The Outer Worlds 2 Patch 1.1.0.0 adds time of day advancement, console gamepad rebinding, and more

Obsidian Entertainment has launched a significant update for The Outer Worlds 2 with Patch 1.1.0.0. This update includes features like a dynamic time-of-day system and the ability to customize gamepad controls, among other improvements.

The latest update is now available on all devices. It fixes several crashes and addresses problems with quests, visuals, the user interface, sound, animations, and issues players reported.

The Outer Worlds 2 is out now on PlayStation 5, Xbox Series X|S, PC (via Steam, the Microsoft Store, and Battle.net), and through Game Pass. For more information, check out Alex’s interview with Brandon Adler, Adam’s interview with Adler and Matthew Singh, Junior’s review, and my thoughts on playing the game handheld.

You can find The Outer Worlds 2 patch notes for update 1.1.0.0 below:

Greetings Commander! 

Hey everyone, big news from the Earth Directorate! They just dropped Patch 1.1.0.0 for Arcadia, and honestly, it’s a huge deal. They’re super excited about it, and so am I – time to jump back in and see what’s new!

This update includes many bug fixes and improvements to make your experience better. We appreciate you taking the time to report issues to your Earth Directorate officer – your help is valuable!

Hey everyone, just wanted to let you know about some cool updates we’ve made! As a commander in the game, I can now fast-forward the time of day, which is awesome for strategy. They also added a new stealth takedown animation – it looks slick! And finally, I don’t have to manually switch between walking and running anymore, I can just toggle it whenever I want. It makes moving around so much smoother!

Time of Day Advancement (Wait X hours)

You can now speed up time in the game, advancing it by as little as one hour or up to a full 24 hours. You’ll find this option in the pause menu when you’re not fighting.

New Stealth Kill Animations

We’ve added new animations for when you silently take down enemies with melee weapons – both when you’re looking at them directly and from a third-person perspective. These new animations apply to the Impact Hammer, Plasma Cutter, Stun Baton, Tossball Blocker, and the Sentry Blade.

Console Gamepad Rebinding

You can now customize the button layout for your gamepad on both Xbox and PlayStation 5, whether you’re playing on console or PC. Just a heads-up: the Pause/Start button (on all platforms) and the L2 and R2 triggers on PlayStation 5 can’t be remapped due to technical limitations.

Walk toggle

We’ve added a toggle to switch between running and walking in the game. By default, the ‘Y’ key turns walk mode on and off, but you can easily change it to any other key you prefer.

Along with these new features we have also addressed community reported issues and so much more.

Major Issues and Crashes:

  • Fixed a rare issue on Paradise Island where the game could crash if you skipped the cutscene showing the landing.

  • 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.

  • After finishing the faction quest, players will no longer be able to enter Auntie Cleo’s office before it’s meant to be accessible.

  • We fixed a bug that caused the exit door in the Rift Lab to get stuck if you defeated Vaillencourt’s team in a certain order. Now, the exit should always open after the fight.

  • We’ve fixed a bug where players could get stuck in conversations. This happened when the timer for the ‘Foot In Mouth’ perk ran out, leaving no dialogue options available. Now, the game will prevent this from happening, so you won’t get stuck.

  • The introductory conversation at Greater Tranquility Station will now automatically begin when you load a saved game or approach the console table, even if it didn’t start previously.

Community Reported Issues:

  • We’ve fixed a bug that sometimes caused the game to freeze while exploring Paradise Island. Please note that this fix won’t automatically resolve freezes in saved games that were already affected.

  • We’ve fixed a problem that sometimes caused the game to crash while exploring the Golden Ridge area near the D.A.E. Please note that this fix won’t automatically correct save files that were previously affected by the crashes.

  • Looping audio events and audio effects will now properly pause when player enters the pause menu

  • We adjusted Marisol and Niles’ locations in The Incognito’s Crew Quarter so players won’t get stuck there anymore.

  • We’ve updated Mitt’s dialogue to allow players to continue the “Wanted: Genuine Authenticity” quest even if they complete certain steps in a different order.

  • We fixed a bug where the boss door in Central Control wouldn’t open if you had previously taken Aza out of your group.

  • Okay, so I’ve figured out how the ‘Saboteur of Paradise’ quest works! Basically, if I don’t fully explore the Vox Relay before getting to the Command Floor, the quest either moves forward or finishes up. It seems like missing that exploration is what triggers the next steps, or even completion, of the quest.

  • 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.

  • You can now begin the Controlling for Convenience quest by speaking with the Oracle Laureate, and the spy will receive the correct sample when you complete it.

  • 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.

  • We’ve made small improvements to the Kaur and Milverstreet quests to make them smoother when completed in a specific sequence.

  • Disabling interaction highlights no longer prevents observation indicators from appearing.

  • Okay, so that annoying bug with the vending machine in Free Market Station is fixed! I was constantly having trouble buying stuff because it would just stop letting me interact with it if I stepped away and came back. Now it seems like it stays active, which is a huge relief. No more running back and forth trying to get it to work!

  • After interacting with Raptidon on Praetor, companions will stop acknowledging party members who have been permanently removed or have left the group.

  • After you finish the “Crash Course in Telemetry” lesson, Persephone will be able to give you a copy of the Satellite data when you ask.

  • Tactical Trajectile Defense Helmet no longer blocks shots in third person.

  • Hey everyone, just wanted to let you know I squashed a bug in the ‘Forbidden Secrets of the Undisputed Claim’ quest. It was stopping players from moving forward with the ‘Secret Recipe’ part, but it should be fixed now! You should be able to progress normally. Sorry for the trouble!

  • Fixed an issue with crime causing an unintended hostile response across level transitions.

  • Players will no longer be automatically sent to the Best Choice bar when they first enter the main lobby of the Undisputed Claim.

  • Fixed a bug that prevented players from completing the ‘Fiddling with Fulgurating Fulminations’ quest by turning it in to Exemplar Simon.

  • Minor improvements to the conversation with Abner at Outpost Endurance to prevent looping.

  • I noticed a little tweak to how we talk to Artificer Laureate. It’s a small fix to make sure the Newton quest doesn’t get messed up and end in a weird spot. Basically, they smoothed out a conversation to keep things running smoothly!

  • Fixed a rare issue in Winter’s Grasp where the player could be trapped in the final room.

  • Players who previously defeated Marisol and Svoboda at the Zyranium manufactory will now consistently receive the Monastery lift codes needed to continue the quest, which can be progressed at Matriarch’s Mercy. This change automatically applies to existing characters.

  • 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.

  • Your progress on the Dance Dance Disfiguration achievement will now be saved, even if you restart your game or switch levels.

  • 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.

  • We’ve simplified the requirements for using the automech doctor on Golden Ridge. Previously, it checked for a specific perk, but now it only requires a basic hacking skill. This change was made because the perk was essentially a higher-level hacking skill, and the original check was easier to pass than the perk itself, making the perk requirement unnecessary.

  • We’ve adjusted the location of the Free Market Station’s fast travel point to be farther from the ship. This should make it easier to select on consoles and avoid accidental selections.

  • , [, and ] can now be used for key bindings.

  • As a player, I noticed a really nice little change – they’ve tweaked the dialogue so Inez doesn’t accidentally hint at quests I haven’t even started yet! It makes the conversations feel much more natural and keeps things from getting confusing. It’s a small detail, but it adds a lot to the experience.

  • 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.

  • Fixed an issue where the controller’s auto-aim could unexpectedly move your aim sideways while trying to stay locked onto an enemy.

  • As a player, I’m really happy they fixed the way perks affect my weapon stats! Now, when I check my inventory, the stat details actually show the bonuses I’m getting from my perks. It’s much clearer and easier to see how effective my build is now.

  • Improved visual appearance of Protectorate Gunner armor in 3rd Person.

  • 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 last datapad needed to solve the Mysterious Locked Safe puzzle on Cloister has moved. You can now find it on top of some rubble, north of Newton, in the snow.

  • 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.

  • After you sell or discard an item, the game will now remember where you were in the item list instead of jumping back to the top.

  • Fixed an issue where Aza’s self heal perk was activating while hostile.

  • Inez’s special ability now correctly removes negative status effects like toxicity and crash states when her companion is used.

  • Minor conversation adjustments to improve flow.

  • Okay, so I noticed a weird bug where if I had armor with a self-repairing mod equipped, some of the other armor pieces just sitting in my inventory would show the wrong stats. Thankfully, the developers fixed that! Now my inventory displays armor values correctly, even when I’m using self-repairing armor.

  • In Niles’ first quest, the optional task to sabotage the ship no longer appears if the player or Niles decides against it.

  • 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:

  • 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.

  • 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 correctly ends if the player has a negative reputation with the Auntie’s Choice faction, triggering the ‘Kill on Sight’ status.

  • XP rewards are now granted when delivering the Calcaduceus to Ruth on introduction.

  • Corbin will no longer perform strange movement after defeating Montelli.

  • If you’ve helped Kaur and defeated the Revenant on the bridge, you can give Scrabbles back to Torres.

  • 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.

  • We’ve adjusted the pathfinding in the Tomb to stop companions from walking through the Golden Shroud armor exhibit.

  • The Archive Companion intro should properly trigger in all instances.

  • Okay, so as a huge fan, I’m really glad they fixed this! Basically, if you take down Jackson while he’s falling, his teammates won’t automatically jump off the harvester with him anymore. It was super frustrating when they did, and now it seems like they’ve stopped that from happening, which is awesome!

  • The player will no longer force exit combat on entering the observatory.

  • Intoxicant Facilitator Cole will no longer greet the player if hostile.

  • If a player previously said no to the “For Whom the Bridge Tolls” quest, they can now accept it from the Warden.

  • If you dismiss Niles before talking to Zebulon for the first time, Zebulon will appear under better circumstances.

  • If players completely destroy the Winter’s Grasp camp, the Aunties Choice soldiers will become permanently hostile and the associated side quest will be unsuccessful.

  • The player may no longer attempt to freeze Curativist’s summoned guards in Cold Storage.

  • Okay, so I just found out that Hoyt won’t glitch out anymore if I’m sneaky and grab a quest item from him before I’m supposed to! The game now recognizes that I have the item and lets me finish the quest like normal. It’s a small thing, but it’s nice that they fixed that bug – no more getting stuck!

  • Persephone will no longer alarm OA to player trespassing.

  • We fixed a bug that caused Lucy to stop responding to players after game updates. If you experienced this, you’ll need to save your game, reload, and return to Lucy to interact with her again. This fix only applies if the Crabble creature isn’t attacking you.

  • 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.

  • If a player previously threatened or frightened the Curativist, her intercom will no longer function.

  • The game will now correctly advance the quest for players who visit the Vox before heading to DeVries’ house.

  • 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 rotating tower in the Archive will keep moving from side to side until the nauseating effects completely finish.

  • The microphone to the Monastery Anchorhold will now disable when there are no NPCs present.

  • Corrected some subtitles to better match the voice over.

  • Gary and his friend can no longer interrogate the player for crimes.

  • I’m really excited that my companions will now actually talk to me about what we should do at the Archive when a level starts! It seems like they’ll be giving me advice and helping us plan things out, which is awesome. It was getting a little lonely going in there without their input, so this is a great improvement!

  • Hey, I noticed something at the Free Market Station bazaar – they took away one of the little glowing spots on one of the weapons that you could interact with. It was a cool detail, and I’m a little bummed it’s gone, but I guess they had a reason!

  • We’ve corrected a bug in the Cloister Underlands where a large object was displaying the wrong texture. This was caused by an error in the game’s scripting.

  • Vicar Eudicot is now able to focus completely on his work, like repairing lights, which previously led to an unusual and fatal accident.

  • 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.

  • You can now freely take any corpses, dung, or tossball cards found inside the mantisaur cage at Fort Endurance – they are no longer claimed by anyone.

  • 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.

  • Okay, so I was playing and noticed Griswold on Cloister is a little… glitchy. He keeps walking into the snow piles like they aren’t even there! It’s kinda funny, but also breaks the immersion. Good news is, the developers have fixed his movement, so hopefully he won’t be phasing through snow anymore.

  • We’ve fixed a bug in the Cloister underlands power station where automechanicals would sometimes get stuck at the galvanic barrier during fights. They should now move around combat areas more smoothly.

  • Grounded floating pickups around Golden Ridge.

  • Corrected a typo on one of the Praetor Shrines.

  • If you persuade Wray to surrender, he’ll give you a keycard to his safe, assuming he still has it.

Combat & Systems:

  • Improved animation blending for Ursopod during their mantle parkour.

  • Fixed an issue where Valerie wouldn’t receive a speed boost after fast traveling if the player was carrying zyranium grenades.

  • Non-player characters will now move more smoothly and intelligently to find better positions during fights, reducing awkward movements.

  • Shadows should now render faster and cleaner after loading a save.

  • You can now reload a Bolter Pistol even while a shot is charging, without stopping the firing process.

  • During her companion quest in Algid Menagerie, Inez will fight the player even if something interrupts her animations.

  • Autosaves will no longer trigger while the player has the maximum amount of zyranium poisoning.

  • You won’t see the “wants to talk” icon above the heads of companions you haven’t recruited yet.

  • I had a serious conversation with Tristan about using his powers unnecessarily, specifically floating in the air while jumping over gaps. He promised to stop showing off his abilities.

  • We’ve fixed an issue where companions would sometimes disappear briefly while attacking in melee. Now, their attacks will flow smoothly without any teleporting.

  • Non-player characters will now reliably react with hostility towards the player, fixing a rare bug that sometimes caused them to become permanently friendly.

  • 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.

  • We’ve fixed an issue where players could get stuck if they tried to perform a stealth attack immediately after a conversation they were forced to have. Now, the game will continue as expected.

  • Aza’s Frost Charge perk will properly now spawn a hazard as expected.

  • If the game detects a player trying to hack a robot and sees they’re doing it improperly, the hacking attempt will now be stopped correctly.

  • 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 interface that shows details about hidden objects will stay visible even after you finish talking to someone.

  • 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’s combat ability now consistently teleports him closer to his intended target, avoiding obstacles in the process.

  • Okay, so now when I do something that gets an NPC’s attention, it’s always the closest one that reacts, instead of having some random guard across the map suddenly yell at me. It feels way more natural and less confusing now!

  • 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.

  • We’ve fixed an issue where the Cancel button would sometimes vanish or flicker while the dematerializer was charging. It will now remain visible and stable.

  • 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 won’t slow down if they briefly hit something and get knocked off course while charging; they’ll keep their normal speed.

  • 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 on-screen display for slow-motion aiming will only appear when you’re actually using the slow-motion ability.

  • Removed duplicate Matthew Singh tossball card in Fairfield.

  • VALERIE’s Strength Module will no longer trigger when far beyond melee range of a target.

  • The visual effects from zyranium poisoning will no longer appear on your screen when you’re near deactivated zyranium hazard areas.

  • After climbing over something, the camera won’t automatically zoom out when you start using a computer terminal. It will stay at a closer view.

  • Now, if you stealthily eliminate an NPC while another NPC is watching, combat won’t automatically begin unless the watching NPC sees you.

  • 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.

  • We fixed an issue where the Serendipitous Slayer perk wouldn’t reload your weapon when activated with the last bullet. Now, it will reload as expected.

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.

  • Fixed a problem that caused shadows to appear incorrectly on the player while inside the Greater Tranquility Station’s ship.

  • 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.

  • I noticed a really annoying visual glitch where textures would flicker and battle each other, so the developers tweaked the way the 3D models are built. Basically, they cleaned up the mesh to stop those textures from fighting for the same space – it looks way better now!

  • 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.

  • I just fixed a visual glitch in the game! Turns out there was an extra piece of the environment hiding right on top of another, causing those weird flickering textures – what they call ‘z-fighting’. I deleted the extra piece, and now everything looks smooth!

  • 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.

  • After talking with the medical team on the Incognito, Valerie stopped occasionally appearing unexpectedly.

  • 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 screen in Paradise Island will no longer flash or flicker when a messenger conversation starts.

  • 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.

  • We’ve updated the animations for drawing and putting away melee weapons when viewed in third person, making them look smoother and more natural.

  • When mantling into a vent, the player parkour animation will now only play once.

UI/UX:

  • Switching between items or leaving the menu will now stop the audio from continuing to play when it shouldn’t.

  • 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.

  • Okay, so I figured out a little something – if I open the settings menu and then hit ‘cancel’ on the ‘quit game’ box, it takes me right back to the pause menu, which is way better than having to navigate back manually. It’s a small thing, but it makes the whole pausing experience smoother!

  • Using a scope will no longer make the NPC Awareness meters bigger.

  • Keybinding resets now work correctly, ensuring the software accurately identifies conflicts and displays the available options.

  • 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.

  • We’ve improved how the Ledger Map works with controllers. We removed the forced magnetism feature, which made movement feel unnatural. We also refined how the map finds the closest and nearby items, making it more accurate and intuitive now that the entries are circular instead of square.

  • This update fixes an issue where newly crafted items would incorrectly reappear as uncrafted after saving and reloading the game.

  • The heads-up display (HUD) now clearly shows when a weapon isn’t ready to use – either because it’s out of ammo or put away.

  • You can now see a preview of items when you hover over or select them, even if you’ve turned off previews for items you’re not currently wearing or using.

  • Dropping and junking of Companion Upgrade Kits has been removed.

  • We’ve added a special icon for the Incognito player ship’s fast travel location, making it easier to spot compared to regular fast travel points.

  • When sorting by armor type, items will now be organized alphabetically within each matching type and armor rating. This means items of the same type and rating will be listed in alphabetical order.

  • 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.

  • Subtitles for conversations will now work properly even if you turn them off before starting a conversation and then turn them back on while it’s happening.

  • Saving will now be blocked while priming a throwable item.

  • The Compare Item widget now only appears when applicable.

  • When you move your mouse over items on the vendor screen, only relevant information – like Restricted Access details or purchase information – will now appear. This keeps the screen cleaner and focuses on what’s important.

  • We’ve made navigating save files easier. Now, the game will remember your last chosen save and take you directly back to it, instead of always starting at the top of the list.

  • Wielding a melee weapon no longer hides the Swap Weapon prompt.

  • The energy meter display should now remain correctly positioned on the screen after you save and load your 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.

  • We’re improving how items are organized in your inventory to help prevent you from accidentally buying or selling the wrong things.

  • Fixed an issue where items weren’t filtering or sorting correctly on the Breakdown screen after switching between tabs. Now, items will display as expected when you navigate between different sections.

  • If you change from using a controller to a mouse and keyboard while viewing the companion screen in the ledger, your companion will no longer appear to be wearing the player’s armor and helmet.

  • When the quest journal is opened, quest addendums will now be initialized correctly.

  • We’ve fixed an issue where changing the number of weapon and grenade slots with perks or modifications wasn’t correctly displayed on the in-game equipment screen. It now accurately reflects the changes, and the system correctly counts the available slots.

  • We’ve adjusted the position of the small player indicators on the minimap so they won’t vanish when a player is hit by damage.

  • When the fast travel menu is open, you won’t accidentally interact with things behind it anymore. The game will prioritize the menu over elements hidden underneath.

  • Holding left or right on a given setting will continue to update the value after a short delay.

  • You can now rotate the character model in the ledger, no matter which inventory screen is open when you first access it.

  • The perks list will now correctly display all skill requirement icons after the list is sorted.

  • If you try to sneak attack while pickpocketing, the sound that plays while stealing will now stop, allowing you to attempt the attack.

  • We’ve fixed an issue where white squares would sometimes appear in the Interact prompt when you switched between different input devices like a mouse or keyboard.

  • When you successfully craft something at a workbench, you’ll now see a fun animation showing you what you made and how many you have.

  • 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 Save and Load menu’s Active Playthrough Indicator will no longer disappear when you scroll, ensuring it remains visible.

  • Now, when you move your cursor over different equipped items like helmets, armor, or weapons, a preview of that item appears instantly. You no longer have to move the cursor away and back to see it.

  • Junking and unjunking items will no longer triggert Item Gained notifications.

Audio:

  • From now on, the radio stations listed in the Wireless menu will only show those available in the level you’re currently playing. You won’t see stations that aren’t broadcasting in that area.

  • 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.

  • If a game event makes the player’s radio turn on, they won’t be able to turn it off through the menu until that event finishes.

  • 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.

We’re always happy to help! If you experience any problems, please reach out to us, and our team will look into it for you.

https://outerworlds2.obsidian.net/issue-tracker#contact 

The Earth Directorate thanks you.

!!!SPOILERS!!!

  • The DeVries Ship Log now correctly shows the beacon’s status when players investigate DeVries’ role in the endgame.

  • If you kill Ursula Ormsby or Willard in their office, the Auntie’s Choice group will immediately become hostile towards you.

  • We fixed an issue with the “Full Measures” quest. Now, the objective to “Find Evidence Against Willard” won’t be marked as finished until you’ve actually found all the evidence.

  • We’ve updated the game’s scripting to prevent Aza’s dialogue after meeting Ziegler from playing twice in a row.

  • We’ve fixed an issue where Virgil’s conversation wouldn’t always start correctly after players loaded a saved game following the Arbiter Training Camp battle. Now, the conversation will reliably begin when the game loads.

  • We’ve adjusted the beacons in the Full Measures quest so they now guide players to the Best Choice elevator at the start. This should make it clearer how to continue with the quest.

  • The sound effect that was missing when the rifts were expanding during the conversation with DeVries on Greater Tranquility Station has been added back in.

  • (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.

  • The sniper combat music in Greater Tranquility Station will now only play during actual fights.

  • (Spoiler) Increased the audio for the invisible cultists in N-Ray Range.

  

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2026-03-08 16:22