Amazing break down if the NPC pathfinding, unreal engine, and potentially good reasons for Avowed not having proper path finding, not all negative, just informative for those wanting to go deeper
See you guys were crying over nothing
Well no, it still looks extremely dated and goofy to have an entire cities worth of npc's just stand there with nothing more than idle animations. Let alone there being next to no world interactivity, just walk up and steal whatever you want from the vendor! Who cares! He just stands with his idle sorting animation and pays no attention to anything happening anyways!
Dude actually read my post before posting.
There's no good reason why Avowed npc's stand around like useless mannequins let's be real here. Any excuse given is pure unbridled copium.
Man, I really don't care for these higher beings/Gods conversations in games. They are always so boring to listen to. I don't think the voices help either
Man, I really don't care for these higher beings/Gods conversations in games. They are always so boring to listen to. I don't think the voices help either
What theme are they going for with that?
I'm about 40+ hours in and I think I agree with the reviews 8/10 is about right for this game. Not a game of the generation but the gameplay is excellent and there's room for growth in sequel
What would you like to see them doing differently in a potential sequel?
I'm about 40+ hours in and I think I agree with the reviews 8/10 is about right for this game. Not a game of the generation but the gameplay is excellent and there's room for growth in sequel
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I completed the game! I think I did just about everything in the game, aside from 1 or 2 side quests. The final boss was a cakewalk with a
If anyone is curious, IFully upgraded Heaven strike and steel garrote heavy armor
freed Sapadal
.
Overall, I enjoyed my time with this one. Not a game of the generation, but the gameplay/combat and exploration loop got me hooked from beginning to end. They have a solid foundation for a sequel.
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I completed the game! I think I did just about everything in the game, aside from 1 or 2 side quests. The final boss was a cakewalk with a
If anyone is curious, IFully upgraded Heaven strike and steel garrote heavy armor
freed Sapadal
.
Overall, I enjoyed my time with this one. Not a game of the generation, but the gameplay/combat and exploration loop got me hooked from beginning to end. They have a solid foundation for a sequel.
Couple build questions:
1. I let my daughter drive the character creation most of the way, so naturally I look really dumb. Is there a way to change appearances in the game at some point or am I stuck with this giant nose?
2. How feasible is a battle wizard type build? I like melee and I like the spells, but they seem to not compliment each other much.
How long is it? Seems not overly bloated.
Patch 1.2.4 is live!
Greetings Envoys,
A new patch is now live! This update brings important fixes and improvements, so be sure to update your game when it becomes available.
We truly appreciate all of your reports and feedback—it's invaluable in helping us identify and address issues to improve the game. Your support and patience mean a lot to us, and we want you to know that we're listening. Our team is committed to making Avowed the best experience possible for everyone, and we will continue working hard to refine and enhance the game based on your input.
We have a dedicated team focused on making Avowed better and better, and we'll have more to announce soon. Stay tuned!
If you run into any issues, please let us know at http://support.obsidian.net—your feedback helps us make the game even better!
Thanks for playing, and as always, we appreciate your support!
— The Avowed Team
Crashes & Major Issues
Quests & Area Design
- Adjusted character settings so that unkillable characters will now respawn if they mysteriously die, preventing blocked quest progression.
Systems & Gameplay Improvements
- Loot piles will no longer be placed in unexpected locations when created while the player is far away. Previously affected saved games will now have the loot pile back where the owning character died.
- Players who killed Kostya and destroyed Solace Keep will no longer experience a dropped conversation when speaking with the leaders of the Living Lands during The Siege of Paradis. (Players with affected saves can now simply walk in and out of the meeting space to retrigger the conversation.)
- Bounty Masters in Dawnshore, Shatterscarp, and Galawain's Tusks now correctly allow players to turn in bounties, even if they have acquired more trophy items than expected.
- Vemas now allows players to turn in Debt of Blood, even if they had already spoken to him upon returning.
- The player will no longer become stuck with no objectives active during An Untimely End.
- Fixed an issue where the player could become stuck in the environment near Dehengen's Cottage.
- Enemy loot will no longer disappear if the player killed Ygwulf and the assassins in the Cistern, saved their game, and then reloaded that save.
- Ambassador Hylgard can no longer die from drowning in The Strangleroot while following the player, which was preventing him from appearing at the embassy in Paradis.
- The player will no longer be blocked from finishing Ancient Soil if Fior mes Iverno becomes inaccessible.
Visual & Art Fixes
- Godless chests and sarcophagi now have currency in their loot lists.
- Upgrade materials (metal, wood, leather) are now more consistently available across stores in each region.
- Upgrade materials now properly refresh when store stock updates.
- Autosave frequency has been changed from 5 minutes to 10 minutes by default. (This can still be adjusted in player settings.)
- Autosave slots increased from 3 to 5.
- The ability Bleeding Cuts now applies Bleed Accumulation more reliably.
- Logging into Xbox Network on Steam no longer resets the player's selected language setting.
- Kai is now less likely to teleport inside a wall while using Leap of Daring.
- Companions now assist in combat more reliably.
User Interface (UI) & Controls
- Militia Guard patrolling Claviger's Landing now has the correct neck texture.
- Adjusted health bar position for the enemy Putrid Skeleton Wizard.
- Fixed jittering of player hair and armor when afflicted by Poison Accumulation.
- Reduced opacity of a water fountain inside Ondra's Temple.
Miscellaneous
- Expanded controller rebind options:
- Most controller inputs can now be rebound, except for UI Navigation, Pause Menu, and Ledger navigation.
- Companion abilities bound to the Quick Slot menu no longer become undone after reloading a save.
- Added new settings for controller users to adjust gamepad look acceleration strength and ramp-up time.
- Corrected typos in the Encumbrance tutorial and on the Compiling Shaders screen (now correctly states "a few minutes" instead of "a few moments").
- Launching Avowed with DirectX 11 is now disabled, as the game does not support it.
- Some players have been using a DirectX 11 launch parameter as a workaround for various crashes, performance problems, or compatibility concerns. However, this can introduce additional problems that we cannot troubleshoot or resolve, including unexpected visual or performance issues.
- If you're encountering startup crashes, we recommend updating your drivers, verifying your game files, or reaching out to our support team at support.obsidian.net for assistance.
That's why I've never actually completed Witcher 3 and a lot of other RPGs because of random shit like that. I can understand clear approaches to situations, even hinted approaches to solving something. This? You might as well roll a dice to decide.Arise thread! Finally about to get to the 4th area. I'm playing about an hour a night most nights. I'm grimacing at the idea that some random decision I made somewhere along the way is going to ruin the ending I want. Ever since the Witcher 3 gave me a bad ending for telling Ciri not to steal horses and that it's okay to be sad when a friend dies, RPGs like this leave me paranoid.
That's why I've never actually completed Witcher 3 and a lot of other RPGs because of random shit like that. I can understand clear approaches to situations, even hinted approaches to solving something. This? You might as well roll a dice to decide.
That's why i absolutely love decent RPG's, for me i don't care about the good or bad ending, its all about the journey and unique experience of the game.Ever since the Witcher 3 gave me a bad ending for telling Ciri not to steal horses and that it's okay to be sad when a friend dies, RPGs like this leave me paranoid.