About the Game
The Outer Worlds 2 is the eagerly-awaited sequel to the award-winning first-person sci-fi RPG from Obsidian Entertainment (just look at the exciting number of dashes in this sentence!). Time to clear your calendar – get ready for an action-packed adventure with a new crew, new weapons, and new enemies in a new colony! So much newness!
As a daring and most likely good-looking Earth Directorate agent, you must uncover the source of devastating rifts threatening to destroy all of humanity. Your investigation leads to Arcadia, home of skip drive technology, where the fate of the colony, and ultimately the entire galaxy, rests on your decisions—your strengths, your flaws, your crew, and the factions you choose to trust.
The Arcadia colony is engulfed in a factional war, as the Protectorate’s so-called benevolent rule is challenged by the rebellion of their religious order and a corporate invasion. As destructive rifts spread across the colony, each faction fights to control or close them for their own ends. Navigate diverse zones, uncover hidden lore, and shape the fate of a system on the brink!
Build your character with the abilities and choices that reflect your playstyle. The colony reacts to your every move, crafting a narrative that’s yours to own—whether you’re a disciple of diplomacy, an astute strategist, a crusader for chaos, or something different altogether. And yes, you can dumb!
Recruit companions with unique traits, backgrounds and goals. Whether you choose to help them achieve their ambitions or steer them toward your own objectives, your influence shapes their growth (or death), making them an integral part of the immersive story you create together.
High Fidelity Graphics
Explore Arcadia with stunning visual detail. The Outer Worlds 2 supports true 4K resolution on compatible devices and unlocked framerates on PC, delivering smooth performance across sprawling alien landscapes, neon-lit cities, and fractured space environments.
Ray Tracing
Ray tracing adds depth and realism across Arcadia. From glowing rift anomalies to the reflections of neon signs on rain-soaked streets, advanced lighting, shadows, and reflections create a more dynamic and immersive experience.
DLSS, FSR, and XeSS Support
Play with optimized performance across the board. The Outer Worlds 2 supports NVIDIA DLSS, AMD FSR, and Intel XeSS upscaling, ensuring sharp visuals and higher frame rates no matter your GPU.
HDR
Step into Arcadia with high dynamic range support. HDR enhances contrast and color depth across compatible displays, making every neon light, alien sky, and weapon blast more vivid and lifelike.
Ultra-wide Support
See more of Arcadia with ultra-wide 21:9 display support. From massive corporate facilities to the vastness of space, a wider field of view delivers a more cinematic perspective on the colony’s fractured future.
Screenshots
9 images
Version Information
Steam Patch Notes
Official update history
Greetings Commanders! We are releasing hotfix 1.1.0.1 for The Outer Worlds 2. As always, we are very appreciative for your continued support and patience.
[p align="start"]If you come across any other issues, please contact us via our Issue Tracker page. The Earth Directorate thanks you.Fixed an issue where the two Vice Presidents in The ACS Undisputed Claim would not appear properly during the following faction quests: Now Hiring: Invaluable Disposable Agent, Mysteries of the Mental Modulators, and An Equitable Arrangement.
Please note that you may need to leave The ACS Undisputed Claim and return for this fix to take effect.
Fixed an issue during Character Creation where prosthetics would not properly apply in-game to the player character.
Fixed an issue with the Workbench Breakdown menu that was preventing players from viewing items on other pages.
Greetings Commander!
The Earth Directorate has a very important aetherwave for everyone as they are happy to announce the release of Patch 1.1.0.0 to all citizens of Arcadia.
This update addresses numerous bug fixes that have been brought to our attention while adding even more quality of life! Your diligence in reporting issues to your local Earth Directorate officer has been noted and we appreciate your timeliness in these matters.
As mentioned previously, we've added new changes so please review the details below. Commanders can now advance the time of day, perform a new stealth takedown animation, and toggle between walking and running at will.
Time of Day Advancement (Wait X hours)
You can now advance the in-game time of day from as little as 1 hour all the way up to 24 hours. This new feature is accessible from the pause menu while not in combat.
New Stealth Kill Animations
New 1st & 3rd person stealth kill animations have been added for the following one-handed and two-handed melee weapons: Impact Hammer, Plasma Cutter, Stun Baton, Tossball Blocker, and the Sentry Blade.
Console Gamepad Rebinding
Rebinding gamepad buttons and triggers on both Xbox and PS5 controllers is now supported on console and PC. One note: the Pause Start button (all platforms) and L2 R2 triggers (PS5 only) are not currently able to be rebound due to platform requirements.
Walk toggle
A keyboard toggle for in game walk has been added to the game. The default key binding is “Y”, which can be rebound to any primary or secondary key of your choice.
Along with these new features we have also addressed community reported issues and so much more.
Major Issues and Crashes:
Addressed a rare crash on Paradise Island that sometimes triggered after skipping the landing cutscene.
Fixed a rare crash due to an invalid user during the PS5 bootup process.
Mitigating crash behavior when interacting with Armor Mannequins.
Addressed an issue where sometimes the game would crash upon entering the Player Ship.
The player will no longer be able to access Auntie Cleo’s office prematurely after completing the faction quest.
Resolved an issue where killing Vaillencourt’s team in a specific order would lock the exit door. The Rift Lab exit should now reliably open after combat.
Updated scripting to prevent the Client Intake station door from getting stuck if the player fast traveled into the Player Ship after sending the ACHQ tram toward the Client Intake stop.
The player will no longer be soft locked in conversations due to the Foot In Mouth perk timer expiring and leaving them with no available responses to select.
The Greater Tranquility Station briefing conversation now triggers when a save is loaded at or players move toward the console table if it failed to trigger.
Community Reported Issues:
The game will no longer occasionally freeze when exploring Paradise Island (Note: This unfortunately is not a retroactive fix for affected saves).
The game will no longer occasionally crash when exploring Golden Ridge near the D.A.E (Note: This unfortunately is not a retroactive fix for affected saves).
Updated scripting so players that manage to skip Aza's forced conversation after dealing with Ziegler and his cultists (by immediately fast traveling or possibly starting a different conversation) can still wrap up Aza's quest by interacting with her directly.
Updated scripting to prevent Tristan's final quest from being impossible to complete if Tristan died in each fight in the Arbiter Training Camp portion of the quest.
Looping audio events and audio effects will now properly pause when player enters the pause menu
Improved Marisol and Niles position in The Incognito's Crew Quarter to prevent the player from getting stuck.
Added additional logic to Mitt's conversation so that players may continue to progress the Wanted: Genuine Authenticity quest when doing specific steps out of order.
Fixed an issue where a boss door at Central Control would be unopenable if the player removed Aza from the party previously.
Saboteur of Paradise progresses or completes if the "Explore Vox Relay" objective was not completed when reaching the Command Floor as intended.
Marisol's voice lines should now play correctly when selected.
All for None trophy should now properly unlock on PS5.
Some pets that have managed to escape will be returned to their designated space on the Incognito.
Controlling for Convenience quest can now be started via the Oracle Laureate, and the correct sample is given to the spy when turned in.
Adjusted the tuning of the experiment settings for the brain off in Endpoint's End to be more fair.
Performance updates to the Undisputed Claim level to resolve audio distortion.
Obtaining good footage of Inez's raid on Praetor now requires a reasonable amount of effort.
Minor fixes to the Kaur and Milverstreet content to improve quest flow when done in a particular order.
Disabling interaction highlights no longer prevents observation indicators from appearing.
The rifted vending machine in Free Market Station will no longer become uninteractable when leaving and returning to the area.
Companions will no longer refer to party members that have been permanently dismissed or left the party after Raptidon interaction on Praetor.
Persephone will now properly respond to the player allowing her to copy the Satellite data after the player completes Crash Course in Telemetry.
Tactical Trajectile Defense Helmet no longer blocks shots in third person.
Fixed a progression issue with the Secret Recipe in the Forbidden Secrets of the Undisputed Claim quest.
Fixed an issue with crime causing an unintended hostile response across level transitions.
The player should no longer get teleported to the Best Choice bar after entering the main tower lobby of the Undisputed Claim.
Updated Archivist Stallworth so being KOS with the OA no longer makes her and all of Free Market Station hostile to the player.
Resolved an issue where players didn't have the option to turn in Fiddling with Fulgurating Fulminations quest with Exemplar Simon.
Minor improvements to the conversation with Abner at Outpost Endurance to prevent looping.
Minor changes to the conversation with Artificer Laureate to prevent the Newton quest from reaching a bad state.
Fixed a rare issue in Winter's Grasp where the player could be trapped in the final room.
Players will now reliably receive Monastery lift codes, even if they previously killed Marisol and Svoboda at the Zyranium manufactory. This fix is retroactive, and the quest can be progressed at Matriarch's Mercy.
Inez’s graft should no longer reset after transferring saves.
Made an update to prevent switching the target save directory while outside of the main menu.
Using Steal All while pickpocketing will no longer loot hidden items from the target's inventory.
Fixed a rare case where the player would become unable to save after certain crimes.
Progress made toward the Dance Dance Disfiguration achievement will now be preserved across save /load and level transitions.
Updated scripting to prevent the possibility of locking players out of obtaining Niles' final companion perk by skipping his conversation outside the Tomb.
Minor improvements to improve interactable highlight consistency.
Crowd NPCs should no longer be despawned while near the player or in the player's view.
Fixed an issue where lists in menus would not sort properly when first opened.
The player's facial hair will no longer disappear when wearing certain helmets.
Removed a perk check from the automech doctor on Golden Ridge. It now simply requires hack skill. This was a redundant check because the perk skill is a level 10 hacking skill, and the hack check itself was set lower than 10.
Moved the Free Market Station player ship and landing pad fast travel point further away from the ship to help prevent difficulties with selecting the fast travel point on consoles.
, \[, and ] can now be used for key bindings.
Minor scripting improvements to prevent Inez from mentioning quest information that is not relevant to the current quest.
Fixed cases where some NPCs could see the player while they were wearing the bucket hat.
Fixed desaturated save file screenshots on PS5.
Picking up a mine mid observation will properly stop the detection audio.
Prevented controller auto aim from incorrectly jumping player aim horizontally when attempting to adhere to the current target.
Stat modifications from perks will now be correctly reflected in the weapon stat details shown in the inventory screen.
Improved visual appearance of Protectorate Gunner armor in 3rd Person.
Updated the Armageddon weapon description on the inspect page to display correct information.
Removed redundant exit text from terminal conversation in the Undisputed Claim.
Removed an unreachable mine from the Golden Ridge overlands.
Inez now reliably remains on the ship after completing her final companion quest.
The final datapad required for the Mysterious Locked Safe on Cloister has been repositioned and now sits above the snow on a pile of debris North of Newton.
Made adjustments to the Medical interactable on Paradise Island to support multiple interactions.
Hurley will no longer reward players if she has already been pickpocketed.
Completing an untracked quest will display the tracked quest again when set to Always On.
The item selection highlight will no longer reset to the top left corner of the inventory screen after the player junks or sells an item.
Fixed an issue where Aza's self heal perk was activating while hostile.
Inez's Emergency Procedures perk will now properly clear the player's toxicity and crash state when using her companion ability.
Updated the Inhaler perk icon and text to be more accurate.
Updated Milverstreet's conversation at the Undisputed Claim to avoid him mentioning the player retrieving the Mental Refreshment info from the Ministry of Accuracy if they did not.
Minor conversation adjustments to improve flow.
Wearing armor that uses a self repairing armor mod will no longer cause unequipped armor items in the player's inventory to sometimes display incorrect armor values.
The optional objective to sabotage the ship in Niles' first quest now properly sets to irrelevant when the player or Niles refuses to do so.
Mantisaur boss should now properly ragdoll on death.
Art improvements across Paradise Island.
Art improvements across the Cloister level.
The character will not appear twice in the inventory screen when changing tabs quickly.
Spelling error updated on an examinable in Rift Lab.
Art improvements across the End Game region.
Dismembered humans should now spawn a blood pool when they die.
Content & Quests:
Updated the A Most Extraordinary Specimen quest to only advance on acquiring both grafting parts after sparing Rasmussen.
Bradford no longer attacks when in combat at Fort Endurance.
Invocation of Inconclusive Innocence no longer advances incorrectly during Pinching the Pupa.
Fix for dead NPCs blocking doors.
Fixed cases where companions would become unresponsive after certain interactions.
Updated scripting surrounding purchasing the shield gadget from Delphinia so the quest to obtain the gadget starts and immediately completes in that circumstance.
Updated scripting so Inez's WTT flag is turned off when exiting the ship just prior to leaving Paradise Island for Golden Ridge (and turns back on when re-entering the ship), as her conversation for leaving PI without resolving her failing graft can only happen while in the ship.
Weylon no longer becomes frightened when nearby characters are attacked.
Improved Huguenard's conversation logic to show more appropriate player response options.
The pit outside of the entrance to Algid Menagerie will now always kill the player as intended.
The quest, Forbidden Secrets of The Undisputed Claim, now fails as intended when the player is Kill on Sight with the Auntie's Choice faction.
XP rewards are now granted when delivering the Calcaduceus to Ruth on introduction.
Corbin will no longer perform strange movement after defeating Montelli.
Updated Gertie's conversation so the An Equitable Arrangement quest properly starts when it should.
Players are able to return Scrabbles to Torres if they have gained Kaur's support and cleared the Bridge of the Revenant.
Updated scripting for the Half Truths in Advertising quest to handle a number of corner cases, including the quest telling you to return to Willard but Willard not properly closing out the quest if Crawford was killed at the AC camp after giving the party the briefing.
Added a quest beacon for the initial fight in the base of the Arbiter Training Camp.
The Order Courier's good bye bark now triggers correctly after Vox Relay.
The Monastery boss confrontation will continue to be hostile after loading an autosave.
Subversive Corpses now appear at the proper time for the Pressing Cares quest.
Horizon Point Station Security Op Bathroom now displays the correct map image.
Matching conversation skill check to blast door interaction difficulty in Fairfield.
Modified navigation in the Tomb to prevent companions from walking through the Golden Shroud armor display case.
The Archive Companion intro should properly trigger in all instances.
Killing Jackson while he is falling will now prevent his allies from also throwing themselves off the harvester.
The player will no longer force exit combat on entering the observatory.
Intoxicant Facilitator Cole will no longer greet the player if hostile.
The player can now start the For Whom the Bridge Tolls quest from the Warden if they previously refused it.
Improved Zebulon spawn conditions if the player dismisses Niles before having the intro conversation with Zebulon.
Updated setup so Inez no longer complains about the player killing certain NPCs (Ormsby, Griggs) or groups (the AC troops at Winter's Grasp under certain conditions).
The Aunties Choice troops at Winter's Grasp will become permanently hostile and the side quest will fail if the players chooses to do a full burndown.
The player may no longer attempt to freeze Curativist's summoned guards in Cold Storage.
Hoyt will now properly react if the player pickpockets a quest item from him and uses it before quest turn in.
Persephone will no longer alarm OA to player trespassing.
Addressed an issue where Lucy was unresponsive to player interactions between patches. Players will need to save/load and return to Lucy to see the examinable again. This only applies if the Crabble is not hostile toward the player.
Improved conditionals for Inez's conversation flag in Westport.
Addressed an issue where Wotjek would not return to his position after a fight.
Resolved and issue that prevented one of Marisol's end slides from playing.
Curativist holder’s intercom is now properly disabled if the player previously threatened or scared her.
Players who enter and exit the Vox before going to DeVries' house will now have their quest properly progress.
The Monastery boss confrontation will continue to be hostile after loading an autosave.
Hurley will no longer bark about the locked experiment wing while she is hostile to the player.
The turret in the Archive will continue to animate sweeping back and forth until the end of the puke sequence.
The microphone to the Monastery Anchorhold will now disable when there are no NPCs present.
Corrected some subtitles to better match the voice over.
Updated scripting in the Algid Menagerie so that the graft cases only animate once after sparing Rasmussen.
Gary and his friend can no longer interrogate the player for crimes.
Companions should now reliably strategize with the player about the Archive at the start of the level.
Removed an interaction highlight from one of the weapons on display at the Free Market Station bazaar.
Fixed a scripting error that was overwriting the wrong material slot for one of the large meshes in the Cloister Underlands.
Vicar Eudicot can no longer become distracted while fixing lights, which resulted in a strange looking death.
Updated scripting in Westport to properly track how the player sabotaged the water purifier so various reactivity in the area can play as expected.
Ambient barks from NPCs around Westport will now more reliably trigger.
Middle Manager Twombly will now leave the ACS Undisputed Claim if the player kills all his minions.
Corpses, dung, and a tossball card in Fort Endurance's mantisaur cage are no longer owned and can be taken freely.
Auntie’s Choice troopers on Cloister now have barks that play when the player interacts with them.
The supply depot in the Praetor Blockade will now correctly display damaged props when blown up.
Griswold in his confused state on Cloister seems to have forgotten how collision works and occasionally finds himself inside the snow mounds. His pathing has been updated.
Adjusted pathing so that automechanicals in the Cloister underlands power station will no longer become stuck at the galvanic barrier during combat.
Grounded floating pickups around Golden Ridge.
Corrected a typo on one of the Praetor Shrines.
Updated scripting so that the quest objective notification to find a way around the blockade on Praetor only triggers once.
If convinced to stand down, Wray will give the player a keycard to his safe (if it is still in his inventory).
Combat & Systems:
Improved animation blending for Ursopod during their mantle parkour.
Prevented VALERIE from gaining a zyranium boost after fast traveling while the player has zyranium grenades equipped.
NPCs should now more consistently move to better cover locations during combat with less visible shuffling.
Shadows should now render faster and cleaner after loading a save.
The Bolter Pistol will no longer prevent the player from firing if the player attempts to reload in the middle of a charged shot.
Inez will now engage in combat with the player, even if her animation is interrupted, during her companion quest in Algid Menagerie.
Autosaves will no longer trigger while the player has the maximum amount of zyranium poisoning.
The “wants to talk” icon will no longer display for companions that the player has not recruited yet.
Gave Tristan a good talking to about hovering midair when leaping across chasms. He will no longer show off his true powers.
Companions performing a melee attack will now consistently follow through instead of teleporting during the attack.
NPCs will now more consistently be hostile to the player, resolving a rare instance where hostility would permanently drop.
Tristan's Beg For Mercy perk effect will now more reliably be applied.
Companions should no longer stand still from fast traveling shortly after combat has ended.
Strengthened guarantees that NPCs always leave their character spawners.
Improved global illumination quality for grass on Low and Medium graphics settings.
Players will no longer experience a soft lock if they perform a stealth attack directly after a forced conversation.
Aza's Frost Charge perk will properly now spawn a hazard as expected.
If the player is detected while hacking an automechanical, the interaction will now properly be disabled.
Dock workers will now navigate consistently to their animation stage.
Sneak attack damage predictions will now be more accurate for certain modded weapons.
Crowd NPCs will appear more consistently when a player fast travels into a settlement.
Banter between companions will now more frequently resume after being interrupted by combat.
The observation UI on hidden objects will no longer disappear after the player exits a conversation.
Marisol’s totems will now spawn the proper VFX when deployed.
Bounty notifications will not be displayed if it makes no sense for a faction.
Tristan now more reliably teleports near his target and without obstacles in the way when using his combat ability.
The nearest NPC will bark if the player does something suspicious, instead of other NPCs sometimes barking from quite far away.
Fixed the Profligate Spender flaw being offered at level 30 and being unable to redeem bits.
Sneak bonuses will now be applied to concussive mines.
Improvements to AI locomotion quality.
Companions now play revive animations when getting up after combat.
Dead hover drones no longer appear in the air after loading a save.
The Run and Hitter perk's melee buff will no longer end while the player is in midsprint.
Inez will no longer infinitely cast her combat ability when in an active elevator.
Unarmed NPCs now correctly display that they do not have a weapon when using Marisol's scanner.
Companions will no longer block the player's view when using computer terminals.
Frozen and Frightened NPCs will no longer slide around without animating.
The dematerializer will no longer disappear when trying to switch weapons while charging.
When charging the dematerializer, the Cancel button prompt will no longer unexpectedly disappear or flicker.
Gary can no longer be targeted by companion commands.
Valerie's “Salvaging Tools” perk text now accurately describes its functionality.
Speech Attacks now properly work on William Wray.
The smoke grenade's effect should now consistently be the correct size.
Melee damage numbers will now only appear when actually hitting something.
Thorns Berserkers maintain normal velocity when they get unstuck from behind level geometry during their charge attack.
Grenades that explode mid-air will now correctly play their explosion SFX.
Gary will no longer attack the player from beyond the veil.
NPCs now open doors when a door is closed immediately before they pass through it.
Distraction devices will no longer highlight dead NPCs.
Corpse ash piles will no longer appear floating after loading a save.
Certain Science-related interactables will now resume their animations when loading saves.
Automechs in zyranium fields can now be targeted by companion commands.
Companion health will now properly update when recruited for the first time.
The Tactical Time Dilation reticle will no longer appear on screen when Tactical Time Dilation is not in use.
Removed duplicate Matthew Singh tossball card in Fairfield.
VALERIE’s Strength Module will no longer trigger when far beyond melee range of a target.
Zyranium poisoning screen effects will no longer be incorrectly applied to the player's screen when near disabled zyranium hazard zones.
The camera will no longer be zoomed out when interacting with computer terminals immediately after vaulting over an obstacle.
Combat no longer immediately starts when stealth killing someone in sight of another NPC if the player is not seen.
Wasteful Flaw no longer triggers effect when pickpocketing an NPC.
Companion revive chatter is now audible after the player is revived.
The waterfall in Laplace’s garden should now display on Low Graphics settings.
Fall sound is now paused in menus.
Fixed Serendipitous Slayer auto reloading if the perk activates on the last unit of ammo in the weapon.
Art:
Improved the collision of Cloister's overlands.
Improved hardware ray tracing quality in Horizon Point Station.
Removed minor clipping from inside the Cold Storage elevator.
Adjusted blocking volume to prevent players from reaching out of bounds areas on Cloister.
Added additional cliffs to prevent players from getting out of bounds in Cold Storage.
Addressed gaps in geometry that previously allowed players to see out of bounds of the Archive.
Made adjustments to rock collision on Paradise Island.
Removed a floating object in Winter's Grasp.
Moved a beam to prevent clipping.
Improved collision precision on Cloister's overlands.
Fixed collision on a flowerpot.
Addressed floating and or clipping meshes across the Cloister overlands.
Addressed players being able to get out of bounds around the Praetor overlands.
Addressed z fighting (textures that were literally fighting each other) in the Algid Menagerie.
Addressed the player being able to get out of bounds around the Cloister overlands.
Terminal screens now have the correct faction applied.
Improved the visuals across the Cloister overlands.
Repositioned assets for optimal player experience.
Improved collision so the player can no longer get inside rock meshes.
Addressed gaps between rocks on Praetor.
Roof collisions fixed on a building.
Removed a visible seam in the road to Sentinel HQ.
Adjusted scaffolding in Golden Ridge to allow better player navigation.
Removed floating grass clumps on Cloister's overlands.
Cleaned up gaps in the landscape of Cloister's overlands.
Addressed an issue where Greater Tranquility Station's ship interior windows were creating shadow artifacts on the player.
Moved a verachnid corpse to prevent clipping.
Improved collision in the Algid Menagerie.
Made improvements to the railings in Westport.
The watering can prop in Paradise Island is no longer clipping.
Moved a helmet pickup to prevent floating.
Addressed z fighting (textures that were literally fighting each other) on the freight door mesh.
Floor pieces across Paradise Island overlands no longer clip.
Made improvements to the trim mesh to prevent z fighting (textures that were literally fighting each other).
Replaced a barrier mesh with one that has a proper hitbox.
Addressed z fighting on the Cloister overlands.
Moved ground mesh to prevent z fighting (textures that were literally fighting each other).
Replaced the stair mesh with a new mesh instance to fix a clipping issue.
Adjusted a trim piece so that it is no longer clipping.
Added extra collision volumes to rocks in Golden Ridge.
Deleted an extra mesh that was causing z fighting (textures that were literally fighting each other).
Addressed floating or offset geometry in the Cloister overlands.
Added blocking volumes to rock meshes.
Fixed texture stretching on various rocks.
Animation:
NPCs should no longer moonwalk, despite being in space.
VALERIE no longer sometimes visibly pops into place after the med-bay conversation on the Incognito.
When pivoting, the player should no longer get stuck facing forward in 3rd person.
Added additional safeguards to ensure prop use is consistent and correct for animation.
Added scripting to allow 3rd person footsteps to trigger walking SFX on different surfaces.
Minor quality improvements for locomotion stops.
Improvements to AI locomotion quality.
Made an adjustment to NPCs so that they better maintain their pose when taking cover.
The player screen should no longer flicker at the beginning of the messenger conversation in Paradise Island.
Updated 3rd person 2-Handed heavy melee equip animation.
Updated the pre-recorded video for Seer Wiley to fix incorrect animation playing under certain circumstances.
The player will no longer briefly mime holding a weapon after entering the player ship.
Adjusted pathing around a snow pile for better locomotion.
Adjusted leaning pose placement.
Corrected normals on the generic clothing outfit for body type 2.
Corrected missing geometry on some Sub Rosa armors for body type 2.
Fixed a case where gestures that do not match the character’s idle could play during conversations.
Adjusted collision on certain meshes to help the 3rd person camera stay contained in the world.
Improved the overall look of the Zyranium suit when hovering in 3rd Person.
Made visual improvements to the holster and unholster animation for two handed melee weapons viewed in 3rd person.
When mantling into a vent, the player parkour animation will now only play once.
UI/UX:
Transferring items or exiting that menu will no longer allow the Hold audio to persist unexpectedly.
Releasing the Transfer All input will no longer transfer the currently viewed item.
Fixed an issue where it was difficult to select the Balanced Visual Mode in settings on Xbox.
Declining the Quit Game dialog after first opening the Settings Menu will correctly return focus to the Pause Menu.
Using a scope will no longer make the NPC Awareness meters bigger.
Resetting keybindings to default now properly updates the rebinding widgets so that conflicts are detected properly, and the list is correctly populated.
Selling items to the vendor will no longer mismanage the page selector.
Leaving HDR Calibration will properly reactivate the Settings Menu, ensuring normal exit flow.
Disabled forced Magnetism movement for controller on the Ledger Map. Additionally, the detection of closest and nearby entries has been reworked to be more precise and make sense with the circular entries instead of squares.
Properly clearing New Item flags on the Crafting screen to ensure they do not reappear after save and load.
The weapon section of the ammo readout widget on the HUD now shows the weapon as not enabled when there is no ammo loaded or when it is holstered.
Equipped items are now always previewed on hover and select, regardless of whether preview is enabled on non-equipped items.
Dropping and junking of Companion Upgrade Kits has been removed.
Added a unique Player Ship, the Incognito, icon to fast travel for easier identification relative to normal fast travel locations.
Sorting by Armor Type will now resolve matching items, items of the same type and or armor rating, alphabetically.
Configuring keybinds with Mouse Thumb Buttons 1 or 2 will now display the correct icon.
Resetting keybindings to default now properly rebuilds the list of keybindings.
Conversation subtitles will now be correctly restored if they were turned off before the conversation started and turned back on during the conversation.
Saving will now be blocked while priming a throwable item.
The Compare Item widget now only appears when applicable.
Hovering and unhovering items in the vendor screen now only display Restricted Access and the Purchase Info panel when appropriate.
Improved navigation to consistently return players to their previously highlighted save selection, instead of defaulting to the top of the save list.
Wielding a melee weapon no longer hides the Swap Weapon prompt.
Increased energy meter should now stay more properly aligned with HUD after saving and loading the game.
Deleting all saves from the current playthrough will no longer hide a second playthrough's saves.
Updating the language in Settings will properly update the Build Version text.
Items will more reliably be sorted in inventory to prevent accidental purchases or sale of player items.
Restoring proper item filtering and material sorting to the Breakdown screen when navigating between tabs.
When switching from controller input to mouse and keyboard on the companion screen in the ledger, the companion will no longer be equipped with the player’s armor and helmet.
When the quest journal is opened, quest addendums will now be initialized correctly.
Modifying the number of weapon and throwable slots with perks or mods now appropriately updates the visuals on the Equipment Readout in the HUD, and they learned to count.
The shy Player Info on the minimap has been moved to prevent it from disappearing when the player takes damage.
Hovering elements behind the fast travel select prompt will no longer interact with these lower priority elements.
Holding left or right on a given setting will continue to update the value after a short delay.
The character model in the ledger can now be rotated regardless of which inventory tab is first displayed when the ledger is opened.
The perks list will now correctly display all skill requirement icons after the list is sorted.
The hold audio cue during pickpocketing will now cancel if the player attempts to sneak attack mid-way through.
Switching between input devices will no longer unexpectedly display white squares in the Interact prompt.
There is now an animated notification upon successfully crafting an item on a workbench that shows what was crafted and how many are now in the inventory.
Gadget icons in the HUD properly switch between their enabled and disabled state.
The equipment display should no longer shrink if gadget energy is off or shown elsewhere.
The Active Playthrough Indicator no longer displays when scrolled out of view on the Save and Load menu.
When hovering between equipped helmet, armor, and weapons, the item hovered over is now always previewed immediately without requiring moving off and back on again.
Junking and unjunking items will no longer triggert Item Gained notifications.
Audio:
When transitioning levels, the player will no longer see radio stations in the Wireless menu that are not present in the current game level.
Prevented circumstances that lead to mechs saying “Mobility Interrupted” indefinitely.
Wind tower SFX will no longer play in the main menu if the player exits out of the game.
Cancelling the Autodoc animation now also cancels the audio.
Exiting the end cinematic early now properly cancels end cinematic audio.
When the player radio is forced on by an in-game event, the player can no longer access the menu to disable it until the event is complete.
Cancelling the cutscene for traveling between planets now properly cancels the audio as well.
The welcome message in Mental Refreshment is now more welcoming.
Zebulon puzzle barks over the intercom in Matriarch's Tomb now have the proper audio SFX applied.
Projectile explosion sounds are now heard on more surfaces.
After loading a save of the Sovereign Ship, only one music track will play instead of two.
Companion revive chatter is now audible after the player is revived.
Wet walkable areas now respond and splash when players walk through them.
Gorvids have fewer loogies.
Vaillancourt voice over now has the proper intercom audio SFX applied.
Miscellaneous:
Audio log playback progress bars now consistently show the correct amount of progress.
Electrocuted status for companions now displays a properly formatted text string.
As always, we're here for you. Please don’t hesitate to contact us if you run into any issues, and our team will work with you to investigate it.
https://outerworlds2.obsidian.net/issue-tracker#contact
The Earth Directorate thanks you.
!!!SPOILERS!!!
(Spoiler) DeVries Ship Log now properly updates the beacon for investigating DeVries presence in the end game.
(Spoiler) If the player kills Ursula Ormsby or Willard in his office, the Auntie’s Choice faction will now be Kill on Sight.
(Spoiler) Updated the “Full Measures” quest to only mark the “Find Evidence Against Willard” objective complete once all evidence is found.
(Spoiler) Updated scripting to avoid triggering both variants of Aza's post Ziegler conversation back-to-back.
(Spoiler) Updated scripting to properly force Virgil's conversation on load for players whose game was saved immediately after defeating the Protectorate forces in the Arbiter Training Camp.
(Spoiler) Updated the beacons for part of the Full Measures quest to initially point to the Best Choice elevator for better clarity on how to progress.
(Spoiler) The missing SFX of the rifts growing during the conversation with DeVries on Greater Tranquility Station have now been restored.
(Spoiler) Fixed characters floating randomly in the Montelli boss fight.
(Spoiler) Pruned AI navigation paths from some unplayable areas in the Sovereign's Ship.
(Spoiler) Hurley now properly runs from Vaillancourt after combat starts.
(Spoiler) Graft Capsules in the Algid Menagerie now have audio when opening.
(Spoiler) Sniper fight combat music in Greater Tranquility Station now only plays when combat is active.
(Spoiler) Increased the audio for the invisible cultists in N-Ray Range.
Greetings Commander, the Earth Directorate is happy to announce the release of Patch 1.0.6.0 to all citizens of Arcadia. This update addresses numerous bug fixes that you brought to our attention and much more! As always, we want to thank you all for your support and reporting these issues to us.
If you come across any other issues, please contact us via our Issue Tracker page. The Earth Directorate thanks you.
Community Mentioned Issues:
Ensure the "Go Out With a Bang" achievement properly unlocks.
Fix to ensure Niles is able to build explosive gel.
Fix to prevent Niles from getting stuck in the first trap room.
Warning prompt now displays on PS5 if the game has not finished downloading when launched.
Companions now appear in the player ship correctly.
Ensure the player is able to interact with Ethel when the player has a low reputation with Auntie’s choice.
Fix Inez’s quest end states when the player has low reputation with Auntie’s Choice.
Prevent switches and levers from becoming permanently disabled if a save is made during their animation.
Addressed crash when accessing certain menus with Raytracing enabled.
Prevent possible quest repetition with the leadership on Paradise Island.
Ensure the elevator to Secure Telecommunications works when it should.
Resolved scenario where the first conversation player has with Auntie sometimes dropped.
Ensure quests consistently reflect when the player completes kill objectives.
Addressed issue where the player’s weapons failed to appear when equipped.
Players trying to synthesize an antidote for Product Envisioner Omid Ormsby will no longer be blocked from getting the necessary chemicals.
The Vendor at Fort Endurance should no longer bravely rally against the Mantisaurs when combat starts.
Fixed an issue where looping ad-bot audio was playing on the player ship.
Players will now get proper credit for collecting all issues of Science Adventures Quarterly.
Adjustments to address stuttering in certain levels.
Reduced likelihood of companions standing in front of the player during combat.
Added option to adjust Lens Flare intensity.
Added missing sound to pistol first raise.
Resolved issue where some drones would not properly spawn, preventing completion of the “Diabolical Drones of Doom” quest.
The Zyranium poisoning status effect SFX will no longer re-trigger when exiting conversations while suffering from light or heavy Zyranium poisoning.
Sneak attack interaction can now be performed, even if your attack will not be lethal.
Adjustments to footstep SFX to be more consistent across levels and terrain.
Stalker perk now applies more consistently.
The player no longer loses access to their base set of recipes if they took the Innovative trait during character creation, but then later removed it during the respec opportunity after Horizon Point Station.
Fixed a rare issue where the Easily Distracted flaw did not provide extra skill points on level up.
Fixed various instances of Inez's Wants To Talk icon displaying above her head, despite her not having anything unique to say.
Addressed issue with textures displaying incorrectly on certain GPU/Specs.
Serendipitous Slayer should apply correct Crit Chance bonus.
Fixed an issue where NPCs who were present when they shouldn’t have been were giving misleading information to the player.
Facial adjustments should work now in 3rd person.
Tactical Time Dilation Gadget is added to player inventory on load in circumstances where they do not have it after Niles' conversation in the introduction.
Addressed artifacting that appeared in specific level areas.
Updated The Order of the Ascendant Novice outfit so that the leg will stay properly visible when the player has arm prosthetics.
Quesnell will now only take the amount of Science Adventures Quarterly requested, instead of all in the player inventory.
Adjustments to Zeb’s home so that he no longer sometimes falls into the floor.
Fixed flickering lights when Raytracing is enabled.
Addressed issue where the elevator to The Monastery became inactive.
Fixed issue where players could continue to trigger the Exclusion Zone quest addenda just before the failure point.
Avoid duplicated saves when quickly closing and reopening the save/load menu.
Fixed issue where the player couldn't collect Zyranium for Delphinia while in 3rd person.
Prevented certain buyback items from being bought for less than they sold for.
Added FSR toggle support for AMD users.
Resolved issue where some Premium Entitlements were not viewable to some users.
Fix to allow players to complete “Brain Benders” if they already completed other quests on Paradise Island.
Ensure Vendors are correctly calculating item values and applying Discounts/Surcharges when buying and selling.
Companion's "Upgrade Available" text will not appear if the companion does not have an upgrade available.
Additional support for disabling irrelevant Niles Wants To Talk icons.
Player’s paper doll should now reliably stay on ledger screen, even after switching between tabs.
Conversation node should now display “Hack Required” when speaking with de Vries instead of “????”.
Treasure Hunter markers will appear on player maps.
Adjusted some Russian Localization text to be more accurate.
Resolved issue where players could steal the Oracle Weapon while in 3rd person.
Equipped Weapon Mod stat modifiers are no longer applied to the preview stats of weapons being examined in your inventory.
Inez now reacts appropriately to player's use of medical checks.
Ormsby voice volume should now be consistent across his quest return conversation.
Stopped Head Researcher Gould's arms from occasionally clipping through his body.
Removed face looking wrong after mirroring.
Fix sky artifacts directly overhead at some times of day.
Removed floating asset from Ministry of Accuracy.
Fixed various issues that would cause some textures to be appear stretched.
Fixed a minor text spacing error in Technician conversation.
Fixed a minor text spacing error in Baylor’s conversation.
The motion sickness mode setting now affects the camera FOV modifications that occur while sprinting.
Fixed an issue where junking stolen items caused them to no longer be treated as stolen.
Removed instance of dev text.
Adjusted Vendor conversation nodes so that they do not show “Leave Conversation” when opening the Vendor shop.
Fixed typo on Officer Durban's name for quests located in Outpost Opportunity.
Revised location of Marchand Venter Tossball Card so the pickup highlight is visible. It's still in the same room - worry not, guide-writers.
Removed text where healing dialogue node was marked as “Open Vendor”.
Added SFX for ED Pistol first raise.
Removed some test text from Wolcott conversation.
Fixed an issue where the player could get stuck in 1st person view, despite using 3rd person camera settings.
Minor adjustments to text to remain consistent with other uses of brackets.
Visual improvements to terrain on Paradise Island.
Visual adjustments to shadows across game.
Adjustments to Chinese localization to be more accurate.
Extra space in Astrogator text has been removed.
Several text adjustments for better presentation across conversations.
Visual art improvements across levels.
Fixed Bred Knife Weapon Type in Workbench.
Addresses seamlines in the Cloister landscape.
Addresses floating assets on Cloister Overlands.
!!! The following section contains spoilers:
(Spoiler) Fixed a rare bug that could prevent The Rift Lab exit from ever unlocking.
(Spoiler) The Man in the Moon Man Mask will now continue speaking with you, if you slink off in an embarrassed manner after surviving his verbal roasting. (This allows you to continue the Forbidden Secrets of the Undisputed Claim mission.)
(Spoiler) The player is now able to continue the quest "An Equitable Arrangement" if they have captured The Archive independently from allying with either faction beforehand.
(Spoiler) Addressed situation where player was unable to pass off the Calcaduceus to their allies after taking control of The Archive.
(Spoiler) Science Adventures Quarterly 1 no longer disappears if The Vox is dropped on Fairfield.
(Spoiler) Out of order support and retroactive fix for calling Spireton lift without support in The Archive before progressing faction quests.
(Spoiler) Zebulon now reliably walks up to the console in Matriarch’s Tomb.
(Spoiler) Player is now able to progress Marisol’s second quest if they find the Anchorite clues without her present.
(Spoiler) Fix issue where opening the door to de Vries' booth in Greater Tranquility Station failed to start conversation with her. Upon loading a save in this state, the door will be unsealed.
(Spoiler) Loading autosaves made in Greater Tranquility Station after Niles has left the party and attacked the Commander, but is no longer present in the level, now result in the game progressing as if he was killed to prevent blocked progression.
(Spoiler) Out of order support within the Rift Modulator room in The Rift Labs to prevent the intercom from becoming disabled.
(Spoiler) The player can no longer save just before pulling the burndown sequence lever at the end of Winter's Grasp.
(Spoiler) Auntie’s Choice troopers at the Forward Operating Base will now properly storm the Bridge when rallied by the player.
(Spoiler) Set up a fail state for “The Starving Remainder” if player restores the Spireton lift while the quest is mentioned, but not started.
(Spoiler) Killing Hurley when not aligned with Vailencourt will no longer cause enemy aggro to drop.
(Spoiler) Victor’s explosion should no longer trap the player in the elevator shaft at The N-Ray Range.
(Spoiler) The epilogue slides now more accurately reflect players who managed to convince The Order of the Ascendant and Auntie's Choice to cooperate by the end of the game.
(Spoiler) Virgil is no longer so disturbed by almost dying, that he forgets to give Tristan's mod kit.
(Spoiler) Protectorate reinforcements will properly spawn if player triggers the lift from Spireton while in Protectorate control. The lift will now also come down without reinforcements if the player passes the conversation check.
(Spoiler) Inez will no longer automatically bring up her second quest unless the player collects The Courier’s message.
(Spoiler) Ensuring "The Starving Remainder" properly starts and completes if the player turns in quest items on first meeting Auxiliary Dabbler Hoyt Schermerhorn.
(Spoiler) Adjusted the epilogue slideshow for Ruth Basar's fate.
(Spoiler) The player is now able to obtain the Writ from Vigilant Hogarth in Westport if they have entered The Vox Relay already, but have not met Corbin and/or Montelli yet.
(Spoiler) Inez is no longer omniscient and will not blame the player for dropping The Vox on Fairfield on Paradise Island if she was not recruited.
(Spoiler) Victor Clemens is properly removed from The N-Ray Range if player talks him down, he will no longer appear in two locations at once.
(Spoiler) Added an addendum into The Archive quest that warns players to handle work together negotiations before taking The Archive.
(Spoiler) VFX for Seer Wiley’s healing device should now properly display when active.
Major Issues and Crashes
Addressed crash on PS5.
Fixed a crash in the Acoustics update.
Handled a crash that might happen when a character dies.
Addressed issue that caused the title to sometimes hang when loading into specific levels.
Prevent rare crash when using companion abilities.
Improving crash mitigation in Item Viewer.
Improving checks for invalid examinable data to prevent a rare crash.
Fast traveling away while Inez is opening the door to Algid Menagerie will no longer keep the door sealed.
!!! The following section contains spoilers:
(Spoiler) Addressed rare instance where Inez would not properly use the console in the Skeleton Crabble cave during her quest.
Content & Quests
Objective beacon text during the quest "The Dawn of a Glorious Betrayal" now displays properly.
Fixed some situations that led to radio stations dropping out.
“Controlling for Convenience” quest correctly requires the sample in order to progress and cannot be bypassed by not having the Negotiator perk.
Lowering the harvester at Sovereign's Sweet Spire Grove while crouched will no longer result in the player being stuck in the ground.
Players are no longer able to start incorrect dialogue with Corbin on Horizon Point Station after breaking into his room via intercom.
Improved beacon accuracy for restoring the Spireton lift within the faction quests.
"Stalking an Associate of Angry Ascendance" should no longer fail to complete on the talk route.
Ensure "A Refreshing Bit of News" is closed out if the player skips the quest while it is mentioned.
Removed stub name for Bloom Intensity option.
Fixed duplicate item issue with some vendor shops on the ACS Undisputed Claim.
Added interaction highlight to the Profit Mover Tramicular in the ACS Undisputed Claim.
Fixed issue with blank requirement text on the Tram in the ACS Undisputed Claim.
Fixed a rare issue during the “Scappers vs Mantisaurs” events on Cloister where the event can kick off without player intervention, stomping out some dialogue.
Fixed an issue where The Order of the Ascendant Scientist on Praetor gave the player conflicting instructions in regards to your reward for fixing the lightning towers.
Companions now stand in their intended spots after a conversation at the start of the quest "Sins of the Past on the Precipice of the Future".
Removed invisible collision in the Profit Mover Tramicular in the ACS Undisputed Claim.
Vicar Orendy will no longer preach while under duress.
Moved Fairfield crowd proxies to prevent pathing through closed doors.
Added a Kill Volume to the ACS Undisputed Claim Landing Pad, so that players can't get stuck out of bounds.
Fixed an issue where NPCs would not recognize certain previous actions taken by the player.
Disabled non sequence barks when player triggers beam trap in Matriarch's Tomb.
Companion banters on the player ship will no longer trigger when companions aren't near each other.
Improved support for finishing the Savannah quest after Vox Relay
VAL no longer barks when Player acquires Dematerializer on the Incognito if she isn't nearby.
Fixed issue with missing beacons in local maps on the ACS Undisputed Claim.
Fixed item duplication issue for a quest in the ACS Undisputed Claim.
Including companion ability damage when checking player damage for some key NPC reactions.
The Order of the Ascendant Courier after Vox Relay can now no longer be killed during conversation with pre placed mines.
Improved presentation for Monastery NPCs running to lift.
Assigned proper item ownership in Paradise Island checkpoint.
Further improvements to anchorite quest beacon breadcrumbing.
Added quality of life fast travel points to Newton.
!!! The following section contains spoilers:
(Spoiler) Slight balancing fixes for talking down Seer Wiley.
(Spoiler) Some N-ray wires were noticed in the consul takeover of Westport; wires have been corrected.
(Spoiler) Zebulon will restore the correct state on load based on player progress through "Do More Harm".
(Spoiler) Support and retroactive fix for talking to companions while Zeb is pathing into The Vault at the end of "Do More Harm".
(Spoiler) Fixing reactivity to de Vries secret terminal to only trigger if The Vox has not already been escaped.
(Spoiler) Fixed issue where Marisol was barking at the wrong time in Svoboda's office.
Combat & Systems Fixes
Healing totem beam particles no longer have a chance to persist after the heal effect is removed.
Pacifist characters no longer taunt the player in combat.
Fix for the player being able to sell and buy back weapons to gain unlimited ammo.
Added support for AMD FSR 4 Frame Generation.l
Added option to adjust Bloom intensity.
NPCs will no longer climb a ladder infinitely.
While approaching the Decoder Signal in Frozen Maw, Inez will no longer stall when talking to another companion.
Fixed a bug with the saved HDR shadows setting not being applied when starting the game.
Fixed an issue where throwable items could be duplicated.
Thunderstruck and Matron's Mauler will correctly change appearance if a grip mod is applied.
The Zyranium cloud visuals in The Algid Menagerie no longer reappear if the player saves and reloads after they had been deactivated.
Fairfield Hologram will no longer reappear after save/load if the player removes the projector device.
Fixed clipping when the player swaps weapons while interacting with computer terminal.
Fixed an issue where Raptidons were being dealt damage by their own attacks.
Increased look at tolerance for discovering launchers using the Observation skill.
Fixed player being in stealth if they are hovering with Automech suit.
Fixed issue with occasionally being unable to interact with companions in party.
Bug fix for player hair flickering on the equipment menu.
Bullets from some weapons won't be blocked anymore while an elevator is moving.
Fixed mines and other traps not being able to disarm at certain angles.
Melee only perks no longer apply to the Dematerializer gun gadget when a melee weapon is currently equipped.
Fixed lighting in Sovereign’s Sweet Spire Grove on Paradise Island.
Bright lights will no longer appear when loading into certain areas in Paradise Island and Cloister.
Vendor map icon is removed if the vendor is killed.
Fixed Treasure Hunter perk triggering multiple times, increasing odds of extra loot.
Fixed ceiling turrets spawning Zyranium hazards under the turret instead of on the turret.
Fixed grey terminal screen at Algid Menagerie lift during intro sequence.
Tristan will no longer run circles around dead target if using his combat ability as the target dies.
Fixed observation highlight carrying progress between actors.
Turrets no longer get launched out of place under certain conditions.
Fixed issue where guards would not resume pursuing the player for interrogation after save/loading.
Bunker Mech no longer leaves invisible collision when killed by Big Bang.
Fixed Dematerializer with Spray Catalyzing perk getting stuck if player tries to cancel while fully charged.
Added more XP needed for levels 21-25 so players don't hit level 30 as early. Also lowered the skill check levels across the game so dabbling in skills doesn't fall off as quickly.
Vitality Transmitter Mechs have had their Friend-or-Foe settings adjusted, and will no longer heal The Order of the Ascendant 's enemies.
Change to allow melee and drawing weapon to happen together.
Fixed a bug that made it so you are forced to power attack with melee weapons when in the air.
Weapons now move normally when you get hit while your weapon is holstered.
Electric fences now apply damage more gradually instead of in bursts.
Improved UI clarity when a door is set to be permanently open.
Fixed issue with the third person flashlight jittering around when shining on objects.
Fixed Rookie Reward magazine size increase.
Art
Moved light fixture that was partially blocking a convoluted death trap, making the trap that much more effective.
Adjusted lighting in Algid Menagerie to better highlight alternate paths.
Updates to prevent players from dropping into a small slit and getting stuck in Zyranium Lab.
Addressed invisible landscape issue.
Improving and repositioning collisions for better gameplay experience.
Gave spotlights source radius for soft shadow.
Added a longer shadow draw distance to fix the shadow pop.
Updated the display case to address 3rd person camera clipping.
Prevent the player from getting out of bounds on The Cloister Overlands, The Frozen Maw, Golden Ridge, and The Underlands.
Dead body is no longer separated from the wall in Paradise Island Overlands.
Added volumes in Golden Ridge so players can't get stuck.
Addressed gaps in Paradise Island and Cloister Overlands landscape so player no longer can fall into holes.
Loot pickup on Cloister was being blocked by ground collision, moved it to a different spot.
Fixed multiple instances of Z-fighting.
Various collision and mesh fixes to prevent clipping.
Blocked off an out of bounds path in Free Market Station next to the Saloon.
Added fixes for floating assets.
Adjusted grass to better align with terrain.
Improved the visuals across the Cloister Overlands.
Addressed seamlines in the Cloister landscape.
Gap has been closed on the staircase in Fairfield.
Re-positioned assets for optimal player viewing.
Assigned different trim material to fix UVs being offset on barrels
Visual art improvements on Paradise Island.
Visual art improvements on Golden Ridge.
Art updates to prevent player from getting stuck in hole at Vox Relay.
Animation
MR tactical should not rotate anymore when going into ADS.
Adjustments to vault parkour in 3rd person to improve movement.
Fixed animation de-sync between NPC and props at the repackaging plant.
Updated cinematic fades during Niles' companion quest.
Fixed pop in animation when Holstering.
Adjustments to crouch movement while in 3rd person to remove stuttering.
Improved Dragoon animation on long jumps.
NPCs better maintain pose when taking cover.
Fixed the telepathy our Triple Barrel Shotgun users had when reacting to Distraction Devices.
Adjusted momentum direction when entering raised vent doors.
Inez will no longer be present when the player is in conversation with Ethel Tinsley in Fairfield, unless she has already been recruited and is actively in the player's party.
N-ray should now finish the animation when you are firing, and it will not interrupt it.
Ensure sliding completes when in 3rd person to prevent animation issues with long guns.
Adjusted blend time on walk stops.
Dematerializer now works correctly and uses turn in place.
Normal turn in place should play now without additional sliding.
ADS now interrupts stops as intended
Bullets should better line up better with the reticle.
Fixed locomotion post layering settings so long burst and slow beam NPCs are less stiff when they walk outside of combat.
The knife stab has been adjusted to have more punch.
Adjusted blending when players go into crouch and ADS while moving.
Animation when cocking a weapon will no longer skip.
Adjusted quick melee to look better during movement in 3rd person.
!!! The following section contains spoilers:
(Spoiler) Removed static shot of space rocks at the beginning of final mission briefing. Focusing on Val's pretty face instead. :3c
(Spoiler) Removed fade that was playing .5 seconds after post explosion chat in Horizon Point Station.
(Spoiler) Set up cameras with ultra wide framing support on Horizon Point Station post explosion chat conversation.
UI/UX
Ensure character cosmetics are excluded from armor mod lists.
Added FOV setting for 3rd person perspective.
Added slider for tattoo intensity in Character Customization.
Language can now be manually applied on the Accessibility screen that shows when launching the game for the first time (identical to how it functions in the Main Menu Settings).
Added a prompt for the player to seek assistance with Community Support when an inaccessible Save Game location is identified.
Release Version will now be displayed on the Main Menu and Pause Menu.
Low Health tutorial will no longer stay on the screen after the player heals themselves without using the inhaler.
Updated an untranslated string in the Radio Notification.
Raytracing setting will revert if you reject graphics changes.
The "Breakdown Complete" notification no longer stops the “Breakdown Gains” information from being displayed.
Fixed the Equipment Wheel to ensure equipped slots are displayed correctly.
Added the ice bridge to the map.
The Reputation Page will remain locked until the tutorial has been completed.
Loading Screen input widgets no longer show a partial hold.
Audio
Grenade audio is now applied more consistently on uneven terrain.
Dematerializer audio loop stops when canceled.
Improved Acoustics Culling to improve performance in levels with a lot of audio emitters.
Reduce dsp instances.
Player traversal is substantially improved.
Increased music intensity in key Vox Relay moments.
!!! The following section contains spoilers:
(Spoiler) Montelli execution sequence dialog now hitting dialog loudness target.
Misc
Removal of tags for Castilian and Latin American Spanish.
Credits Corrected for OS development.
Airship Credits were added to the Outsource Development section of the credits.
Inez now responds appropriately to situation in conversation with Aza.
German translation form updated for the word “hold” in the settings.
Settings capitalization inconsistencies updated to be more consistent.
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 align="start"]If you come across any other issues, please contact us via our Issue Tracker page. The Earth Directorate thanks you.Community Reported Issues
Added Fan Tossball Card for Celest Fairbrook
Fixed unable to save issue when the “Saved Games” system directory does not exist. Now Windows should create the directory if it’s missing.
Fix case where stale crime data would prevent saving.
Fixed crash that could occur when transitioning to new areas with frame gen enabled on Nvidia GPUs
Added a setting to allow players to turn off mouse smoothing and acceleration if they are experiencing cursor lag
Loading Screen images can now scale up to fill larger resolutions
Addressed issue where Wireless Free Arcadia would stop playing audio
The player's eyebrows no longer disappear when using the inventory screen or idle camera
The player's eyebrow color will now be properly saved and applied to their in-game characters after character creation. Note: this unfortunately will not retroactively fix incorrect eyebrow color for existing characters.
Adjusted skinning on hairstyles in Character Creation
Made adjustments to Side Burn facial hair so that it no longer disappears at certain angles
Updated Multiple Scrapper Helmets to ensure emissives stay visible when certain prosthetics equipped
Fixed missing geometry with certain prosthetics while wearing the Scoundrel's Aegis
Removed ground texture from container in Westport
Removed Dev text from appearing in some skill checks
Removed instance of temporary text in Torres conversation
Addressed several spelling and grammar errors
Jackson's jump sequence at Spire Grove will now play correctly if interrupted by fast traveling away.
Inez 'wants to talk' icon will no longer remain visible beyond relevant areas.
Inez no longer shows up during the conversation in the Protectorate stowaway hideout in Fairfield if she isn't in your party.
Made further improvements to ensure Inez reliably shows up in Fairfield town hall after first meeting her at the Ministry of Accuracy.
Hogarth will now speak to player in edge cases where player has Milverstreet’s quest mentioned and visited the Vox Relay.
Tristan now properly leaves his “Wants To Talk” stage after speaking with player on the Ship
Talking to a companion during certain behaviors no longer prevents them from returning to their previous behavior
Improved conversation staging in Fairfield’s Greenhouse to prevent companions from spawning in pool
Companions will now allow players to see their Traits while on the Incognito
Increased Companion survivability, especially on Hard and Very Hard difficulty settings. This indirectly improves Companion health increases from the Leadership skill.
Bomb Suit unique armor now reduces explosive damage taken instead of reduce explosive damage dealt
Adjusted Bomb Suit to properly reduce damage taken from explosives
The Menacing Mask item now only applies its unique partial sneak attack damage to attacks made with a light melee weapon. The Vital Striker perk now only applies its partial sneak attack damage to attacks with melee weapons
Nature’s Best Friend perk will now properly tame creatures
Lowering the skill and perk investment required for Nature's Friend and Nature's Best Friend. Duration of base tamed effect on Nature’s Friend is increased.
Makeshift Armorer perk requires more bits per armor value added. Certain recipes are also no longer loopable with their crafted item when broken down.
Minigun barrel mods are now purchasable at various mod vendors.
Serial Killer hearts no longer reset their max health bonus upon picking up a new one after loading a save
Oracle Laureate now correctly gives player a primer as loot
Ship pets that have been unlocked via promotions will now be usable right away, without needing to unlock other pets first
Burrowed crabbles no longer fall through the world during combat.
Fix for grass wind motion popping at distance
Adjusted foliage to properly sit on terrain
Improved foliage placement around caves in Paradise Island.
Adjusted grass clusters in Paradise Island overlands.
Terrain adjustments to Golden Ridge overlands
Improved geometry around caves in the Golden Ridge overlands
Adjusted geometry to prevent player from reaching out of bounds locations in Golden Ridge
Fixing rare puzzle out of bounds issue in Monastery
Improving Monastery Puzzle Interface Clarity
Pickable crystals no longer placed inside other geometry
Moved book that was clipping
Moved barnacles in Crabble Caves so they are no longer floating
Dematerializer Lockbox enables interactions when loading the Player Ship level if A Healthy Improvement is active but the dematerializer hasn't been acquired.
Objectives from active quests no longer have a chance of disappearing in the HUD when a non-active quest updates.
Addressed issue where the player could not give Ormsby his ingredients via the transaction drawer.
Player will now properly be able to unholster weapon if their previously equipped one was removed after loading save.
Pop-up Gun no longer advertises killing you as a good idea to your friends.
Player can no longer access dialogue option with Sub Rosa if they do not have the required perk for it.
Replaced Display Case examinable with standard lockpick interaction
Required Info Not Found option on Montelli's terminal no longer displays when its impossible to find the information.
Fixed issue where EARL switches would become unusable if the PC save/loaded during their reset animation
Drones in the Paradise Island power station will now properly leave their pods when the player loads a save in that area.
NPC should no longer get stuck in falling animation in Free Market Station
Addressed unique scenario where enemies would not attack player when hostile.
Addressed issue where player would die after loading a save in an elevator.
The following patch notes contains spoilers:
Fixed issue where if the player followed the specific order of going to Vox Relay, then completing The Saga of the Malfunctioning Mechanicals, they would be blocked from continuing The Brain Benders of Auntie’s Choice!
(Spoiler) Fixed an issue where it was possible to get Ruth’s conversation into a state where she would no longer have option to progress the An Equitable Arrangement quest
Ruth plays her introduction if the player has finished (Failed or Succeeded) the Equitable Arrangement quest. This fixes previous issues with quest turn-ins to Ruth.
(Spoiler) “A Way Back to the Light” quest should now properly complete after turning it in to Provost Coulter
(Spoiler) 'Fiends in High Places' now progresses in cases where saving/loading to deactivate/reactivate caused the Refinery encounter completion conditions to not evaluate correctly. After the Refinery bridge extends, killing remaining snipers will cause the encounter to complete and the quest to progress. If snipers have already been killed and the bridge has been extended, loading the save will cause the encounter to complete and the quest to progress.
Addressed issue where (Spoiler) “The Saboteur of Paradise” quest was not updating beyond “Explore Vox Relay”
(Spoiler) Updating The Saboteur of Paradise to properly reflect if player completed the DeVries in Fairfield objectives part of the quest before dropping Vox Relay
(Spoiler) Added a clearer path to convincing Charlton from Westport to leave for the bridge for For Whom The Bridge Tolls mission on Paradise Island.
Updated the beacon text for bringing Aza to the N-Ray Range to confirm the cultists there are dead to something more appropriate
Adjusted beacon radius to provide more clarity for quest at Praetor Grounding Station.
Commander Torres will now happily accept scrabbles and react to the events at the Vox, regardless of his location.
Major Issues and Crashes
Attempting to fix a crash on WinGDK build when initializing save game manager
The game will no longer crash when interrupting Facilitator Tilden's bark dialogue via player interaction in Mental Refreshment.
Addressed a crash related to crowd NPCs
The game will no longer crash on rare occasions when the player dies from fall damage while simultaneously mounting a ladder.
Addressed a crash related to Ray Tracing
Latin American Spanish localization support for achievements on PS5
After visiting water reconditioning in Laplace's Garden without having talked to the agent, they will properly direct the player to start the quest.
Elevator in (spoiler) Rift Lab is no longer inaccessible after combat ends.
Content & Quests
Players are able to loot the soldier corpse for a reward when dematerializing the examinable crabble corpse at the crabble fishery on Paradise Island
Fixed issue with quest trigger for Mysteries of the Mental Modulators firing when it shouldn't
Companions no longer photobomb a conversation with Niles in the ship cargo bay.
Fixed issue with an NPC that wasn't in the correct spot for a companion quest
Player controls are no longer frozen during extraction sequence in Cold Storage.
Audio Logs collected during the Deviations Under Duress quest correctly display the collected audio log count in the quest addendum pop-up
Companions will no longer freeze when trying to perform certain actions
Helen no longer photobombs the player when speaking on the intercom in Horizon Point Station landing pad.
Controlling for Convenience quest correctly requires the sample in order to progress and cannot be bypassed by not having the negotiator perk
Fixed issue where player could not pick up a second open bounty if they turned in the other previously on Golden Ridge
Updated Aza’s conversation to prevent players from being able to kick off her final quest by speaking to her after passing the point of no return by flying to the endgame level
"Improved messaging for if the player fails the Endpoint’s End mission.
Anais Bujold will now react via comms to the player getting caught on the experiment floor."
Addressed issue with NPCs not sticking around after a quest
Marsol is no longer able to teleport to the rooftop of Scientician's Surplus and enter a problematic state
Removed reference to cut content that was triggering an error.
Marisol now reacts to player failing her final companion quest.
Conversation with Inez about grafting parts no longer drops
An optional objective for 'Saboteur of Paradise' and lighting better indicate the control interface to redirect the Vox Relay away from Fairfield
An addendum to speak to Corbin now displays on the Explore Vox Relay objective of the Saboteur of Paradise if it was triggered on the Seek Assistance Infiltrating Vox Relay objective
Updated content so the courier at ACS Undisputed Claim that starts Inez’s second quest properly fails to show up if she was dismissed permanently
Updated scripting to prevent knock-on effects in the player ship for either dismissing Inez after receiving the courier’s message or for player who obtained the message after Inez’s dismissal before the fix above
Updated Inez’s conversations so the player can no longer dismiss her while on the ship if Ortiz’s recorded message is waiting to be played"
Ensuring main quest updates accordingly if player kills Milverstreet before getting De Vries info from him
Bell Tower switches in the Monastery no longer prevent interaction with nearby corpses or pickups
Vigilant Hogarth now responds properly if the player has entered the Vox
Improved Timing for Niles post combat barks in Tomb of the Matriarch
More player responses available in Inez conversations about Auntie's Choice
The Cultist Leader's warning distance is now more forgiving
Outer door now seals when starting the Archive Reactor fight
Improved power switch state logic in Rift Lab exterior
Indestructible barrel in Euphoria Automech Repair Center is now very destructible
Paradise Island Rift sequence persistence improvements
Improved Fairfield guard Patrols
Audio log in Auris Listening Post now correctly plays as an audio log rather than spatial audio
Fixed issue with an audio cartridge Quest Item that wasn't present when it needed to be
Thessaly Falk should no longer appear in two places at once.
Improved save load persistence for monastery puzzle interactable
Fixed setup for audio log in Auris Listening Post
Improved Elevator presentation in rift device room
Fixed issue where Dragoon was unphased after having a part removed during a quest
Improving Rift Lab encounter access to player from within spawn room
Players no longer have to pass 2 skill checks to disable the Underlands turret.
Updating Monastery Directory Examinables for Clarity
Fixed issue with idle Janitor Mech NPC
During the Rivers Of Milk and Honey quest the beacon on the Oracle Laureate now disables when it is no longer relevant
Fixed issue with idle NPC
Fixed issue where drones on the ACS Undisputed Claim were aggro to the player when they shouldn't be
Fixed issue where NPCs were incorrectly standing on a counter
Companions killing Marshall Corbin on Vox Relay are now considered as having been killed by the Player for various reactivity
Cleaned up examinable to avoid a confusing state it could get in
Protectorate soldiers can be lured onto the exposed panel in the locker room of the Skip Lab with distraction devices (it would be horrible if electricity was enabled while they're on it)
Fixed issue where a beacon was showing up at the wrong time for a quest
Convinced Tristan to relax so that he no longer accuses you of crimes you have not committed.
Some of the Order of the Ascendants members were found to be having conversations with each other at very long distances on Cloister, this wasn't part of the grand equation and has been addressed
Smoothed out the conversation flow if the player is engaging about compression coils quest objectives.
Fixed some cases where you couldn’t talk to companions while standing on an elevator.
Vigilant Hogarth now no longer sometimes refers to Marshal Corbin as if he were alive, if he died.
Corrected punctuation errors.
Addressed issue where an NPC was not going away after a quest
Improvements to waypoints and quest text. If not beginning a sentence or string, "de Vries" is the correct capitalization
Improving Fairfield crowd animation usage
Fixed issue with corpse display name being incorrect
Lucy the sick Crabble has been ingesting too much PurpleBerry Krunch - feeding her more will now be reflected visually.
Assuming he survived battle, Corbin exits Vox Relay after the failsafe is tripped
Added the ability to tell Marshal Donelson in the Euphoria Coast Automech Repair Facility that you'd already fixed the leak when you converse with him after the initial argument scene.
(Spoiler) Quest giver for Inez’s companion quest was incorrectly showing up when Inez was dead
(Spoiler) Addressed edge case for when a player gains Vox keycards from Euphoria Automech Repair Center. Player should no longer miss the Execution scene in the Vox Relay.
Combat & Systems Fixes
Fixed mine traps sometimes not damaging characters when triggered
Fixed Zyranium hazards not applying poison in some states
Characters no longer unexpectedly take explosive damage through walls or objects.
"Unknown Station" radio notification shows up consistently
Adjusted landscape heights for improved NPC pathing.
Companions will be able to keep up with the player better immediately following recruitment to the party.
Updating collision for smoother gameplay.
Gloop grenades no longer break conversations in some cases.
Added cover nodes for encounters that were previously missing them.
Burrowed crabbles no longer play loop animation or vfx when they are not moving
If an NPC ever fails to navigate out of their spawn door, they are teleported out and debug information is gathered about the incident.
Player will no longer mimic reloads when entering the player ship with no ammo in the weapon
Characters will no longer make noises before they have been spawned into an encounter
In combat sneak attack (such as from the Vital Striker perk) now applies sneak attack correctly rather than first squaring your sneak attack multiplier
If an NPC ever fails to navigate out of their spawn door, they are teleported out and debug information is gathered about the incident.
Fixed Thunderstruck projectile in third person.
If an NPC ever fails to navigate out of their spawn door, they are teleported out and debug information is gathered about the incident. NPCs killed inside their spawn door are excluded.
Fixed certain cases where combat would not drop despite player being hidden
Improved camera framing during certain conversations.
Players can now sell to the comestible vendor in \
Updating a story-specific loading screen to show up at a more appropriate moment
Player will only throw one grenade instead of two when spamming the throw button.
The Consumerism flaw will now be offered more promptly for players who become eligible for it after already starting a game
The game should no longer pause when closing the inventory if DLSS-FG is enabled.
Companions will follow player through crouch tunnels.
NPCs ranged firing patterns now carryover their current firing progress when switching AI behaviors, and do not do so when it makes sense for the pattern to restart.
NPC corpses are now less likely to clip into objects.
Improved collision accuracy on crabble meat pickups
Fixed player being able to revive if they are falling to certain death but cancel with a different death cause
Armor shoulder pads no longer disappear when using alternate shoulder in 3P.
Player can no longer sprint while being mentally refreshed.
Fixed the collision settings for the goo created by the Dematerializer gun, it won't block Player movement anymore.
Characters no longer unexpectedly take explosive damage through walls or objects.
Fixed some perks that require companions to be in the party activating when they are not in the party
Fixed a rare issue where the player didn't die when they should have. (for example falling from high places)
Fixed an issue where reloading while burst firing caused weapons to temporarily become unresponsive
Prevent ship terminal beacon for quests from appearing on unused secret terminal
Fixed an issue where hold interaction audio was lingering when opening menus.
Flaws are now offered at the correct time
Fixed issue where ash left over from plasma critical hits did not move with moving platforms
Fixed an issue where weapons with Advanced Energy Modulator mod could skip animations in certain circumstances.
The Head Curator can no longer be lured out of the display case
Replaced Hammerclaw with a Bulletclaw to resolve Hammerclaw getting stuck during combat encounter.
Fixed an issue where Elevator doors were not closed properly.
Solved warping issues and made visual improvements to 3P Zyranium Automech Armor VFX
Preventing your VALERIE unit from 'beep bop booping' into Ladders if you have climbed it
Gary's footprint sounds are now correct
NPC corpses are now less likely to clip into objects.
Fixed a blending issue when companions crouch and put their weapon away at the same time.
Mine model will no longer become stuck on player if they interrupt throw animation with parkour.
Setting NPCs to more often sprint to cover instead of jog.
Fixed Vendor that allowed tossball card to be restocked
Updated level of detail settings on Protectorate Dragoons
Fixed floor shadow artifacts on companions during movement.
The Coagulant dispenser in Fairfield was incorrectly configured and let the player to create a second coagulant lite.
Companions no longer stand in awkward positions when conversations begin under certain conditions.
BunkerMechs now rotate their cannons to fire at their target while in combat
Shooting a grenade out of the air with a shotgun no longer counts multiple times for the “Waylaid Grenade” achievement/trophy
Force feedback effects will now work for the following weapons: Adrenaline-Edge MK3, Burst SMG, Emergency Stop, Repeating Rifle, Sentry Blade, Shock Assault Rifle, Zane's Blade
Suppressionist now correctly benefits Last Whisper
Agatha no longer deals less damage when firing from ADS.
NPCs on Story, Hard, and Very Hard no longer take less or more non-physical damage type side-effects based on difficulty settings.
The Tinkerer perk now correctly reflects how much extra damage you get per point of Engineering.
Crabbles will now play locomotion VFX for crabble burrow attacks
Niles will now wait a bit between reminders about crafting ammo
Being Mentally Refreshed paves the way for new experiences
Tossball Winger no longer triggers for Distraction Devices
In certain cases, Aza's inventory is no longer marked as stealing
Fixed an issue with the run animation when spinning around 180 degrees
Added additional mods to vending machines
Art
Removed access to out of bounds areas
Armor shoulder pads no longer disappear when using alternate shoulder in 3rd Person
Improved collision for better player pathing
Solved warping issues and made visual improvements to 3rd Person Zyranium Automech Armor VFX
Improved collision for better player and NPC pathing
Art improvements to misaligned assets
Improved quality of shadows in Horizon Point station.
Auntie Cleo's monitors no longer have artifacts
Broken Crystal meshes now have correct material
Eliminated visually stretched textures
Improves collision to help with player pathing
Addressing gaps in the Cloister landscape
Improved shadowing in Alexandria Station floor
Reduced brightness intensity of some lights in Golden Ridge
Addressed pop-in on Cloister's frosted glass when see at a distance
Improved exposure shifts when traveling from the inside of a building to the outside
Removed access to out of bonds areas
Flashlight improvements in third person
Art improvements to misaligned secondary structures
Art improvements to eliminate visual flickering issues within Paradise Island
Art improvements to eliminate visual flickering issues within Cloister
Art improvements to collision on rocks
Art improvements to eliminate visual flickering issues within Golden Ridge
Art improvements to eliminate visual flickering issues within Praetor
Smoothed out landscape to improve player pathing.
Art improvements to Cloister
Revising asset placement for optimal player viewing.
Art improvements to Paradise Island
Art improvements to Cloister's overlands
Animation
Fixed issue where player was able to obtain items behind glass casing.
Crowd characters now ignore old corpses just like everyone else.
Addressed issue where using the AutoDoc right after using the Inhaler will cause the animations to not play properly.
Player can no longer sneak attack enemies through glass.
Reduce crowd avoidance radius to reduce awkward back and forth dancing.
Player will no longer mimic reloads when entering the player ship with no ammo in the weapon
Fixed Thunderstruck projectile in third person.
Fixed Dagmar occasionally looking at ceiling during conversation.
Move companions out of the way when speaking to Rollo Nast
Scoped guns will no longer get stuck on player’s chest when holstered.
Player will only throw one grenade instead of two when spamming the throw button.
Player no longer gets stuck with movement not respecting input after combat pivot
Distraction device shouldn't show up anymore if you cancel the animation in 1st Person and switch to 3rd Person
Fixed player being able to revive if they are falling to certain death but cancel with a different death cause
When doing a full body animation it should not rotate the lower body anymore and then slide back
Weapon no longer rotates when leaving throwable animation state in 3rd Person
Fix weapon-based body idle issue when exiting conversation with an equipped weapon
Adjusted reloading to look more natural
Shooting will no longer interrupt medical animation
Player arm doesn't freak out anymore after sliding into a forced cinematic or conversation
Sentry ankles no longer completely disappear at a standing distance
Fixed a blending issue when companions crouch and put their weapon away at the same time.
Removing a slide on Niles when HPS landing pad conversation starts.
Mine model will no longer become stuck on player if they interrupt throw animation with parkour.
Setting NPCs to more often sprint to cover instead of jog.
Fixing some gun sliding issue on Landing Pad Conversation in Horizon Point Station.
Fixed Inez's scoliosis so she reloads her weapon in cover without breaking her spine.
Player arm doesn't freak out anymore after sliding into a forced cinematic or conversation
Updated level of detail settings on Protectorate Dragoons
Adjustments have been made for the slide so throwables look better
There should be no sudden shift anymore when you jump in non-combat
No pop anymore when combat state changes in crouch
The bredknife now plays knife animations instead of sword animations
Made an adjustment so it looks better going from sprint to ADS
Allow characters to overlap a bit more when trying to avoid intersecting to reduce the amount of left-right movement.
Prevented second companion from standing in awkward places during Marisol quest conversation.
Adjusted the framing for the conversation in Golden Ridge with Wojtek so that character is framed more clearly on camera.
Player no longer plays 2h animation when quick turning while unarmed in 3rd Person
Adjusting timing on keycard interaction when using Willard's Terminal
NC pivots should not over rotate anymore
The inhaler and the N-Ray gadget animation now work when you are holding ADS in P3P
Player head now looks forward when you stand still and look at your character
Adjusted Fades before events that play out in Vox Relay.
Glued shoulder pads back onto our 2-handed handgun users so they no longer fly.
Adjusted the blend spaces so there is less sliding when we tilt slowly on the controller
Adjusted the blend spaces so there is less sliding when we tilt slowly on the controller
Added audio to long burst first raise
Removed access to out of bonds areas
Resolved issue where Voice of the Refugees would stop looking at player while she was speaking to them mid conversation.
First raise audio should not play anymore if you do a first raise and then go into crouch in p3p
Adjusted quick melee for the 2-handed pistol
Removed possibility of seeing some full screen effects on player ship when you should not be able to see them.
Added a slight delay to the second Melee Heavy attack when spamming attack button in 3P
Removed slight wobble when player holds 2-handed power attack
Flashlight improvements in 3rd Person
Equip animations are playing if you swap weapons during sliding
Adjusted reloading to look more natural
Cleaned up some cinematic fades and UI visibility during Tristan's companion quest
Adjust collision on Science Interactable to be more reliable to shoot around.
Slightly toned-down lower body movement when you would jump while you are in combat
Adjusted mine throw blending so it looks more natural
Added some shoulder movement when you aim up, so it should look more natural
Adjusted setup of Main Menu Moon Man's leg bolts for certain outfits.
(Spoiler) Updated animations during critical cinematic sequence on Greater Tranquility Station
(Spoiler) Adjusted Fades before events that play out in Vox Relay.
UI/UX
Updating Widescreen presentation on the End Slides
Polish and Russian Translation updated for the term “Cosmetics“
Players can no longer access the HDR Calibration menu during Conversations
Steam Deck will not show keyboard icons unless an external keyboard is being used
Protecting a potential crash in the post-tutorial character creation screen
Improved visual presentation of Palm Greaser perk when used for conversational bribes.
Totals for all ammo types now display correctly in the toolbelt and its associated tooltip.
Items sold on the vendor screen no longer have 'new item' pips
The default buy amount is now 50% of what is affordable, rather than 100%.
The crafting screen will now show the correct value for the current number of inhaler charges.
Item tooltip now updates properly on item transfer screen.
Notification pop-ups should no longer show a white square when looking at signposts
Selling all Junk keeps current items visible on Vendor Screen
Updating hierarchy and fill settings of the description entries in the Codex Journal to prevent issues seen with overlapping header/body text
Touch screen works properly on handheld devices
In the Quest Items tab of the inventory, the “Inspect” button will only show up for Quest Items that are examinable, or that have descriptions that are too long to display without a pop-up.
Fixed Archivist Noelani's text not advancing for a specific ending to her conversation.
When the setting "Show Base Item Stats" is off, grenades will properly scale their reported damage based on the Explosives skill
Save/Load Menu will properly update the list position after deleting a previous Save game
Leaving the Load Menu will now restart the Moon Man Conversation an appropriate number of times
Cleaning up formatting of Addendums and Optional presentation in the Journal and Quest Log
Ensuring Main Menu Options reappear when leaving the Load Menu and restarting the Conversation
Hovered Map entries no longer present 'Next' when unable to provide that functionality
Addressing edge case seen where conversation history might flicker when it is on the cusp of needing a scrollbar
Color picker dropdowns are now exclusive to each other in Settings
Audio
Pump Station is now x% more electrifying in tight vents
Bridge sound always plays when lowering
"Unknown Station" radio notification shows up consistently
Exploration music increases in intensity when near hostile characters outside of combat.
Attractions in Matriarch's Tomb now with improved audio systems.
Characters will no longer make noises before they have been spawned into an encounter
Added missing sounds to Marisol/Svoboda cut scene
"Added ducking behavior to Player Radio so that it ducks in conversation state and
extended range of attenuation on the dudes stranded in the lift"
Skip drive ambience improvements
The notification for when a new radio station is available is now limited to only newly discovered stations
Curator in the tube, now with even more tube.
Improved radio music shuffling by having it remember song history through a fast travel
Added audio to long burst first raise
Sound effects will no longer cut out while idling near a wall
(Spoiler) Remixed Sovereign's Ship music
(Spoiler) Made adjustments for a more impactful execution in Vox Relay
Greetings Commanders! We are releasing hotfix 1.0.4.1 for The Outer Worlds 2. As always, we are very appreciative for your continued support and patience.
[p align="start"]If you come across any other issues, please contact us via our Issue Tracker page. The Earth Directorate thanks you.Critical Fixes
Fixing saves crashing on load 100% of the time if bad data gets into the favorited item data.
Fixed several rare crashes.
(PS5 only) Fixed crash when game was started with only PlayGo chunk installed, and user progressed past Horizon point station.
Plug Puller Perk no longer prevents encounters from advancing.
Players will no longer have their conversation history reset at unexpected times during gameplay.
Cleared out portions of the map will no longer be reset.
Quests/Progression: (Contains Spoilers)
Players who encountered problems with Inez after meeting her at the Ministry of Accuracy should be able to progress her argument with Milverstreet now, even if they could not before.
Inez will now reliably play her intro dialogue lines when first encountering her in the Ministry of Accuracy, instead of on rare occasions playing her standard companion conversation.
(SPOILER) Aza now properly starts a dialog and quest outside of the N-Ray Range if the player already killed all the cultists at the N-Ray range.
OA Troopers no longer appear in the ACHQ at an unintended time. Loading a save from before fighting these units will allow players to progress the quest as intended.
Note: Players must load a save before the bug occurred. We are investigating solutions for a retroactive fix.
(SPOILER) “Better than Nature” quest now correctly guides the player to Inez if Fairfield is destroyed.
Otto’s Lock in Free Market Station is now working as intended and can be solved.
Audio/Visual
PS5 Pro now uses TSR for upscaling to address blurry grass on Paradise Island and unexpected lighting noise across the game.
Double jump boots no longer play audio at double volume.
(Xbox only) Fixed an issue that can cause some blue noise on the edges of grass and computer monitors.
Hello Commanders, we are releasing Hotfix 1.0.4.0 for The Outer Worlds 2. We’d like to take this time to thank you all for support, patience, and for your consumerism. Below are the latest fixes:
If you come across any issues, please visit our Issue Tracker and contact us there.
Community Reported Issues:
Critical Fixes:
Premium Edition owners on the PlayStation 5 are correctly granted the Corporate Appreciation Prize Pack & (if you own a pre-order version of the game) the Commander Zane’s Battle Pack.
Note: Unfortunately, the Consumerism Flaw being rewarded is not fixed in this patch and will be addressed in a future hotfix.
Permanent fade to black when returning to the Praetor landing pad no longer occurs.
Saving and Loading while using the dematerializer will no longer prevent the player from equipping weapons.
Inez is no longer absent sometimes from Fairfield after she returns there from the Ministry of Accuracy.
Note: This fix only applies to new saves. We sincerely apologize for those still experiencing this bug. We're currently investigating solutions for a retroactive fix for save files being affected.
Improved the accuracy of information displayed during the end-of-game slides.
Quest/Story:
You can now properly progress the quest "Forbidden Secrets of the Undisputed Claim" if they had chosen the player response "I'll think about it."
Beacons have been added to the optional objective for the quest "Crash Course in Telemetry" to assist players with progression.
Improved player guidance for progressing in the Monastery in Golden Ridge.
There is now more guidance on how to recruit Inez if the player previously missed her.
(SPOILER) Inez's fate will now be clearer after abandoning her on Paradise Island.
UI/UX:
Motion Blur settings are now saved correctly.
Interact prompts more clearly indicate when a holding an input is necessary and accurately displays progress.
Subtitle Font settings are now correctly applied.
Placeholder text will no longer appear when talking to Hierarch Wolcott.
If "Player Status Bars" is set to Always Off, the health bar will no longer appear after saving and loading.
Aza 'wants to talk' icon will no longer reactivate improperly on the player ship.
After a conversation with a vendor, the player will now remain in the same location where the conversation was started.
Audio:
Video message from Trooper Ortiz now plays VO.
The volume of the voiceover of the Corporate Hireling in Paradise Island is now scaled to how far away the player is.
Reduced likelihood of radio content repeating too frequently.
Removed a radio emitter that was misplaced under the ground in Paradise Island.
Additional Bug Fixes:
Crashes and Critical Issues:
The game will no longer crash when interrupting certain NPC bark dialogue lines by interacting with or killing one of the participating speakers.
Removed the potential for picking up specific grenades to trigger a crash.
You will no longer fall through the world when loading a save that was made inside certain tunnel/vent areas while crouching.
The player will no longer fall through the world after exiting computer terminals in third-person mode.
Using the kill switch in the Auntie’s Choice Headquarters no longer gets the player camera stuck.
Resolved unique edge case that prevented player from using the console on the Sovereign’s Ship.
Removed collision that blocked player access to crouch tunnel.
NPCs in the Auntie’s Choice Headquarters spawn in this hostile state more consistently for players that triggered that outcome.
VIP lift at Rift Labs should now properly unlock accessible floors, preventing player from becoming stuck.
Addressed issue where an enemy was locked in a closet, preventing combat completion.
Quest Progression: (Contains Spoilers)
(SPOILER) Anais now properly dispenses the quest reward for Marisol’s final companion quest if the anchoress was killed.
Improved quest support for killing key quest NPCs with Companion Abilities.
(SPOILER) You can now continue the quest, “Listening For a Clue” if they loot Perrault without Tristan present.
Vicar Laureate now properly appears before the door leading to Ruth’s chamber after player has progressed the second OA faction quest, ‘Crash Course in Telemetry’ to the objective, ‘Speak with the Presiding Bishop’.
(SPOILER) Rasmussen will now correctly seal/unseal his office door if the player attacks the Ursopods after helping the cub.
The player will no longer lose the ability to respond to Niles after skipping dialogue at Horizon Point Station.
(SPOILER) Inez resists the urge to explode after defeating enemies at N-Ray Range.
Turrets during Arbiter boss fight will not stop looking for players no matter how long they hide.
Current Release
Not available
System Requirements
How to Install
TheOuterWorlds2Dev.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
71.5 GB
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