The Outer Worlds 2 — Patch 1.1.0
Released: 3/3/2026, 7:25:20 PM
Source: https://store.steampowered.com/news/app/1449110/view/516361985249510435
Summary (AI)
Patch 1.1.0 for The Outer Worlds 2 resolves numerous crashes, quest progression issues, and AI behavior problems, including fixes for specific combat and interaction scenarios. Several quest-related bugs have been addressed, such as door locking issues, quest trigger failures, and companion quest progression. The update also improves performance and resolves audio and visual glitches across multiple locations like Paradise Island, Cloister, and the Undisputed Claim. Quality-of-life enhancements cover UI consistency, inventory management, and companion behavior during combat and exploration. Additionally, the patch includes fixes for out-of-bounds exploits, collision issues, and various scripting and animation improvements.
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- Bradford no longer attacks when in combat at Fort Endurance.
- 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.
- 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.
- Improved Marisol and Niles position in The Incognito's Crew Quarter to prevent the player from getting stuck.
- 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.
- 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.
- Tactical Trajectile Defense Helmet no longer blocks shots in third person.
- 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.
- Minor scripting improvements to prevent Inez from mentioning quest information that is not relevant to the current quest.
- 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.
- 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.
- 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.
- 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.
- 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.
- Invocation of Inconclusive Innocence no longer advances incorrectly during Pinching the Pupa.
- Fix for dead NPCs blocking doors.
- 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.
- Corbin will no longer perform strange movement after defeating Montelli.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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).
- Improved animation blending for Ursopod during their mantle parkour.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Inez’s graft should no longer reset after transferring saves.
- Using Steal All while pickpocketing will no longer loot hidden items from the target's inventory.
- 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.
- The player's facial hair will no longer disappear when wearing certain helmets.
- 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.
- Made improvements to the railings in Westport.
- 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.
- 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.
- Audio log playback progress bars now consistently show the correct amount of progress.
- Electrocuted status for companions now displays a properly formatted text string.
- (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) 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.
- 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.
- 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.
- Addressed gaps in geometry that previously allowed players to see out of bounds of the Archive.
- Removed a floating object in Winter's Grasp.
- Moved a beam to prevent clipping.
- Improved collision precision on Cloister's overlands.
- 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.
- Improved collision in the Algid Menagerie.
- Removed a visible seam in the road to Sentinel HQ.
- Removed floating grass clumps on Cloister's overlands.
- Cleaned up gaps in the landscape of Cloister's overlands.
- Moved a verachnid corpse to prevent clipping.
- 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).
- 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.
- 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.
- Minor quality improvements for locomotion stops.
- The player screen should no longer flicker at the beginning of the messenger conversation in Paradise Island.
- The player will no longer briefly mime holding a weapon after entering the player ship.
- Corrected normals on the generic clothing outfit for body type 2.
- Corrected missing geometry on some Sub Rosa armors for body type 2.
- 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.
- Releasing the Transfer All input will no longer transfer the currently viewed item.
- 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.
- Dropping and junking of Companion Upgrade Kits has been removed.
- 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.
- 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.
- Deleting all saves from the current playthrough will no longer hide a second playthrough's saves.
- 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 the quest journal is opened, quest addendums will now be initialized correctly.
- 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 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.
- Junking and unjunking items will no longer triggert Item Gained notifications.
- Prevented circumstances that lead to mechs saying “Mobility Interrupted” indefinitely.
- Cancelling the Autodoc animation now also cancels the audio.
- Exiting the end cinematic early now properly cancels end cinematic audio.
- 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.
