [p]Companions will follow player through crouch tunnels.[/p]
  • [p]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.[/p]
  • [p]NPC corpses are now less likely to clip into objects.[/p]
  • [p]Improved collision accuracy on crabble meat pickups[/p]
  • [p]Fixed player being able to revive if they are falling to certain death but cancel with a different death cause[/p]
  • [p]Armor shoulder pads no longer disappear when using alternate shoulder in 3P.[/p]
  • [p]Player can no longer sprint while being mentally refreshed.[/p]
  • [p]Fixed the collision settings for the goo created by the Dematerializer gun, it won't block Player movement anymore.[/p]
  • [p]Characters no longer unexpectedly take explosive damage through walls or objects.[/p]
  • [p]Fixed some perks that require companions to be in the party activating when they are not in the party[/p]
  • [p]Fixed a rare issue where the player didn't die when they should have. (for example falling from high places)[/p]
  • [p]Fixed an issue where reloading while burst firing caused weapons to temporarily become unresponsive[/p]
  • [p]Prevent ship terminal beacon for quests from appearing on unused secret terminal[/p]
  • [p]Fixed an issue where hold interaction audio was lingering when opening menus.[/p]
  • [p]Flaws are now offered at the correct time[/p]
  • [p]Fixed issue where ash left over from plasma critical hits did not move with moving platforms[/p]
  • [p]Fixed an issue where weapons with Advanced Energy Modulator mod could skip animations in certain circumstances.[/p]
  • [p]The Head Curator can no longer be lured out of the display case[/p]
  • [p]Replaced Hammerclaw with a Bulletclaw to resolve Hammerclaw getting stuck during combat encounter.[/p]
  • [p]Fixed an issue where Elevator doors were not closed properly.[/p]
  • [p]Solved warping issues and made visual improvements to 3P Zyranium Automech Armor VFX[/p]
  • [p]Preventing your VALERIE unit from 'beep bop booping' into Ladders if you have climbed it[/p]
  • [p]Gary's footprint sounds are now correct[/p]
  • [p]NPC corpses are now less likely to clip into objects.[/p]
  • [p]Fixed a blending issue when companions crouch and put their weapon away at the same time.[/p]
  • [p]Mine model will no longer become stuck on player if they interrupt throw animation with parkour.[/p]
  • [p]Setting NPCs to more often sprint to cover instead of jog.[/p]
  • [p]Fixed Vendor that allowed tossball card to be restocked[/p]
  • [p]Updated level of detail settings on Protectorate Dragoons[/p]
  • [p]Fixed floor shadow artifacts on companions during movement.[/p]
  • [p]The Coagulant dispenser in Fairfield was incorrectly configured and let the player to create a second coagulant lite.[/p]
  • [p]Companions no longer stand in awkward positions when conversations begin under certain conditions.[/p]
  • [p]BunkerMechs now rotate their cannons to fire at their target while in combat[/p]
  • [p]Shooting a grenade out of the air with a shotgun no longer counts multiple times for the “Waylaid Grenade” achievement/trophy[/p]
  • [p]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[/p]
  • [p]Suppressionist now correctly benefits Last Whisper[/p]
  • [p]Agatha no longer deals less damage when firing from ADS.[/p]
  • [p]NPCs on Story, Hard, and Very Hard no longer take less or more non-physical damage type side-effects based on difficulty settings.[/p]
  • [p]The Tinkerer perk now correctly reflects how much extra damage you get per point of Engineering.[/p]
  • [p]Crabbles will now play locomotion VFX for crabble burrow attacks[/p]
  • [p]Niles will now wait a bit between reminders about crafting ammo[/p]
  • [p]Being Mentally Refreshed paves the way for new experiences[/p]
  • [p]Tossball Winger no longer triggers for Distraction Devices[/p]
  • [p]In certain cases, Aza's inventory is no longer marked as stealing[/p]
  • [p]Fixed an issue with the run animation when spinning around 180 degrees[/p]
  • [p]Added additional mods to vending machines[/p]
[h3]Art[/h3]
  • [p]Removed access to out of bounds areas[/p]
  • [p]Armor shoulder pads no longer disappear when using alternate shoulder in 3rd Person[/p]
  • [p]Improved collision for better player pathing[/p]
  • [p]Solved warping issues and made visual improvements to 3rd Person Zyranium Automech Armor VFX[/p]
  • [p]Improved collision for better player and NPC pathing[/p]
  • [p]Art improvements to misaligned assets[/p]
  • [p]Improved quality of shadows in Horizon Point station.[/p]
  • [p]Auntie Cleo's monitors no longer have artifacts[/p]
  • [p]Broken Crystal meshes now have correct material[/p]
  • [p]Eliminated visually stretched textures[/p]
  • [p]Improves collision to help with player pathing[/p]
  • [p]Addressing gaps in the Cloister landscape[/p]
  • [p]Improved shadowing in Alexandria Station floor[/p]
  • [p]Reduced brightness intensity of some lights in Golden Ridge[/p]
  • [p]Addressed pop-in on Cloister's frosted glass when see at a distance[/p]
  • [p]Improved exposure shifts when traveling from the inside of a building to the outside[/p]
  • [p]Removed access to out of bonds areas[/p]
  • [p]Flashlight improvements in third person[/p]
  • [p]Art improvements to misaligned secondary structures[/p]
  • [p]Art improvements to eliminate visual flickering issues within Paradise Island[/p]
  • [p]Art improvements to eliminate visual flickering issues within Cloister[/p]
  • [p]Art improvements to collision on rocks[/p]
  • [p]Art improvements to eliminate visual flickering issues within Golden Ridge[/p]
  • [p]Art improvements to eliminate visual flickering issues within Praetor[/p]
  • [p]Smoothed out landscape to improve player pathing.[/p]
  • [p]Art improvements to Cloister[/p]
  • [p]Revising asset placement for optimal player viewing.[/p]
  • [p]Art improvements to Paradise Island[/p]
  • [p]Art improvements to Cloister's overlands[/p]
[h3]Animation[/h3]
  • [p]Fixed issue where player was able to obtain items behind glass casing.[/p]
  • [p]Crowd characters now ignore old corpses just like everyone else.[/p]
  • [p]Addressed issue where using the AutoDoc right after using the Inhaler will cause the animations to not play properly.[/p]
  • [p]Player can no longer sneak attack enemies through glass.[/p]
  • [p]Reduce crowd avoidance radius to reduce awkward back and forth dancing.[/p]
  • [p]Player will no longer mimic reloads when entering the player ship with no ammo in the weapon[/p]
  • [p]Fixed Thunderstruck projectile in third person.[/p]
  • [p]Fixed Dagmar occasionally looking at ceiling during conversation.[/p]
  • [p]Move companions out of the way when speaking to Rollo Nast[/p]
  • [p]Scoped guns will no longer get stuck on player’s chest when holstered.[/p]
  • [p]Player will only throw one grenade instead of two when spamming the throw button.[/p]
  • [p]Player no longer gets stuck with movement not respecting input after combat pivot[/p]
  • [p]Distraction device shouldn't show up anymore if you cancel the animation in 1st Person and switch to 3rd Person[/p]
  • [p]Fixed player being able to revive if they are falling to certain death but cancel with a different death cause[/p]
  • [p]When doing a full body animation it should not rotate the lower body anymore and then slide back[/p]
  • [p]Weapon no longer rotates when leaving throwable animation state in 3rd Person[/p]
  • [p]Fix weapon-based body idle issue when exiting conversation with an equipped weapon[/p]
  • [p]Adjusted reloading to look more natural[/p]
  • [p]Shooting will no longer interrupt medical animation[/p]
  • [p]Player arm doesn't freak out anymore after sliding into a forced cinematic or conversation[/p]
  • [p]Sentry ankles no longer completely disappear at a standing distance[/p]
  • [p]Fixed a blending issue when companions crouch and put their weapon away at the same time.[/p]
  • [p]Removing a slide on Niles when HPS landing pad conversation starts.[/p]
  • [p]Mine model will no longer become stuck on player if they interrupt throw animation with parkour.[/p]
  • [p]Setting NPCs to more often sprint to cover instead of jog.[/p]
  • [p]Fixing some gun sliding issue on Landing Pad Conversation in Horizon Point Station.[/p]
  • [p]Fixed Inez's scoliosis so she reloads her weapon in cover without breaking her spine.[/p]
  • [p]Player arm doesn't freak out anymore after sliding into a forced cinematic or conversation[/p]
  • [p]Updated level of detail settings on Protectorate Dragoons[/p]
  • [p]Adjustments have been made for the slide so throwables look better[/p]
  • [p]There should be no sudden shift anymore when you jump in non-combat[/p]
  • [p]No pop anymore when combat state changes in crouch[/p]
  • [p]The bredknife now plays knife animations instead of sword animations[/p]
  • [p]Made an adjustment so it looks better going from sprint to ADS[/p]
  • [p]Allow characters to overlap a bit more when trying to avoid intersecting to reduce the amount of left-right movement.[/p]
  • [p]Prevented second companion from standing in awkward places during Marisol quest conversation.[/p]
  • [p]Adjusted the framing for the conversation in Golden Ridge with Wojtek so that character is framed more clearly on camera.[/p]
  • [p]Player no longer plays 2h animation when quick turning while unarmed in 3rd Person[/p]
  • [p]Adjusting timing on keycard interaction when using Willard's Terminal[/p]
  • [p]NC pivots should not over rotate anymore[/p]
  • [p]The inhaler and the N-Ray gadget animation now work when you are holding ADS in P3P[/p]
  • [p]Player head now looks forward when you stand still and look at your character[/p]
  • [p]Adjusted Fades before events that play out in Vox Relay.[/p]
  • [p]Glued shoulder pads back onto our 2-handed handgun users so they no longer fly.[/p]
  • [p]Adjusted the blend spaces so there is less sliding when we tilt slowly on the controller[/p]
  • [p]Adjusted the blend spaces so there is less sliding when we tilt slowly on the controller[/p]
  • [p]Added audio to long burst first raise[/p]
  • [p]Removed access to out of bonds areas[/p]
  • [p]Resolved issue where Voice of the Refugees would stop looking at player while she was speaking to them mid conversation.[/p]
  • [p]First raise audio should not play anymore if you do a first raise and then go into crouch in p3p[/p]
  • [p]Adjusted quick melee for the 2-handed pistol[/p]
  • [p]Removed possibility of seeing some full screen effects on player ship when you should not be able to see them.[/p]
  • [p]Added a slight delay to the second Melee Heavy attack when spamming attack button in 3P[/p]
  • [p]Removed slight wobble when player holds 2-handed power attack[/p]
  • [p]Flashlight improvements in 3rd Person[/p]
  • [p]Equip animations are playing if you swap weapons during sliding[/p]
  • [p]Adjusted reloading to look more natural[/p]
  • [p]Cleaned up some cinematic fades and UI visibility during Tristan's companion quest[/p]
  • [p]Adjust collision on Science Interactable to be more reliable to shoot around.[/p]
  • [p]Slightly toned-down lower body movement when you would jump while you are in combat[/p]
  • [p]Adjusted mine throw blending so it looks more natural[/p]
  • [p]Added some shoulder movement when you aim up, so it should look more natural[/p]
  • [p]Adjusted setup of Main Menu Moon Man's leg bolts for certain outfits.[/p]
[p]The following contains spoilers:[/p]
  • [p](Spoiler) Updated animations during critical cinematic sequence on Greater Tranquility Station[/p]
  • [p](Spoiler) Adjusted Fades before events that play out in Vox Relay.[/p]
[h3]UI/UX[/h3]
  • [p]Updating Widescreen presentation on the End Slides[/p]
  • [p]Polish and Russian Translation updated for the term “Cosmetics“[/p]
  • [p]Players can no longer access the HDR Calibration menu during Conversations[/p]
  • [p]Steam Deck will not show keyboard icons unless an external keyboard is being used[/p]
  • [p]Protecting a potential crash in the post-tutorial character creation screen[/p]
  • [p]Improved visual presentation of Palm Greaser perk when used for conversational bribes.[/p]
  • [p]Totals for all ammo types now display correctly in the toolbelt and its associated tooltip.[/p]
  • [p]Items sold on the vendor screen no longer have 'new item' pips[/p]
  • [p]The default buy amount is now 50% of what is affordable, rather than 100%.[/p]
  • [p]The crafting screen will now show the correct value for the current number of inhaler charges.[/p]
  • [p]Item tooltip now updates properly on item transfer screen.[/p]
  • [p]Notification pop-ups should no longer show a white square when looking at signposts[/p]
  • [p]Selling all Junk keeps current items visible on Vendor Screen[/p]
  • [p]Updating hierarchy and fill settings of the description entries in the Codex Journal to prevent issues seen with overlapping header/body text[/p]
  • [p]Touch screen works properly on handheld devices[/p]
  • [p]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.[/p]
  • [p]Fixed Archivist Noelani's text not advancing for a specific ending to her conversation.[/p]
  • [p]When the setting "Show Base Item Stats" is off, grenades will properly scale their reported damage based on the Explosives skill[/p]
  • [p]Save/Load Menu will properly update the list position after deleting a previous Save game[/p]
  • [p]Leaving the Load Menu will now restart the Moon Man Conversation an appropriate number of times[/p]
  • [p]Cleaning up formatting of Addendums and Optional presentation in the Journal and Quest Log[/p]
  • [p]Ensuring Main Menu Options reappear when leaving the Load Menu and restarting the Conversation[/p]
  • [p]Hovered Map entries no longer present 'Next' when unable to provide that functionality[/p]
  • [p]Addressing edge case seen where conversation history might flicker when it is on the cusp of needing a scrollbar[/p]
  • [p]Color picker dropdowns are now exclusive to each other in Settings[/p]
[h3]Audio[/h3]
  • [p]Pump Station is now x% more electrifying in tight vents[/p]
  • [p]Bridge sound always plays when lowering[/p]
  • [p]"Unknown Station" radio notification shows up consistently[/p]
  • [p]Exploration music increases in intensity when near hostile characters outside of combat.[/p]
  • [p]Attractions in Matriarch's Tomb now with improved audio systems.[/p]
  • [p]Characters will no longer make noises before they have been spawned into an encounter[/p]
  • [p]Added missing sounds to Marisol/Svoboda cut scene[/p]
  • [p]"Added ducking behavior to Player Radio so that it ducks in conversation state and[/p]
  • [p]extended range of attenuation on the dudes stranded in the lift"[/p]
  • [p]Skip drive ambience improvements[/p]
  • [p]The notification for when a new radio station is available is now limited to only newly discovered stations[/p]
  • [p]Curator in the tube, now with even more tube.[/p]
  • [p]Improved radio music shuffling by having it remember song history through a fast travel[/p]
  • [p]Added audio to long burst first raise[/p]
  • [p]Sound effects will no longer cut out while idling near a wall[/p]
[p]The following contains spoilers:[/p]
  • [p](Spoiler) Remixed Sovereign's Ship music[/p]
  • [p](Spoiler) Made adjustments for a more impactful execution in Vox Relay[/p]