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Farm To Table Movement

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Farm To Table Movement
What is Farm To Table Movement?

The Farm to Table Movement is a culinary and social movement that emphasizes sourcing food directly from local farms and producers, promoting fresh, seasonal, and sustainable ingredients in restaurants and homes.

Treendly Index Treendly Forecast Google YouTube
MOM: -70%
How much search volume does it get?
Google searches
260/mo

Is Farm To Table Movement trending?

Yes. Farm To Table Movement growing with a month-over-month change of 0.06% over the past 5 years, with approximately 260 monthly searches.


Why is Farm To Table Movement trending?

1
Supports Local Economies
By purchasing food directly from local farmers, consumers help to strengthen local economies and support small-scale agriculture, which can lead to more sustainable farming practices.
2
Promotes Freshness and Quality
Farm to table food is often fresher and of higher quality than mass-produced alternatives, as it is harvested at peak ripeness and delivered directly to consumers, enhancing flavor and nutritional value.
3
Encourages Sustainable Practices
The movement advocates for sustainable farming practices that are environmentally friendly, reducing the carbon footprint associated with transporting food long distances and promoting biodiversity.
4
Enhances Community Connections
Farm to table fosters a sense of community by connecting consumers with local farmers and producers, creating relationships that enhance the understanding of food sources and agricultural practices.
5
Increases Awareness of Food Origins
The movement raises awareness about where food comes from, encouraging consumers to make informed choices about their food and its impact on health, the environment, and local economies.

What are people saying?

45 threads
AI Insights Mixed sentiment
Discussions around the Farm to Table movement focus on its significance in promoting local agriculture and sustainability, with participants sharing personal experiences and insights. There is a blend of enthusiasm for the movement's benefits and concerns about its challenges.
Local Sourcing
Participants emphasize the importance of sourcing food from local farms to support the community and reduce carbon footprints.
Health Benefits
Many discuss the health advantages of consuming fresh, organic produce as part of the farm to table philosophy.
Sustainability Challenges
There are concerns about the sustainability of farming practices and the challenges faced by local farmers.
Economic Impact
Conversations include the economic implications of the movement, including the potential for job creation in local farming.
Consumer Awareness
The need for greater consumer awareness regarding food sourcing and the benefits of supporting local farms is a recurring theme.
Common questions
  • What are the key benefits of the farm to table movement?
  • How can consumers support local farmers?
  • What challenges do farmers face in the farm to table movement?
  • Are there any specific health benefits associated with farm to table foods?
  • How does the farm to table movement impact local economies?
Pain points
  • High costs of local produce compared to supermarket options
  • Limited availability of certain foods seasonally
  • Challenges in finding reliable local farms
  • Concerns about the scalability of local farming
  • Lack of consumer awareness and education on the movement
forums.spacebattles.com
RE:To Kill a Child
... walking back towards Wellen." Their movement alerted the partially hidden tribal... see his eyes tracking her movement. Without saying anything Brosco went... simply wasn't enough land to farm and grow animals in most... from the candle on the table. The shadows flickering on his ... and set it on the table, unwrapping it from his pocket ...
Chronicler Zarcen · May 28, 2026
github.com
RE:Optimizing Cross-Platform Web Layouts and Handling Dynamic Text Overflow / Domain Handshake Drops on Landing Pages
... Automation Systems (Auto Farm, Fast Attack, Mob Aura) Movement & Teleportation Systems... game scripting features (like Auto Farm, Auto Collect, Auto Hatch, ... mobile devices without hurting responsiveness? Table Column Distortion and Overflow Shifting... The specifications table (.spec-table) completely loses its alignment... OpenGL ES 3.0), the table cell widths shift randomly based ...
Muhammad-Ali14310 · May 25, 2026
forums.civfanatics.com
RE:AdvCiv-SAS (Simple Advanced Strategy)
..., reset camera position/auto-rotation movement) without having to exit ...Military Advisor's Battles table and Info Screen's Timeline table. This especially... (e.g., building a farm, replacing it with a cottage...it again with a farm would be Current 1 farm, not total built... and add a fallback table showing required wonders (as of... many others. Sortable icon-only table cells: for actual image-icon cells ...
C · May 24, 2026
forums.spacebattles.com
RE:DIE FOR PEACE: A Peacemaker | Luther Strode Fanfiction
.... "Is it near the farm?" Cleo asked. The rat turned ... through the scrub. The farm fence showed in pieces between .... After ten minutes, the farm had vanished behind palmettos and ...until he bent over the table. This was a prison with ...the same. Cleo knew that movement. She had seen animals do ... the ditch near the farm. The others stayed in the ...strip of scrub with the farm boundary ahead, the wire fence ...
Raven Aelwood · May 24, 2026
www.styleforum.net
RE:Jacques Marie Mage - Wolves, Obnoxious Acetate and The American Dream
... marginal, *******ed by sweet, domestic "table wines" made from Delaware and... of Japanese natural wine—a movement deeply influenced by Masanobu Fukuoka's..., creating oxidative, umami-driven bottles. Ichikawa Farm(Yamanashi) dry-farms 100-year-old Koshu vines ...
A · May 24, 2026
forums.spacebattles.com
RE:Greg Veder: The Quiet Roar
...irritation. He picked his corner table—back to the wall, facing...him like a hostile server farm humming with corrupted data, ... clean organization: threats, angles, movement options, escape routes. All of...Car at the curb → no movement inside. Wind pattern → shifting toward...Turn. One step back. The movement felt necessary—vital. Like his ...to predict tiny shifts in movement without thinking. It had felt ...
D · May 21, 2026
r/AIEnhancedCooking
Farm to Table: The Localvore Movement and Its Benefits.
https://preview.redd.it/sacpkppk6b3h1.jpg?width=1024&format=pjpg&auto=webp&s=d25bf97a6e7f519c6428b2d732b10826dfa0469e Source: https://www.recipe2kitchen.com/blog/farm-to-table-the-localvore-movement-and-its-benefits Farm to Table: The Localvore Movement and Its Benefits. May 27, 2026 Recipe2Kitchen Team Farm to Table: The Localvore Movement and Its Benefits. May 27, 2026 Recipe2Kitchen Team Imagine, for a moment, biting into a tomato that actually tastes like sunshine and summer earth. It is heavy, warm from the sun, and its juices run down your chin with a complex, sweet, and slightly acidic depth that no supermarket fruit could ever replicate. We have all experienced that hollow, watery sensation of a grocery store tomato—a pale, mealy orb that seems to have traveled thousands of miles in a refrigerated truck, losing its soul somewhere over a mountain range or a desert highway. This is precisely where the localvore movement begins. It is not just about where our food comes from; it is about reclaiming the profound connection between the soil, the season, and our dinner plates. The farm-to-table philosophy is often draped in high-end culinary prestige, appearing on the menus of expensive bistros with minimalist decor. However, at its heart, this movement is incredibly democratic. It is a way of living that prioritizes freshness, community resilience, and ecological mindfulness. When we choose to eat locally, we are participating in a delicious rebellion against the homogenized, flavorless landscape of industrial agriculture. We are choosing vibrancy over convenience, and biodiversity over uniformity. The Sensory and Nutritional Renaissance When we discuss the benefits of localvore eating, the most immediate impact is felt on the palate. The primary reason grocery store produce often lacks flavor is because it has been bred for durability rather than taste. To survive a cross-country journey in a shipping container, a cucumber must be hardy, thick-skinned, and resistant to bruising. Unfortunately, the genes responsible for that toughness are often at odds with the genes responsible for aromatic complexity and sugar content. Local produce, conversely, is harvested at the peak of physiological ripeness. When a farmer picks a peach and delivers it to a market just miles away, that fruit still contains the volatile compounds—the scents and esters—that create its unique aroma. We get to experience the "peak" rather than the "post-peak." This isn't just about luxury; it is about nutrition. Nutrient degradation is a silent thief in our kitchens. Many vitamins, particularly Vitamin C and certain B vitamins, begin to break down the moment a vegetable is harvested. The longer the interval between the field and the fork, the more nutritional value we lose. By shortening the supply chain, we ensure that the antioxidants and essential minerals we rely on are as potent as possible. We are essentially consuming "living" food rather than mere sustenance. Environmental Stewardship Through Reduced Food Miles We often hear the term "food miles" used in discussions about climate change, but what does it truly mean for our kitchens? Every piece of produce that travels across oceans or continents carries a heavy carbon footprint. This includes the fuel for transportation, the energy required for massive refrigeration units, and the immense amount of plastic packaging used to prevent spoitable items from bruising. By embracing localvore principles, we are actively participating in a reduction of this environmental burden. When we buy from a nearby orchard, we eliminate much of that heavy-duty logistics chain. Furthermore, small-scale local farmers are often more likely to utilize regenerative practices. These methods focus on building healthy soil biology, which helps sequester carbon from the atmosphere. Supporting local growers also fosters biodiversity. Industrial agriculture thrives on monocultures—vast stretches of land dedicated to a single, genetically identical crop. This is incredibly fragile and lacks ecological resilience. Local farmers, however, often grow heirloom varieties—ancient types of vegetables that have been passed down through generations. These varieties might be more delicate or harder to ship, but they offer a kaleidoscope of colors, textures, and flavors that keep our agricultural ecosystem diverse and robust. Strengthening the Economic Fabric of Our Communities There is a powerful economic multiplier effect that occurs when we spend our hard-earned money at a local farmers market rather than a global retail chain. When we purchase a jar of honey from a neighbor or a crate of eggs from a nearby farm, that money stays within our local ecosystem. The farmer uses those funds to pay a local mechanic, buy seed from a local supplier, or perhaps hire a local teenager to help with the harvest. This cycle creates a more resilient community. It helps maintain the agricultural heritage of our regions and prevents small family farms from being swallowed up by corporate conglomerates. When we invest in our local food system, we are essentially investing in the stability and character of our own neighborhoods. We are helping to ensure that the beautiful landscapes surrounding us remain productive and inhabited by people who care deeply about the land. Navigating Your Local Food Landscape Becoming a localvore does not require an immediate overhaul of your entire lifestyle. It is a journey of incremental discoveries. For many of us, the first step is simply identifying where these resources are located. • The Weekly Farmers Market: This is the heartbeat of the movement. These markets provide a direct line to growers and allow us to engage in the beautiful tradition of talking to the people who grew our food. We can ask about soil health, how they managed pests, or which variety of kale is currently the sweetest. The Weekly Farmers Market: • Community Supported Agriculture (CSA): A CSA is essentially a subscription to a farm. In the spring, we pay a set fee, and in return, we receive a regular box of whatever is in season. This is an incredible way to experience the true rhythm of the seasons. It can be challenging when you receive a sudden influx of radishes or beets, but it also serves as a culinary prompt to expand our repercussion. Community Supported Agriculture (CSA): • Roadside Stands and Farm Gates: Depending on where we live, some of the most delicious treasures are found on the side of the road during summer months. These often represent the most direct, low-intervention way to acquire produce. Roadside Stands and Farm Gates: • Local Butcher Shops and Creameries: The movement extends far beyond vegetables. Seeking out locally raised meats and artisanal cheeses brings a level of transparency and quality to our protein sources that is simply unmatched. Local Butcher Shops and Creameries: Mastering the Art of Seasonal Cooking Transitioning to a localvore lifestyle requires a shift in how we approach our kitchen repertoire. We can no longer rely on the same ingredients being available year-round with ease. Instead, we must learn to dance with the seasons. This requires us to become more adaptable and perhaps a bit more experimental with our cooking techniques. One of the most vital skills for any seasonal cook is the ability to manage "the glut." Every year, there comes a moment in mid-summer when every single person you know seems to have an overwhelming surplus of zucchini or cucumbers. Rather than letting this abundance go to waste, we can use it as an opportunity to practice preservation. The Art of Quick Pickling Quick pickling (or refrigerator pickling) is a magical way to extend the life of seasonal vegetables while adding a bright, acidic punch to our meals. Unlike traditional canning, which requires heavy-duty equipment and strict safety protocols, quick pickling is approachable and incredibly fast. To start, we simply need a base of vinegar (apple cider, white, or rice vinegar all work beautifully), water, salt, and a touch of sugar. We can slice up cucumbers, red onions, carrots, or even radishes into thin rounds. By submerging these in a hot brine, we transform them into something tangy and crisp. To elevate this technique, try adding aromatics: • Whole peppercorns and mustard seeds for a savory depth. • Fresh dill sprigs for that classic cucumber pickle aroma. • A slice of fresh ginger or a clove of smashed garlic to add heat and complexity. • Star anise or cinnamon sticks for a more experimental, slightly spiced profile. Preserving the Harvest Through Fermentation If quick pickling is a sprint, fermentation is a marathon. Fermentation is an ancient method of preservation that uses beneficial bacteria (like Lactobacillus) to transform food. This process not only preserves the vegetables but also creates probiotic-rich foods that are wonderful for our gut health. Cabbage is perhaps the most iconic candidate for this. By shredding cabbage, salting it heavily, and pressing it down into a jar until it is submerged in its own brine, we create sauerkraut. The magic happens in the dark, cool corners of our pantry. Over several weeks, the bacteria consume the natural sugars in the cabbage, producing lactic acid which acts as a preservative. The Power of Dehydration and Freezing For those of us who may not be ready to dive into the complexities of fermentation, freezing and dehydrating are excellent entry points. When we see a mountain of berries or stone fruits at the end of summer, blanching them briefly and then freezing them is a simple way to ensure we have "summer" available in our smoothies during the bleak months of January. Similarly, dehydrating herbs like basil, oregano, or thyme allows us to capture their essential oils. While they may never quite match the punch of fresh leaves, they become invaluable components of our spice blends and stews during the winter. Cultivating a Seasonal Mindset in Every Meal The true beauty of being a localvore lies in the mental shift it encourages. We begin to view the grocery list not as a static document, of items we expect to find at any time, but as a dynamic reflection of what the earth is currently offering us. This fosters a sense of presence and mindfulness. When we cook with seasonal ingredients, our recipes naturally become more streamlined. A summer salad made of ripe tomatoes, fresh basil, and local mozzarella doesn't need a complex dressing; it only needs a drizzle of high-quality olive oil and a pinch of sea salt to shine. The ingredients are doing the heavy lifting for us. As we embrace this lifestyle, we also learn to respect the limitations of nature. There is a certain humility in accepting that we cannot have strawberries in December or corn in March. This acceptance brings us closer to the natural cycles of life and death, growth and dormancy. It teaches us patience and encourages us to find joy in the subtle changes of the landscape around our homes. Adopting a localvore lifestyle is much more than a culinary trend; it is an invitation to reconnect with the world around us. By prioritizing local ingredients, we are making intentional choices that nourish our bodies with superior nutrients, delight our senses with unparalleled flavors, and support the ecological and economic health of our communities. It may feel daunting at first to navigate a farmers market without a preconceived list or to figure out what to do with a surplus of summer squash. However, the rewards are found in the small, delicious victories: the perfect crunch of a quick-pickled radish, the richness of an heirloom tomato, and the satisfaction of knowing that our dinner has contributed positively to the world beyond our kitchen window. We don't need to be master fermenters or professional farmers to make a difference; we only need to start with the next meal we prepare. submitted by /u/recipe2kitchen to r/AIEnhancedCooking [link] [comments]
recipe2kitchen · May 25, 2026
r/FarmToTable
Farm-to-table dinner in Wisconsin sourced entirely from local organic farms
The menu at this week’s Earth Dinner in Wisconsin featured watercress soup, focaccia, porchetta, ravioli al uovo, vegetables, libations, and rhubarb semifreddo, all sourced from regional organic farms. George Siemon, who helped write the first organic standards, and natural foods movement pioneer Theresa Marquez joined farmers and guests to highlight the connection between local food, organic agriculture, and community. submitted by /u/organicvalley to r/FarmToTable [link] [comments]
organicvalley · May 22, 2026
r/2007scape
Maxed GM. Long Rambling Quitting Post.
Hello, my name is Dirtydavi. I recently maxed and I am a GM. Unfortunately, it is my time to quit and I care enough about the game to give an in depth review to the team. So, here is my unhinged rambling.There is no way when unsubscribing to give detailed reasons why you are quitting. OSRS is the best game on the market right now. The simplicity in the combat allows skill expression to really show(You are closer to me, than I am to Port) without making content impossible with a newer player in your group. The best content in the game is Duo Tob, Solo Cox, and the Inferno. My first inferno cape is one of my favourite achievements. Varlamore has been very good for the mid game. It is almost always the correct choice to skill in that area once you reach it. The main reason I am quitting is I only have Cox left to do on my GIM and resetting the raid for the fun version of the raid sucks butt. This combined with a lot of issues with recent releases falling short has left me frustrated with the direction of the game. NFL Tight End Chig Okonkwo had a quote about how applying our skills on OSRS to real life that stuck with me. With the company I work for losing $1 Billion dollars and inflation outpacing wage growth it’s time for me to go back to school and this is a wonderful excuse to get my writing skills back up to par. I imagine I will be back for Raids 4 but I have doubts that it will live up to the hype. The mods have a tough job now with how skilled most players are and how fast information is solved and shared. How the raid feels is much more important than how hard it is. Regular Tob is much more fun than HMT. --Cox Solo Cox is the best content in the game. Due to my skill level the only thing I enjoy doing is speed run no prep layouts. These layouts are ~17min raids for me on average. The downside is it takes ~5mins to find one of the raids that's acceptable, not even the preferred raid. With Cox having so many uniques and a low weight, you end up with just shy of 1 in 1k for a mega rare and needing about 80 purples to expect green(I believe LGR math). So, a quarter of the very long grind is spent resetting the raid for the fun one. The best way to get purples is mega scales which are a bastardized version of the raid. They talked about adding better raid setups but only added the baby cm. The baby cm sucks. Go do regular vanguards and see how many times you accidentally max a shadow hit and reset them instantly. CMs suck they were only done because people wanted a consistent layout and kits/dust/capes. Scaling boss defense and damage is not “challenging”. If they reduced the prayer scroll drop rate they would be worth the pain. Why can the good solo player not have a preferred/fun raid setup without having to reset through “unknown” raids when the best way to complete the content is to chin and barrage stacks of scaled shamans and mystics? –Yama Yama is a very good boss that gets extremely boring after 200 kills. When going for full oathplate on my gim I did not leave the middle 2 glyphs and played my main while my teammate handled the glyphs. The horn is a great addition to the game. I thought oathplate was going to be slash Inquisitor, having no negatives and decent defense makes the gear overpowered for a rather easy boss. I am very thankful for the dry protection. Since we were so bored doing this we discovered a VERY important bug with loot not spawning when you kill Yama from the entrance side of the room. My partner got the loot message for 6 oathplate shards and they never showed up, thankfully it wasn’t an actual drop. Still infuriating. Reported it through the in game system. Trudged through the ai slop bot to talk to a mod about LOOT NOT SHOWING UP in the KILL BOSS FOR LOOT GAME but the mods on that side of customer service have no power of any kind. The loot not showing up shows the boss wasn’t tested appropriately at all. Mod didn’t get so bored they started killing Yama from the entrance. –Doom A good boss designed for high end players that is riddled with inconsistencies and better off done 1-7 spamming instead of deep delving. I have 1278 deep delves on my gim with rune arrows and no tbow. The common loot is laughable when considering the difficulty of the content. Congratulations, you completed delve 20! Please enjoy less earth runes than a pack from the store. This makes the decision to delve deeper always correct. I have been in many scenarios where I am delve 16+ and have 20hp with no food and it is correct to continue for the chance at a rare drop. You are unable to consistently solve deep delves without abusing the “rock block” technique because they don’t spawn enough boulders every time. The timing on the dirty bubble is inconsistent for when you need to hit it and how fast it paths. The slam phase is incredibly inconsistent with what tiles are safe behind rocks. The diagonal tile is safe, until it's not. Being 4 tiles behind the rock is safe, until it's not. If you are out of range for the slam animation you shouldn’t get hit either. There is a game breaking pathing bug involving the 2x boulders that never got patched. If the first boulder drops anywhere in your path you stop moving once reaching the boulder instead of running around it. This kills you when you need to flick 2x boulders while following a dirty bubble when you clicked into proper spots. I had so many kc because I was unfortunate enough to receive 8 cloths before 2 ayaks. Having to farm 5 zenytes to drop trade this to my main is bad design, the only correct option is to complain enough and hope it gets changed in 2 years. –TOA Invocations ruin good content. They offer an illusion of choice once you get to a certain skill level. The fixes were quite good, especially Baba. The puzzle rooms offer no unique experience and should be a 50 point invocation allowing you to remove them. They have been solved by a plugin since like the 2nd week. In a 500 invo I was killed by a warden in p2 when I made no mistakes after healing with the keris before I got 50 spec back. Horribly designed phase. –Colo Sol is one of the best fights in the game. Feels like a boxing match where you fight for the centre and don’t let your opponent get you on the wall. Unfortunately, it is ruined by the invocations. Illusion of choice again, there is always a best option. Roguelikes are not for me in general but they usually offer a buff instead of only negatives. Rolling 3 unusable invos and now you have to leave feels bad. RED FLAG DOES NOT WORK AS STATED. The way it is worded the minotaur should move around other mobs to get to you. In reality it makes the minotaur stackable like you are barraging. The other mobs should not walk through the minotaur when this is selected. –Refusal to calculate Some of my main issues over the last year or so have been calculation misses by the Mod team. I am sympathetic as it’s not as easy as I will make it out to be. But, it needs to be much better. I remember using a spreadsheet calculator back before we had Gearscape. The company making the game should have a correct calc(short for calculator). They completely whiffed on sailing calcs. The theoretical exp per hour on the crystal extractor was laughable and not even a correct use for it(Farming). MolgoatKirby (the goat) will tell you he has a 1/x chance at getting world records with perfect play. The mod team will fix sailing combat by making it worse. The Yama drop rate was nerfed because players were killing it faster than expected on release before people even discovered donofly. How was their expected kill time far off enough to justify a nerf that fast? Yama contracts were literally impossible on release! They are either not calcing, failing to test their calcs, or incapable of using the calc to design the content. This is much more difficult in reality. Like when you hear players say masori blowpipe is better than bowfa everywhere. Are you sure you’re not missing ticks on your 2 tick weapon? People thought the Fang was bad before release. –Bug abuse vs emergent gameplay, CAs Accepted bug abuse and high level OSRS go hand in hand. Tick eating, Red X, Infinite Prayer are all not designed parts of the game that are deemed acceptable. There is a very thin line between bug abuse and emergent gameplay. They are fine at large because they are either a pain in the ass or a form of skill expression and should not affect boss design. It should never have been included in combat achievements made by the mods and they should be ashamed it’s still included. The acceptance of these allows them to ship content that is not tested and will be not fixed once people find a solution to bad design. For example: Pre fix Baba, Rock block at Doom, Step under at moons, Resetting Nex, Flame skipping Hydra, Red X Bandos. All of these are unintended player solutions to bad design. While on the topic of bad combat achievements, any perfect kill that requires another player is garbage. This leads to a market for people selling/buying carries because most people do not want to do these annoying tasks, especially once they have already completed them. Perfect Akkha is impossible(I think) without one person staircasing the memory puzzle(BUG). Perfect Tob was my last task for GM for about 8 months before I could convince my awesome friends to help me. We one and doned it. The strategy for Nylo room in perfect tob is to use a plugin to remove the option to attack certain Nylos. This is the strategy because when you left click attack and the Nylo switches, you will stop attacking. However, if you right click attack and the Nylo switches, you will still attack and fail the task. This is certainly a game breaking plugin as the room is designed to recoil you when you attack the wrong colour. As a GM, I would have no issue with these being reverted to single player tasks, even in a group setting. –Moons Having everything in one area is really cool. The gear is all awesome. That is the end of the nice things I have to say. Defense first design is bad to teach new players as it is not used anywhere else. Defense is more important than people will tell you but it’s not the design pretty much anywhere else. The curse mechanic is not mentioned anywhere and snowballs to feel awful. Blood Moon is the worst boss in the entire game. Complete and utter nonsense. It heals more, the more it hits you. It heals more than you hit. It heals more than Verzik and Olm who have counterplay. This content was not tested by someone on an account in barrows at base 75 stats. Why does hitting the jaguars not do damage? –Sailing Sailing around the sea and having everything be relatively clean was nice. Charting other than the troll stuff was pretty fun. The fish are really good. That is the end of nice things to say about sailing. OSRS has amazing movement and they added an entirely different way to move that is worse. Enough has been said about ship combat already. It was an insane blunder to have weapons not work properly while at sea, and to have creatures have outsized HP pools as well. Inconsistencies when picking up crates while doing barracuda trials was maddening. –Random gripes -They could solve a lot of problems if someone tested content to expected completion. I don’t think someone doing 300 moons at base 75 or whisperer/levi 800 times would say that they are fun. -Adding the minigame teleport to all spellbooks and moving everything is incredibly tilting. It’s understandable when it's a new teleport like Fortis. You did not give us an option to remove it and it is so jank runelite can’t get rid of it. -Consistently need a plugin to fix bad UI. -I spent hours putting together a hunter rumour blocklist and it was reset without warning by the first guy. Bad Design. Back to Herbi, Pookie -The customer service was better when it literally didn’t exist. There was no hope you would talk to a person with any power to fix things. -Atlatl fletching was such an incredible let down. You do not receive anywhere near the amount of darts you need to progress in the game from green logging moons. It is a 3 tick weapon and by far the best option in the mid game. You use it everywhere until bowfa and blowpipe. It is multiple times faster to just run moons than to fletch the darts. -Moonlight moths are also an incredible let down for mid game players. Prayer pots are tough to come by in the mid game on an iron and this really doesn’t fill in the gap in a meaningful way. Especially with no exp for mixing them into 2 doses. -Buying runes on an iron. Why can I not put an order for 100k Soul Runes at max price? Baba Yaga could figure it out. -Amethyst should be at like 80 mining -DT2 boss drops are abysmal. This has been beat to death but it was not addressed in the fix. Chromium ingots are the most puzzling inclusion to a drop table in recent memory. The rings are luck protected, not dry protected. -Untradeable dupes/drops are incredibly lame. Signed the guy with 5 cloths on his iron and 3 axe heads from Vardorvis on his main. -I should not have to hide thralls to see raid mechanics. -PvP information imbalance is part of why the wilderness sucks. If a person has made their character invisible and can now see my gear and weapon when stacked I am at a severe disadvantage. -Skulled players should not be allowed to logout in the wilderness to prevent ragging. -Freezes should have diminishing returns on players -I am good enough that only real demons or horseshoes can kill me in the wild. But the inventory limit makes it so fighting back is not worth it. You need to punish the attacking player more if you want the wilderness to feel fair to the mouse. –Conclusion This is my way too long insane rambling about the issues I have been having with the best game in the world and this is unfortunately the only way to get a mod to see anything. If you are looking to get better at the game you need to accept dying. All the GMs have died more than you. Play on a smaller window size. Turn 117 off, The original art is amazing. Watch how good players move, a good tobber will correctly run the sote maze even when a learner is the one running the top. STOP SPAM CLICKING! Put the graceful away and skill in cool gear. I have belief the mods can figure things out. While I am optimistic, I have my doubts for raids 4. I will see you then. submitted by /u/Dirtydavi2 to r/2007scape [link] [comments]
Dirtydavi2 · May 7, 2026
r/deadbydaylight
9.5.0 | All-Kill: Comeback
https://preview.redd.it/5lm6r6rn6mpg1.jpg?width=1920&format=pjpg&auto=webp&s=a7f1251a305acf0fbde7e5ee34cde65a042698ac Content NEW MAP: TRICKSTER'S DELUSION The Sleepless District will be the new Realm NEW SURVIVOR: KWON TAE-YOUNG New Survivor Perks: Flow State Whenever a generator is completed, earn 1 token, up to 5. For each token: You bless and cleanse Totems 8/9/10% faster. You heal 8/9/10% faster. You unhook Survivors 8/9/10% faster. A Place For Us While healing another Survivor, you both gain Elusive. Whenever you finish healing The Obsession, you both gain Elusive for 20/25/30s. When the trial starts, you are less likely to be the Obsession. Five Moves Ahead While you are in the Killer's Terror radius or chased by the Killer: You see the Auras of the 5 closest Pallets and Windows. After you drop a Pallet, you start moving 50% earlier. Whenever you drop a Pallet, cooldown: 40/35/30s. Gameplay Features Killer Updates Killer Update - The Trickster Summary The Trickster now gains Style Points by throwing Blades, injuring Survivors and performing distinct gameplay actions back-to-back The Trickster goes up in Style Ranks by earning Style Points. Each Style Rank improves The Trickster's Blade throw rate and Locker Restocking speed. Main Event can now only be activated once reaching the highest Style Rank. Style Points and Style Ranks are tracked via a new user interface element custom-made for The Trickster. Basekit The Trickster's movement speed decreased to 4.4m/s (was 4.6 m/s). Blade count decreased to 36 (was 44). Decreased Terror Radius to 24m (was 32m). Decreased time to enter Throw State to 0.3s (was 0.35s). Decreased time to exit Throw State to 1.15s (was 1.25s). Increased time between Blade throws to 0.33s (was 0.3s). Decreased base Throw State movement speed to 3.86m/s (was 3.68m/s). After 5 consecutive Blade throws, Throw State movement speed is decreased to 3.53 m/s. After 10 consecutive Blade throws, Throw State movement speed is decreased to 3.16 m/s. Increase Blade throw rate per Blade thrown: After 5 consecutive Blade throws, the throw rate increased by 50%. After 10 consecutive Blade throws, the throw rate is increased by 100%. Laceration Laceration now only counted using whole numbers (previously decayed into decimals). Laceration Meter decreased to 6 (was 8). Laceration Meter decay delay decreased to 12s (was 15s). Increase Laceration stack decay time to 4.4s (was 3s). Laceration visual feedback updated. Now displayed on the Survivor directly, for both Survivors and Killer. Laceration cuts removed from Survivors' user interface. Style Points The Trickster performing combo actions generates Style Points. A combo action is triggered when two back-to-back gameplay actions are distinct. The following actions generate 1 Style Point: Hitting a Survivor with a Blade (first-hit only). Injuring a Survivor (from Laceration or basic-attack). Hooking a Survivor. Basic-breaking a Downed Pallet. Basic-breaking a Breakable Wall. Damaging a Generator. Snuffing a Boon Totem. The following actions generate 2 Style Points: Hitting a Survivor with 4 Blades from at least 4m (without missing or exiting the Throw State). Hitting a Survivor with a Blade from more than 16m away. Interrupting a Survivor. The following actions generate 3 Style Points: Hitting a Survivor with a Blade through small gaps. Style Ranks There are 6 Style Ranks: E, D, C, B, A and S-Rank. Style Ranks each have their respective bonus maximum throw rate and Locker restocking speed modifiers. Higher bonuses at higher ranks. Higher Style Ranks require more Style Points to reach. Higher Style Ranks feature progressively shorter combo timers. Ranks regress to previous in order if combo timer ever lapses. Earning Style Points refreshes the current Style Rank's combo timer. Style Rank combo timers are paused while The Trickster is performing interactions with Survivors or interactable objects. S-Rank When reaching of S-Rank Survivors within 44m of The Trickster are revealed via Killer Instinct for 4.4s. All Survivors are notified across the Trial. While in S-Rank: The Trickster gains a 44m Terror radius. Lullaby is disabled. Laceration Meters decay 50% slower. Blade throw and Locker restock speeds increased to maximum. Main Event can be activated. S-Rank has a 66s combo timer. S-Rank cannot be paused or refreshed (unlike lower Style Ranks). S-Rank always reverts to E-Rank (via timer, or once Main Event ends). Main Event Press the Secondary Ability button to activate Main Event Main Event lasts 10s (was 8s). Main Event movement speed set at 3.92 m/s. The Trickster throws Blades at at 1.67x the default Blade throw speed. Note: not affected by Consecutive Blade Throw and Style Rank Blade Throw modifiers. Survivors near The Trickster are notified. While performing Main Event: S-Rank timer is paused. Each Blade hitting Survivors awards bonus Style Points. The Trickster can cancel Main Even via the Secondary Ability button. When Main Event ends: The Trickster's Power goes on cooldown for 4s. S-Rank resets to E-Rank The Trickster goes up in Style Ranks over time, based on bonus Style Points earned during Main Event. The Trickster's Add-Ons Memento Blades (Rework) Displays a reticle while aiming with Blades. Trick Pouch Increases maximum carried Blades by 4. Start the Trial with 4 extra Blades. Killing Part Chords (Rework) Increases time before Style Ranks from D to A decay by 20%. Inferno Wires (Rework) Decreases Showstopper's cooldown after Main Event by 44%. Ji-Woon's Autograph (Rework) Increases the duration of Main Event by 44%. Lucky Blade (Rework) On every eighth Blade Hit, an additional bonus is assigned at random: Increases Throw Speed by 8% for 8 seconds. Gain 3% Haste for 3 seconds. Gain an additional Style Point. Caged Heart Shoes (Rework) When you basic-break Pallets and Breakable Walls or damage Generators, the next time you enter the Throw State, increase movement speed while in the Throw State by 5% for 10 seconds. Tequila Moonrock (Rework) Increases Throw Speed by 15% for 10 seconds after gaining a Style Rank. Bloody Boa (Rework) Decreases the speed at which Laceration decays by 25%. On Target Single (Rework) Increases time before Laceration starts decaying by 30%. Fizz-Spin Soda (Rework) Increases the number of Blade Throws required to slow movement speed while throwing by 2. Waiting for You Watch (Rework) Survivors whose Laceration Meter fully decays are revealed for 4 seconds. Ripper Brace (Rework) For each Style Rank, you basic-vault Windows, basic-break Pallets or Breakable Walls, and damage Generators 3% faster. Melodious Murder Increases Blade reload speed at lockers by 25%. Diamond Cufflinks Reveals Survivors' auras for 6 seconds when their Laceration reaches one Blade hit from maximum. Edge of Revival Album (Rework) Blade Hits from more than 20 meters away deal 100% more Laceration. Trick Blades (Rework) Blades can ricochet off the environment once. On every eighth Blade Hit after a ricochet, an additional bonus is assigned at random: Increases Laceration by 100%. Reveal Survivor auras within 12 meters for 4.4 seconds. Gain an additional Style Point. Cut Thru U Single (Rework) When reaching A-Rank, Survivors within 32 meters are revealed with Killer Instinct for 4.4 seconds. Death Throes Compilation (Rework) Refills Blades by 50% of the maximum when Main Event ends. Iridescent Photocard (Rework) Increases the duration of Main Event by 100%. When Main Event is activated: reveal your aura to all Survivors, all Survivors’ auras are revealed, and block all Generators for 6 seconds. The First Decreased 2nd phase of the Wordbreaker Timer from 60 seconds to 50 seconds. Killer Base Attack lunge speed adjusted from 6.6m/s to 6.9m/s to be on par with all Killers. The First's Add-Ons Bead Maze Now increases Worldbreaker Timer for 2.5 seconds for each living Survivor. Shattered Wrist Rocket Changed Common Rarity to Uncommon Rarity. Bloody Roller Skate Now Killer gains the Haste Effect for 1.5 seconds upon exiting Undergate Attack. Mid-Century Radio Changed Uncommon Rarity to Common Rarity. Forged Death Certificate Reworked for Each successful Worldbreaker Token placed on a Survivor via Vine Attack Undetectable Status Effect until the next Worldbreaker Mode activation. Rabbit Remains Changed Rare Rarity to Very Rare. Now give Exhausted status effect for 10 seconds, and increase the Upside Down Ability cooldown by 5 seconds. Broken Skateboard Reworked for When Worldbreaker Mode starts, you basic-vault windows 30% faster and auras of Pallets and Windows are revealed to you within 32 meters for the next 65 seconds. Pizza Goggles Changed Very Rare Rarity to Rare Rarity. Reworked for The Undergate Attack's area of effect range is reduced by 90%, and its cooldown time is shortened by 25 seconds. Your exit cooldown time after executing the Undergate Attack is reduced by 80%. Chess Piece Removed the negative aspect of increasing the Upside Down Ability cooldown and the two charges attack radius are now diminished by 40%. The Ghoul Adjusted Reticule stickiness on Survivor from 0.18 to 0.05 seconds when attempting a Kagune grabs. Killer can no longer automatically damages nearby Survivors following a Leap vault. Killer Actions Update Accompanying the new language found in the Perks Description Update (see below), we have expanded our distinction between basic and special actions performed by Killers. Starting in update 9.5.0, the following terms will now appear in Power, Add-on and Perk descriptions: Basic-break When a Pallet or Breakable Wall is broken by the default ability of any Killer. Special-break When a Downed Pallet or Breakable Wall is broken due to an ability granted by a Killer's Power. Basic-vault When a Window is vaulted by the default ability of any Killer. Special-vault When a Window or Downed Pallet is vaulted due to an ability granted by a Killer's Power. Damaging Generators When a Generator is damaged and loses progress due to the default ability of any Killer. Generator Explosions When a Generator loses progress due to an ability granted by a Killer's Power or Perk. With these new terms, we intend to express with increased accuracy when specific gameplay interactions are intended to work alongside one another. Notably Killer Powers and Killer Perks. Multiple gameplay descriptions. been updated to surface these new interactions. The following Killers' Power descriptions have been updated: Basic-break The Singularity Special-break The Shape The Hillbilly The Cannibal The Demogorgon The Oni The Blight The Nemesis The Knight The Dark Lord Special-vault The Legion The Mastermind The Good Guy The Ghoul The Krasue The following Killer Add-on descriptions have been updated: The Wraith - "The Serpent" - Soot The Wraith - "Shadow Dance" - White The Wraith - "Shadow Dance" - Blood The Hillbilly - Lo Pro Chains The Spirit - Kintsugi Teacup The Legion - Iridescent Button The Ghost Face - Olsen's Wallet The Demogorgon - Barb's Glasses The Executioner - Obsidian Goblet The Mastermind - Lab Photo The Knight - Pillaged Mead The Skull Merchant - Geographical Readout The Xenomorph - Self-Destruct Bolt The Good Guy - Hard Hat The Lich - Ring of Telekinesis The Lich - Vorpal Sword The Dark Lord - Pocket Watch The Dark Lord - Sylph Feather The Houndmaster - Gunpowder Tin The Ghoul - CCG ID Card The Ghoul - Red-headed Centipede The Ghoul - Iridescent Eye Patch The Animatronic - Endo CPU The Krasue - Rotten Swine The Krasue - Mysterious Elixir The First - Shattered Wrist Rocket The First - Stained Glass Mural The First - Broken Skateboard The First - Electroshock Collar The following Killer Perk descriptions have been updated: Brutal Strength Overcharge Fire-Up Bamboozle Pop Goes The Weasel Spirit Fury (now "destroys" pallets) Surge Trail of Torment Dragon's Grip Oppression Eruption Scourge Hook: Pain Resonance Call of Brine Dissolution (now "destroys" pallets) Superior Anatomy Nowhere to Hide Game Afoot THWACK! Machine Learning Unbound Unforeseen Undone Dark Arrogance Help Wanted Turn Back The Clock Hex: Hive Mind The following Survivor Perk descriptions have been updated: Alert Blast Mine Wiretap Chemical Trap Bada Bada Boom Survivor Item Update Fog Vial Reworked the Fog Cloud visual effect and rendering method. Opacity inside and outside its bounds is now consistent across all Realms. Always fully opaque when seen from the outside. Adapts to each Realm's unique lighting and color. The following essential Auras are now always displayed through the Fog Cloud: When a Survivor is downed. When a Survivor is hooked. Increased the number of charges to 4 (was 2) for the following items: Apprentice's Fog Vial Artisan's Fog Vial Vigo's Fog Vial Fog Vial Add-ons Potent Extract (Visceral): Increased Fog Cloud increased opacity bonus to 100% (was 5%). Note: the increased bonus opacity is relative to the new Fog Cloud visual effect. Survivor Perk Updates Better Together Plot Twist can no longer force this Perk's effect to activate out of the Survivor's control. Fast Track (Rework) Whenever another Survivor is hooked, you earn 1/2/3 Token(s), up to 9. While repairing, whenever you hit a great basic Skill Check, spend all Tokens. For each Token spent, the Generator gains 2 permanent Charges. Self-Preservation (Rework) When another Survivor is hooked, you gain Elusive for 20/25/30s. The icon has been updated to reflect this change Unbreakable Once per trial, while downed by the Killer, you can fully recover. While downed, you recover 25/30/35% faster. Note: now only grants the Survivor the ability to recover when the Killer was specifically responsible for them entering the downed state. Killer Perk Updates Forced Hesitation Plot Twist can no longer force this Perk's effect to activate out of the Killer's control. Genetic Limits Updated to apply the Exhausted status effect simultaneously when the health state loss is recognized on Survivors, not afterwards. Hex: Crowd Control (Rework) The first time a Survivor medium or fast-vaults a Window, a Dull Totem ignites. The last 4/5/6 Windows Survivors medium or fast-vault are blocked. You basic-vault blocked Windows 15% faster. You see the Auras of blocked Windows within 24m. Pop Goes The Weasel Whenever you hook a Survivor, for the next 35/40/45s, when you damage a Generator, it explodes and loses 15% more progress (was 20% current progress, now total progress-only). Terminus Updated to trigger earlier when Generators are completed to block healing abilities of Survivors occurring simultaneously. FEATURES Perks Description Update All Survivor and Killer Perk descriptions in the game have been updated and revised with simplified and consistent language. Aside from Perk updates above, Perk gameplay has not changed across the board. Our goals were the following: Shorten text and character usage. Ease Player understanding. Reset Perk language for easier future maintenance. To help achieve this, we have added Expanding Tooltips in the user interface: Status Effects can now be expanded separately to display reminders. Status Effects each feature unique colour labels, flagging them as positive or negative. Keybindings associated with a Perk's activated effect are now displayed within a Perk's text description. Examples: Dead Hard, Come And Get Me!, Dramaturgy, etc Auras Customization Auras colors have been updated Players can customize some auras' colors on Beta tab Survivors Killers Hooked/dying survivors Normal Hooks Generators Pallets Windows Store: Players can use a "Clear all" button to remove active notifications New Prestige Menu & Rewards System Added a new way to track and view your rewards when Prestiging your character. Simply clicking on your characters' Prestige level will let you access and track your progress New rewards given at Prestige 25, 50, 75 & 100 per character Bug Fixes Audio Fixed an issue where Haddie's 'Silent Breach' outfit does not have its Lobby theme playing when equipped. Fixed an issue where outfits in the 'Moonrise' collection are missing their Lobby Themes when equipped. Fixed an issue where Junji-Ito' Lobby theme is missing when using the 'Soichi's Party Clothes' outfit for the Trickster in Lobby. Fixed an issue where the generator repair dialog between the Walking Dead characters no longer trigger. Fixed an issue where SFX from the Furin add-on plays from Killer POV when phasing with the Spirit. Fixed an issue where Cage of atonement music is not working properly. Fixed an issue where missing final part of the Audio during a Mori with The Trickster. Fixed an issue where Rift Animations and SFX is repeated when pressing the Rift Pass Button. Fixed an issue where the Trickster's bat swinging SFX are inconsistent between the Camera Pan animation, his M1, and the idle lobby animation. Fixed an issue where the Trickster's Chase music will not return to default after unequipping either of the two special addons. Fixed an issue where some surfaces were playing a metallic sound instead of cloth when hit. Fixed an issue where several of the Trickster's customization outfits will play no sound effects from the weapon while loading into a lobby. Fixed an issue where there was an SFX that triggers every time the Survivors or the Killer enter or exit the radius of the Fog Vial. Fixed an issue where the Generators' progress SFX is missing in the Tutorials. Bot Improvements Fixed issues causing Survivor Bots to not dodge the intended direction. Improved Survivor Bots' dodging against The Trickster. Survivor Bots now have as much control as players when speared by The Deathslinger. Tentative fix for Survivor Bots sometimes automatically revealing Ghostface from anywhere. Survivor Bots are now smarter with what they interact with when playing against The Plague. Survivor Bots now no longer use Plot Twist when infected by The Plague or The Krasue. Survivor Bots will now avoid taunting and blocking the path of other Survivors during chases. Fixed multiple navigation issues in Ormond Lake Mine. Characters Fixed an issue where The Animatronic no longer holds the side of the screen when performing Lobby animation. Fixed an issue where The Animatronic's animation could break when pallet stunned while using Axe Grab on a Survivor. Fixed an issue where Remove Axe could allow Survivors to walk through The Animatronic in some instances. Fixed an issue where The Animatronic could display stretching issues when performing a lunge attack or passing through a security door. Fixed an issue where The Nemesis could hit Survivors with Tentacle Strike after they exited the trial. Fixed an issue where The Trapper could bypass trap placement areas by flicking. Fixed an issue where The Trapper's Bear Trap had inconsistent hitbox detection. Fixed an issue where The Trapper could place traps in inaccessible locations by FPS glitching. Fixed an issue where The Cannibal's power could break during state changes. Fixed an issue where The Shape was unable to Tombstone Mori a Survivor while Bardic Inspiration was being performed. Fixed an issue where The Shape could kill a Survivor during the self-unhook animation while Evil Incarnate was active. Fixed an issue where The Demogorgon would stutter when spamming M2. Fixed an issue where The Demogorgon’s animation would not play properly when channeling the Abyss. Fixed an issue where the Dire Crow could be missing from the Survivor POV during The Artist's mori. Fixed an issue where The Artist's Dire Crow's flight path did not behave consistently around small assets. Fixed an issue where The Blight's turn rate slows down when stunned by Head On. Fixed an issue where The Blight was unable to injure Survivors when performing a Lunge Attack and Rush at the same time. Fixed an issue where The Ghoul's Kagune Leap reticle would change colors when targeting an occupied locker. Fixed an issue where The Ghoul's Enrage Mode countdown continued when a Kagune Mark got cleansed while carrying a Survivor. Fixed an issue where Survivors who unhook themselves started generating Blood Orbs from The Oni immediately instead of 10 seconds after the unhook. Fixed an issue where The Good Guy's Slice & Dice did not always land the hit after releasing the button early. Fixed an issue where the external icon was missing when The Skull Merchant's add-on "Geographical Readout" was active. Fixed an issue where the Survivor Reveal distance was inconsistent between 15 and 32 meters against The Ghost Face. Fixed an issue where The Legion's power could break when blinded while vaulting. Fixed an issue where The Legion's power description incorrectly labelled the movement speed bonus from landing a Feral Slash hit as 0.2m/s. Fixed an issue where The Huntress' hatchets would inconsistently detect collision when attempting to hatchet throw through a window. Fixed an issue where The Krasue was unable to Intestinal Whip crouched Survivors on stairs. Fixed an issue where The First's Vine attack animation would frequently remain in the charged state after spamming Release Vine Attack. Fixed an issue where The First's Mind Break animation sometimes wouldn’t play properly for the Survivor. Fixed an issue where The First's Mind Break animation was missing when two or more Survivors were hit at the same time while the Mini-Mori requirements were met. Fixed an issue where The First became invisible from the Custom Game Spectator point of view after exiting the Upside Down. Fixed an issue where the mend action could not be executed when two or more Survivors were hit at the same time while the Mini-Mori requirements were met for The First. Fixed an issue where The Houndmaster would rubberband when walking after successfully grabbing a Survivor with the Chase ability. Fixed an issue where the application could crash for Survivors and the Killer after The Houndmaster hooked a Survivor. Fixed an issue where the camera could get stuck in Charlotte's or Victor's head, making it difficult to control The Twins. Fixed an issue where The Lich could rarely keep the movement speed of "Fly" when stunned at the same time as casting the spell. Fixed an issue where the flashlight beam would reappear after The Dark Lord changed to Bat From after being previously blinded by the flashlight and the Survivor crafted a Flash Bang. Fixed an issue where The Dark Lord's Hellfire pillar could be visually missing. Fixed an issue where, as Eleven, a texture stretching issue could be seen in the left armpit area of the outfit. Fixed an issue where Survivors could not remove the Reverse Bear Trap if they screamed at the end of a Jigsaw Box search. Fixed an issue where The Pig's HUD prompts change when falling from a ledge while crouched. Fixed an issue where some of The Dredge's Smoke is played over the Map Item light beam. Fixed an issue where generators, TV auras and out of world are visible while the Onryo projects to a TV. Fixed an issue where Survivors were unable to grab The Onryo's VHS Tape after crafting a Flashbang. Characters - The Mastermind Refactor done in the Virulent Bound power. This specifically tackles the desync issues found while using the power. Will also improve responsiveness for most of his power usage. As well changed how we detect a collision with other characters (Survivors, Killers, Zombies) while grabbing a Survivor. It will now properly detect the size of the character collision size. Fixed an issue where The Mastermind’s Virulent Bound could glide off a hill’s ledge when falling Fixed an issue where The Mastermind’s Virulent Bound Speed effect was displayed after vaulting and falling a ledge. Fixed an issue where Survivors were able to use their flashlight while being thrown with Virulent Bound by The Mastermind. Fixed an issue where The Mastermind could initiate a partial vault on a pallet near a hole while falling. Fixed an issue where The Mastermind could grab Survivors through vault locations when using Virulent Bound at a certain angle. Fixed an issue where The Mastermind would briefly float in the air when vaulting from a higher vantage point while using Virulent Bound. Fixed an issue where The Mastermind's supply crate could be climbed on when forcing collision with other players. Fixed an issue where the chase music would end after successfully hitting a healthy Survivor with the Virulent Bound as The Mastermind. Fixed an issue where Survivors could be stuck in rocks after being charged by The Mastermind on Thompson House. Fixed an issue where a Survivor could lose control of their character if The Mastermind used Virulent Bound as they entered a locker. Fixed an issue where players could escape a trial when grabbed by The Mastermind under high latency conditions. Fixed an issue where the collision box was too large when using Charge Bound on a Survivor towards another Survivor as The Mastermind. Environment/Maps Fixed an issue in the Disturbed Wall where there`s not enough space to interact in front of a hook. Fixed an issue in the Treatment Theater where the Plague's Vile Purge was blocked by an invisible collision. Fixed an issue where The Mastermind could bound off a balcony on The Sanctum of Wrath Fixed an issue where The Nurse could blink into the caged bathroom stalls in Midwich Elementary. Moved a simple collision in the tunnel of the Lake Ormond Mine map, in order to correct the issue of survivors who could stand on an invisible collision and become immune to killer attacks Fixed an issue in the realm Autohaven Wreckers where the projectile of the Plague would be blocked by invisible collisions Fixed an issue in the realm Coldwind Farm where the projectile of the Plague would be blocked by invisible collisions Fixed an issue in Garden Of Joy where the legion could not vault one side of a pallet next to the green house Fixed an issue in Dead Dawg Saloon where killers could not kick one side of a generator Fixed an issue in Trickster's Delusion where the camera introduction of the Houndmaster clips inside the character Fixed multiple issues where the guards of The Knight where they would get stuck on the side of hills Fixed an issue in Ormond Lake Mine where the collisions of tires were blocking powers of killers Fixed an issue in Coal Tower where Killers would not be able to navigate between trees Fixed an issue in Garden Of Joy where the killers were able to climb a rock Perks Fixed an issue where the Phantom Fear perk could trigger during the mori animation for The Shape with the Tombstone add-on. Fixed an issue where Survivors held item's rarity would increase when using Blast Mine and the Exultation perk on a cloaked The Wraith. Fixed an issue where Face The Darkness did not activate with Claw Traps and For The People. Fixed an issue where the Recover bar could appear reduced after interacting with a generator while Invocation: Weaving Spiders was active. Fixed an issue where the wolf form pounce special attack did not remove Play With Your Food tokens for The Dark Lord. Fixed an issue where Turn Back The Clock's ability button was briefly visible when several Killers used their power. Fixed an issue where Off The Record failed to activate when unhooked by Shoulder The Burden. Fixed an issue where Thrilling Tremors would trigger Secret Project's Undetectable effect after all generators were completed. Fixed an issue where Hex: Pentimento rekindled totem auras were not revealed to Survivors. Fixed an issue where Blood Warden's aura reading was active before the conditions were met. Platforms Fixed an issue where Survivors were unable to remove Killer Items when the pick up item / interaction buttons were bound to the D-Pad. UI Bottom Navigation menu buttons now display their input prompts for Controllers. Fixed an issue where the Survivor HUD would update whenever a Survivor used a locker against The Lich Fixed an issue where the game would crash if you stayed for extended periods of time in the tally screen. Fixed controller input placeholder in the shrine of secret. Fixed equip button feedback not triggering correctly. Misc Fixed an error preventing Tutorial Bot matches from starting. Fixed an issue where Survivor could unhook themselves in the Tutorial, softlocking them. Fixed an issue where Survivors were unable to use Fog Vials near ledges. Fixed an issue where the Potent Extract Fog Vial add-on had no effect on the duration. Fixed an issue where pink fog appears briefly behind the Killer after previewing a Mori. Changes from PTB New Perks Updates A Place For Us When you finish healing the Obsession, you now "both" gain Elusive for the duration. Five Moves Ahead Increased cooldown by 10 seconds for each perk tier. Clarified the text description of the "pallet-dropping speed" effect. (no gameplay change) Killer Updates The Trickster Increased base Throw State movement speed to 3.86 m/s (was 3.68 m/s). Decreased to after 5 consecutive Blade throws, throw state movement speed is decreased to 3.53 m/s (was 8). Decreased to after 10 consecutive Blade throws, throw state movement speed is decreased to 3.16 m/s (was 16). Updated Blade throw rates per blade thrown Decreased to after 5 consecutive Blade throws, the throw rate is at the 50% point in the curve (was 8). Decreased to after 10 consecutive Blade throws, the throw rate is at the 100% point in the curve (was 16). Increase Laceration Stack Decay to 4.4 seconds (was 3 seconds). Increase Main Event movement speed to 3.92 m/s (was 3.86 m/s). Increase Main Event duration to 10 seconds (was 8 seconds). The Trickster's Add-ons - Updates Inferno Wires Decreases Showstopper's cooldown after Main Event by 44% (was 10%). Ji-Woon's Autograph Increases the duration of Main Event by 44% (was 33%). Tequila Moonrock Increases Throw Speed by 15% for 10 seconds after gaining a Style Rank (was 10% for 8s). Bloody Boa Decreases the speed at which Laceration decays by 25% (was 10%). On Target Single Increases time before Laceration starts decaying by 30% (was 15%). Edge of Revival Album Blade Hits from more than 20 meters away deal 100% more Laceration (was 32 meters). The Trickster's Add-ons - Reworks Caged Heart Shoes When you basic-break Pallets and Breakable Walls or damage Generators, the next time you enter the Throw State, increase movement speed while in the Throw State by 5% for 10 seconds. Lucky Blade On every eighth Blade Hit, an additional bonus is assigned at random: Increases Throw Speed by 8% for 8 seconds (new effect). Gain 3% Haste for 3 seconds. Gain an additional Style Point. Trick Blades Blades can ricochet off the environment once. On every eighth Blade Hit after a ricochet, an additional bonus is assigned at random: (new effect) Increases Laceration by 100%. Reveal Survivor auras within 12 meters for 4.4 seconds. Gain an additional Style Point. Cut Thru U Single When reaching A-Rank, Survivors within 32 meters are revealed with Killer Instinct for 4.4 seconds. Iridescent Photo Increases the duration of Main Event by 100%. When Main Event is activated: reveal your aura to all Survivors, all Survivors’ auras are revealed, and block all Generators for 6 seconds (updated Aura reveal effect to be symmetrical). The First Charge Vine Attack Ready sounds playing slightly in advance for Survivors has been reverted. The Ghoul Removed the automatic hit detection that occurs at the end of a Kagune Leap vault when a Survivor attempts to vault back toward the Killer. The Killer can no longer automatically damage Survivors. The Ghost Face Technical improvement on the Killer's reveal system. Survivors can now reveal Ghost Face more accurately while he is within 18 meters of their location. The Wraith Add-ons "The Serpent" - Soot While Cloaked, uncloak whenever you basic-break Pallets or Breakable Walls, explode or damage Generators (previously included "Generator Damage" events only). Note: updated the add-on's behavior to be more consistent across all existing Generator Damage and Generator Explosion effects that can trigger while The Wraith is cloaked. Survivor Perk Updates Low Profile When all other Survivors are downed or hooked, for 70/80/90s: (updated text in bold) You make no Grunts of Pain. You leave no Pools of Blood. You leave no Scratch Marks. Note: Reverted all previous changes and enabled multiple triggers per Trial. Updated text to more accurately convey previous usage of "last Survivor standing" the Perk's description. Feature Updates New Prestige Menu & Rewards System Resident Evil Prestige Badges have been added. The Prestige Badges for Vittorio Toscano, Nancy Wheeler, and Dustin Henderson have had an update Fixed an issue where the incorrect Prestige Badges were displaying in the Reward track of some Survivors. Bug Fixes Fixed an issue where S Rank could expire during Main Event when playing as The Trickster. Fixed an issue where The Trickster's Memento Blades add-on reticle did not disappear before the cooldown ends. Fixed an issue where The Trickster's Trickshot combo action could be earned too easily in areas with no gaps. Fixed an issue where The Trickster's reload speed time was not affected by Iron Maiden. Fixed an issue where The Trickster's Chase Music would not return to default after unequipping either the Death Throes Compilation or the Edge of Revival Album add-ons. Fixed an issue where generator auras were always blue when revealed by Boon: Illumination. Fixed an issue where injured Survivor auras were not blue when revealed by Boon: Circle of Healing. Fixed an issue where Survivors went beyond the exit threshold when crossing the threshold while being shocked by The Doctor. Fixed an issue where the Anti-Camp meter appeared full when another Survivor was hooked. Fixed an issue where Survivors saw red generator auras when creating a Beam of Light with a Map. Fixed an issue where the red arrow indicator was missing when targeting a generator with Turn Back The Clock. Fixed an issue where Self-Preservation activated when the perk owner was hooked. Fixed an issue where the auras of Blocked Windows was missing before Hex: Crowd Control activated. Fixed an issue where The Pig could see Jigsaw Box auras. Fixed an issue where The Mastermind's charge remained active without player input when quickly double tapping the power button. Fixed an issue where The Mastermind's Virulent Bound charge ability did not allow him to slide off assets. Fixed an issue where The Mastermind could Virulent Bound off obstacles under high latency. Fixed an issue where the Lock (when playing against The Dredge) and Hide locker interactions has the same prompt. Fixed an issue in Trickster's Delusion where collisions are added next to a table in the Nightclub section Fixed an issue in Trickster's Delusion where character would spawn of the map or on top of assets Fixed an issue in Trickster's Delusion where the crates with records didn't have collisions Fixed an issue in Trickster's Delusion where the neon signage connected to generators was inconsistent Fixed an issue in Trickster's Delusion where boxes around the market had collisions that were not aligned to the asset submitted by /u/DeadByDaylight_Dev to r/deadbydaylight [link] [comments]
DeadByDaylight_Dev · Mar 17, 2026
r/Marathon
General Tips and Tricks (Spoiler Free)
I wanted to compile a list of lesser known tips and tricks for launch tomorrow so we can all pool what we know together and survive. Equipment Mechanics -Weapon Rarity is based on the average rarity of all equipped mods. Always check the mods of a weapon, 1 white one purple makes a green gun. -You can drop Self Revives for downed enemy runners to use. Please don't Triage ult them. Unless you're going for the disrespect. -Higher Shield Tiers (except 1 gold variant) give lower heat capacity. Trade defence for movement. -Hardened Shields are always better than base sheilds, as they are quicker to charge and require less to charge them. -Taking ANY damage while restoring shields will halt shield regeneration. -Conversley, I didn't know this until a recent post but taking damage will not stop health regeneration. See [u/ic4y]'s post here. -Energy Amps give a 50% tac and prime cool down reduction. You can have permanent invisbilty with assassin if you chain them with the right upgrades. Or spam vandal rockets as I learned the hard way. -Signal Jammers hide you from thermals, UESC and blur your shell to other players. We've also tested them on Flechette Grenades and Claymores -Virus Kits aren't just for lockdowns, they also help in the lasered red room of death. [After talking to my squad we're still figuring out if it was the Virus kit or the OS that prevented the debuff as we had both on.] -Cardio Kicks are insanely versatile. They instantly clear your heat, give heat reduction and movement speed buffs and can be chained on kills if you have the right mods. It's a nessessity for Vandal players. -Any debuff effected by the Hardware stat can be fixed with a Mechanic Kit. This includes Toxic Gas, the heal reduction, or the limb damage from the proximity drones. -Some equipment come with extra modifiers that can be noted by the writing in the background of the icon. This is most easily seen with Rook who comes with Compromised equipment that is destroyed on exfil. Some of these bonuses increase value on exfil,or cause the equipment to be destroyed on DBNO (Fragile). Always check the description. Faction Mechanics and Tips -The first capstone of every faction gives Rook some very good upgrades and I would highly reccomend focusing on them. You can spawn in as a very kitted out Rook if you do. (Green sheilds, cores, upgrades and weapons on the drop) -Successfully extracting with a sponsored kit gives you an extra chunk on rep towards that sponsor. [u/stuballinger-art] -VIP Ranks start at Faction level 30. It signifies that you've reached max faction level and you keep all your upgrades. You can continue to rank up and receive rewards after that as you previously have. -VIP Ranks also gives you up to 5 purple Salvage per rank up. Map Specific Tips -Lockdowns can be survived with a virus kit and you can start an event if you find the keycard. I won't spoil anything further, but highly reccomend exploring a locked down zone. -Red flares ontop a building means they're filled with lockboxes. There's always one per map. -The Hauler has a horn. It's incredibly loud. -Ontop of Po's theyre usually TADs that let you scan almost the entire PoI. Other players can see the pulse but it lasts a decent amount of time and it's duration can be upgraded. -Dropships are a great way to Scout locations of other runners as they only reinforce based on missions or if an area is cleared out. [u/zorichtheelvish] -Outpost has a central pinwheel that you access 3 ways. 1. You can use 2 access key cards in Dormitories or processing and hack the elevator shaft followed by a battle. 2. You can shoot your way into the broken wing if you find the right generators. 3. There's a secret entrance, under the elevators. -Outpost Pinwheel has quite a few good secrets in them and gold/purple loot. No spoilers but make sure you bring all the key cards you find around the map -Outpost Keycards are found scattered around the map. Master Keycards in outdoor antennas, Supply keycards in accessible containers and access keycards are on tables and the ground. Armouries, supply closest and exfils are locked based on 1 2 or 3 required key cards. The required keycards are shown as symbols on the blue locks nearby. UI and Keybinding tips. -You can inspect a weapon in your loadout screen to get detailed stats. This also gives you a list of all your mods that can be applied to that weapon and lets you apply them from that screen. Default is Triangle on Playstation, Y on Xbox or V on PC. -You can track materials needed for factions upgrades by hovering over the upgrade and pressing the track button. R3 for controllers. [u/manlycaveman] -You can hover over upgrade requirements and track the resources needed using R on MNK. [u/stonedpingu] -You can double bind keys [u/stonedpingu] Runner Stats -Hardware affects physical debuffs (Toxic, Heal Reduction, Speed Reduction) . The higher your hardware, the shorter debuffs last. -With the NuCaloric upgrade and extra hardware stats from mods you won't take any damage from plants past a 1 second tick. You also can enter Toxic rooms indefinitely. -High Firewall makes you close to immune to the EMP effect from Triage and EMP grenades. -Prime and Tactical cooldown aren't 1 to 1% convsersions it seems. So far it looks like a scaling modifier as even with 100 Prime Cooldown it wasn't instant. -You can overcap stats but it dosen't seem to give any addition bonus yet. At least not with the three we tested: Melee damage, Agility and Tac Cooldown. -30 Melee Damage knife will 3 shot white shielded runners, and standard UESC Recruits. It is always recommend. -100 Melee Damage knife will two shot blue shielded runners to the front, and one to the back. Shell Specific Tips -Assassin's Shadow Dive can negate all fall damage. -Assassin players have no counter to a shotgun to the face. Try and stealth kill me again. I'm not salty, why do you ask? -Destroyer's shield will let you peak around corners in 3rd person. -You can one shot Purple shielded runners with the knife using the Myrmidon Core for the Destroyer and 100 melee damage. Tac boost in with your shield up and live up to the name. -Recon's pulses can be seen by other players. -Rook can extract his unstable gear if you also find an Matter Fixative. They're commonly dropped by commanders which makes farming green shields and cores very easy. -Don't equip your backpack right away as Thief. Load up with 1 of each useless crafratables and consumables and drop as full as you can to max out your cooldown reduction. It makes a huge difference, especially with her higher tier cores. -Triage can share consuables with anyone who has a drone on them. This is incredibly useful to share cardio kicks, virus kits or energy amps. -Triage can target up to two players with his ult if they're close together. So you can revive both players with one charge. It also gives you an achievement.[u/Bloody_sunday] -Vandal can use her rockets on herself to jump higher, you can get some insane flanks with her. Weapon Mechanics. -Volt weapons do extra shield damage and are king in higher tier pvp and vs Bots. -Railguns can get almost instant charges in the beta, I assume you can push that to an instant fire in the release. -A lot of weapons have alternative modes. For example the Volt pistol can be charged into a high damage burst. -Thermals are incredibly useful but are countered by Signal Jammers. (Invisibility seems to give mixed results as I didn't show up but could be a bug and or based on thermal rarity based on a conversation below.) -Different Supressors have different effectiveness. They don't all reduce sounds at the same distances. For example the blue pistol supressor's range was ~20m while the green smg supressor was ~30m. Weather and Enviroment Weather has a big impact on runs. Beside the obvious with fog and sun effecting visibility -Rain changes how fast you cool down. Light rain will increase your heat dissipation and torrential rain will increase it to a full cool down in about a second. -This also applies to bodies of water. Standing in a shallow pond will give you cooldown reduction while crouching or walking in waist high water will give you a further cooldown reduction. -Heat cooldown sources stack. For example: Shallow water and light rain will combine to give the max cooldown reduction. [u/yash_swaraj] -Toxic plants DoT can be removed with Mechanic kits. -Toxic Rooms can be tanked with a Triage buddy. -Broken glass windows are NOT an indicator that a player has been there, sometimes they spawn like that. [u/gatsay] 1.Thank you to the two runners I've met who helped me learn a lot about the weather, lockdown and map mechanics. I am sorry about your shotgun, I will pay you back on release, haha. Thanks also to Coochie Man and Pickles who both helped me test weapon, stats and equipment mechanics. Thanks to u/yash_swaraj for helping correct the proper item names. I will also add and credit anyone who comments as well, the more the better! For in-depth stats Marathon Guide has some great resources. Thanks u/lefthandbandito_ submitted by /u/nick5766 to r/Marathon [link] [comments]
nick5766 · Mar 4, 2026
r/BestofRedditorUpdates
AITA for making my SIL feel bad about saying I should “straighten my hair.”
I am not The OOP, OOP is u/area_cherry_noble AITA for making my SIL feel bad about saying I should “straighten my hair.” Originally posted to r/AmItheAsshole TRIGGER WARNING: Racism MOOD SPOILER: Positive Original Post June 12, 2020 So, I’m a mixed race woman, but I’m very black looking. With that, my hair, while not as kinky as it could be, is very curly. I usually straighten it, but every so often I just let the curls fly. I married into a white family, but it’s NEVER been an issue. I think I’m closer to my in laws than I am to most of my own dysfunctional family. We had a family dinner this week, since some of the restrictions have eased. While having dinner, my MIL and I were discussing some of the hurtful comments I’ve been hearing these last few weeks. Specifically, a lot of people have been shouting slurs at me in my small city, and someone threw a half empty can of soda at me. My SIL, (husband’s brother’s wife) who up until this point has been very sweet to me, said “well, that’s sad. Maybe if you straighten your hair, you’ll look less ‘ethnic’ and people will leave you alone.” I just gaped at her for a moment, and then said, “well, my hair had been ‘straight’ everytime, and even if it wasn’t, I DONT see why that makes it okay for someone to call me a ‘black cunt’ in the parking lot.” The table went quiet and got awkward. My in-laws were all on my side, but my BIL messaged me to tell me her intentions were good, and that I humiliated her in front of the family. So reddit, AITA? For reference, SIL (who I really do like!) is newer to the family. I’ve been with my husband for 11 years, and they’ve been married for one. I don’t want her to feel left out or judged. I don’t think she meant to hurt my feelings, but she did. I feel especially bad, because my other in laws who have known me defended me, but I don’t think she actually meant to be cruel. Just ignorant. She’s from a very small (white) town, and hasn’t met many POC. Edit: I officially understand what it means to have your inbox blow up, now. I wanted to clarify a few things and give a brief update. I felt like an AH because of the environment we were in at the time (I was thinking maybe I could have approached the topic with her later, but I didnt). I also didn’t “snap” or “yell” at her, like some of the comments say—I stated my comment with a slight laugh because it was already so awkward. My SIL is not racist, like some have implied. I truly believe that. I think she’s ignorant on this because she’s never had to think about things like this. Does that make it okay? No, but it doesn’t mean she’s “disgusting.” I’m taking the overwhelming NTA as a sign that I didn’t need to wait for a “safe space” to make my comment. I’ve also already texted her this morning about meeting up today, and she responded very enthusiastically. I think this is an opportunity for growth, so I’m gonna take it. I also think that if we all hold the view “we shouldn’t have to be the ones to teach them” so close, we may lose out on some really good chances to build bridges instead of walls. I don’t have to be the sole source of her black education, but I can definitely be a cliff note. VERDICT: NOT THE ASSHOLE RELEVANT COMMENTS indecisive_maybe NTA. You were right to be shocked. It's also great that you understand her background so you're not mad at her. But I'd say she is TA if she had your BIL text you about it - focusing on a little goof instead of focusing on you and the much tougher public yelling and name-calling you've been through. I'd vote that you reach out an olive branch to her. What she said is not okay, but her heart is in the right place and she's willing to learn. Maybe you can ask your BIL to share some resources with her to get more educated. OOP I did message him and tell him that I never wanted her to feel humiliated, but the suggestion was pretty silly and ignorant. I do think she is a wonderful person, but she doesn’t have a ton of experience with POC, so I hope it’s just the comments of a silly young person. ~ downvoted commenter NAH I think she had good intentions in her own ignorant way. It sounds like you reacted with anger, which during these times is understandable, but still not ok. You missed an opportunity to teach her (which I imagine is exhausting right now) and instead shut down any communication. OOP Oh, I understand. I wasn’t aggressive or “angry” in my response (I tend to lean towards humor to ease tension). I said with a chuckle “well, yes, but...” I was hoping to make it less serious, but that didn’t change how the people around me interpreted it :/ bad timing. I never wanted her to feel like I just shut her down, which is why I tried to make it more silly than anything else. I do really like her. I think it’s just a lack of life experience. [deleted] As someone who moved from Chicago to a small farm town outside Milwaukee I see a lot of people who just don’t know any better. It’s not their fault, it’s a lack of life experience and a bigger world view. It sounds like she was just hoping to solve the problem for you, which is sweet, but small thinking. I’m sure if you guys talk it out you’ll work it out fine. OOP I think so, too. We’re all from small midwestern towns, and I truly think it’s a matter of pure ignorance. You don’t know what you don’t know. She is very sweet to me otherwise. I think it was just a matter of good intentions/bad execution. But my BIL is so angry about it. Update June 29, 2020 (17 days later) (I originally wrote this post the day after my initial post! That’s why the timeline is the way it is) So, my SIL and I met this morning for coffee. Coffee turned into lunch turned into pre-dinner drinks. We literally have been together all day. She mentioned she has been trying to figure out how to reach out to me for a few days, but I did it for her. She apologized, and assured me that she WAS humiliated, but not because of me (directly) but because as soon as I made my response, she realized how stupid her comment was. She was also texting BIL, because she had no idea he reached out to me, and was mortified. She offered to let me read the texts, but I declined. That’s between them. We talked about my hair, and my life story, and micro aggressions. We also discussed the BLM movement, and I find that we have more in common than I ever could have hoped. She cried. I cried. It was a very open moment, and her words, “I really never understood,” tell me everything I need to know...although there are probably some very concerned baristas wondering wtf was happening. I did tell her it would be a very beneficial thing to look into some literature, because her future nieces/nephews will deal with similar issues, and she downloaded some books while sitting with me at the table. She told me she just wants to know what to do because she is just clueless. I think that’s fair. If you’ve never had to put out a fire, you may panic when your stove is suddenly engulfed in flames. I hadnt heard from BIL yet, but we literally just left each other a little bit ago, and she’s got some words for him. Really, I’m actually very happy this happened. We had a great chance to get to know each other even better. (We even discussed theology, as she is very Christian and I am an atheist/former avid church goer) and even that conversation was very positive, rather than accusatory or uncomfortable. We’re meeting again next week...I may have just inadvertently started a bit of a book club ;) I ensured her she is more than welcome to reach out to me at anytime. I’d rather she have someone she cares about that also cares about her help her in her development, rather than make a blunder in front of someone potentially less forgiving. She wants me to call her on her “dumb statements.” I’m happy to do so. Again, I stand by what I said. She’s a wonderful person suffering from some ignorance. But she’s open to learn, and I couldn’t ask for more. (Since the first type written update): we’ve had lunch and/or dinner three times since. It’s been very fun, and such a relief to spend time together. My BIL has since texted me as well, and we had lunch too, as a group, and he’s already apologized. He was trying to defend his wife, but didn’t stop to think about the circumstances. We’re ALL good now. It’s been very fun to have an excuse to spend more time together! Thanks for everyone that reached out. I’m glad I took initiative! Edit: some people have asked which books I’ve suggested, and I wanted to let you know which ones she downloaded in the spot. First, since she works with young adults, I suggested “The Hate U Give” by Angie Thomas. She ordered a few copies and wants to put it in her classroom for next year. Second: “White Fragility: Why It’s So Hard for White People to Talk About Racism” by Robin DeAngelo. I hadn’t read this myself, but we read the description together. Third: “Hair Love” the children’s book. I’ve given her some good places to look for more resources. But she’s working through those three first. She actually started with “hair love” and we had a really good chat about it. Incidentally, after we talked about it, we got drinks, and I was carded. (My DL has straight hair, and she commented on it) The woman carding me complimented my natural hair, saying I should update my id with my natural hair! She loved my curls! Funny how that works out. Second edit: I’d love additional book recommendations! As a black woman, I’ve never had to really read a book about understanding the “black perspective.” I mean; I live it everyday. So any additional books that can offer insight are very helpful. Third edit: I’ve received many messages both here and in the DMs about the white fragility book. I think they’re all very fair, and so I’m opening up: please do not hesitate to give me other, better books to recommend! I’ve been reading a few myself, but I want to be sure I’m giving her GOOD content! THIS IS A REPOST SUB - I AM NOT THE OOP DO NOT CONTACT THE OOP's OR COMMENT ON LINKED POSTS, REMEMBER - RULE 7 submitted by /u/Direct-Caterpillar77 to r/BestofRedditorUpdates [link] [comments]
Direct-Caterpillar77 · Dec 21, 2025
All threads (45)
Thread Source Author Date
RE:To Kill a Child
... walking back towards Wellen." Their movement alerted the partially hidden tribal... see his eyes tracking her movement. Without saying anything Brosco went... simply wasn't enough land to farm and grow animals in most... from the candle on the table. The shadows flickering on his ... and set it on the table, unwrapping it from his pocket ...
forums.spacebattles.com Chronicler Zarcen May 28, 2026
RE:Optimizing Cross-Platform Web Layouts and Handling Dynamic Text Overflow / Domain Handshake Drops on Landing Pages
... Automation Systems (Auto Farm, Fast Attack, Mob Aura) Movement & Teleportation Systems... game scripting features (like Auto Farm, Auto Collect, Auto Hatch, ... mobile devices without hurting responsiveness? Table Column Distortion and Overflow Shifting... The specifications table (.spec-table) completely loses its alignment... OpenGL ES 3.0), the table cell widths shift randomly based ...
github.com Muhammad-Ali14310 May 25, 2026
RE:AdvCiv-SAS (Simple Advanced Strategy)
..., reset camera position/auto-rotation movement) without having to exit ...Military Advisor's Battles table and Info Screen's Timeline table. This especially... (e.g., building a farm, replacing it with a cottage...it again with a farm would be Current 1 farm, not total built... and add a fallback table showing required wonders (as of... many others. Sortable icon-only table cells: for actual image-icon cells ...
forums.civfanatics.com C May 24, 2026
RE:DIE FOR PEACE: A Peacemaker | Luther Strode Fanfiction
.... "Is it near the farm?" Cleo asked. The rat turned ... through the scrub. The farm fence showed in pieces between .... After ten minutes, the farm had vanished behind palmettos and ...until he bent over the table. This was a prison with ...the same. Cleo knew that movement. She had seen animals do ... the ditch near the farm. The others stayed in the ...strip of scrub with the farm boundary ahead, the wire fence ...
forums.spacebattles.com Raven Aelwood May 24, 2026
RE:Jacques Marie Mage - Wolves, Obnoxious Acetate and The American Dream
... marginal, *******ed by sweet, domestic "table wines" made from Delaware and... of Japanese natural wine—a movement deeply influenced by Masanobu Fukuoka's..., creating oxidative, umami-driven bottles. Ichikawa Farm(Yamanashi) dry-farms 100-year-old Koshu vines ...
www.styleforum.net A May 24, 2026
RE:Greg Veder: The Quiet Roar
...irritation. He picked his corner table—back to the wall, facing...him like a hostile server farm humming with corrupted data, ... clean organization: threats, angles, movement options, escape routes. All of...Car at the curb → no movement inside. Wind pattern → shifting toward...Turn. One step back. The movement felt necessary—vital. Like his ...to predict tiny shifts in movement without thinking. It had felt ...
forums.spacebattles.com D May 21, 2026
RE:Greg Veder: The Quiet Roar
...irritation. He picked his corner table—back to the wall, facing...him like a hostile server farm humming with corrupted data, ... clean organization: threats, angles, movement options, escape routes. All of...Car at the curb → no movement inside. Wind pattern → shifting toward...Turn. One step back. The movement felt necessary—vital. Like his ...to predict tiny shifts in movement without thinking. It had felt ...
forums.spacebattles.com D May 21, 2026
RE:Mahou Industrial Elf Colony (Scifi Fantasy Civ Beyond Earth)
... deliberate overload test, though the table beneath it did not. The... suggest that even a modest farm could support local textile production...senses, reflexes, acid, nervous responses, movement patterns, and other behavior. The ... rail work, and rapid militia movement. [ ] [Infrastructure] Public Storm Drains and... production bonuses. Risk of difficult movement, lacerating terrain, and equipment damage. [ ] [...
forums.spacebattles.com Grape Fanta May 19, 2026
RE:Paperwork of the Dragon (BattleTech Draconis Combine Planetary Govenor Quest)
... he left on the entryway table that he used for last .... But there was a small table with the last final cup ... sit right next to the table. Nothing about this part of .... He sets them on the table for both of you. It ..., heavy vehicle road laws for farm machinery, and strict environmental/emissions ... seemed amiss. Although the sudden movement disturbed the baby. He started ...
forums.spacebattles.com Zenigata May 19, 2026
RE:MAHA Adjacent - NY Bans Bromated Flour - Bagels Beware!
... people who started the environmental movement and the push for organic... developed a lot of the farm to table movement as well as native plant ...
baltimoresunreunited.freeforums.net JoyinMudville May 17, 2026
RE:[RWBY] Sanctuary (AU From Volume 4)
... windows of Arcadia Farm, painting the long wooden table in warm gold... They're calling it Operation Broken Table. Estimated start in three to ...it." He looked around the table, voice steady. "Isabel and I ...stack of pancakes onto the table with a gentle smile. "And ...sector." They hunched over the table together. Russel kept fiddling with ... Coco shrugged, wincing at the movement. "Well… some of them had ...
forums.spacebattles.com AndrewJTalon May 17, 2026
RE:Rsorder OSRS Killerwatt Slayer Guide: Easy Safespot and Loot Tips
.... How it works: · Switch your movement to walk. · Approach a Killerwatt...) · Coins: 11–200 GP · Gem Table: ~3.6% chance (5/140... not the primary reason to farm Killerwatts. The consistent rune and...
www.mazdaspeed.pl suhanidash557 May 15, 2026
RE:Harmony of Silence
...and with her earth pony farm built muscle, we should have.... Earth ponies terrify me. Farm ponies especially so. I cannot ...ever, are a tornado of movement and noise, tearing through rooms ...! You can be a farm pony and still care about ...dwelling yokel to work a farm, Plum! Look at Silent, and ...high society than on a farm? There has to be a ...shape into being above the table, pointing at the few things ...
forums.spacebattles.com Jadensyn May 13, 2026
RE:[RWBY SI] Lifechanging Trips
... now is that there's some movement in the secondary market. Lots... down his cup on the table. "You two are unruly children—" ... doesn't want his ranch or farm to be overcome with Grimm ...
forums.spacebattles.com wildboar May 12, 2026
Best Boss Rotation for Heir of Perdition Drop in Diablo 4
... lot of runs if you farm the wrong bosses in the... Rogue Pulverize Druid Focus on movement speed and burst damage. Standing ... of relying on one loot table. Farming Tips for Faster Clears ... your efficiency in half. Stack Movement Speed Movement speed helps more than many ...
www.bewerbung-tipps.com starmchaset May 11, 2026
RE:The Fractured Asshole
..., go sit down at the table and let me go get ...my projector." Said table was a foldable type, with... legs. In front of the table was a miniature screen, akin ... want to work on the farm if he could avoid it, ... modern buildings today. He saw movement on them as well, like ...
forums.spacebattles.com SuperGuy653355 May 10, 2026
RE:Space Vikings (Star Wars Legends)
... era, every heavily armed survivalist movement ever, the Viet Kong merged... Free Zone, Identity Politics Animal Farm, Escape From the Communist Cannibal... the bully seated at another table. He was holding up an...
forums.spacebattles.com SheolWriter May 9, 2026
RE:One Big Jump (BSG/Stargate/Battletech AU)
... several holograms appeared over the table. "First up is our new... began to pace around the table, "Armament is our newly devised ... to ever growing herds of farm animals, New Hope produced enough ... tip from the Rasalhauge independence movement, it seemed someone was chafing ...
forums.spacebattles.com Goulmeister May 5, 2026
RE:The Titan of Tarth (ASOIAF/GOT) - SI/OC
... a shallow curtsy, the movement graceful and practiced. "Ser Galladon...with laughter, pounding the table. Even Cersei was giggling behind ...me from across the table. Finally, after the fifth course ...lemon cakes for the whole table, the other shoe dropped. "Now,... to a cell. A farm boy swallowed whole by the ... the air. Closer, a table of sailors on shore leave ... he found by his table. "You're a hard man to ...
forums.spacebattles.com Path Liar May 5, 2026
RE:Isekai’d into a Dark Fantasy RPG, Are You Kidding Me? Somehow, I Ended on the Villains’ Side
... just want to find a farm and start chilling. He didn't... ready," she said, to the table generally. The words carried the .... "The current situation—the Hero's movement, the border activity, the secondary ... gaze found him across the table. "Sharon will accompany you as ... to the head of the table—not quite a bow, but ..., as the meal dispersed into movement and logistics. She fell in ...
forums.spacebattles.com Dont Implant the chip May 5, 2026
RE:Halo: Great War Declassified anthology
... take refuge beneath an unoccupied table mounting a sprawling green parasol... Earth followed him there. The table was situated at the perimeter ... activists seated behind a basic table lined with holodisplays. Judging by... instead of letting my family farm collect subsidies for decades? I... turned towards mocking the Triad movement, so Velir switched gears and...
forums.spacebattles.com AshMaelstrom May 5, 2026
RE:Trump administration cites national security in stalling 165 wind farms
... because the revenue from wind farm leases on their farmlands can... is the enemy. The conservative movement has been fighting against renewable... up on their table. Which explains both why the movement opposed renewables and... with solar — money on the table from the oil industry, then ...
arstechnica.com numerobis May 4, 2026
RE:Hailey Potter, The Youkai of Grudge
... a box off a nearby table. "Mind you," she said. "That's..., and in a blur of movement, Marisa found herself sailing through... the weasleys clearly have a farm, but I can't imagine the ...
forums.spacebattles.com Frisky Bacon May 4, 2026
Farm to Table: The Localvore Movement and Its Benefits.
https://preview.redd.it/sacpkppk6b3h1.jpg?width=1024&format=pjpg&auto=webp&s=d25bf97a6e7f519c6428b2d732b10826dfa0469e Source: https://www.recipe2kitchen.com/blog/farm-to-table-the-localvore-movement-and-its-benefits Farm to Table: The Localvore Movement and Its Benefits. May 27, 2026 Recipe2Kitchen Team Farm to Table: The Localvore Movement and Its Benefits. May 27, 2026 Recipe2Kitchen Team Imagine, for a moment, biting into a tomato that actually tastes like sunshine and summer earth. It is heavy, warm from the sun, and its juices run down your chin with a complex, sweet, and slightly acidic depth that no supermarket fruit could ever replicate. We have all experienced that hollow, watery sensation of a grocery store tomato—a pale, mealy orb that seems to have traveled thousands of miles in a refrigerated truck, losing its soul somewhere over a mountain range or a desert highway. This is precisely where the localvore movement begins. It is not just about where our food comes from; it is about reclaiming the profound connection between the soil, the season, and our dinner plates. The farm-to-table philosophy is often draped in high-end culinary prestige, appearing on the menus of expensive bistros with minimalist decor. However, at its heart, this movement is incredibly democratic. It is a way of living that prioritizes freshness, community resilience, and ecological mindfulness. When we choose to eat locally, we are participating in a delicious rebellion against the homogenized, flavorless landscape of industrial agriculture. We are choosing vibrancy over convenience, and biodiversity over uniformity. The Sensory and Nutritional Renaissance When we discuss the benefits of localvore eating, the most immediate impact is felt on the palate. The primary reason grocery store produce often lacks flavor is because it has been bred for durability rather than taste. To survive a cross-country journey in a shipping container, a cucumber must be hardy, thick-skinned, and resistant to bruising. Unfortunately, the genes responsible for that toughness are often at odds with the genes responsible for aromatic complexity and sugar content. Local produce, conversely, is harvested at the peak of physiological ripeness. When a farmer picks a peach and delivers it to a market just miles away, that fruit still contains the volatile compounds—the scents and esters—that create its unique aroma. We get to experience the "peak" rather than the "post-peak." This isn't just about luxury; it is about nutrition. Nutrient degradation is a silent thief in our kitchens. Many vitamins, particularly Vitamin C and certain B vitamins, begin to break down the moment a vegetable is harvested. The longer the interval between the field and the fork, the more nutritional value we lose. By shortening the supply chain, we ensure that the antioxidants and essential minerals we rely on are as potent as possible. We are essentially consuming "living" food rather than mere sustenance. Environmental Stewardship Through Reduced Food Miles We often hear the term "food miles" used in discussions about climate change, but what does it truly mean for our kitchens? Every piece of produce that travels across oceans or continents carries a heavy carbon footprint. This includes the fuel for transportation, the energy required for massive refrigeration units, and the immense amount of plastic packaging used to prevent spoitable items from bruising. By embracing localvore principles, we are actively participating in a reduction of this environmental burden. When we buy from a nearby orchard, we eliminate much of that heavy-duty logistics chain. Furthermore, small-scale local farmers are often more likely to utilize regenerative practices. These methods focus on building healthy soil biology, which helps sequester carbon from the atmosphere. Supporting local growers also fosters biodiversity. Industrial agriculture thrives on monocultures—vast stretches of land dedicated to a single, genetically identical crop. This is incredibly fragile and lacks ecological resilience. Local farmers, however, often grow heirloom varieties—ancient types of vegetables that have been passed down through generations. These varieties might be more delicate or harder to ship, but they offer a kaleidoscope of colors, textures, and flavors that keep our agricultural ecosystem diverse and robust. Strengthening the Economic Fabric of Our Communities There is a powerful economic multiplier effect that occurs when we spend our hard-earned money at a local farmers market rather than a global retail chain. When we purchase a jar of honey from a neighbor or a crate of eggs from a nearby farm, that money stays within our local ecosystem. The farmer uses those funds to pay a local mechanic, buy seed from a local supplier, or perhaps hire a local teenager to help with the harvest. This cycle creates a more resilient community. It helps maintain the agricultural heritage of our regions and prevents small family farms from being swallowed up by corporate conglomerates. When we invest in our local food system, we are essentially investing in the stability and character of our own neighborhoods. We are helping to ensure that the beautiful landscapes surrounding us remain productive and inhabited by people who care deeply about the land. Navigating Your Local Food Landscape Becoming a localvore does not require an immediate overhaul of your entire lifestyle. It is a journey of incremental discoveries. For many of us, the first step is simply identifying where these resources are located. • The Weekly Farmers Market: This is the heartbeat of the movement. These markets provide a direct line to growers and allow us to engage in the beautiful tradition of talking to the people who grew our food. We can ask about soil health, how they managed pests, or which variety of kale is currently the sweetest. The Weekly Farmers Market: • Community Supported Agriculture (CSA): A CSA is essentially a subscription to a farm. In the spring, we pay a set fee, and in return, we receive a regular box of whatever is in season. This is an incredible way to experience the true rhythm of the seasons. It can be challenging when you receive a sudden influx of radishes or beets, but it also serves as a culinary prompt to expand our repercussion. Community Supported Agriculture (CSA): • Roadside Stands and Farm Gates: Depending on where we live, some of the most delicious treasures are found on the side of the road during summer months. These often represent the most direct, low-intervention way to acquire produce. Roadside Stands and Farm Gates: • Local Butcher Shops and Creameries: The movement extends far beyond vegetables. Seeking out locally raised meats and artisanal cheeses brings a level of transparency and quality to our protein sources that is simply unmatched. Local Butcher Shops and Creameries: Mastering the Art of Seasonal Cooking Transitioning to a localvore lifestyle requires a shift in how we approach our kitchen repertoire. We can no longer rely on the same ingredients being available year-round with ease. Instead, we must learn to dance with the seasons. This requires us to become more adaptable and perhaps a bit more experimental with our cooking techniques. One of the most vital skills for any seasonal cook is the ability to manage "the glut." Every year, there comes a moment in mid-summer when every single person you know seems to have an overwhelming surplus of zucchini or cucumbers. Rather than letting this abundance go to waste, we can use it as an opportunity to practice preservation. The Art of Quick Pickling Quick pickling (or refrigerator pickling) is a magical way to extend the life of seasonal vegetables while adding a bright, acidic punch to our meals. Unlike traditional canning, which requires heavy-duty equipment and strict safety protocols, quick pickling is approachable and incredibly fast. To start, we simply need a base of vinegar (apple cider, white, or rice vinegar all work beautifully), water, salt, and a touch of sugar. We can slice up cucumbers, red onions, carrots, or even radishes into thin rounds. By submerging these in a hot brine, we transform them into something tangy and crisp. To elevate this technique, try adding aromatics: • Whole peppercorns and mustard seeds for a savory depth. • Fresh dill sprigs for that classic cucumber pickle aroma. • A slice of fresh ginger or a clove of smashed garlic to add heat and complexity. • Star anise or cinnamon sticks for a more experimental, slightly spiced profile. Preserving the Harvest Through Fermentation If quick pickling is a sprint, fermentation is a marathon. Fermentation is an ancient method of preservation that uses beneficial bacteria (like Lactobacillus) to transform food. This process not only preserves the vegetables but also creates probiotic-rich foods that are wonderful for our gut health. Cabbage is perhaps the most iconic candidate for this. By shredding cabbage, salting it heavily, and pressing it down into a jar until it is submerged in its own brine, we create sauerkraut. The magic happens in the dark, cool corners of our pantry. Over several weeks, the bacteria consume the natural sugars in the cabbage, producing lactic acid which acts as a preservative. The Power of Dehydration and Freezing For those of us who may not be ready to dive into the complexities of fermentation, freezing and dehydrating are excellent entry points. When we see a mountain of berries or stone fruits at the end of summer, blanching them briefly and then freezing them is a simple way to ensure we have "summer" available in our smoothies during the bleak months of January. Similarly, dehydrating herbs like basil, oregano, or thyme allows us to capture their essential oils. While they may never quite match the punch of fresh leaves, they become invaluable components of our spice blends and stews during the winter. Cultivating a Seasonal Mindset in Every Meal The true beauty of being a localvore lies in the mental shift it encourages. We begin to view the grocery list not as a static document, of items we expect to find at any time, but as a dynamic reflection of what the earth is currently offering us. This fosters a sense of presence and mindfulness. When we cook with seasonal ingredients, our recipes naturally become more streamlined. A summer salad made of ripe tomatoes, fresh basil, and local mozzarella doesn't need a complex dressing; it only needs a drizzle of high-quality olive oil and a pinch of sea salt to shine. The ingredients are doing the heavy lifting for us. As we embrace this lifestyle, we also learn to respect the limitations of nature. There is a certain humility in accepting that we cannot have strawberries in December or corn in March. This acceptance brings us closer to the natural cycles of life and death, growth and dormancy. It teaches us patience and encourages us to find joy in the subtle changes of the landscape around our homes. Adopting a localvore lifestyle is much more than a culinary trend; it is an invitation to reconnect with the world around us. By prioritizing local ingredients, we are making intentional choices that nourish our bodies with superior nutrients, delight our senses with unparalleled flavors, and support the ecological and economic health of our communities. It may feel daunting at first to navigate a farmers market without a preconceived list or to figure out what to do with a surplus of summer squash. However, the rewards are found in the small, delicious victories: the perfect crunch of a quick-pickled radish, the richness of an heirloom tomato, and the satisfaction of knowing that our dinner has contributed positively to the world beyond our kitchen window. We don't need to be master fermenters or professional farmers to make a difference; we only need to start with the next meal we prepare. submitted by /u/recipe2kitchen to r/AIEnhancedCooking [link] [comments]
r/AIEnhancedCooking recipe2kitchen May 25, 2026
Farm-to-table dinner in Wisconsin sourced entirely from local organic farms
The menu at this week’s Earth Dinner in Wisconsin featured watercress soup, focaccia, porchetta, ravioli al uovo, vegetables, libations, and rhubarb semifreddo, all sourced from regional organic farms. George Siemon, who helped write the first organic standards, and natural foods movement pioneer Theresa Marquez joined farmers and guests to highlight the connection between local food, organic agriculture, and community. submitted by /u/organicvalley to r/FarmToTable [link] [comments]
r/FarmToTable organicvalley May 22, 2026
Maxed GM. Long Rambling Quitting Post.
Hello, my name is Dirtydavi. I recently maxed and I am a GM. Unfortunately, it is my time to quit and I care enough about the game to give an in depth review to the team. So, here is my unhinged rambling.There is no way when unsubscribing to give detailed reasons why you are quitting. OSRS is the best game on the market right now. The simplicity in the combat allows skill expression to really show(You are closer to me, than I am to Port) without making content impossible with a newer player in your group. The best content in the game is Duo Tob, Solo Cox, and the Inferno. My first inferno cape is one of my favourite achievements. Varlamore has been very good for the mid game. It is almost always the correct choice to skill in that area once you reach it. The main reason I am quitting is I only have Cox left to do on my GIM and resetting the raid for the fun version of the raid sucks butt. This combined with a lot of issues with recent releases falling short has left me frustrated with the direction of the game. NFL Tight End Chig Okonkwo had a quote about how applying our skills on OSRS to real life that stuck with me. With the company I work for losing $1 Billion dollars and inflation outpacing wage growth it’s time for me to go back to school and this is a wonderful excuse to get my writing skills back up to par. I imagine I will be back for Raids 4 but I have doubts that it will live up to the hype. The mods have a tough job now with how skilled most players are and how fast information is solved and shared. How the raid feels is much more important than how hard it is. Regular Tob is much more fun than HMT. --Cox Solo Cox is the best content in the game. Due to my skill level the only thing I enjoy doing is speed run no prep layouts. These layouts are ~17min raids for me on average. The downside is it takes ~5mins to find one of the raids that's acceptable, not even the preferred raid. With Cox having so many uniques and a low weight, you end up with just shy of 1 in 1k for a mega rare and needing about 80 purples to expect green(I believe LGR math). So, a quarter of the very long grind is spent resetting the raid for the fun one. The best way to get purples is mega scales which are a bastardized version of the raid. They talked about adding better raid setups but only added the baby cm. The baby cm sucks. Go do regular vanguards and see how many times you accidentally max a shadow hit and reset them instantly. CMs suck they were only done because people wanted a consistent layout and kits/dust/capes. Scaling boss defense and damage is not “challenging”. If they reduced the prayer scroll drop rate they would be worth the pain. Why can the good solo player not have a preferred/fun raid setup without having to reset through “unknown” raids when the best way to complete the content is to chin and barrage stacks of scaled shamans and mystics? –Yama Yama is a very good boss that gets extremely boring after 200 kills. When going for full oathplate on my gim I did not leave the middle 2 glyphs and played my main while my teammate handled the glyphs. The horn is a great addition to the game. I thought oathplate was going to be slash Inquisitor, having no negatives and decent defense makes the gear overpowered for a rather easy boss. I am very thankful for the dry protection. Since we were so bored doing this we discovered a VERY important bug with loot not spawning when you kill Yama from the entrance side of the room. My partner got the loot message for 6 oathplate shards and they never showed up, thankfully it wasn’t an actual drop. Still infuriating. Reported it through the in game system. Trudged through the ai slop bot to talk to a mod about LOOT NOT SHOWING UP in the KILL BOSS FOR LOOT GAME but the mods on that side of customer service have no power of any kind. The loot not showing up shows the boss wasn’t tested appropriately at all. Mod didn’t get so bored they started killing Yama from the entrance. –Doom A good boss designed for high end players that is riddled with inconsistencies and better off done 1-7 spamming instead of deep delving. I have 1278 deep delves on my gim with rune arrows and no tbow. The common loot is laughable when considering the difficulty of the content. Congratulations, you completed delve 20! Please enjoy less earth runes than a pack from the store. This makes the decision to delve deeper always correct. I have been in many scenarios where I am delve 16+ and have 20hp with no food and it is correct to continue for the chance at a rare drop. You are unable to consistently solve deep delves without abusing the “rock block” technique because they don’t spawn enough boulders every time. The timing on the dirty bubble is inconsistent for when you need to hit it and how fast it paths. The slam phase is incredibly inconsistent with what tiles are safe behind rocks. The diagonal tile is safe, until it's not. Being 4 tiles behind the rock is safe, until it's not. If you are out of range for the slam animation you shouldn’t get hit either. There is a game breaking pathing bug involving the 2x boulders that never got patched. If the first boulder drops anywhere in your path you stop moving once reaching the boulder instead of running around it. This kills you when you need to flick 2x boulders while following a dirty bubble when you clicked into proper spots. I had so many kc because I was unfortunate enough to receive 8 cloths before 2 ayaks. Having to farm 5 zenytes to drop trade this to my main is bad design, the only correct option is to complain enough and hope it gets changed in 2 years. –TOA Invocations ruin good content. They offer an illusion of choice once you get to a certain skill level. The fixes were quite good, especially Baba. The puzzle rooms offer no unique experience and should be a 50 point invocation allowing you to remove them. They have been solved by a plugin since like the 2nd week. In a 500 invo I was killed by a warden in p2 when I made no mistakes after healing with the keris before I got 50 spec back. Horribly designed phase. –Colo Sol is one of the best fights in the game. Feels like a boxing match where you fight for the centre and don’t let your opponent get you on the wall. Unfortunately, it is ruined by the invocations. Illusion of choice again, there is always a best option. Roguelikes are not for me in general but they usually offer a buff instead of only negatives. Rolling 3 unusable invos and now you have to leave feels bad. RED FLAG DOES NOT WORK AS STATED. The way it is worded the minotaur should move around other mobs to get to you. In reality it makes the minotaur stackable like you are barraging. The other mobs should not walk through the minotaur when this is selected. –Refusal to calculate Some of my main issues over the last year or so have been calculation misses by the Mod team. I am sympathetic as it’s not as easy as I will make it out to be. But, it needs to be much better. I remember using a spreadsheet calculator back before we had Gearscape. The company making the game should have a correct calc(short for calculator). They completely whiffed on sailing calcs. The theoretical exp per hour on the crystal extractor was laughable and not even a correct use for it(Farming). MolgoatKirby (the goat) will tell you he has a 1/x chance at getting world records with perfect play. The mod team will fix sailing combat by making it worse. The Yama drop rate was nerfed because players were killing it faster than expected on release before people even discovered donofly. How was their expected kill time far off enough to justify a nerf that fast? Yama contracts were literally impossible on release! They are either not calcing, failing to test their calcs, or incapable of using the calc to design the content. This is much more difficult in reality. Like when you hear players say masori blowpipe is better than bowfa everywhere. Are you sure you’re not missing ticks on your 2 tick weapon? People thought the Fang was bad before release. –Bug abuse vs emergent gameplay, CAs Accepted bug abuse and high level OSRS go hand in hand. Tick eating, Red X, Infinite Prayer are all not designed parts of the game that are deemed acceptable. There is a very thin line between bug abuse and emergent gameplay. They are fine at large because they are either a pain in the ass or a form of skill expression and should not affect boss design. It should never have been included in combat achievements made by the mods and they should be ashamed it’s still included. The acceptance of these allows them to ship content that is not tested and will be not fixed once people find a solution to bad design. For example: Pre fix Baba, Rock block at Doom, Step under at moons, Resetting Nex, Flame skipping Hydra, Red X Bandos. All of these are unintended player solutions to bad design. While on the topic of bad combat achievements, any perfect kill that requires another player is garbage. This leads to a market for people selling/buying carries because most people do not want to do these annoying tasks, especially once they have already completed them. Perfect Akkha is impossible(I think) without one person staircasing the memory puzzle(BUG). Perfect Tob was my last task for GM for about 8 months before I could convince my awesome friends to help me. We one and doned it. The strategy for Nylo room in perfect tob is to use a plugin to remove the option to attack certain Nylos. This is the strategy because when you left click attack and the Nylo switches, you will stop attacking. However, if you right click attack and the Nylo switches, you will still attack and fail the task. This is certainly a game breaking plugin as the room is designed to recoil you when you attack the wrong colour. As a GM, I would have no issue with these being reverted to single player tasks, even in a group setting. –Moons Having everything in one area is really cool. The gear is all awesome. That is the end of the nice things I have to say. Defense first design is bad to teach new players as it is not used anywhere else. Defense is more important than people will tell you but it’s not the design pretty much anywhere else. The curse mechanic is not mentioned anywhere and snowballs to feel awful. Blood Moon is the worst boss in the entire game. Complete and utter nonsense. It heals more, the more it hits you. It heals more than you hit. It heals more than Verzik and Olm who have counterplay. This content was not tested by someone on an account in barrows at base 75 stats. Why does hitting the jaguars not do damage? –Sailing Sailing around the sea and having everything be relatively clean was nice. Charting other than the troll stuff was pretty fun. The fish are really good. That is the end of nice things to say about sailing. OSRS has amazing movement and they added an entirely different way to move that is worse. Enough has been said about ship combat already. It was an insane blunder to have weapons not work properly while at sea, and to have creatures have outsized HP pools as well. Inconsistencies when picking up crates while doing barracuda trials was maddening. –Random gripes -They could solve a lot of problems if someone tested content to expected completion. I don’t think someone doing 300 moons at base 75 or whisperer/levi 800 times would say that they are fun. -Adding the minigame teleport to all spellbooks and moving everything is incredibly tilting. It’s understandable when it's a new teleport like Fortis. You did not give us an option to remove it and it is so jank runelite can’t get rid of it. -Consistently need a plugin to fix bad UI. -I spent hours putting together a hunter rumour blocklist and it was reset without warning by the first guy. Bad Design. Back to Herbi, Pookie -The customer service was better when it literally didn’t exist. There was no hope you would talk to a person with any power to fix things. -Atlatl fletching was such an incredible let down. You do not receive anywhere near the amount of darts you need to progress in the game from green logging moons. It is a 3 tick weapon and by far the best option in the mid game. You use it everywhere until bowfa and blowpipe. It is multiple times faster to just run moons than to fletch the darts. -Moonlight moths are also an incredible let down for mid game players. Prayer pots are tough to come by in the mid game on an iron and this really doesn’t fill in the gap in a meaningful way. Especially with no exp for mixing them into 2 doses. -Buying runes on an iron. Why can I not put an order for 100k Soul Runes at max price? Baba Yaga could figure it out. -Amethyst should be at like 80 mining -DT2 boss drops are abysmal. This has been beat to death but it was not addressed in the fix. Chromium ingots are the most puzzling inclusion to a drop table in recent memory. The rings are luck protected, not dry protected. -Untradeable dupes/drops are incredibly lame. Signed the guy with 5 cloths on his iron and 3 axe heads from Vardorvis on his main. -I should not have to hide thralls to see raid mechanics. -PvP information imbalance is part of why the wilderness sucks. If a person has made their character invisible and can now see my gear and weapon when stacked I am at a severe disadvantage. -Skulled players should not be allowed to logout in the wilderness to prevent ragging. -Freezes should have diminishing returns on players -I am good enough that only real demons or horseshoes can kill me in the wild. But the inventory limit makes it so fighting back is not worth it. You need to punish the attacking player more if you want the wilderness to feel fair to the mouse. –Conclusion This is my way too long insane rambling about the issues I have been having with the best game in the world and this is unfortunately the only way to get a mod to see anything. If you are looking to get better at the game you need to accept dying. All the GMs have died more than you. Play on a smaller window size. Turn 117 off, The original art is amazing. Watch how good players move, a good tobber will correctly run the sote maze even when a learner is the one running the top. STOP SPAM CLICKING! Put the graceful away and skill in cool gear. I have belief the mods can figure things out. While I am optimistic, I have my doubts for raids 4. I will see you then. submitted by /u/Dirtydavi2 to r/2007scape [link] [comments]
r/2007scape Dirtydavi2 May 7, 2026
9.5.0 | All-Kill: Comeback
https://preview.redd.it/5lm6r6rn6mpg1.jpg?width=1920&format=pjpg&auto=webp&s=a7f1251a305acf0fbde7e5ee34cde65a042698ac Content NEW MAP: TRICKSTER'S DELUSION The Sleepless District will be the new Realm NEW SURVIVOR: KWON TAE-YOUNG New Survivor Perks: Flow State Whenever a generator is completed, earn 1 token, up to 5. For each token: You bless and cleanse Totems 8/9/10% faster. You heal 8/9/10% faster. You unhook Survivors 8/9/10% faster. A Place For Us While healing another Survivor, you both gain Elusive. Whenever you finish healing The Obsession, you both gain Elusive for 20/25/30s. When the trial starts, you are less likely to be the Obsession. Five Moves Ahead While you are in the Killer's Terror radius or chased by the Killer: You see the Auras of the 5 closest Pallets and Windows. After you drop a Pallet, you start moving 50% earlier. Whenever you drop a Pallet, cooldown: 40/35/30s. Gameplay Features Killer Updates Killer Update - The Trickster Summary The Trickster now gains Style Points by throwing Blades, injuring Survivors and performing distinct gameplay actions back-to-back The Trickster goes up in Style Ranks by earning Style Points. Each Style Rank improves The Trickster's Blade throw rate and Locker Restocking speed. Main Event can now only be activated once reaching the highest Style Rank. Style Points and Style Ranks are tracked via a new user interface element custom-made for The Trickster. Basekit The Trickster's movement speed decreased to 4.4m/s (was 4.6 m/s). Blade count decreased to 36 (was 44). Decreased Terror Radius to 24m (was 32m). Decreased time to enter Throw State to 0.3s (was 0.35s). Decreased time to exit Throw State to 1.15s (was 1.25s). Increased time between Blade throws to 0.33s (was 0.3s). Decreased base Throw State movement speed to 3.86m/s (was 3.68m/s). After 5 consecutive Blade throws, Throw State movement speed is decreased to 3.53 m/s. After 10 consecutive Blade throws, Throw State movement speed is decreased to 3.16 m/s. Increase Blade throw rate per Blade thrown: After 5 consecutive Blade throws, the throw rate increased by 50%. After 10 consecutive Blade throws, the throw rate is increased by 100%. Laceration Laceration now only counted using whole numbers (previously decayed into decimals). Laceration Meter decreased to 6 (was 8). Laceration Meter decay delay decreased to 12s (was 15s). Increase Laceration stack decay time to 4.4s (was 3s). Laceration visual feedback updated. Now displayed on the Survivor directly, for both Survivors and Killer. Laceration cuts removed from Survivors' user interface. Style Points The Trickster performing combo actions generates Style Points. A combo action is triggered when two back-to-back gameplay actions are distinct. The following actions generate 1 Style Point: Hitting a Survivor with a Blade (first-hit only). Injuring a Survivor (from Laceration or basic-attack). Hooking a Survivor. Basic-breaking a Downed Pallet. Basic-breaking a Breakable Wall. Damaging a Generator. Snuffing a Boon Totem. The following actions generate 2 Style Points: Hitting a Survivor with 4 Blades from at least 4m (without missing or exiting the Throw State). Hitting a Survivor with a Blade from more than 16m away. Interrupting a Survivor. The following actions generate 3 Style Points: Hitting a Survivor with a Blade through small gaps. Style Ranks There are 6 Style Ranks: E, D, C, B, A and S-Rank. Style Ranks each have their respective bonus maximum throw rate and Locker restocking speed modifiers. Higher bonuses at higher ranks. Higher Style Ranks require more Style Points to reach. Higher Style Ranks feature progressively shorter combo timers. Ranks regress to previous in order if combo timer ever lapses. Earning Style Points refreshes the current Style Rank's combo timer. Style Rank combo timers are paused while The Trickster is performing interactions with Survivors or interactable objects. S-Rank When reaching of S-Rank Survivors within 44m of The Trickster are revealed via Killer Instinct for 4.4s. All Survivors are notified across the Trial. While in S-Rank: The Trickster gains a 44m Terror radius. Lullaby is disabled. Laceration Meters decay 50% slower. Blade throw and Locker restock speeds increased to maximum. Main Event can be activated. S-Rank has a 66s combo timer. S-Rank cannot be paused or refreshed (unlike lower Style Ranks). S-Rank always reverts to E-Rank (via timer, or once Main Event ends). Main Event Press the Secondary Ability button to activate Main Event Main Event lasts 10s (was 8s). Main Event movement speed set at 3.92 m/s. The Trickster throws Blades at at 1.67x the default Blade throw speed. Note: not affected by Consecutive Blade Throw and Style Rank Blade Throw modifiers. Survivors near The Trickster are notified. While performing Main Event: S-Rank timer is paused. Each Blade hitting Survivors awards bonus Style Points. The Trickster can cancel Main Even via the Secondary Ability button. When Main Event ends: The Trickster's Power goes on cooldown for 4s. S-Rank resets to E-Rank The Trickster goes up in Style Ranks over time, based on bonus Style Points earned during Main Event. The Trickster's Add-Ons Memento Blades (Rework) Displays a reticle while aiming with Blades. Trick Pouch Increases maximum carried Blades by 4. Start the Trial with 4 extra Blades. Killing Part Chords (Rework) Increases time before Style Ranks from D to A decay by 20%. Inferno Wires (Rework) Decreases Showstopper's cooldown after Main Event by 44%. Ji-Woon's Autograph (Rework) Increases the duration of Main Event by 44%. Lucky Blade (Rework) On every eighth Blade Hit, an additional bonus is assigned at random: Increases Throw Speed by 8% for 8 seconds. Gain 3% Haste for 3 seconds. Gain an additional Style Point. Caged Heart Shoes (Rework) When you basic-break Pallets and Breakable Walls or damage Generators, the next time you enter the Throw State, increase movement speed while in the Throw State by 5% for 10 seconds. Tequila Moonrock (Rework) Increases Throw Speed by 15% for 10 seconds after gaining a Style Rank. Bloody Boa (Rework) Decreases the speed at which Laceration decays by 25%. On Target Single (Rework) Increases time before Laceration starts decaying by 30%. Fizz-Spin Soda (Rework) Increases the number of Blade Throws required to slow movement speed while throwing by 2. Waiting for You Watch (Rework) Survivors whose Laceration Meter fully decays are revealed for 4 seconds. Ripper Brace (Rework) For each Style Rank, you basic-vault Windows, basic-break Pallets or Breakable Walls, and damage Generators 3% faster. Melodious Murder Increases Blade reload speed at lockers by 25%. Diamond Cufflinks Reveals Survivors' auras for 6 seconds when their Laceration reaches one Blade hit from maximum. Edge of Revival Album (Rework) Blade Hits from more than 20 meters away deal 100% more Laceration. Trick Blades (Rework) Blades can ricochet off the environment once. On every eighth Blade Hit after a ricochet, an additional bonus is assigned at random: Increases Laceration by 100%. Reveal Survivor auras within 12 meters for 4.4 seconds. Gain an additional Style Point. Cut Thru U Single (Rework) When reaching A-Rank, Survivors within 32 meters are revealed with Killer Instinct for 4.4 seconds. Death Throes Compilation (Rework) Refills Blades by 50% of the maximum when Main Event ends. Iridescent Photocard (Rework) Increases the duration of Main Event by 100%. When Main Event is activated: reveal your aura to all Survivors, all Survivors’ auras are revealed, and block all Generators for 6 seconds. The First Decreased 2nd phase of the Wordbreaker Timer from 60 seconds to 50 seconds. Killer Base Attack lunge speed adjusted from 6.6m/s to 6.9m/s to be on par with all Killers. The First's Add-Ons Bead Maze Now increases Worldbreaker Timer for 2.5 seconds for each living Survivor. Shattered Wrist Rocket Changed Common Rarity to Uncommon Rarity. Bloody Roller Skate Now Killer gains the Haste Effect for 1.5 seconds upon exiting Undergate Attack. Mid-Century Radio Changed Uncommon Rarity to Common Rarity. Forged Death Certificate Reworked for Each successful Worldbreaker Token placed on a Survivor via Vine Attack Undetectable Status Effect until the next Worldbreaker Mode activation. Rabbit Remains Changed Rare Rarity to Very Rare. Now give Exhausted status effect for 10 seconds, and increase the Upside Down Ability cooldown by 5 seconds. Broken Skateboard Reworked for When Worldbreaker Mode starts, you basic-vault windows 30% faster and auras of Pallets and Windows are revealed to you within 32 meters for the next 65 seconds. Pizza Goggles Changed Very Rare Rarity to Rare Rarity. Reworked for The Undergate Attack's area of effect range is reduced by 90%, and its cooldown time is shortened by 25 seconds. Your exit cooldown time after executing the Undergate Attack is reduced by 80%. Chess Piece Removed the negative aspect of increasing the Upside Down Ability cooldown and the two charges attack radius are now diminished by 40%. The Ghoul Adjusted Reticule stickiness on Survivor from 0.18 to 0.05 seconds when attempting a Kagune grabs. Killer can no longer automatically damages nearby Survivors following a Leap vault. Killer Actions Update Accompanying the new language found in the Perks Description Update (see below), we have expanded our distinction between basic and special actions performed by Killers. Starting in update 9.5.0, the following terms will now appear in Power, Add-on and Perk descriptions: Basic-break When a Pallet or Breakable Wall is broken by the default ability of any Killer. Special-break When a Downed Pallet or Breakable Wall is broken due to an ability granted by a Killer's Power. Basic-vault When a Window is vaulted by the default ability of any Killer. Special-vault When a Window or Downed Pallet is vaulted due to an ability granted by a Killer's Power. Damaging Generators When a Generator is damaged and loses progress due to the default ability of any Killer. Generator Explosions When a Generator loses progress due to an ability granted by a Killer's Power or Perk. With these new terms, we intend to express with increased accuracy when specific gameplay interactions are intended to work alongside one another. Notably Killer Powers and Killer Perks. Multiple gameplay descriptions. been updated to surface these new interactions. The following Killers' Power descriptions have been updated: Basic-break The Singularity Special-break The Shape The Hillbilly The Cannibal The Demogorgon The Oni The Blight The Nemesis The Knight The Dark Lord Special-vault The Legion The Mastermind The Good Guy The Ghoul The Krasue The following Killer Add-on descriptions have been updated: The Wraith - "The Serpent" - Soot The Wraith - "Shadow Dance" - White The Wraith - "Shadow Dance" - Blood The Hillbilly - Lo Pro Chains The Spirit - Kintsugi Teacup The Legion - Iridescent Button The Ghost Face - Olsen's Wallet The Demogorgon - Barb's Glasses The Executioner - Obsidian Goblet The Mastermind - Lab Photo The Knight - Pillaged Mead The Skull Merchant - Geographical Readout The Xenomorph - Self-Destruct Bolt The Good Guy - Hard Hat The Lich - Ring of Telekinesis The Lich - Vorpal Sword The Dark Lord - Pocket Watch The Dark Lord - Sylph Feather The Houndmaster - Gunpowder Tin The Ghoul - CCG ID Card The Ghoul - Red-headed Centipede The Ghoul - Iridescent Eye Patch The Animatronic - Endo CPU The Krasue - Rotten Swine The Krasue - Mysterious Elixir The First - Shattered Wrist Rocket The First - Stained Glass Mural The First - Broken Skateboard The First - Electroshock Collar The following Killer Perk descriptions have been updated: Brutal Strength Overcharge Fire-Up Bamboozle Pop Goes The Weasel Spirit Fury (now "destroys" pallets) Surge Trail of Torment Dragon's Grip Oppression Eruption Scourge Hook: Pain Resonance Call of Brine Dissolution (now "destroys" pallets) Superior Anatomy Nowhere to Hide Game Afoot THWACK! Machine Learning Unbound Unforeseen Undone Dark Arrogance Help Wanted Turn Back The Clock Hex: Hive Mind The following Survivor Perk descriptions have been updated: Alert Blast Mine Wiretap Chemical Trap Bada Bada Boom Survivor Item Update Fog Vial Reworked the Fog Cloud visual effect and rendering method. Opacity inside and outside its bounds is now consistent across all Realms. Always fully opaque when seen from the outside. Adapts to each Realm's unique lighting and color. The following essential Auras are now always displayed through the Fog Cloud: When a Survivor is downed. When a Survivor is hooked. Increased the number of charges to 4 (was 2) for the following items: Apprentice's Fog Vial Artisan's Fog Vial Vigo's Fog Vial Fog Vial Add-ons Potent Extract (Visceral): Increased Fog Cloud increased opacity bonus to 100% (was 5%). Note: the increased bonus opacity is relative to the new Fog Cloud visual effect. Survivor Perk Updates Better Together Plot Twist can no longer force this Perk's effect to activate out of the Survivor's control. Fast Track (Rework) Whenever another Survivor is hooked, you earn 1/2/3 Token(s), up to 9. While repairing, whenever you hit a great basic Skill Check, spend all Tokens. For each Token spent, the Generator gains 2 permanent Charges. Self-Preservation (Rework) When another Survivor is hooked, you gain Elusive for 20/25/30s. The icon has been updated to reflect this change Unbreakable Once per trial, while downed by the Killer, you can fully recover. While downed, you recover 25/30/35% faster. Note: now only grants the Survivor the ability to recover when the Killer was specifically responsible for them entering the downed state. Killer Perk Updates Forced Hesitation Plot Twist can no longer force this Perk's effect to activate out of the Killer's control. Genetic Limits Updated to apply the Exhausted status effect simultaneously when the health state loss is recognized on Survivors, not afterwards. Hex: Crowd Control (Rework) The first time a Survivor medium or fast-vaults a Window, a Dull Totem ignites. The last 4/5/6 Windows Survivors medium or fast-vault are blocked. You basic-vault blocked Windows 15% faster. You see the Auras of blocked Windows within 24m. Pop Goes The Weasel Whenever you hook a Survivor, for the next 35/40/45s, when you damage a Generator, it explodes and loses 15% more progress (was 20% current progress, now total progress-only). Terminus Updated to trigger earlier when Generators are completed to block healing abilities of Survivors occurring simultaneously. FEATURES Perks Description Update All Survivor and Killer Perk descriptions in the game have been updated and revised with simplified and consistent language. Aside from Perk updates above, Perk gameplay has not changed across the board. Our goals were the following: Shorten text and character usage. Ease Player understanding. Reset Perk language for easier future maintenance. To help achieve this, we have added Expanding Tooltips in the user interface: Status Effects can now be expanded separately to display reminders. Status Effects each feature unique colour labels, flagging them as positive or negative. Keybindings associated with a Perk's activated effect are now displayed within a Perk's text description. Examples: Dead Hard, Come And Get Me!, Dramaturgy, etc Auras Customization Auras colors have been updated Players can customize some auras' colors on Beta tab Survivors Killers Hooked/dying survivors Normal Hooks Generators Pallets Windows Store: Players can use a "Clear all" button to remove active notifications New Prestige Menu & Rewards System Added a new way to track and view your rewards when Prestiging your character. Simply clicking on your characters' Prestige level will let you access and track your progress New rewards given at Prestige 25, 50, 75 & 100 per character Bug Fixes Audio Fixed an issue where Haddie's 'Silent Breach' outfit does not have its Lobby theme playing when equipped. Fixed an issue where outfits in the 'Moonrise' collection are missing their Lobby Themes when equipped. Fixed an issue where Junji-Ito' Lobby theme is missing when using the 'Soichi's Party Clothes' outfit for the Trickster in Lobby. Fixed an issue where the generator repair dialog between the Walking Dead characters no longer trigger. Fixed an issue where SFX from the Furin add-on plays from Killer POV when phasing with the Spirit. Fixed an issue where Cage of atonement music is not working properly. Fixed an issue where missing final part of the Audio during a Mori with The Trickster. Fixed an issue where Rift Animations and SFX is repeated when pressing the Rift Pass Button. Fixed an issue where the Trickster's bat swinging SFX are inconsistent between the Camera Pan animation, his M1, and the idle lobby animation. Fixed an issue where the Trickster's Chase music will not return to default after unequipping either of the two special addons. Fixed an issue where some surfaces were playing a metallic sound instead of cloth when hit. Fixed an issue where several of the Trickster's customization outfits will play no sound effects from the weapon while loading into a lobby. Fixed an issue where there was an SFX that triggers every time the Survivors or the Killer enter or exit the radius of the Fog Vial. Fixed an issue where the Generators' progress SFX is missing in the Tutorials. Bot Improvements Fixed issues causing Survivor Bots to not dodge the intended direction. Improved Survivor Bots' dodging against The Trickster. Survivor Bots now have as much control as players when speared by The Deathslinger. Tentative fix for Survivor Bots sometimes automatically revealing Ghostface from anywhere. Survivor Bots are now smarter with what they interact with when playing against The Plague. Survivor Bots now no longer use Plot Twist when infected by The Plague or The Krasue. Survivor Bots will now avoid taunting and blocking the path of other Survivors during chases. Fixed multiple navigation issues in Ormond Lake Mine. Characters Fixed an issue where The Animatronic no longer holds the side of the screen when performing Lobby animation. Fixed an issue where The Animatronic's animation could break when pallet stunned while using Axe Grab on a Survivor. Fixed an issue where Remove Axe could allow Survivors to walk through The Animatronic in some instances. Fixed an issue where The Animatronic could display stretching issues when performing a lunge attack or passing through a security door. Fixed an issue where The Nemesis could hit Survivors with Tentacle Strike after they exited the trial. Fixed an issue where The Trapper could bypass trap placement areas by flicking. Fixed an issue where The Trapper's Bear Trap had inconsistent hitbox detection. Fixed an issue where The Trapper could place traps in inaccessible locations by FPS glitching. Fixed an issue where The Cannibal's power could break during state changes. Fixed an issue where The Shape was unable to Tombstone Mori a Survivor while Bardic Inspiration was being performed. Fixed an issue where The Shape could kill a Survivor during the self-unhook animation while Evil Incarnate was active. Fixed an issue where The Demogorgon would stutter when spamming M2. Fixed an issue where The Demogorgon’s animation would not play properly when channeling the Abyss. Fixed an issue where the Dire Crow could be missing from the Survivor POV during The Artist's mori. Fixed an issue where The Artist's Dire Crow's flight path did not behave consistently around small assets. Fixed an issue where The Blight's turn rate slows down when stunned by Head On. Fixed an issue where The Blight was unable to injure Survivors when performing a Lunge Attack and Rush at the same time. Fixed an issue where The Ghoul's Kagune Leap reticle would change colors when targeting an occupied locker. Fixed an issue where The Ghoul's Enrage Mode countdown continued when a Kagune Mark got cleansed while carrying a Survivor. Fixed an issue where Survivors who unhook themselves started generating Blood Orbs from The Oni immediately instead of 10 seconds after the unhook. Fixed an issue where The Good Guy's Slice & Dice did not always land the hit after releasing the button early. Fixed an issue where the external icon was missing when The Skull Merchant's add-on "Geographical Readout" was active. Fixed an issue where the Survivor Reveal distance was inconsistent between 15 and 32 meters against The Ghost Face. Fixed an issue where The Legion's power could break when blinded while vaulting. Fixed an issue where The Legion's power description incorrectly labelled the movement speed bonus from landing a Feral Slash hit as 0.2m/s. Fixed an issue where The Huntress' hatchets would inconsistently detect collision when attempting to hatchet throw through a window. Fixed an issue where The Krasue was unable to Intestinal Whip crouched Survivors on stairs. Fixed an issue where The First's Vine attack animation would frequently remain in the charged state after spamming Release Vine Attack. Fixed an issue where The First's Mind Break animation sometimes wouldn’t play properly for the Survivor. Fixed an issue where The First's Mind Break animation was missing when two or more Survivors were hit at the same time while the Mini-Mori requirements were met. Fixed an issue where The First became invisible from the Custom Game Spectator point of view after exiting the Upside Down. Fixed an issue where the mend action could not be executed when two or more Survivors were hit at the same time while the Mini-Mori requirements were met for The First. Fixed an issue where The Houndmaster would rubberband when walking after successfully grabbing a Survivor with the Chase ability. Fixed an issue where the application could crash for Survivors and the Killer after The Houndmaster hooked a Survivor. Fixed an issue where the camera could get stuck in Charlotte's or Victor's head, making it difficult to control The Twins. Fixed an issue where The Lich could rarely keep the movement speed of "Fly" when stunned at the same time as casting the spell. Fixed an issue where the flashlight beam would reappear after The Dark Lord changed to Bat From after being previously blinded by the flashlight and the Survivor crafted a Flash Bang. Fixed an issue where The Dark Lord's Hellfire pillar could be visually missing. Fixed an issue where, as Eleven, a texture stretching issue could be seen in the left armpit area of the outfit. Fixed an issue where Survivors could not remove the Reverse Bear Trap if they screamed at the end of a Jigsaw Box search. Fixed an issue where The Pig's HUD prompts change when falling from a ledge while crouched. Fixed an issue where some of The Dredge's Smoke is played over the Map Item light beam. Fixed an issue where generators, TV auras and out of world are visible while the Onryo projects to a TV. Fixed an issue where Survivors were unable to grab The Onryo's VHS Tape after crafting a Flashbang. Characters - The Mastermind Refactor done in the Virulent Bound power. This specifically tackles the desync issues found while using the power. Will also improve responsiveness for most of his power usage. As well changed how we detect a collision with other characters (Survivors, Killers, Zombies) while grabbing a Survivor. It will now properly detect the size of the character collision size. Fixed an issue where The Mastermind’s Virulent Bound could glide off a hill’s ledge when falling Fixed an issue where The Mastermind’s Virulent Bound Speed effect was displayed after vaulting and falling a ledge. Fixed an issue where Survivors were able to use their flashlight while being thrown with Virulent Bound by The Mastermind. Fixed an issue where The Mastermind could initiate a partial vault on a pallet near a hole while falling. Fixed an issue where The Mastermind could grab Survivors through vault locations when using Virulent Bound at a certain angle. Fixed an issue where The Mastermind would briefly float in the air when vaulting from a higher vantage point while using Virulent Bound. Fixed an issue where The Mastermind's supply crate could be climbed on when forcing collision with other players. Fixed an issue where the chase music would end after successfully hitting a healthy Survivor with the Virulent Bound as The Mastermind. Fixed an issue where Survivors could be stuck in rocks after being charged by The Mastermind on Thompson House. Fixed an issue where a Survivor could lose control of their character if The Mastermind used Virulent Bound as they entered a locker. Fixed an issue where players could escape a trial when grabbed by The Mastermind under high latency conditions. Fixed an issue where the collision box was too large when using Charge Bound on a Survivor towards another Survivor as The Mastermind. Environment/Maps Fixed an issue in the Disturbed Wall where there`s not enough space to interact in front of a hook. Fixed an issue in the Treatment Theater where the Plague's Vile Purge was blocked by an invisible collision. Fixed an issue where The Mastermind could bound off a balcony on The Sanctum of Wrath Fixed an issue where The Nurse could blink into the caged bathroom stalls in Midwich Elementary. Moved a simple collision in the tunnel of the Lake Ormond Mine map, in order to correct the issue of survivors who could stand on an invisible collision and become immune to killer attacks Fixed an issue in the realm Autohaven Wreckers where the projectile of the Plague would be blocked by invisible collisions Fixed an issue in the realm Coldwind Farm where the projectile of the Plague would be blocked by invisible collisions Fixed an issue in Garden Of Joy where the legion could not vault one side of a pallet next to the green house Fixed an issue in Dead Dawg Saloon where killers could not kick one side of a generator Fixed an issue in Trickster's Delusion where the camera introduction of the Houndmaster clips inside the character Fixed multiple issues where the guards of The Knight where they would get stuck on the side of hills Fixed an issue in Ormond Lake Mine where the collisions of tires were blocking powers of killers Fixed an issue in Coal Tower where Killers would not be able to navigate between trees Fixed an issue in Garden Of Joy where the killers were able to climb a rock Perks Fixed an issue where the Phantom Fear perk could trigger during the mori animation for The Shape with the Tombstone add-on. Fixed an issue where Survivors held item's rarity would increase when using Blast Mine and the Exultation perk on a cloaked The Wraith. Fixed an issue where Face The Darkness did not activate with Claw Traps and For The People. Fixed an issue where the Recover bar could appear reduced after interacting with a generator while Invocation: Weaving Spiders was active. Fixed an issue where the wolf form pounce special attack did not remove Play With Your Food tokens for The Dark Lord. Fixed an issue where Turn Back The Clock's ability button was briefly visible when several Killers used their power. Fixed an issue where Off The Record failed to activate when unhooked by Shoulder The Burden. Fixed an issue where Thrilling Tremors would trigger Secret Project's Undetectable effect after all generators were completed. Fixed an issue where Hex: Pentimento rekindled totem auras were not revealed to Survivors. Fixed an issue where Blood Warden's aura reading was active before the conditions were met. Platforms Fixed an issue where Survivors were unable to remove Killer Items when the pick up item / interaction buttons were bound to the D-Pad. UI Bottom Navigation menu buttons now display their input prompts for Controllers. Fixed an issue where the Survivor HUD would update whenever a Survivor used a locker against The Lich Fixed an issue where the game would crash if you stayed for extended periods of time in the tally screen. Fixed controller input placeholder in the shrine of secret. Fixed equip button feedback not triggering correctly. Misc Fixed an error preventing Tutorial Bot matches from starting. Fixed an issue where Survivor could unhook themselves in the Tutorial, softlocking them. Fixed an issue where Survivors were unable to use Fog Vials near ledges. Fixed an issue where the Potent Extract Fog Vial add-on had no effect on the duration. Fixed an issue where pink fog appears briefly behind the Killer after previewing a Mori. Changes from PTB New Perks Updates A Place For Us When you finish healing the Obsession, you now "both" gain Elusive for the duration. Five Moves Ahead Increased cooldown by 10 seconds for each perk tier. Clarified the text description of the "pallet-dropping speed" effect. (no gameplay change) Killer Updates The Trickster Increased base Throw State movement speed to 3.86 m/s (was 3.68 m/s). Decreased to after 5 consecutive Blade throws, throw state movement speed is decreased to 3.53 m/s (was 8). Decreased to after 10 consecutive Blade throws, throw state movement speed is decreased to 3.16 m/s (was 16). Updated Blade throw rates per blade thrown Decreased to after 5 consecutive Blade throws, the throw rate is at the 50% point in the curve (was 8). Decreased to after 10 consecutive Blade throws, the throw rate is at the 100% point in the curve (was 16). Increase Laceration Stack Decay to 4.4 seconds (was 3 seconds). Increase Main Event movement speed to 3.92 m/s (was 3.86 m/s). Increase Main Event duration to 10 seconds (was 8 seconds). The Trickster's Add-ons - Updates Inferno Wires Decreases Showstopper's cooldown after Main Event by 44% (was 10%). Ji-Woon's Autograph Increases the duration of Main Event by 44% (was 33%). Tequila Moonrock Increases Throw Speed by 15% for 10 seconds after gaining a Style Rank (was 10% for 8s). Bloody Boa Decreases the speed at which Laceration decays by 25% (was 10%). On Target Single Increases time before Laceration starts decaying by 30% (was 15%). Edge of Revival Album Blade Hits from more than 20 meters away deal 100% more Laceration (was 32 meters). The Trickster's Add-ons - Reworks Caged Heart Shoes When you basic-break Pallets and Breakable Walls or damage Generators, the next time you enter the Throw State, increase movement speed while in the Throw State by 5% for 10 seconds. Lucky Blade On every eighth Blade Hit, an additional bonus is assigned at random: Increases Throw Speed by 8% for 8 seconds (new effect). Gain 3% Haste for 3 seconds. Gain an additional Style Point. Trick Blades Blades can ricochet off the environment once. On every eighth Blade Hit after a ricochet, an additional bonus is assigned at random: (new effect) Increases Laceration by 100%. Reveal Survivor auras within 12 meters for 4.4 seconds. Gain an additional Style Point. Cut Thru U Single When reaching A-Rank, Survivors within 32 meters are revealed with Killer Instinct for 4.4 seconds. Iridescent Photo Increases the duration of Main Event by 100%. When Main Event is activated: reveal your aura to all Survivors, all Survivors’ auras are revealed, and block all Generators for 6 seconds (updated Aura reveal effect to be symmetrical). The First Charge Vine Attack Ready sounds playing slightly in advance for Survivors has been reverted. The Ghoul Removed the automatic hit detection that occurs at the end of a Kagune Leap vault when a Survivor attempts to vault back toward the Killer. The Killer can no longer automatically damage Survivors. The Ghost Face Technical improvement on the Killer's reveal system. Survivors can now reveal Ghost Face more accurately while he is within 18 meters of their location. The Wraith Add-ons "The Serpent" - Soot While Cloaked, uncloak whenever you basic-break Pallets or Breakable Walls, explode or damage Generators (previously included "Generator Damage" events only). Note: updated the add-on's behavior to be more consistent across all existing Generator Damage and Generator Explosion effects that can trigger while The Wraith is cloaked. Survivor Perk Updates Low Profile When all other Survivors are downed or hooked, for 70/80/90s: (updated text in bold) You make no Grunts of Pain. You leave no Pools of Blood. You leave no Scratch Marks. Note: Reverted all previous changes and enabled multiple triggers per Trial. Updated text to more accurately convey previous usage of "last Survivor standing" the Perk's description. Feature Updates New Prestige Menu & Rewards System Resident Evil Prestige Badges have been added. The Prestige Badges for Vittorio Toscano, Nancy Wheeler, and Dustin Henderson have had an update Fixed an issue where the incorrect Prestige Badges were displaying in the Reward track of some Survivors. Bug Fixes Fixed an issue where S Rank could expire during Main Event when playing as The Trickster. Fixed an issue where The Trickster's Memento Blades add-on reticle did not disappear before the cooldown ends. Fixed an issue where The Trickster's Trickshot combo action could be earned too easily in areas with no gaps. Fixed an issue where The Trickster's reload speed time was not affected by Iron Maiden. Fixed an issue where The Trickster's Chase Music would not return to default after unequipping either the Death Throes Compilation or the Edge of Revival Album add-ons. Fixed an issue where generator auras were always blue when revealed by Boon: Illumination. Fixed an issue where injured Survivor auras were not blue when revealed by Boon: Circle of Healing. Fixed an issue where Survivors went beyond the exit threshold when crossing the threshold while being shocked by The Doctor. Fixed an issue where the Anti-Camp meter appeared full when another Survivor was hooked. Fixed an issue where Survivors saw red generator auras when creating a Beam of Light with a Map. Fixed an issue where the red arrow indicator was missing when targeting a generator with Turn Back The Clock. Fixed an issue where Self-Preservation activated when the perk owner was hooked. Fixed an issue where the auras of Blocked Windows was missing before Hex: Crowd Control activated. Fixed an issue where The Pig could see Jigsaw Box auras. Fixed an issue where The Mastermind's charge remained active without player input when quickly double tapping the power button. Fixed an issue where The Mastermind's Virulent Bound charge ability did not allow him to slide off assets. Fixed an issue where The Mastermind could Virulent Bound off obstacles under high latency. Fixed an issue where the Lock (when playing against The Dredge) and Hide locker interactions has the same prompt. Fixed an issue in Trickster's Delusion where collisions are added next to a table in the Nightclub section Fixed an issue in Trickster's Delusion where character would spawn of the map or on top of assets Fixed an issue in Trickster's Delusion where the crates with records didn't have collisions Fixed an issue in Trickster's Delusion where the neon signage connected to generators was inconsistent Fixed an issue in Trickster's Delusion where boxes around the market had collisions that were not aligned to the asset submitted by /u/DeadByDaylight_Dev to r/deadbydaylight [link] [comments]
r/deadbydaylight DeadByDaylight_Dev Mar 17, 2026
General Tips and Tricks (Spoiler Free)
I wanted to compile a list of lesser known tips and tricks for launch tomorrow so we can all pool what we know together and survive. Equipment Mechanics -Weapon Rarity is based on the average rarity of all equipped mods. Always check the mods of a weapon, 1 white one purple makes a green gun. -You can drop Self Revives for downed enemy runners to use. Please don't Triage ult them. Unless you're going for the disrespect. -Higher Shield Tiers (except 1 gold variant) give lower heat capacity. Trade defence for movement. -Hardened Shields are always better than base sheilds, as they are quicker to charge and require less to charge them. -Taking ANY damage while restoring shields will halt shield regeneration. -Conversley, I didn't know this until a recent post but taking damage will not stop health regeneration. See [u/ic4y]'s post here. -Energy Amps give a 50% tac and prime cool down reduction. You can have permanent invisbilty with assassin if you chain them with the right upgrades. Or spam vandal rockets as I learned the hard way. -Signal Jammers hide you from thermals, UESC and blur your shell to other players. We've also tested them on Flechette Grenades and Claymores -Virus Kits aren't just for lockdowns, they also help in the lasered red room of death. [After talking to my squad we're still figuring out if it was the Virus kit or the OS that prevented the debuff as we had both on.] -Cardio Kicks are insanely versatile. They instantly clear your heat, give heat reduction and movement speed buffs and can be chained on kills if you have the right mods. It's a nessessity for Vandal players. -Any debuff effected by the Hardware stat can be fixed with a Mechanic Kit. This includes Toxic Gas, the heal reduction, or the limb damage from the proximity drones. -Some equipment come with extra modifiers that can be noted by the writing in the background of the icon. This is most easily seen with Rook who comes with Compromised equipment that is destroyed on exfil. Some of these bonuses increase value on exfil,or cause the equipment to be destroyed on DBNO (Fragile). Always check the description. Faction Mechanics and Tips -The first capstone of every faction gives Rook some very good upgrades and I would highly reccomend focusing on them. You can spawn in as a very kitted out Rook if you do. (Green sheilds, cores, upgrades and weapons on the drop) -Successfully extracting with a sponsored kit gives you an extra chunk on rep towards that sponsor. [u/stuballinger-art] -VIP Ranks start at Faction level 30. It signifies that you've reached max faction level and you keep all your upgrades. You can continue to rank up and receive rewards after that as you previously have. -VIP Ranks also gives you up to 5 purple Salvage per rank up. Map Specific Tips -Lockdowns can be survived with a virus kit and you can start an event if you find the keycard. I won't spoil anything further, but highly reccomend exploring a locked down zone. -Red flares ontop a building means they're filled with lockboxes. There's always one per map. -The Hauler has a horn. It's incredibly loud. -Ontop of Po's theyre usually TADs that let you scan almost the entire PoI. Other players can see the pulse but it lasts a decent amount of time and it's duration can be upgraded. -Dropships are a great way to Scout locations of other runners as they only reinforce based on missions or if an area is cleared out. [u/zorichtheelvish] -Outpost has a central pinwheel that you access 3 ways. 1. You can use 2 access key cards in Dormitories or processing and hack the elevator shaft followed by a battle. 2. You can shoot your way into the broken wing if you find the right generators. 3. There's a secret entrance, under the elevators. -Outpost Pinwheel has quite a few good secrets in them and gold/purple loot. No spoilers but make sure you bring all the key cards you find around the map -Outpost Keycards are found scattered around the map. Master Keycards in outdoor antennas, Supply keycards in accessible containers and access keycards are on tables and the ground. Armouries, supply closest and exfils are locked based on 1 2 or 3 required key cards. The required keycards are shown as symbols on the blue locks nearby. UI and Keybinding tips. -You can inspect a weapon in your loadout screen to get detailed stats. This also gives you a list of all your mods that can be applied to that weapon and lets you apply them from that screen. Default is Triangle on Playstation, Y on Xbox or V on PC. -You can track materials needed for factions upgrades by hovering over the upgrade and pressing the track button. R3 for controllers. [u/manlycaveman] -You can hover over upgrade requirements and track the resources needed using R on MNK. [u/stonedpingu] -You can double bind keys [u/stonedpingu] Runner Stats -Hardware affects physical debuffs (Toxic, Heal Reduction, Speed Reduction) . The higher your hardware, the shorter debuffs last. -With the NuCaloric upgrade and extra hardware stats from mods you won't take any damage from plants past a 1 second tick. You also can enter Toxic rooms indefinitely. -High Firewall makes you close to immune to the EMP effect from Triage and EMP grenades. -Prime and Tactical cooldown aren't 1 to 1% convsersions it seems. So far it looks like a scaling modifier as even with 100 Prime Cooldown it wasn't instant. -You can overcap stats but it dosen't seem to give any addition bonus yet. At least not with the three we tested: Melee damage, Agility and Tac Cooldown. -30 Melee Damage knife will 3 shot white shielded runners, and standard UESC Recruits. It is always recommend. -100 Melee Damage knife will two shot blue shielded runners to the front, and one to the back. Shell Specific Tips -Assassin's Shadow Dive can negate all fall damage. -Assassin players have no counter to a shotgun to the face. Try and stealth kill me again. I'm not salty, why do you ask? -Destroyer's shield will let you peak around corners in 3rd person. -You can one shot Purple shielded runners with the knife using the Myrmidon Core for the Destroyer and 100 melee damage. Tac boost in with your shield up and live up to the name. -Recon's pulses can be seen by other players. -Rook can extract his unstable gear if you also find an Matter Fixative. They're commonly dropped by commanders which makes farming green shields and cores very easy. -Don't equip your backpack right away as Thief. Load up with 1 of each useless crafratables and consumables and drop as full as you can to max out your cooldown reduction. It makes a huge difference, especially with her higher tier cores. -Triage can share consuables with anyone who has a drone on them. This is incredibly useful to share cardio kicks, virus kits or energy amps. -Triage can target up to two players with his ult if they're close together. So you can revive both players with one charge. It also gives you an achievement.[u/Bloody_sunday] -Vandal can use her rockets on herself to jump higher, you can get some insane flanks with her. Weapon Mechanics. -Volt weapons do extra shield damage and are king in higher tier pvp and vs Bots. -Railguns can get almost instant charges in the beta, I assume you can push that to an instant fire in the release. -A lot of weapons have alternative modes. For example the Volt pistol can be charged into a high damage burst. -Thermals are incredibly useful but are countered by Signal Jammers. (Invisibility seems to give mixed results as I didn't show up but could be a bug and or based on thermal rarity based on a conversation below.) -Different Supressors have different effectiveness. They don't all reduce sounds at the same distances. For example the blue pistol supressor's range was ~20m while the green smg supressor was ~30m. Weather and Enviroment Weather has a big impact on runs. Beside the obvious with fog and sun effecting visibility -Rain changes how fast you cool down. Light rain will increase your heat dissipation and torrential rain will increase it to a full cool down in about a second. -This also applies to bodies of water. Standing in a shallow pond will give you cooldown reduction while crouching or walking in waist high water will give you a further cooldown reduction. -Heat cooldown sources stack. For example: Shallow water and light rain will combine to give the max cooldown reduction. [u/yash_swaraj] -Toxic plants DoT can be removed with Mechanic kits. -Toxic Rooms can be tanked with a Triage buddy. -Broken glass windows are NOT an indicator that a player has been there, sometimes they spawn like that. [u/gatsay] 1.Thank you to the two runners I've met who helped me learn a lot about the weather, lockdown and map mechanics. I am sorry about your shotgun, I will pay you back on release, haha. Thanks also to Coochie Man and Pickles who both helped me test weapon, stats and equipment mechanics. Thanks to u/yash_swaraj for helping correct the proper item names. I will also add and credit anyone who comments as well, the more the better! For in-depth stats Marathon Guide has some great resources. Thanks u/lefthandbandito_ submitted by /u/nick5766 to r/Marathon [link] [comments]
r/Marathon nick5766 Mar 4, 2026
AITA for making my SIL feel bad about saying I should “straighten my hair.”
I am not The OOP, OOP is u/area_cherry_noble AITA for making my SIL feel bad about saying I should “straighten my hair.” Originally posted to r/AmItheAsshole TRIGGER WARNING: Racism MOOD SPOILER: Positive Original Post June 12, 2020 So, I’m a mixed race woman, but I’m very black looking. With that, my hair, while not as kinky as it could be, is very curly. I usually straighten it, but every so often I just let the curls fly. I married into a white family, but it’s NEVER been an issue. I think I’m closer to my in laws than I am to most of my own dysfunctional family. We had a family dinner this week, since some of the restrictions have eased. While having dinner, my MIL and I were discussing some of the hurtful comments I’ve been hearing these last few weeks. Specifically, a lot of people have been shouting slurs at me in my small city, and someone threw a half empty can of soda at me. My SIL, (husband’s brother’s wife) who up until this point has been very sweet to me, said “well, that’s sad. Maybe if you straighten your hair, you’ll look less ‘ethnic’ and people will leave you alone.” I just gaped at her for a moment, and then said, “well, my hair had been ‘straight’ everytime, and even if it wasn’t, I DONT see why that makes it okay for someone to call me a ‘black cunt’ in the parking lot.” The table went quiet and got awkward. My in-laws were all on my side, but my BIL messaged me to tell me her intentions were good, and that I humiliated her in front of the family. So reddit, AITA? For reference, SIL (who I really do like!) is newer to the family. I’ve been with my husband for 11 years, and they’ve been married for one. I don’t want her to feel left out or judged. I don’t think she meant to hurt my feelings, but she did. I feel especially bad, because my other in laws who have known me defended me, but I don’t think she actually meant to be cruel. Just ignorant. She’s from a very small (white) town, and hasn’t met many POC. Edit: I officially understand what it means to have your inbox blow up, now. I wanted to clarify a few things and give a brief update. I felt like an AH because of the environment we were in at the time (I was thinking maybe I could have approached the topic with her later, but I didnt). I also didn’t “snap” or “yell” at her, like some of the comments say—I stated my comment with a slight laugh because it was already so awkward. My SIL is not racist, like some have implied. I truly believe that. I think she’s ignorant on this because she’s never had to think about things like this. Does that make it okay? No, but it doesn’t mean she’s “disgusting.” I’m taking the overwhelming NTA as a sign that I didn’t need to wait for a “safe space” to make my comment. I’ve also already texted her this morning about meeting up today, and she responded very enthusiastically. I think this is an opportunity for growth, so I’m gonna take it. I also think that if we all hold the view “we shouldn’t have to be the ones to teach them” so close, we may lose out on some really good chances to build bridges instead of walls. I don’t have to be the sole source of her black education, but I can definitely be a cliff note. VERDICT: NOT THE ASSHOLE RELEVANT COMMENTS indecisive_maybe NTA. You were right to be shocked. It's also great that you understand her background so you're not mad at her. But I'd say she is TA if she had your BIL text you about it - focusing on a little goof instead of focusing on you and the much tougher public yelling and name-calling you've been through. I'd vote that you reach out an olive branch to her. What she said is not okay, but her heart is in the right place and she's willing to learn. Maybe you can ask your BIL to share some resources with her to get more educated. OOP I did message him and tell him that I never wanted her to feel humiliated, but the suggestion was pretty silly and ignorant. I do think she is a wonderful person, but she doesn’t have a ton of experience with POC, so I hope it’s just the comments of a silly young person. ~ downvoted commenter NAH I think she had good intentions in her own ignorant way. It sounds like you reacted with anger, which during these times is understandable, but still not ok. You missed an opportunity to teach her (which I imagine is exhausting right now) and instead shut down any communication. OOP Oh, I understand. I wasn’t aggressive or “angry” in my response (I tend to lean towards humor to ease tension). I said with a chuckle “well, yes, but...” I was hoping to make it less serious, but that didn’t change how the people around me interpreted it :/ bad timing. I never wanted her to feel like I just shut her down, which is why I tried to make it more silly than anything else. I do really like her. I think it’s just a lack of life experience. [deleted] As someone who moved from Chicago to a small farm town outside Milwaukee I see a lot of people who just don’t know any better. It’s not their fault, it’s a lack of life experience and a bigger world view. It sounds like she was just hoping to solve the problem for you, which is sweet, but small thinking. I’m sure if you guys talk it out you’ll work it out fine. OOP I think so, too. We’re all from small midwestern towns, and I truly think it’s a matter of pure ignorance. You don’t know what you don’t know. She is very sweet to me otherwise. I think it was just a matter of good intentions/bad execution. But my BIL is so angry about it. Update June 29, 2020 (17 days later) (I originally wrote this post the day after my initial post! That’s why the timeline is the way it is) So, my SIL and I met this morning for coffee. Coffee turned into lunch turned into pre-dinner drinks. We literally have been together all day. She mentioned she has been trying to figure out how to reach out to me for a few days, but I did it for her. She apologized, and assured me that she WAS humiliated, but not because of me (directly) but because as soon as I made my response, she realized how stupid her comment was. She was also texting BIL, because she had no idea he reached out to me, and was mortified. She offered to let me read the texts, but I declined. That’s between them. We talked about my hair, and my life story, and micro aggressions. We also discussed the BLM movement, and I find that we have more in common than I ever could have hoped. She cried. I cried. It was a very open moment, and her words, “I really never understood,” tell me everything I need to know...although there are probably some very concerned baristas wondering wtf was happening. I did tell her it would be a very beneficial thing to look into some literature, because her future nieces/nephews will deal with similar issues, and she downloaded some books while sitting with me at the table. She told me she just wants to know what to do because she is just clueless. I think that’s fair. If you’ve never had to put out a fire, you may panic when your stove is suddenly engulfed in flames. I hadnt heard from BIL yet, but we literally just left each other a little bit ago, and she’s got some words for him. Really, I’m actually very happy this happened. We had a great chance to get to know each other even better. (We even discussed theology, as she is very Christian and I am an atheist/former avid church goer) and even that conversation was very positive, rather than accusatory or uncomfortable. We’re meeting again next week...I may have just inadvertently started a bit of a book club ;) I ensured her she is more than welcome to reach out to me at anytime. I’d rather she have someone she cares about that also cares about her help her in her development, rather than make a blunder in front of someone potentially less forgiving. She wants me to call her on her “dumb statements.” I’m happy to do so. Again, I stand by what I said. She’s a wonderful person suffering from some ignorance. But she’s open to learn, and I couldn’t ask for more. (Since the first type written update): we’ve had lunch and/or dinner three times since. It’s been very fun, and such a relief to spend time together. My BIL has since texted me as well, and we had lunch too, as a group, and he’s already apologized. He was trying to defend his wife, but didn’t stop to think about the circumstances. We’re ALL good now. It’s been very fun to have an excuse to spend more time together! Thanks for everyone that reached out. I’m glad I took initiative! Edit: some people have asked which books I’ve suggested, and I wanted to let you know which ones she downloaded in the spot. First, since she works with young adults, I suggested “The Hate U Give” by Angie Thomas. She ordered a few copies and wants to put it in her classroom for next year. Second: “White Fragility: Why It’s So Hard for White People to Talk About Racism” by Robin DeAngelo. I hadn’t read this myself, but we read the description together. Third: “Hair Love” the children’s book. I’ve given her some good places to look for more resources. But she’s working through those three first. She actually started with “hair love” and we had a really good chat about it. Incidentally, after we talked about it, we got drinks, and I was carded. (My DL has straight hair, and she commented on it) The woman carding me complimented my natural hair, saying I should update my id with my natural hair! She loved my curls! Funny how that works out. Second edit: I’d love additional book recommendations! As a black woman, I’ve never had to really read a book about understanding the “black perspective.” I mean; I live it everyday. So any additional books that can offer insight are very helpful. Third edit: I’ve received many messages both here and in the DMs about the white fragility book. I think they’re all very fair, and so I’m opening up: please do not hesitate to give me other, better books to recommend! I’ve been reading a few myself, but I want to be sure I’m giving her GOOD content! THIS IS A REPOST SUB - I AM NOT THE OOP DO NOT CONTACT THE OOP's OR COMMENT ON LINKED POSTS, REMEMBER - RULE 7 submitted by /u/Direct-Caterpillar77 to r/BestofRedditorUpdates [link] [comments]
r/BestofRedditorUpdates Direct-Caterpillar77 Dec 21, 2025
Fallout 76: Burning Springs Release Notes
Grab your duster, hat, and your favorite weapon because it’s time for some Bounty Hunting! Explore our largest map addition yet and hunt down some of the largest bounties Burning Springs has to offer. Update Highlights Bounty Hunting – Grab your duster, cowboy hat, and your favorite weapon because it’s time for some Bounty Hunting! Explore Burning Springs – Cross Point Pleasant Bridge to enter a new land of rust and blood. Explore our largest map expansion yet! An Audience with the King – Prove yourself to The Rust King, the ruthless ruler of Burning Springs in the start of a whole new storyline for Fallout 76. New Public Events – Participate in two new Public Events, “Gearin’ Up” and “Sinkhole Solutions”. A Rad New Pet – Bring home a new friend from the Wasteland. A Radhog! Season 23: Blood X Rust – A Season for the Raiders. Update Version 1.7.22.12 & Sizes PC (Steam): 28.8 GB PC (Microsoft Store): 39.3 GB Xbox: 41.9 GB PlayStation: 40.8 GB A new region of the map is opening for those with enough grit to cross Point Pleasant bridge. It’s time for you to travel westward towards Burning Springs. Taking place in rural Ohio, this is our largest map expansion to Fallout 76 yet! Become one of the meanest Bounty Hunters around, as the Burning Springs update introduces Bounty Hunting to your Fallout 76 experience. A major new piece of content here to give you the opportunity to find and eliminate some of the area’s largest threats. We’re extremely excited to share that The Ghoul from the Fallout TV Show on Amazon Prime will be joining us in Burning Springs! Voiced by Walton Goggins himself, The Ghoul will be your guide in all things Bounty Hunting. https://www.youtube.com/watch?v=zebDQIvkdyU&t=1s The main questline for Burning Springs is just the start of your story in this new region. Planned as the beginning chapter for a story that spans multiple updates, this quest works as an introduction to characters that you’ll end up spending more time with down the line. With a new questline for you to complete, two new public events, the introduction of Bounty Hunting, plus a load of additional content (including new fish and a local legend to catch), Burning Springs is our largest update since Wastelanders back in 2020. --- Welcome to Ohio Burning Springs, a region of southeastern Ohio rocked not only by the nuclear destruction of the bombs dropping, but also the environmental poisoning from the local Abraxodyne Chemical plant. The area is now a desolate and barren wasteland with poisonous water, and a dust storm coating everything in a toxin known as Rust. Who would ever want to call this land home? The Rust King is who would. A Super Mutant with just as much brains as brawn, The Rust king is the unrelenting and unforgiving ruler of Burning Springs. He has twisted the land into his cruel kingdom, where the only rule is "might makes right." Players will cross paths with this monstrous monarch during the new questline. He will task the player with proving their worth and braving the wilds of his wasteland. While barren, Burning Springs still holds pockets of life. Highway Town serves as a pit stop for the last of humanity. Built on a section of elevated highway, players will be able to rest and resupply here. Highway Town serves as the region's new social hub and a last resort for survivors-- speaking of which, The Last Resort saloon at the end of town also serves up Bounty Hunt contracts. Once you unlock the location, you'll be able to fast travel directly to the saloon for maximum Bounty Hunt efficiency! You can wander into Burning Springs by crossing the bridge in Point Pleasant. The questline can be started by tuning into the Ohio Distress Signal once they've reached level 30." --- Bounty Hunting Mosey down to the Last Resort saloon in Highway Town if you're looking to put your gun to work. The Ghoul has set up shop there, providing piles of bounties to plunder. To start a Grunt Hunt, just pick up one of the posters off the table. There's plenty to go around, so you can repeat this activity to your heart's content. Each time you start a Grunt Hunt, a random location in Burning Springs will be chosen, and a mutation will be applied to your target. Watch out, though, because these mutations are contagious: enemies near your target will also benefit from the effects of the mutation! Plan accordingly to take out your target without getting overwhelmed. Adjust your build to counteract their mutation or just go for the classic stealth approach. If you're lucky, a Grunt Hunt target might drop a premium Bounty Poster. These will allow you to start a Head Hunt-- an extra challenging bounty hunt in the form of a public event! (Note: these are granted through the Quest Rewards and not found on the body itself.) Just place your poster on the bounty board outside of the saloon to send the word wide. All players on the server will be alerted to show up to your aid when you do. Only one Head Hunt can be active at a time, though, so be sure to join in any actives ones before trying to start your own. There's dozens of unique Head Hunt targets across a handful of locations. Each has a unique loadout and posse protecting them-- some with pretty wild and weird skills, too! If you've got an itchy trigger finger, and caps to spare, The Ghoul would be more than happy to part with a premium poster... for the right price. Players will be able to track which Head Hunts they've completed from their Challenges and earn a variety of unique rewards for doing so. Speaking of loot, Bounty Hunting is primed to be the premiere path for Legendary Item hunters. Grunt Hunt targets will initially appear as 1-star Legendary enemies. As you complete more, they will eventually make their way toward 2 and 3-star! Head Hunt targets will always appear as 3-star legendaries and are flanked by a pair of 2-star posse members. But, most importantly, Head Hunts have a chance to drop items with NEW 1-, 2-, and 3-star Legendary effects. Some of these will offer special bonuses for Ghoul or human players... --- New Legendary Mods As mentioned above, you’ll be able to earn items containing new and exclusive-to-Bounty-Hunting Legendary Mods. New 1-Star * Mods Feral (Melee Weapon) - Kills make you more feral. Sniper's (Ranged Weapon) – Gain 120% bonus damage to weak-points while aiming down sights. Adrenal (Weapon) - +10% Damage per kill while on a kill streak. (Up to n%) Adrenal (Armor) - +10% Damage resistance while on a kill streak. (Up to n%) Lucid (Weapon) - Increase damage up to 40% based on how full your feral sanity meter is. Lucid (Armor ) - Increase damage up to 6% resistance based on how full your feral sanity meter is. New 2-Star** Mods Pick Pocketer's (Melee Weapon) - Kills have a 50% chance to award a small amount of caps. Pain Killer (Armor) - Gain HP Regen based on your kill streak (up to 3 HP per second) Rushing (Armor) - Gain AP Regen based on your kill streak (up to 3 AP per second) Elementalist's (Armor) - +5 All Resistances (up to +25) Fierce (Armor only, not Power Armor) - Fortify limb resistance while on a skill streak (up to 10%, max 50%) New 3-Star*** Mods Glowing (Weapon) - Kills grant a small amount of Rads. Healthy (Armor) - Max HP increased by 20 (up to 100) Reflex (Armor) - 2% Evade (up to 10) Active (Armor) - Max AP is increased by +20 (up to 100) Barbarian (Melee) - +1 STR per kill while on a kill streak. --- New Public Events Gearin’ Up Have you ever wanted to help a Deathclaw prepare for its debut in an Arena deathmatch? Now’s your chance! The Rust King requires a new combatant. Your job is to head over to the Junkyard and help The Beastmaster gather the scrap metal needed to armor up her latest tamed Deathclaw. During this public event, you'll fight alongside your Deathclaw-in-training against the wastelands wildest foes. Just be sure to keep the beast alive! It can't die a glorious death in the arena if doesn't survive the junkyard first... Remember: you can heal friendly NPCs using the Medic's Legendary Mod. Don't have one? Well luckily a new unique named weapon, the Stimpike, comes with this pre-installed! You'll have a chance to earn it-- alongside many other rewards-- by completing this event. Sinkhole Solutions Fires rage beneath the surface of Burning Springs and natural gas deposits occasionally breach the surface near places where the ground has broken. Willow, a resident of Highway Town, needs your help culling Radscorpions and Stingwings that have gathered around a highly volatile sinkhole. These creatures are causing issues for the residents of Highway Town so you’ll need to head over to the aptly named Scorpion Lake to activate a “stomper” device to draw them out of their dens. Your objective will be to destroy their dens, all while dodging pillars of fire and navigating a blinding sandstorm. Also, stick around to the end to learn why Radscorpions aren't an apex predator... --- Additional Content More Fish Assuming you can even find them, the watering holes around Burning Springs are poisonous and irradiated, but that doesn’t mean there aren’t new fish to catch. Explore this new zone and find new fish (including a Local Legend) to add to your collections. Side Quest: Dirty Laundry Keep a sharp eye out for mysterious Abraxodyne intel briefcases hidden all over Burning Springs. Return them to Bodhi in the city of Athens to take part in the Dirty Laundry side quest. Unlike other collectibles, these brief cases appear in specific locations, once per player. You'll have to search every nook and cranny to find all 150. (Schoolyard rumors say there's a 151st one hidden under a red truck, but we're pretty sure that's made-up.) As you turn these cases in, you'll help Bodhi unravel the mystery of his missing daughter-- and earn unique Abraxodyne-themed rewards along the way. You'll earn a unique Legendary weapon for completing the quest-- which only requires finding about half of the total cases-- but you'll get an even more powered-up version if you find every last one. --- Season 23: Blood X Rust https://www.youtube.com/watch?v=2LYmeWNMlLc Season 23: Blood X Rust is here to inspire you to unleash your inner raider spirit. --- Closing Milepost Zero The bandits roaming Skyline Valley looking for caravans to rob have proved themselves to be dastardly threats to the Blue Ridge Caravan Company. Scaring poor brahmin into going off track, leaving deliveries incomplete. For now, Milepost Zero will be closing shop and moving their wares to other vendors across Highway Town. Awaiting a time in the future when things might be a bit safer for their operations. The rewards from Milepost Zero are now spread across the Wasteland: Plans for the V63 Laser Carbin and mods have been moved to the Weapon Vendor Splint in Highway Town. Mac in Highway Town will sell the following items: Rolled Persian Rug Persian Wall Rug Makeshift Wine Rack Noren Curtains Park Ranger Supply Box Persian Rug Stargazer’s Telescope Lightning Battery Lamp Noren Awing Snow Globes from the Milepost Zero vendors will now be sold by Windy in Highway Town (she is a Gold Bullion vendor). Spooky Scorched will reward the Lederhosen Outfit & Hat, Redcoat Outfit *Hat, and the Vault Girl/Vault Boy backpacks. Holiday Scorched will reward all the Skyline Valley specific Snow Globes. All characters who completed the “A Bump In the Road” Caravan intro quest will receive the title “Caravan Investor” (immediately upon logging in). We will also be granting a pennant that can be used account wide (any character on the account will have access to this pennant) and characters that have completed the quest will also receive 2K Gold Bullion. The Pennant will be granted during the first week of Burning Spring’s release while players should expect to see the 2K Gold Bullion upon logging into characters who have completed then quest. We believe that Bounty Hunting delivers on the same promise of on-demand content, with Legendary enemies, and great rewards in a more succinct and satisfying way. We love the Skyline Valley region and have some fun things planned. --- New C.A.M.P. Pet - Radhog One of the new creatures you’ll find in Burning Springs is the Radhog. They’re tough and fiercely protective of their young, so if you get too close expect to be attacked. What would happen if you brought one to your C.A.M.P.? You would probably have the most adorably disgusting pet this side of the Ohio River! After purchasing the Radhog C.A.M.P. Pet from the Atomic Shop, the radhog bed item can be found in the “Dwellers” section of the Workshop menu and its Nose Ring is in the “Pet Clothing” section of the Armor Workbench. --- New Seasonal Weapon – Dom Pedro A new weapon is entering the fray. The Dom Pedro is a Hand Cannon that can fire .50 rounds or be swapped to .308. It has an explosive effect and can pierce enemies too. Really sending a message to anyone foolish enough to stand in your way. --- Emote Wheel Whether you’re hitting your favorite emote at the wandering traveler passing by in the hulking Power Armor skin or trying to convince a level 30 Vault Dweller to pick up the loot you just dropped for them, emoting is core to the Appalachian way of living. In the Burning Springs update we’re reorganizing emotes so that more emotes can be equipped at once. We’re doing this by: introducing 2 new categories, “Social” and “Performance” removing the “Follow Me” and “Team Up” categories and placing most of their emotes into “Help” and “Social” reorganizing the emotes in the “Misc” so that more of them live in more appropriate categories like “Performance” and “Taunt”. With the work done here, you can now equip all your favorite emotes at once with little to no need to go into the Atomic Shop to swap them in and out. --- Gleaming Depths Almost a year after its introduction, Gleaming Depths has proved to be an excellent place for players looking for an endgame challenge to push themselves and their builds to the limit. We’re introducing a new weekly challenge for Gleaming Depths that can be completed by working through all stages of the raid. Your reward for doing so will be a 4-Star Legendary cache that contains a 4-Star Armor, Power Armor, Melee Weapon, and a Ranged Weapon. To go along with this new weekly challenge, we’re also redistributing the raid rewards so that the farther you progress in Gleaming Depths the more enticing the rewards will be. We know this may cause some disruption to your local EN06 farming group (and you can still farm him for XP), but it was never our intention to have one phase of the raiding experience be the source of some of the most coveted rewards in the game. In this update we’re also fixing numerous bugs and introducing quality-of-life improvements to make the raiding experience smoother for everyone. --- Combat Combat in Appalachia has experienced a lot of changes since the Skyline Valley update was released last year. For Burning Springs we’re slowing things down to see how it all settles. We are making a few more adjustments to V.A.T.S. to address the feedback we’ve received after the Fallout 76: C.A.M.P. Revamp update. All in all, you should experience far less instance of V.A.T.S. chance to hit fluctuations and targeting issues. Fixed cryo slow being applied to players who aren't in PvP. Fixed an issue where Hack and Slash could damage players outside of PvP. --- C.A.M.P. All items from the Mischief Night rewards now appear in the Build menu. Build budgets of various items have been adjusted. Fixed an issue which could cause the Store/Scrap button to not work when pressed by the player. Straw Goat decoration plans are now known by default for all players. Fixed issue where C.A.M.P. Pet interact prompt could sometimes display near the C.A.M.P. when it shouldn't. The Bat Plushie reward from Mischief Night should now face forward in all displays when placed. The Old Glory Fireplace is now buildable. Removed noticeable seams with the Haunted Mansion prefab. Fixed an issue which could cause some items to not appear correctly in the "New" tab of the build menu. Chems from the Fallout First Aid Box can now be used to build C.A.M.P. objects. Fixed an issue that prevented objects from being moved vertically while building in precision mode. Fixed an issue with the Morse Code Poster: .-. . -- --- ...- . -.. / ... .--. .- -.-. . / ..-. .-. --- -- / ..-. .-. --- -. - / --- ..-. / - .... . / -. .- -- . Pet collar apparel can now be scrapped. Events Feral Ghouls will no longer get stuck on the roof access door during Feed the People. Gameplay Switching the equipped grenade will no longer reset the heavy gunner perk stack. Fixed an issue where the Cryolator wasn't counting as a valid weapon for challenges requiring an automatic weapon. Zetan Drones are no longer susceptible to the Bleed DoT. Uranium extractors in the Uranium Fever Event are no longer susceptible to Bleed DoT. Fixed an issue which could cause Mole Miners during the event Uranium Fever to appear initially neutral to the player. Addressed an issue where enemy turrets in The Pitt weren't hostile to the player. Camp Liberty: The Glowing Yao Guai in this location now correctly counts towards "Kill a Glowing Creature" challenges. Fixed an issue where Anglers were considered Mirelurks for a few challenges. The Satiated Legendary mod now correctly states that it works for Human characters only. Fixed an issue that prevented floating markers from appearing on targets marked with a recon scope. Fixed an issue which allows players to add too many players to a raid instance. Fixed an issue that prevented players from fast traveling from Expedition zones to Appalachia while over encumbered. Fixed an issue that caused the Assaultrons to spam their head laser attack. Perks Ghoul-related Perk card restrictions will now be updated in the Perks menu upon changing into a ghoul without needing to exit the server. Fixed an issue that caused '0 Unused Pt' to appear above full S.P.E.C.I.A.L. categories in the Perks menu. Owned perks now appear as intended after exiting and reentering the perk screen. Curator and Good with Salt now display the correct background in the perk card machine. Bullet Shield Removed Rank 4 Bulletstorm: Switching the equipped grenade will no longer reset the heavy gunner perk stack. Miscellaneous Nukashine effects won't display debug effect text now. Capacitor mods will now appear on the recon version of the weapon sold at vendors. Fixed an issue that could sometimes cause an infinite loading screen when re-entering the sanctum during the Pitt expedition. Fixed issue where vertical camera movement is sometimes disabled while in photo mode. Fixed an issue where controls could become unresponsive when disconnecting and returning to the main menu. Removed duplicate Tricentennial Stein from Tinker's Bench crafting menu. Players should no longer encounter bright lighting artifacts in the Overseer’s Home. Fixed an issue causing the Ghost Skeleton outfit to scale incorrectly in some cases. Fixed an issue causing Vera to repeat her greetings to the player unintentionally. Fixed an issue which could cause players to get stuck in an infinite loop when talking to Oberlin. The Rusted Coat of Arms and Mad Scientist suits now correctly count as a costume. Fixed an issue with controllers that would cause players to accidentally active a ping when tracking a quest via the HUD. Fixed an issue which caused a superhero landing to occur from lower heights than intended when jumping in Power Armor with the Marsupial mutation. Fixed an issue which caused debug text to display when viewing the Salty title in certain languages in the Atomic Shop. Fixed an issue that would cause the Epsilon Squad to spawn incorrectly if the player dies while they are exiting their pods. Screenshots are now color accurate to in game visuals. Quests The quest One of Us will now correctly start for Ghoul characters upon completing the Bunker Buster quest. Fix to quest marker for the Nightclub Poster at the start of Opportunity Knocking. Weapons Fixed an issue where the Vampire Samurai Combat Knife could not have its custom skins removed once applied. Increased the explosion damage done by the Fragmentation Grenade MIRV. Explosives (Grenades) quantity on the HUD is no longer incorrect after closing the raids reward screen. Wacker Smacker is now "Whacker Smacker". Whack. Addressed an issue where the automatic receiver for the handmade didn't maintain its proportional fire rate difference between the handmade and other rifles. Fixed an issue that caused the shield icon to appear and no damage to be done when bashing with certain weapons (Ultracite Gatling, Ultracite Laser, Alien Disintegrator, Tesla Cannon, Alien Blaster, Circuit Breaker, Cryolator, Assultron Head, Flamer, Tesla Rifle, V63 Laser Carabine). Atomic Shop paints can now properly be applied to the M79. Workshops The "Black Bear Recliner " should now correctly play its Sound effects when interacted with. Monongah Power Plant Yard Public Workshop now displays the correct resources on the paper map tooltip. It's now easier to place workshop objects without getting the "Cannot place item: Item is not visible." error. The "Corvega Wall Poster Set" should now appear correctly aligned in the Workshop menu. UI The Help menu entry for "Locking Items" is now localized in all languages. Newly purchased items from the Atomic Shop will now correctly appear in the "New" section. The Ghoul Dance Emote should now correctly appear in the "Misc" category of the Atomic shop. The Level 50 Character Boost will now correctly appear Unavailable after it is purchased. Fixed an issue where some player Titles were not formatted correctly in localized versions. The message in the confirmation dialog for dropping a Hellstorm Missile Launcher will be more correct if the corresponding recipe is known. " Updated the Help Messages to state that the environments are dangerous for Humans specifically. "The Mire's environment is dangerous for Humans. Equip a Gas Mask at the first sign of Toxic Air. Equip a Hazmat Suit before entering water." Updated the name of the Glowing Jesters Fasnacht mask. Fixed an issue that could cause overlapping buttons to display when naming a character in the character customization menu. Ghoul foiled perk cards should no longer display a specials background square that overlaps the animated background upon inspection or when scrolling the perk card catalogue. Fixed incorrect silo code piece display names. Known plans in the players inventory will now sort to the top of the list. Added a description for the Yao Guai rug in all localized languages. Sneak HUD stays active when legendary fanfare animates Fixed an issue that could cause the Pip-boy to display 0 Hitpoints for a player below 1 but not quite dead. Canned Grilled Fish should now properly display the buffs gained. The icon showing that a player was hit by Cryo effects now correctly displays as a debuff Improved the way titles interact with map markers on the paper map. Fixed an issue which could cause black bars to appear when viewing the Public Team Goal screen from the Social Menu. Fixed an issue which could cause the item selection highlight to jump to the top of the list when scrapping. Fixed an issue with could cause sub menus to appear empty if a player selected the "Inspect/Repair" option more than once. Perks are now sorted into their own group in the Status tab. Explosives (Grenades) quantity on the HUD is no longer incorrect after closing the raids reward screen. --- Known Issues Blood X Rust Season Items Not Appearing under the “New” section of the Build Menu We are aware of an issue with the Blood X Rust C.A.M.P. items not appearing under the “New” section of the build menu once claimed. The team is working towards a solution. Head Hunt Target Cletus Brimstone is Doing More Damage Than Expected We are aware of two issues with the Head Hunt target, Cletus Brimstone; When his fire attack is triggered on a server, players in The Forest region will also be affected. Additionally, the additional enemies present are using incorrect weapons, resulting in players taking much more damage than designed. We have identified a fix for a future patch. Various Unicode Characters in Crafting Requirements Block for Chinese, Japanese, Korean, and Russian Players Players with their language set to Chinese, Japanese, Korean, and Russian will notice a string of characters in the requirement box of the various crafting menus in the game. The team is aware of this issue and are working towards a solution. We apologize for the inconvenience and please stay tuned for more information. Missing Text From Some Terminals, Holotapes, and Other Interactables We have discovered an issue with the text within various lore related holotapes, and terminals across Appalachia and Burning Springs. You may come across some of those items that may not be working as intended while the team is working on a fix. submitted by /u/Ghostly_Rich to r/fo76 [link] [comments]
r/fo76 Ghostly_Rich Dec 2, 2025
Bloons TD 6 v51.0 - Update Notes!
Available now for Steam, App Store, Google Play, Epic Android/PC please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up. Update Video: https://www.youtube.com/watch?v=GO9QMlaVJRc New Paragon Bomb Shooter’s Ballistic Obliteration Missile Bunker is INCOMING, codename B.O.M.B. for short! Anti-MOAB clustering stun bombs. MOABs? Gone. Pop that BAD in only 3 shots? You got it! Spammable Anti-Boss assassination missile? Consider it done. All the small stuff? *ahem* weee-have backup for that Ok, jokes aside we wanted to add something expensive but simple to understand into the primary category of Paragons, and the Bomb Shooter paragon feels like it accomplishes this with 1 attack, 1 active ability, and yes 1 passive ability. Slow firing but heavy hitting main attack fires homing missiles that explode with force that stuns & pushes back Bloons and bursts into a cluster of powerful explosions, each of which will always burst into further clusters. The art for this oversized Monkey madness is incredible, and we hope you find it as hilarious as we do. The Bomb Paragon’s ability fires an Indomitable Surface-to-Air Ballistic Missile (ISABM) which slowly travels through the air leaving a trail of explosions that would be pushing back any MOABs they pass over (If any MOABs were to somehow survive it passing over) until coming into contact with its designated target in one final powerful explosion. Also hey, leaking lives partially resets the cooldown, so go ahead and be a bit reckless! Blitz Tactical Storm. Yea it’s Bombest Blitzier, just a wee bit stronger of a Bomb Blitz, nothing crazy here… Although, I guess we can mention early that Bomb Blitz itself has been balance changed so that it can now hit the leaking target that triggers it and can potentially prevent any life loss, and that of course carries up to this paragon version as well - this is exhilarating, get excited! New Awesome New Beginner Freeplay Challenge Map, Three Mines ‘Round! One of the most popular freeplay maps of all time from Bloons TD5 is being re-imagined in BTD6 style! This isn’t a revenge map, no if anything it’s a de-venge map. Ever wanted to get a Paragon in CHIMPS, but you just haven’t quite been able to save up the cash? Well spend enough spare time between Bloon pops mining for gold and you just might get the chance now, make sure to clear those obstacles out of the way! New Quests Skeletor Quest - Try out the new Skeletor Obyn Skin & Havoc Staff power Ice To Meet You - Discover Silas’ strengths and abilities New Achievements No new achievements, but Black Bordering every map in the game should award you an overwhelming sense of great accomplishment \Sense of accomplishment not guaranteed. Side effects may include carpal tunnel, loss of social life, and an unhealthy obsession with MOAB Glue* New Trophy Store Items Monkeys: Ice Monkey Walrus pet (Honestly, you kinda need this) Bloons: Mohawk Bloons decal (because this was clearly missing from your must have options) Game & UI: Autumn Banner New Limited Time trophy items (Note: Not available until the seasonal event begins!) 2025 Halloween Avatar, 2025 Halloween Banner Game Changes / Additions Sandbox ‘Clear Pops’ button now also clears Cash Generation Further changes to ‘ignore’ modded elements within save data instead of softlocking when returning to the base game after using certain mods Skeletor Crossover Have you had your daily dose of maniacal laughter? Do you long to insult your Monkeys when they let Bloons leak? Then this is the premium Hero Skin for you! Continuing our Masters of the Universe crossover, we're excited to introduce a realm-conquering new Skeletor skin for Obyn, available through the Skeletor Prestige Pack where available. This pack also includes every usurper’s favorite Skeletor Power, the Havoc Staff! The Havoc Staff stuns all Bloons on screen for up to 10s while ghostly hands produce cash by dragging Bloons away into oblivion. The team had huge fun working on Skeletor and he is a blast to play, especially in co-op or in late rounds when the VO is triggering frequently. Skeletor Prestige Pack Obyn Hero Unlock Skeletor Skin Unlock 30x Havoc Staff Powers Druid xx5 and Wizard xx4, xx5 Instas Exclusive Avatar Exclusive Banner Havoc Staff Booster Pack 30x Havoc Staff Powers 4x Tier 4 Poplust Druid Instas Bug Fixes & General Changes Resolved a number of localization issues Insta-Monkeys in-game should now appear following correct category order Fast Track no longer fails in Co-op if you have Ranked mode selected on the Boss Event Resolved an issue where quitting from Co-op did not immediately drop the player Using the last insta of any tower type no longer leaves behind an empty panel She-Ra Sword of Protection power’s audio should no longer be interruptible Hero unlock animations should no longer skip when obtained through IAP One time purchase IAPS should correctly be sorted to the back of the list Resolved a number of edge case crashes Event changes [Boss] Lych Soul should now correctly be modified by boss modifiers [Boss] Rock Bloons should now correctly be modified by boss modifiers [Boss] Paragon limit restriction is now per-player Map Specific changes [Quad] Ice Platforms should correctly appear in the water [Sanctuary] Resolved a number of edge cases with various track interactions [Glacial Trail] Frozen Farms should no longer be able to produce Camo Bananas [Dark Dungeon] Statue should no longer block tower placement after purchase [Dark Castle] Resolved an issue with removables being treated as removed on restart Legends changes Resolved a crash when mentoring a tower while exceeding the current party limit Resolved a possible infinite chain loop between some artifact generated projectiles Resolved an issue where Monkey Meadow always displayed as practice mode save Sale notification pip should correctly clear within Legends Tower Specific Fixes Ice Monkey Arctic Wind aura should no longer break against regular Bloons on crosspathing Desperado Some desperadoes… they’ve taken the gloves off. And some? Well… they just put the gloves on. Either way… someone's gettin’ popped. Monkey Buccaneer Resolved a crash with x4x attempting to hook DDTs in a specific case Buccaneer 012 no longer has more pierce than its 013 upgrade Heli Pilot Chinook should no longer be able to stack towers Dartling Gunner 5xx Ray of Doom now applies laser shock to the first target hit Super Monkey 140 Tech Terror projectile radius is no longer decreased by crosspath 5 > 10 240 Tech Terror projectile radius is no longer decreased by crosspath 5 > 11 4xx Sun Temple instas no longer ignore placement logic (Dang I wanted to leave that in) 4xx Sun Temple magic Storm Blast fart attack no longer strips Glue from Boss/BAD Ninja Monkey Paragon no longer changes art at Degree 59 instead of 60 Druid Resolved some animation issues with 130 Druid crosspath Mermonkey Map Border rebounds now allow projectiles to re-hit targets on the return bounce (previously this only applied for obstacle rebounds) Obyn Greenfoot Lv3 ability visuals should no longer be missing Ezili Ezili's MOAB Hex target prio tiebreaker should now work correctly Sacrificial Totem should again correctly display life cost when used Admiral Brickell ‘Ampihibious Towers’ are no longer counted as ‘Water-based’ towards Brickell Geraldo Geraldo’s shop open/close button should update correctly when hero hotkey is used to open shop Corvus Lv11 should no longer be a downgrade to Aggression Silas Lv7 Frozen Cascade can no longer apply Frozen state to BAD Bloons Platform Specific fixes [Android] Resolved corrupted textures on some low-resolution devices [Steam] Account Webview updated to an in-game account management page Balance Changes Did anyone else watch that entire 'Exceptionally Brief' feedback video on tower balance multiple times while taking notes? Well, some response to that are included here, we couldn't get around to it all at once but see if you can spot any. Tower Balance Bomb Shooter Minor quality of life no one’s particularly fussed about outside of the multitude of requests x4x MOAB Assassin ability no longer targets DDTs unless able to damage Black xx5 Bomb Blitz passive activation can damage triggering Bloon and potentially prevent life loss if this damage is enough to completely destroy the target Tack Shooter As it is primarily a small Bloon cleanup tower path, Super Maelstrom has struggled to keep up in the lategame, mostly because Super Ceramics don’t care how fast you’re spinning if you can’t break them so we’ve added a Ceramic bonus to the attack and ability. x5x Super Maelstrom main bonus damage to Ceramics +5 x5x Super Maelstrom ability bonus damage to Ceramics +8 Ice Monkey Super Brittle’s never stood out on its own which was fine for a tower whose job was making other things better, but recently after the addition of Silas we've started to feel its value is really too niche even for a support piece, so we’re cranking the numbers so it can actually break a few things itself. Absolute Zero on the other hand has enjoyed being busted lately, and thanks to a crosspathing bug fix also included this update will be getting even better, since it’s currently freezing everything imaginable we’re counter-balancing that with a nerf of increased damage and higher cost. 5xx Super Brittle attack cooldown reduced 1.8s > 1.2s 5xx Super Brittle damage increased 1 > 5 5xx Super Brittle bonus Ceramic damage +5 5xx Super Brittle Ice Shard damage increased 5 > 10 x5x Absolute Zero price increased from $16,000 > $19,000 x5x Absolute Zero global freeze no longer freezes Camo/Lead/White without buffs x5x Absolute Zero global attack bonus damage to Ceramic +3 x5x Absolute Zero global attack deals damage +1 x5x Absolute Zero ability bonus damage to Frozen +4 Glue Gunner MOAB Glue’s always been a bit too clingy & its slow duration against MOABs has been further reduced while lasting longer at higher tiers to keep the base tower in check and give Glue Splatter & higher tiers more purpose in life. Meanwhile, Corrosive Glue now gains bonus MOAB damage so it can now try to serve as an alternate DPS hybrid. Super Glue’s baseline DoT is being replaced with a simple initial hit damage so it also requires the new 205 Crosspath to act as a DPS Hybrid xx3 MOAB Glue AoE slow duration for MOAB-Class 12s > 9s 203 MOAB Glue increased DoT damage to MOABs +4 xx4 Relentless Glue AoE slow duration for MOAB-Class remains 12s 204 Relentless Glue increased DoT damage to MOABs +9 xx5 Super Glue AoE slow duration for MOAB-Class increased 12s > 18s 205 Super Glue increased DoT damage to MOABs +19 005 Super Glue no longer gains base Corrosive Glue (Still deals a +30 tic to moabs) xx5 Super Glue deals a capped 1 damage to all targets on initial impact Desperado Some quality-of-life and consistency updates for base Desperado and its top path, we enjoyed the balancing act of trying to makeBlazing Sun's burn lead popping consistent but this didn't come through well so it is gaining base Lead popping. Avenger’s price is going down as it did too little damage for that price range. Meanwhile, The Desert Phantom gains extra initial damage to MOABs as well as Ceramic damage bonuses to the Burn mechanics so it can show up more prepared for Super Ceramics. Desperado now automatically reloads burst shots at end of a round 5xx The Blazing Sun damage type Sharp > Normal xx4 Avenger price reduced from $9500 > 8500 xx5 The Desert Phantom buckshot MOAB bonus 10 > 20 xx5 The Desert Phantom burn DoT deals bonus to Ceramic +10 xx5 The Desert Phantom burn DoT AoE explosion bonus to Ceramic increased 5 > 15 Monkey Sub Energizer’s cooldown reduction for nearby water towers has always felt excessive, so we’re dialing it back to 40%, still strong just not quite double uptime strong. Pre-Emptive Strike’s ability is getting a serious boost, both in raw damage and AoE, so hopefully the upgrade can finally feel like a significant step up. Finally Armour Piercing Darts, the upgrade that has had fans yelling ‘it doesn’t actually pierce armor!’ for years – it still won’t hit Leads (Not sorry). Now it grants bonus damage against Fortified targets. 5xx Energizer buff to water towers in radius reduced 50% > 40% x5x Pre-Emptive Strike ability damage 10k > 20k x5x Pre-Emptive Strike ability AoE damage 350 > 1000 xx4 Armour Piercing Darts bonus dmg to fortified +1 Monkey Buccaneer Navarch’s sellback bonus is updating to match the new max stack value of Flavoured Trades so you don’t feel shortchanged on that bonus after upgrading. Cannon Boss Damage is also getting a bump as Navarch hasn’t been a popular pick for Bosses. Paragon sellback bonus 10% > 12% Paragon Cannon Batteries bonus Boss damage 60 > 80 Monkey Ace Spectre is trying a new approach: darts are trading in pierce for higher single-target damage, while bombs lean more into AoE Ceramic cleanup to improve overall efficiency. These changes are mirrored on the Flying Fortress to keep the behavior consistent. xx4 Spectre Frontal Darts pierce reduced 10 > 4 xx4 Spectre Frontal Darts damage increased 4 > 8 xx4 Spectre Frontal Darts bonus to Ceramic removed 1 > 0 xx4 Spectre Frontal Bombs bonus to Ceramic increased 3 > 5 xx5 Flying Fortress Frontal Darts pierce reduced 10 > 4 xx5 Flying Fortress Frontal Darts damage increased 4 > 8 xx5 Flying Fortress Frontal Darts bonus to Ceramic removed 2 > 0 xx5 Flying Fortress Frontal Darts bonus to MOABs increased 10 > 14 xx5 Flying Fortress radial darts type Sharp > Normal Heli Pilot MOAB Shove’s stalling potential was far too strong for how early and cheaply it becomes available, so we’re dialing back the ZOMG slow amount to keep its late-game impact more balanced. In return, Comanche Defense is getting an increase to these slowing capabilities, giving it the utility for controlling ZOMG movement. xx3 MOAB Shove explosion damage increased from 1 > 2 xx3 MOAB Shove ZOMG Shove 0.33 > 0.61 xx4 Comanche Defense MOAB Shove -0.40 xx4 Comanche Defense ZOMG Shove 0.22 > 0.2 Mortar Monkey No big shakeup for Mortar right now, but upon review of crosspaths we felt some low-end pricing wasn’t well balanced. These adjustments should improve early-game options without touching the core power of the tower. 1xx Bigger Blast price reduced $500 > 300 4xx The Big One price reduced $7200 > 7000 x1x Faster Reload price increased $300 > 400 xx2 Burny Stuff price reduced $500 > 400 xx3 Signal Flare price increased $1000 > 1100 Dartling Gunner Ray of Doom was a hard carry through most rounds, but just never felt satisfying against round 100 for the price, so we’re giving the first target hit bonus a significant damage spike. 5xx Ray of Doom first target hit damage 80 > 140 Wizard Monkey The Wizard Paragon has been truly popping off with Master Builder's help, it is getting a slight price increase to match its power, but actually also Phoenix Rebirth is also getting a buff to its damage as we didn't feel it was getting enough of the spotlight compared to the rest of the tower’s kit. Max Mana has been reduced by 1 to remove a frustrating ‘perfect timing’ window in Metamorphosis activation. Paragon price $750,000 > $800,000 Max Mana reduced from 100000 > 99999 Phoenix Rebirth damage over time 2500 > 3500 Phoenix Rebirth zombie ZOMG damage 4000 > 8000 Phoenix Rebirth zombie BFB damage 700 > 1400 Super Monkey We wanted to try shifting more of Legend of the Night’s raw power from pierce into damage, giving it stronger single-target potential. xx5 Legend of the Night pierce reduced 23 > 16 xx5 Legend of the Night damage to MOAB-Class Bloons increased 13 > 25 4xx Sun Temple Primary Glaive projectile is visually larger Sun Temple - Military We’ve been wanting to give the Military path of the Temple more long-range focus for a while, so this update pushes toward that goal. Single-target damage is getting a big boost, while the Missile attack becomes a pure long-range damage dealer. Golden Spectres are also seeing a rework similar to the regular Spectre changes happening for Monkey Ace aimed as an overall single-target DPS improvement Military Missile projectile is visually larger at all tiers Missile explosion MOAB bonus damage increased at all tiers 75 > 1999 Missile now has a minimum range at all tiers of 75 Missile explosion pierce reduced at all tiers 50 > 40 T1 Military Missile attack cooldown increased 3s > 6s T2 Military Missile attack cooldown increased 1.5s > 3s T3 Military Missile attack cooldown remains 1s Golden Spectre Dart pierce reduced 50 > 6 Golden Spectre Dart damage increased 10 > 25 Golden Spectre Bomb pierce increased 10 > 30 Golden Spectre Bomb bonus damage to Ceramic +20 Sun Temple - Magic The baseline power of Magic sacrifice leaned far too heavily on Mini Sun Avatars (The category was... pretty bad... until reaching 100% sacrifice value), so we’ve shifted some of that strength into making Arcane Blast hits, while Mini Sun Avatars are toned down to balance things out while keeping the overall unbuffed damage of this path roughly the same. We will also note in advance there are a couple more buffs to lower tiers here that we found weren’t working right but will be fixed in .1 or v52, this will not impact max-powered temples. Arcane Blast projectile speed reduced at all tiers 400 > 300 T2 Magic Arcane Blast damage increased 60 > 100 T3 Magic Arcane Blast damage increased 70 > 150 T2 Magic Storm Blast fart attack can hit up to MOAB > BFBs Magic Storm Blast fart attack BFB pierce penalty +4 Magic Mini Sun Avatars damage reduced 4 > 2 Ninja Monkey A few attacks had been missed on the Ninja’s last distraction change and have now had their distraction distance properly standardized. The Ninja Paragon is also seeing a set of light adjustments, most notably the much requested rebalance to Sticky Bomb now with a slower attack rate to scale properly against Bosses at high degrees, while the main attack now also hits much harder against any Stickied targets. Distraction distances standardized from 10-300 > 100-150 Paragon main Shuriken bonus damage to Stickied targets 15 > 64 Paragon Flash Bomb pierce reduced from 50 > 40 Paragon Flash Bomb shuriken pierce reduced from 20 > 10 Paragon Sticky Bomb attack cooldown 6.5s > 8s Paragon Sticky Bomb damage 16,000 > 50,000 Paragon Sticky bonus to Boss 32,000 > 25,000 Paragon Sticky bonus damage to Camo 3200 > 18,750 Paragon Sticky AoE explosion damage 4200 > 5000 Paragon Sticky AoE explosion bonus to Boss 2100 > 5000 Paragon Sticky AoE explosion bonus to Camo 2100 > 2500 Alchemist Total Transformation can now transform Desperado, simple enough, & don’t worry transformed Desperado still gets all their usual damage bonuses against Marked Bloons, so we’re interested to see what people can do with that. x5x Total Transformation can now transform Desperado Mermonkey Mermonkey weren’t feeling they favoured their natural habitat enough, so their Water Placement bonus is getting a boost. Middle Path Mermonkey just isn’t putting in the work we hoped, so we’re giving a couple price adjustments, a pierce increase across all tiers, and some light ability improvements to make it feel more rewarding. Mermonkey's water placement buff increased 25% > 35% x3x Riptide Champion price reduced $2300 > 1900 x3x Riptide Champion pierce increased 18 > 25 240 Arctic Knight Ice Jet distance scales with projectile speed (2000 > 3000) x5x Popseidon price reduced $52,000 > 48,000 x5x Popseidon ability fullscreen freeze duration 6 > 8 x5x Popseidon ability fullscreen bonus damage to Frozen +70 Spike Factory Spike Paragon lost much of its punch against Bosses with the Mini-Storm rework, more than anticipated so we’re granting it adjustments to price, Controlled Burst duration, and the main projectile pierce is being halved while all damage values for this attack are at least doubled, overall improving performance and making sure the Paragon still feels impactful. Spike Paragon price reduced from $800,000 > $750,000 Main projectile pierce 100 > 50 Main projectile damage 70 > 140 Main mini spike damage 20 > 40 Main mini spike bonus to MOAB 80 > 160 Main explosion damage 80 > 240 Main explosion bonus to Fortified 20 > 240 Perma-Carpet of Spikes: Bonus Boss Damage 800 > 1500 Ability 2 Controlled Burst duration/cooldown 10s > 15s xx5 Permaspike Smiles brightly, but eyes flick left twice, right once, left again. “Everything is totally unchanged,” the words come evenly. “It’s the same, like always. Nothing to worry about.” Hands tremble slightly while skimming over the changelog for the 3rd… 7th… 25th time. “It’s all completely unchanged.” A wink lingers too long, then another flickers quickly; a bead of sweat traces down a temple. “Nothing has changed. Permaspike is absolutely SAFE here, nothing to ALERT anyone about.” A soft laugh that then cracks, a glance toward the door, fingers tap in three short, three long, three short patterns on the desk before stopping. “The same. Perfectly normal. Like always.” Pause. Eyes dart to the corner of the room, then back to the camera. “And if anything had changed” — a chuckle, shifting in the chair, a heel tapping nervously — "I’d be the first to say something. But I haven’t. So clearly… it’s all under control.” A wrist rubbed absently, faint red marks left behind; eyes no longer meet the camera. “You know how I am,” added, with a smile too wide, too static. “Always thorough. Everything documented, every line, over and over. Absolutely nothing out of place.” Another shift, blinking too often now. “Even if there was, it wouldn’t matter. What could really go wrong?” Leaning in closer, voice lowering slightly. “Besides, the system… is working. Always working just like it should!” Fingers grip the edge of the table tightly for a beat, then let go, knuckles pale. Long blink. A slow, deliberate smile. “Just like we rehearsed.” Monkey Village Primary Mentoring has often felt like a low-value stepping stone, since its buffs are more situational than T3 or T5. To give it a bit more in the save up we’ve moved the T5 bonus range down into this upgrade. 4xx Primary Mentoring range increased 48 > 55 5xx Primary Expertise unchanged Engineer Engineer Paragon is no longer balanced due to its new ability, so we’re adjusting its base attack rate and range to bring it a little more back in line Main nailgun attack rate 1s > 1.5 Paragon range 70 > 60 Beast Handler Top Path Beast Handler relied heavily on grouping Bloons, which made it weak against Frozen Bloons which is a problem since Ice Towers are a nice way to set up those groups. To improve synergy, we’ve changed the Piranha’s damage type to properly motivate them at biting through ice like all Piranha do. 1xx Piranha damage type Sharp > Shatter Hero Balance Striker Jones Jones has been a little too effective among the starter heroes, so we’re evening out his attack speed scaling to keep him strong without letting him scale quite as much into obscenity. Lv9 Striker Jones attack cooldown increased 0.9 > 1.0s Lv11 Striker Jones attack cooldown increased 0.65 > 0.8s Lv13 Striker Jones attack cooldown increased 0.5 > 0.6s Lv16 Striker Jones attack cooldown increased 0.35 > 0.45s Lv19 Striker Jones attack cooldown increased 0.2 > 0.3s Obyn Greenfoot Tried to nerf Obyn, but Clive decided to rise up and start throwing rice & fries at my eyes. Lv5 bonus cash generation for druids 35% > 50% Sauda Sauda becomes quite strong for her simplistic play style, so we’re slightly reducing the power of her Lv20 abilities to keep things balanced at the high end. Lv20 Leaping Sword damage 400 > 350 Lv20 Sword Charge damage 220 > 200 Geraldo Geraldo’s Rabbit felt pricey given the requirement of 4, so we’re reducing the cost to make it more reasonable. Lv10 rabbit cost $2000 > 1750 Rosalia Rosalia’s pierce value is unrealistically high for most base game rounds, so it is getting an accuracy buff at the cost of some of this pierce. This change should help improve average performance without reducing her effectiveness in most cases. Lv3 Scatter Missile target radius reduced from 40 > 35 Lv3 Scatter Missile explosion pierce reduced from 50 > 40 Silas Silas’ launch felt solid overall but clearly a bit on the too-strong end, we’re reducing his attack wait time to improve its consistency while slightly reducing his power across many levels, keeping him strong without being quite so overwhelming. Lv1 Main attack projectile wait time reduced 1s > 0.5s Lv7 Frozen Cascade bonus to Frozen reduced 20 > 15 Lv10 Frozen Burial bonus to Frozen reduced 80 > 60 Lv15 Frozen Cascade bonus to Frozen reduced 50 > 30 Lv15 Frozen Burial bonus to Frozen reduced 300 > 200 Lv18 Rime Explosion damage reduced 20 > 15 Lv19 Ice Fragment bonus to Frozen reduced 10 > 8 Lv20 Ice Wall cooldown increased 5s > 7s Lv20 Freeze Duration Buff reduced 200% > 150% Powers We have started experimenting with using Pro Powers within legends and scaling powers within Legends more in general, and after this testing we wanted to make a couple improvements to the new Pro Powers & Battle Cat to make them more impactful. Super Monkey Beacon Pro base Beacon Storm cooldown 180s >120s Battle Cat: transformed Battle Cat round duration 3 > 4 Farmer Pro: 2xx Banana Peel pierce 5 > 20 Boss Balance Phayze Phayze has been very strong while also too random in its Bloon-pulling antics, so we’ve tightened the pull offsets and dialed back other stats. Base speed 0.9 > 0.8 Bloon pull mechanic Min offset 5 > 1 Bloon pull mechanic Max offset 40 > 10 T1 Normal health 10,000 > 9500 T2 Normal health 37,500 > 35,000 T3 Normal health 175,000 > 160,000 T4 Normal health 375,000 > 350,000 T5 Normal health 1,500,000 > 1,450,000 T1 Elite health 20,000 > 19,000 T2 Elite health 120,000 > 110,000 T3 Elite health 800,000 > 770,000 T4 Elite health 3,200,000 > 3,100,000 T5 Elite health 16,000,000 > 15,500,000 Blastapopoulos I’ve finally memorized how to spell it: 'Blastapopoulos'. & I've been here since the concept was first added back in Bloons Monkey City 😅. Also the boss is kinda hard Normal Fireball Tower stun: Tiers 1-3: 2s > 1.5s Normal Fireball Tower stun: Tiers 4-5: 3s > 2s Elite Fireball Tower stun: Tier 3: 3s > 2s Rogue Legend General [Boosts] Super Monkey Beacon can now appear as a Boost in Rogue Legend, however will not be able to pay monkey money to recharge its ability. [Artifact] Blitzing Ape Barrage Emitter; grants (na,1,2) Super Monkey Beacon powers [Artifact] Unspoken Heroes has been replaced with Unspoken Heroes (v2) [Artifact] Gluesplosion improved; glue lifespan 1s > 6s, and glue radius 12 > 24 [Curse] Choice Starved; reward selections reduced by 2 > 1 [Curse] Small Party; party size reduction reduced 5 > 4 Bloon Balance [Roundsets] Reduced the number of Camo Bloons that appear in early rounds (r1-15) smoothening the curve before Camo Detection needs to be completely solved [Freeplay] Bloon HP scale per stage after 5 increased 0.5 > 0.6 [Boss] Phayze base health reduced 15,000 > 13,500 [Boss] Dreadbloon speed reduced 0.4 > 0.36 [Boss] Blastapopolous speed reduced 0.4 > 0.34 [Boss] Blastapopolous health increased 15,000 > 17,000 [Minigame] Least Cash Bronze goal 0.85 > 0.8 [Minigame] Least Cash Silver goal 0.7 > 0.6 [Minigame] Least Cash Gold goal 0.5 > 0.4 Starting Team Artifacts As T1 artifacts can easily be filled in with selected starting artifacts we felt a lot of starter teams didn’t stand out from the rest in too meaningful a way (other than starting towers), so to improve on this we’ve gone over a lot of the worse performing starter teams and upgraded their starter artifacts to higher tiers. Cyber Quincy; Cold Steel tier 1 > 3 Gwendolin; Flaming Hot Punch-A-Rang tier 1 > 3 Scientist Gwen; Alchemic Engineering tier 1 > 2 Obyn Greenfoot; BB Gatling Gun tier 1 > 2 Benjamin; Slipped on the Peel tier 1 > 3 Ben Jammin; Starting Strong tier 1 > 3 Sushi Bento; Mighty Mulligan tier 2 > 3 Pat Fusty; Heightened Perception tier 1 > 3 Fusty The Snowman; Frosted Tips tier 2 > 3 Etienne; Splody Darts tier 1 > 2 Book Wyrm Etienne; Absolute ability tier 2 > 3 Sauda; Sticky Situation tier 1 > 3 Viking Sauda; Ceramic Chunker tier 1 > 3 Jiangshi Sauda; Home Brew Alchemy tier 1 > 2 Voidora; Enchanted Rebuttal tier 1 > 3 Psi; Ability Stacking tier 1 > 3 Geraldo; Extra Change > Bargaining Chip 3 Gentleman Geraldo; Trick Shot A-tacks > Innate Ability 3 Corvus; Confuddling Spelling tier 1 > Tit for Tat tier 3 Silas; Esoteric Elementalist tier 1 > 2 Starting Team Monkeys In addition to artifact changes, we have upgraded the towers for a number of starting teams that were struggling too much early on Quincy Boomer Monkey xx2 > Sniper Monkey xx2 Obyn Greenfoot Druid xxx > x2x Sushi Bento Dart Monkey xxx > x2x Sushi Ben Banana Farm xxx3 > Monkey Sub xx2 Rosalia Desperado 2xx > xx2 Etienne Desperado xx2 > 2xx Boot Wyrm Etienne Wizard xx1 > x2x Adora Alchemist xxx > 2xx Psimbals Dart Monkey xx2 > x3x Gentleman Geraldo Sniper Monkey x2x > Tack Shooter x3x Gentleman Geraldo Glue Gunner x1x > Wizard Monkey x2x Corvus Bomb Shooter 2xx > Sniper Monkey 2xx Looking Forward Congratulations on being here for the drop of the 50th major content update for BTD6, and heartfelt thanks from everyone at Ninja Kiwi for supporting us with your playtime, suggestions, reviews, competitive spirit, purchases, community participation, Bloonstuber video watching, and for overall being the most supportive, creative, understanding, and most awesomest community imaginable. We are humbled by your appreciation and support, and we continue to love doing what we do because we have a genuine sense of partnership with our creators and players. Go eat some cake or a healthy banana equivalent! Sweepstakes Get ready for round 2. Based on the participation and positive feedback from the first Sweepstakes, look for the next one to drop in early November. A whole new set of challenges, with increased top tier difficulty by popular demand, and a groovy collector's item for a hundred lucky winners! What kind of groovy, you ask? The ones that play music - a colorful, limited edition, collector's vinyl record with 13 of Tim Haywood’s amazing melodies! The prize pack also includes awesome merch like a BTD6 hoodie, beanie, and more! Update 52 Frontier Legends continues to be an amazing project that the team is super proud of. Core mechanics are in place, 6 new Bloon types working, custom-named Monkey with special traits, an entirely new system for Monkey and Hero persistent progress, and bespoke encounters are already incredible to play. So clearly, it’s almost time to show some sneak peeks. Keep an eye on BTD6 Discord, Reddit, and our NK social media in the next few weeks as we share our first visuals and gameplay! Ice Monkey Paragon confirmed! Don’t worry, we didn’t use up all of our ice-based puns on Silas. Console We are super appreciative of our dedicated console players, who have been so understanding of this complex development process. While we have made some huge strides and progress, we do have some sad news to share. The launch of Switch and updates for PlayStation and Xbox are now scheduled for Q1 2026 at the earliest. We apologize for this further delay and continue to appreciate your patience as we work hard to get this out! We have noted the adding team members to console, so reiterating that our studio tech lead and two other dedicated programmers are exclusively working on console. This is a priority for us. We have been making good progress on Switch couch co-op and a huge number of game screens are now working with controller (Odyssey, Quests, Challenge Editor, Trophy Store, Boss Events), but we have yet to complete big systems like Rogue Legends and Contested Territory. The integration of all these systems on Switch then enables controller support for these updates on PlayStation and Xbox, and those cannot be decoupled. Thank you again for your support and patience. We will provide another update in our final 'Looking Forward' section of the year. BTD6 Mod System We’ve received heaps of support for taking the time we need but also questions, concerns, and a little grief about the long delay on Game Editor. We have enough working now that we’re happy to update the name to the BTD6 Mod System, confirm it for the first half of 2026, and give a bit more detail about what it is. Tower Modder: change costs, stats, projectiles, abilities, and associated scripts for Monkeys, Heroes, and Paragons Bloon Modder: change stats, resistance properties, abilities, tier properties, and associate scripts for Bloons, MOABs, and Bosses Roundset Editor: edit or create roundsets with existing or modded Bloons, with a handy timeline visualizer Knowledge Mods: change stats and properties of all Monkey Knowledges All this and more, ready to build into Challenges or apply to the main game, with safe partitions away from competitive play, Achievements, and medals, and Black Borders, plus a clear way to switch back and forth from modded and unmodded data Words are one thing, but you want to see this, so we’ll be working on walkthrough videos and hopefully some Bloonstuber previews in November Thanks again for your support through 50 awesome major content updates! Did you have your cake yet?! submitted by /u/rohan_spibo to r/btd6 [link] [comments]
r/btd6 rohan_spibo Oct 14, 2025
Silksong is a great game, but it has some serious issues which need to be talked about (Essay)
Silksong is, without a doubt, a great game. From the very first minute, its dazzling audiovisual presentation grabs you, with art and music that border on excellence, and a level design that offers some of the best moments of exploration and platforming you can find in a metroidvania. The game is full of memorable moments, intense battles, and a unique atmosphere that easily place it as one of the most remarkable experiences in the genre in recent years. But precisely because it’s a good game, it’s worth stopping to address its problems. Problems that, despite significantly affecting progression, exploration, and the combat system, are not being discussed as clearly by most players. Today I want to talk about those shadows that accompany Silksong’s light: design decisions that, in my opinion, take away from the experience instead of enhancing it. Unlike many players, when it comes to difficulty, I don’t have that much of an issue with double damage from most enemies and environmental hazards in isolation. However, I do have two problems with it: first, it negatively impacts the sense of progression; and second, its poor integration within the combat system. In both cases it affects the game’s difficulty design, but in the first case it also impacts exploration. Let me explain. In terms of progression, my problem is that we start with 5 masks —that is, 5 hit points. Generally, stronger mobs and the vast majority of bosses deal double damage, and even lesser mobs often have attacks that inflict this much. Coincidentally, the enemies that deal this damage are also the ones that will trouble us most, simply because their function is to test us at a higher level than threats that only take a single point of health. This means that for Hornet’s resistance to feel like it’s progressing properly, we need to obtain at least 8 of the 20 mask shards scattered across the world, just to get 2 extra hit points, going from surviving 3 hits to 4. These shards are not easy to obtain: for the first 4 shards (one extra health point), the average player who explores while advancing through the story will take around 10 hours. But to obtain the second extra health point, you must reach the Citadel area in Act 2 and defeat the Coral Chambers boss, after which you can finally get the 8th shard. We’re talking about nearly 20 hours of gameplay for a measly, barely noticeable improvement in Hornet’s durability —ridiculous, if you ask me. And with each shard it’s the same: the feeling after obtaining them is a weak “meh” because you need to collect them in pairs to actually see an effect. Getting the first of two required shards feels like nothing. The worst case is Act 3, which contains 4 exclusive shards that can’t be obtained earlier —the final 4. Since in this act the enemies are overpowered and always deal double damage, obtaining them is literally useless, because they don’t change anything. If you had 9 hit points, that last one is just a waste of time. Out of 20 mask shards in total, the last 4 are completely pointless, and 8 more are useless by themselves. That means no less than 60% of these shards are basically cosmetic, doing nothing but slightly decorating your health bar. Only 8 of them make a real difference, letting you go from surviving 3 to 5 hits. This hurts exploration because with the standard damage locked at 2, it creates an “invisible step” in the progression curve. Every intermediate improvement is an anticlimax: you get the shard, but the feeling is “okay, I still need another one for it to matter.” This undermines the motivation and joy of exploration. Forcing the player to invest so much time before getting a meaningful improvement breaks the “reward rhythm” that exploration should provide. And while it’s not the biggest problem, it’s worth mentioning because it ties into the previous point: exploration sometimes suffers from the mediocrity of its rewards. Too many are just rosaries. The main issue here is the economy system. Much has been said about it being broken because prices are sky-high and enemies drop too few rosaries —which is true during the first act. But starting in the second, once Coral Chambers is completed, near the end-of-zone village there’s a line of absurdly easy enemies that drop tons of rosaries. Spend just 10 minutes farming them and you can rack up almost 1000 rosaries. As a result, buying everything useful in shops becomes trivial, and money stops being a problem forever. Yes, the economy is unbalanced both against us and in our favor, no matter what. That’s why I find it insulting that even though farming rosaries becomes trivial, so many exploration rewards still consist of small amounts of rosaries —always less than you can get farming them in minutes. It’s so unsatisfying that every time you stumble upon a secret area or do some backtracking, knowing the reward will probably be garbage is demotivating. It’s not catastrophic, since there are also satisfying rewards like reels, tools, key items, and (to a lesser extent, for the reasons already mentioned) mask shards. But it still undermines the joy of exploration. What’s more serious is that this economic imbalance makes dying feel trivial once you’ve reached the midpoint of the game. And in a soulslike, that should never happen. Part of the tension of exploration in these games is that death means temporarily losing valuable resources —and if you fail to recover them, losing them permanently. That creates tension, risk management, and optimal decision-making. It’s part of the identity of the genre. In Dark Souls, losing 20, 30, 40, 50k souls on a tough level feels devastating, especially knowing it will take ages to farm them back. In Silksong, farming rosaries is so ridiculously easy that it doesn’t matter if you lose them permanently. You’ll just farm even more than you lost in a fraction of the time it took to earn them. Having wrapped up the progression case, let’s move on to why double damage negatively impacts the combat system. We’re talking about a game where contact damage, flying enemies with evasive AI, small arenas, and the lack of a mechanic that actively provides invincibility frames all converge. Each of these elements alone isn’t inherently bad, nor are a few of them combined. The problem is when all of them are present at once. If you combine them, you need to give the player a reliable skill-based method to overcome them and avoid relying on RNG. A dash with i-frames —like in a certain game we all know— would do the job. But in this game, we don’t get that. The game is packed with wave-based fights where you face multiple enemy groups in succession. Conceptually, this isn’t a bad idea. But when you add contact damage, multiple flying hitboxes, tiny arenas, and no active mechanic to grant i-frames, they become unbearable. Getting cornered in tight spaces is inevitable in small arenas, and that often means eating unavoidable hits that leave you nearly dead —unless RNG favors you. It’s even worse in arenas with damaging barriers. They strip away walls you could otherwise use tactically and replace them with hazards. That can turn double damage into quadruple damage, because animations aren’t cancelable: if you’re near those barriers during a hit, you’re stuck taking them too. The problem gets worse with bosses that summon mobs —something the game overuses. This is a cheap tactic developers use when they don’t trust their bosses to be challenging on their own. They artificially inflate difficulty by throwing adds into the mix. And of course, the movesets of the bosses and the mobs aren’t designed to complement each other. The mobs are just regular enemies, not designed to synergize with a boss’s patterns. The result: erratic, tedious, unfair fights that are anything but fun. It’s not like the Mantis Lords in the first Hollow Knight, where their combined movesets created consistent attack windows and synergy. Multi-boss fights in Silksong operate on that logic too. But bosses with mobs don’t fall into this category —they’re not “duos” or “trios,” they’re solo bosses surrounded by annoying, random hitboxes with independent AI. Savage Beastfly is a mess of a boss: a creature with two pathetic attacks that shouldn’t ever hit you under normal conditions, but becomes awful because of the constant erratic flying enemies that artificially complicate the fight. The second encounter —mandatory to unlock Act 3— is even worse. The fight happens in an arena surrounded by lava, and the boss’s vertical charges destroy chunks of the floor. On its own, this would be a decent evolution of the first fight and wouldn’t need mobs to add difficulty. But no, the devs couldn’t let it be. Not only do mobs return, but this time they shoot fire projectiles, and given the unstable arena, they can easily leave you with no safe ground at all. And that’s a shame, because bosses without this nonsense are generally fun, no matter how hard they are. But the ones with it —and there are plenty— are just a kick in the teeth. They’re either shallow bosses with little to learn that devolve into tedious endurance tests, or potentially fun bosses ruined by cheap additions. If you think I’m exaggerating, let me ask: how many bosses in soulslikes, metroidvanias, or both can you name where the presence of random mobs improved the fight instead of making it worse? And how many, instead, became tedious because of it? This is the common thread tying together most of my criticisms of the game: there are too many moments clearly designed just to waste the player’s time. Something that perfectly represents this central point of my criticism are the return paths or "runbacks" from bosses. These runbacks were common in hard video games from 15 years or more ago, when their design hadn't yet been perfected and tedium was confused with genuine difficulty. From Software already got rid of them because they understood that keeping them simply doesn't contribute anything good; they're something that not only doesn't add anything good but actually subtracts: at best, these paths are simply tolerable, and at worst, they're unbearable, because when the boss in question is the wall that blocks our progress, there's no need for more; that's the challenge, it's there. And adding a long return path where it's easy to take damage is unnecessary. It's not difficult because we've already done it and we know how to do it, so it only causes tedium, the tedium potentially makes us play worse, and all of this results in us reaching bosses jaded and quite possibly with less health. In Silksong, the presence of these tedious runbacks is inconsistent; when the game feels like it, it leaves us a bench very close to the current boss, and when it feels like, it leaves the bench really far for some incomprehensible reason. Much has been said about the Last Judge's return path at the end of the first act, and with good reason, as the game forces the player to navigate a platforming section with strategically placed enemies to either obstruct the path and frustrate us or make us arrive weakened to a boss who is already quite demanding for that stage of the game. What isn't talked about as much are those that don't have a long return path but nevertheless place wave upon wave of enemies before the start of the fight; which I, honestly, am going to count as return paths because they are exactly the same tedious and unnecessary procedure. The prize, however, goes to the runback from Groal the Great, the boss of Bilewater. Under normal conditions, the runback is a sick joke due to the distance, the verticality of the area, the pesky enemies, and the contaminated water that will limit your healing until you waste a heal while simultaneously draining your silk. If we're lucky enough to find the bench halfway hidden behind several false walls, the first of which is in a dark pool of bile water that mere survival instinct will keep 90% of players from discovering, it involves traversing a good stretch of the worst area in the game by far, avoiding falling into contaminated water, avoiding some of the most annoying enemies in the game and overcoming platforming sections with a high tendency to fail, all so that before facing the boss we have to eat no less than 5 waves of the same annoying enemies that we tried to avoid to get here but in a very small space infested with contaminated water. Then the boss appears and has 3 attacks that are not very difficult to dodge, but the player is so fed up and diminished by this point that the slightest mistake is already lethal, in addition to the fact that contact damage here subtracts 2 masks, the arena is tiny, the boss is enormous and with erratic movements, and on top of that it frequently summons annoying enemies. As a result, we have one of the worst bosses in recent video game history, capping off a terrible, frustrating, and tedious area that epitomizes most of the game's problems. The tedium the game instills goes even further, with an aspect that bothers me almost as much as the previous one: I'm talking about the design trolling choices. If we're objective and stop self-flagellation and masochism, there's no compelling reason why these trollings should exist. Why should we assume that an entrance to another room that doesn't allow us to see what's below will send us to the first room of the game, forcing us to unnecessarily repeat the initial area? Why should players assume that a bench in a dark area that limits our vision will trigger a trap when we sit down, which, if we're low on health, will force us to repeat a very demanding area for the early game? Why should we assume that the toughest boss in the game so far will explode upon defeat, and if it catches us near it, we'll have to replay the entire battle when no boss has ever done that? Why should we assume that a bench in the worst area in the game is fake and will make us fall into the contaminated water? You could argue that they serve to keep the player alert at all times and not get overconfident, but that's a weak argument because it's a type of unfair design that, no matter how alert we are, if we don't have prior knowledge of the current troll, we simply have no way to react. Sure, we can play psychic and try to guess every trick Team Cherry pulls, but the reality is that this is counterintuitive design, and if these design decisions become habitual, as is the case with Silksong, they actively impair enjoyment because we spend more time thinking about what new ways the game is going to screw us over instead of focusing on enjoying the exploration, combat, and the true difficulty both offer. And that's simply not fun unless you have some kind of weird fetish, which is unfair, inflexible, and gratuitous. Many players like me have no problem dying 30 times against a boss, because after all, trial and error is part of the idiosyncrasy of video games, and even more so in those of this style. With each death you learn something and you know that even if you're currently on a tightrope, little by little the tables will turn, and when you finally tame and defeat the current boss, it feels great, it's ultra-satisfying. This isn't the case with return paths and trolling, which are design decisions beyond our skill that only serve to tire and frustrate. There's nothing satisfying or fun about not falling into these traps or recovering after falling into them, simply the relief of being rid of them. Because a difficult game tests the player's skill; and Silksong, on too many occasions, tests the player's patience. I really like this phrase because it perfectly defines the game, and the void between Act 2 and Act 3—let’s call it Act 2.5—gives it even more weight. I’m referring to that gap between getting the first ending, the so-called normal/basic ending, and the beginning of the third and final act. To unlock that act, you need to fulfill a series of cryptic requirements that, unless you use a guide, are impossible to connect with unlocking this last part of the story. Some of these requirements include having found a certain number of fleas and completing a large number of side quests, until—arbitrarily—this NPC suddenly decides it’s a good idea to perform the action that triggers Act 3. Because you know, trekking across half the map carrying a slab of meat to hand over to NPC A obviously has everything to do with NPC B deciding to set a trap for the Act 2 final boss. Obviously, by this point in the game we have no interest in combing through every area we’ve already explored for 30 hours, scavenging breadcrumbs. The best option is to visit this NPC—if you’ve found them—so they can directly point you to the remaining fleas. Not without, of course, taking a hefty cut from you in exchange. This turns the whole process into a tedious checklist disguised as flea farming. It’s a simple task, it requires no real skill, we know exactly how to do it, and that’s precisely why it’s boring, tedious, and flavorless. As for the side quests, they’re nothing special either. With a few rare exceptions, they’re just fetch quests—the typical mediocre filler tasks that plague RPGs: “kill this monster for me,” “go to location X and farm an item by killing enemies that drop it,” “find this missing NPC.” Act 2.5 is, without doubt, the worst part of the game. And when you finally get through hours of mediocrity and reach Act 3… well, things don’t exactly improve drastically. The game’s structure here differs from the first two acts. In those, it followed the classic metroidvania formula: a balance between exploration and combat, with a clear objective but diffuse progression. Within that framework, exploration was key—whether discovering new areas or engaging in backtracking. In the first act, you uncover the outer regions of the map, introducing Pharloom’s geography and biomes. The second act focuses on the kingdom’s cornerstone, the Citadel—an enormous area subdivided into many smaller zones. On top of that, both acts feature optional areas accessible through the backtracking logic central to metroidvania design. Act 3 abandons this structure, going all-in on action. In this final third, the whole map changes dramatically. But instead of recontextualizing each zone and building new levels around those changes (something akin to what Zelda: Tears of the Kingdom did, though on a smaller scale here), these end up being mostly aesthetic tweaks. They look cool visually, but don’t really matter much. There’s little incentive to revisit 95% of areas, since what you’ll find there are recycled “dark” versions of bosses, which at best add nothing to the experience. The Abyss could have been incredible if it had been developed like the zones in Acts 1 and 2, but it’s short, small, and linear. Later, you’re introduced to three new main areas derived from older ones. Unlike the new zones added in Act 2 after beating the Coral Chambers boss, these are either little more than combat arenas or so short, simple, and linear that you clear them in minutes. The only area in Act 3 that matches the quality of the earlier acts is Verdania, which is small and—ironically—optional. In the end, Act 3 boils down to combat, combat, and more combat. Optional content? More combat. In metroidvanias, combat is much more enjoyable when it’s built up through level design and pacing: most of the time you’re exploring, with occasional minor fights. As you progress, expectations rise until you reach a boss—an adrenaline rush that dissipates after the fight, only to start building again. That’s why the balance of exploration and combat usually works so well in metroidvanias. But in Act 3, 95% of the time is spent fighting. And while some of these encounters are among the game’s best, the balance that defined the previous acts is gone. The game leans fully into combat, creating pacing problems. If it’s just boss after wave after boss after boss after wave—and these are tougher than ever, since the difficulty spikes hard—you’re going to die countless times. The sense of expectation is lost. Adrenaline slowly turns into fatigue, and eventually, frustration. It’s not that it’s too hard. Lost Lace killed me more times than I care to admit, but I kept at it until she went down. And I don’t complain, because despite her design not being perfect, she’s beatable with skill, patience, and trial-and-error. If by then you’re burned out, it’s not the boss’s fault—it’s the act as a whole. I know some people think this is the best act because it hits the narrative peak. But let’s be serious: in metroidvanias, story is a secondary element. If you care about it, it enriches the experience, but if not, you can completely ignore it, finish the game without even knowing what it was about, and still have a blast. Both Hollow Knight and Silksong would remain good games if you gave them a Superman 64-tier story. But if you gave them Superman 64-tier gameplay, they’d be terrible games. So Act 3 isn’t saved by being narratively strong. It’s undoubtedly the weakest and most tedious of the three. And if it fails, it’s not because of its difficulty or bosses per se—it’s because it forgets the genre’s fundamental lesson: the adrenaline of combat only works when built upon the calm and expectation of exploration. Silksong is a great game, with dazzling audiovisuals, level design that shines in its best moments, and an atmosphere that can absorb you for dozens of hours. Its intense battles, vibrant world, and many boss fights make it an experience every metroidvania fan should try. But at the same time, it’s a game riddled with questionable design decisions: an unsatisfying progression system, mediocre rewards, an unbalanced economy, tedious runbacks, artificially inflated bosses with mobs, and a third act that betrays the balance that made the earlier ones so special. These issues don’t make it a bad game—not at all—but they do make it a game that could have been far more than it ultimately is. That’s why I think it’s important to point them out. Because when a game has this much potential and talent behind it, it’s not enough to only praise its virtues. Recognizing its flaws is also a way of valuing it—of demanding the standard it deserves, and of encouraging that these mistakes not be repeated in the future. Silksong dazzles, but it also frustrates. In the end, it feels like a brilliant diamond, with peaks higher than anything in Hollow Knight, but also valleys much lower. It’s a game full of rough edges that could have been polished much better. And that’s why, where playing Hollow Knight was a constant 8, Silksong is an inconsistent 8—sometimes a 9, sometimes a 5, or even a 4. submitted by /u/GarouAPM to r/metroidvania [link] [comments]
r/metroidvania GarouAPM Oct 3, 2025
9.2.0 | Sinister Grace Patch Notes
https://preview.redd.it/w08t3okofxqf1.png?width=1000&format=png&auto=webp&s=ab6f51d42c0c7f1d33ad252c7f05d33122d53afd New Content New Killer - The Krasue KILLER POWER: UNBODIED FLESH The Krasue detaches from its body, emerging as a floating head with a trail of organs drifting behind it. SPECIAL ABILITY: CORPOREAL WEAVE Press Ability Button 1 to shift between Body and Head Form. Body Form has a 32 meter Terror Radius. Head Form has a 40 meter Terror Radius. It is slightly faster but cannot break pallets and is not granted the Bloodlust status effect. KILLER EFFECT: LEECHED Hitting a Survivor with Intestinal Whip and Regurgitate adds to their Leech Meter. When the meter is filled, the Survivor is afflicted with Leeched I. Leeched I: The Leech Meter automatically fills over time, up to Leeched II. Leeched II: The Survivor is afflicted with Broken. If healthy, they become injured. SPECIAL ABILITY: INTESTINAL WHIP In Head Form, press the Attack Button to lash out with your internal organs. Survivors afflicted with Leeched can be damaged by Intestinal Whip. Intestinal Whip partially fills a Survivor’s Leech Meter, up to Leech I. SPECIAL ABILITY: REGURGITATE In Body Form, press and hold the Power Button to charge Regurgitate. When charged, tap the Attack Button to spew a Leeching Gland. Leeching Gland completely fills a Survivor’s Leech Meter, up to Leech I. SPECIAL ABILITY: HEADLONG FLIGHT In Head Form, press and hold the Power Button to speed through the air. SPECIAL ITEM: GLOWING FUNGUS Survivors can eat Glowing Fungus to decrease the Leech Meter over time. Being hit ends the effect. NEW KILLER PERKS: Ravenous Whenever you hook a Survivor for the first time, gain 1 token, up to 4. When you have 4 tokens, all Survivors scream and gain Exposed for 40/50/60 seconds. Wandering Eye Whenever you start chasing a Survivor, reveal the auras of all other injured Survivors within 20/20/20 meters for 5/5/5 seconds. This perk has a 40/35/30-second cooldown. Hex: Overture of Doom Spawns a Hex Totem that curses the farthest generator and reveals its aura to you in yellow. When a Survivor repairs the cursed generator for 5/5/5 seconds, you gain Undetectable and your Terror Radius is applied to the generator for 20/25/30 seconds. When the cursed generator is repaired, the next farthest generator is cursed. https://preview.redd.it/0ubicg54gxqf1.jpg?width=1000&format=pjpg&auto=webp&s=2aa1920d76ef00d124499a7aa3ae3701a20490bd New Survivor - Vee Boonyasak NEW SURVIVOR PERKS: Road Life While injured, not Broken and repairing a generator, gain 1/1/1 token for each regular great skill check success. When you have 6/5/4 tokens, spend all tokens and gain 100%/100%/100% healing speed until you stop healing. Lose 1/1/1 token when you fail a regular skill check. ONE-TWO-THREE-FOUR! Press Ability button 2 while standing and idle to enter the "performance" interaction that lasts up to 15/15/15 seconds and empowers Survivors within 16/16/16 meters. You will get continuous skill checks during the performance. The effect lasts for 90/90/90 seconds if the performance is completed. Increases the odds of getting healing and repair skill checks by 20/20/20%. When the ability is cancelled or the performance completes, it goes on cooldown for 110/100/90 seconds. Ghost Notes While you have Exhausted, your scratch marks disappear 50/50/50% faster. You recover 5/7.5/10% faster from Exhausted. https://preview.redd.it/qriwidhsfxqf1.png?width=1000&format=png&auto=webp&s=75c5c6ba729ab55eea376e810dd2687e0b03044a Features Quality of Life Improvements The Match Details screen now displays the items and add-ons equipped (for Survivors), and the Killer power icon and add-ons equipped (for Killers). This is visible only for the player that has them equipped. As with perks, players can hover over these icons to display their tooltips. Recovery while in the Dying State is now automatic and no longer requires a button to be held. When full self-recovery is available, tap the Interact Button to pick yourself up. Added a new scenario to the Abandon option: After recovering or being healed from the Dying State twice, the option to Abandon becomes available the next time you are downed. Pallet Density Quality of Life Update Updated various Realms to adjust the quantity and distribution of pallets, reducing the presence of "dead zones". Affected Realms: The MacMillan Estate, Autohaven Wreckers, Coldwind Farm, Crotus Prenn Asylum, Haddonfield, Backwater Swamp, Red Forest, Yamaoka Estate, Ormond, The Decimated Borgo Updated all Realms to draw from the same pool of available maze tile layouts. Menu Updates Updated the Tomes and Archives menus to offer an improved lore experience: Tomes are now displayed with the most recent Tome at the top of the list Added VFX to distinguish the most recent Tome New lore content is delivered regularly without players needing to complete Archives quests https://preview.redd.it/y6lrj9htfxqf1.png?width=1000&format=png&auto=webp&s=fc8c42f34e055f0398536d817c3026560d4ecec9 Content Updates Killer Rework - The Shape Summary The Shape now has three modes: Stalker, Pursuer, and Evil Incarnate. The Shape can swap between Stalker & Pursuer Modes without needing to Stalk. The Shape must Stalk Survivors to unlock Evil Incarnate Mode. While Evil Incarnate mode is active, The Shape has a new special attack: Slaughtering Strike. Updated most add-ons. Stalker Mode (Previously Evil Within I) The Shape is Undetectable and moves at 4.2m/s. Hold the Power Button to Stalk nearby Survivors. When the Stalk meter is full, automatically enter Pursuer Mode. Stalker Mode becomes unavailable. Note: No longer decreases lunge range. Pursuer Mode (Previously Evil Within II) The Shape has a 24m Terror Radius and moves at 4.6m/s. Lunge range, breaking speed, vault speed, and stun recovery speed are increased by 20%. Evil Incarnate Mode (Previously Evil Within III) When the Stalk meter is full, tap the Ability Button to activate Evil Incarnate Mode. Evil Incarnate Mode lasts 40 seconds. The Shape has a 40m Terror Radius and moves at 4.6m/s. Vault speed is increased by 20%. Unlocks a new special attack: Slaughtering Strike. Unlocks the ability to kill Survivors who have reached the final hook stage. This cannot be used on Survivors with Endurance. Note: Survivors are no longer Exposed. Note: No longer increases lunge range. Special Attack: Slaughtering Strike Hold the Power Button to charge a lunge, then press the Attack Button to begin the attack. Holding the Power Button longer extends the lunge's duration up to a maximum of 1.5 seconds. Slaughtering Strike has a base speed of 6.9m/s. Hits with Slaughtering Strike instantly down healthy Survivors. Slaughtering Strike can break pallets and breakable walls. Slaughtering Strike has a 6 second cooldown. Stalking The Stalk meter now takes 5 points to fill (was 3 for Tier 1, 6 for Tier 2). Increased the movement speed multiplier when Stalking a Survivor to 60% (was 20%). Stalk rate is decreased by 25% while moving. When the Stalk meter is not full, after 20 seconds of not Stalking, Stalk progress decays to 50%. Decreased the maximum Stalking range to 32m (was 40m). Note: Survivors no longer have a limited amount of Stalk points. Note: Stalk rate is no longer affected by distance. The Shape's Add-Ons Tacky Earrings: Increases movement speed while Stalking by 20% (was 10%). Memorial Flower (Rework): Increases movement speed in Stalker Mode to 4.4m/s. Boyfriend's Memo (Rework): Increases maximum Stalk range by 8 meters. Blond Hair (Rework): Scratch marks and pools of blood last 100% longer while in Stalker Mode. Reflective Fragment (Rework): Slaughtering Strike only deals a single health state of damage. Hitting a Survivor with Slaughtering Strike adds 20 seconds to Evil Incarnate's duration. Changed rarity to Very Rare. Jewelry (Rework): Increases Stalk rate when Stalking stationary Survivors by 10%. Hair Brush (Rework): When Evil Incarnate is activated, the next pallet you break is destroyed 50% faster. Glass Fragment (Rework): Increases the movement speed of Slaughtering Strike by 5%. Decreases the charge speed of Slaughtering Strike by 10%. Dead Rabbit: Decreases Terror Radius in Pursuer Mode by 25%. Increases Terror Radius in Evil Incarnate by 25%. Mirror Shard (Rework): Increases the base duration of Slaughtering Strike by 0.25 seconds. Decreases the charge speed of Slaughtering Strike by 25%. Jewelry Box (Rework): Decreases Stalk range by 16 meters. Increases Stalk rate by 30%. J. Myers Memorial (Rework): While Evil Incarnate is active, your pickup and hook speeds are increased by 40%. Hair Bow: Increases the duration of Evil Incarnate by 20 seconds (was 30). Decreases Stalk rate by 20%. Vanity Mirror (Rework): When Evil Incarnate ends, you see the auras of all Survivors for 4 seconds. Tombstone Piece (Rework): When Evil Incarnate is activated, you become Undetectable for 20 seconds. Lock of Hair (Rework): While Evil Incarnate is active, hold the Ability Button to end it prematurely and retain 50% of the remaining duration as Stalk progress. Scratched Mirror: Changed rarity to Visceral. Judith's Tombstone (Rework): Hooking a Survivor during Evil Incarnate refreshes its duration. Limits the duration of Evil Incarnate to 40 seconds. Fragrant Tuft of Hair (Rework): Survivors become Exposed while Evil Incarnate is active. Your lunge range is increased by 50% while in Evil Incarnate Mode. You can no longer use Slaughtering Strike. Changed rarity to Uncommon. Dev note: This add-on makes The Shape's power work similarly to how it used to. We've made it more common so those who prefer the original power can keep a steady supply. https://preview.redd.it/t1ylx573gxqf1.jpg?width=1000&format=pjpg&auto=webp&s=356c91230d2915d2cd13e733d164a90a9f3ba7f6 Killer Updates The Unknown Increased Weakened duration increase upon injuring a healthy Survivor with UVX projectile to 8 seconds (was 6 seconds). Reduced movement speed recovery time after teleporting to 1.3 seconds (was 1.4 seconds). Increased The Unknown's vertical camera axis to allow higher aim elevation with the UVX Projectile. The Unknown's Add-Ons Rabbit's Foot: Afflicts the Hemorrhage status effect to Survivors injured by UVX for 45 seconds (was 30 seconds). Blurry Photo: After Teleporting, regain full movement speed 7% faster (was 15%). Last Known Recording: Reduces the Hallucinations’ aura range visible to Survivors by 35% (was 25%). Slashed Backpack: Destroying a Hallucination with UVX decreases the time until the next Hallucination spawns by 65% (was 75%). The extra time should allow for more precise placement. Vanishing Box: Increases Hallucination spawn time by 120% (was 80%). Hypnotist’s Watch: Inflicts the Exhausted status effect for 15 seconds (was 10 seconds). Serum Vial: Inflicts the Exhausted status effect for 15 seconds (was 10 seconds). The Dark Lord Vampire Form: Reduced the cooldown of Hellfire to 9.5 seconds (was 10 seconds). Increased the number of Hellfire pillars to 8 (was 7). Reduced Hellfire charge movement speed to 3.68m/s (was 3.8m/s). Increased movement speed recovery time after activating Hellfire to 2.35 seconds (was 2.25 seconds). Wolf Form: Increased Pounce Attack charge time to 0.9 seconds (was 0.85 seconds). Increased Scent Orb spawn time to 6 seconds (was 5 seconds). Bat Form: Increased Bat Form flying movement friction to reduce sliding motion to 2.2 (was 1.6). The Dark Lord's Add-Ons Ruby Circlet: Reduces the cooldown of Hellfire by 5% (was 10%). Clock Tower Gear: Reduces the cooldown of Shapeshift by 5% (was 10%). Traveler's Hat: Increases Shapeshift speed by 5% (was 10%). Moonstone Necklace: Reduces the size of the Terror Radius in Vampire and Wolf Forms by 8 meters (was 4 meters). Blood-Filled Goblet: Increases the duration of Scent Orbs by 60% (was 50%). White Wolf Medallion: Increases Killer Instinct duration by 1 second while in Wolf Form after Survivors complete rushed actions (was 0.8 seconds). Killer Doll: Increases the cooldown reduction of Pounce Attacks from Scent Orbs by 30% (was 50%). Force of Echo: Increases the spawn rate of Scent Orbs by 10% (was 17%). Medusa's Hair: Survivors within 8 meters (was 12 meters) of your teleport destination suffer from an 8% Hindered status effect for 4 seconds (was 3 seconds). Warg's Fang: Reveals the auras of all Survivors whose Scent Orbs you have collected for 5 seconds (was 4 seconds). Lapis Lazuli: After teleporting to a window, it is blocked for 8 seconds (was 15 seconds). Ring of Vlad: Hellfire pillar reduction downside removed (was reduced by 1 pillar). The Clown Increased the time it takes for Afterpiece Antidote clouds to activate to 1.6 seconds (was 1). Increased the duration of the Hindered effect after leaving an Afterpiece Tonic cloud to 1.6 seconds (was 1). The Ghoul When grabbing a Survivor on the other side of a vault with Kagune Leap, the Survivor is released at the start of the vault instead of the end. The Oni Increased the number of Blood Orbs that spawn when hooking a Survivor to 5 (was 2). https://preview.redd.it/ce9s9yn2gxqf1.jpg?width=1000&format=pjpg&auto=webp&s=43101909828085b4ecf060eed46545a990bd7ec9 Survivor Perk Updates Clairvoyance: Increased aura reading duration to 10/11/12 seconds (was 8/9/10 seconds). Friendly Competition: Increased the bonus repair progress speed duration to 100/110/120 seconds (was 45/60/75 seconds). Hope: Decreased the Haste status effect gained when the Exit Gates are powered to 3/4/5% (was 5/6/7%). No Mither: Increased the volume reduction for grunts of pain to 100% across all tiers (was 25/50/75%). Off the Record: Removed the Endurance status effect. Removed the stipulation that it disables once Exit Gates are powered. Added a new effect: While active, you do not leave scratch marks while sprinting. Leader: Increased action speed bonus value to 20/25/30% (was 15/20/25%). Increased action speed bonus range to 10 meters (was 8 meters). Updated perk description to simplify linger effect. Lucky Star: Decreased cooldown to 35/30/25 seconds (was 40/35/30 seconds). Pharmacy: Unlocking chests is 75/100/125% faster (was 70/85/100%). The hearing distance for noises from unlocking chests is reduced by 12 meters (was 16 meters). Guarantees an Emergency Med-Kit upon completing the interaction. Plot Twist: Added a new effect: Increases recovery speed by 25% when used. Poised: Increased Killer aura reveal duration when repairing a generator for the first time to 8 seconds (was 6 seconds). Increased time where you leave no scratch marks after a generator is completed to 20/25/30 seconds (was 10/12/14 seconds). Quick Gambit: Decreased the cooldown when losing a health state to 40 seconds (was 60 seconds). Tenacity: Added a new effect: Prevents your aura from being read while in the Dying State. Decreased crawling speed bonus to 15/20/25% (was 30/40/50%). Vigil: Survivors can now only benefit from one Vigil perk's effect at a time (previously stacked with other versions of itself). https://preview.redd.it/qbk3uns1gxqf1.jpg?width=1000&format=pjpg&auto=webp&s=4ae5c31e9eabf7d591185934f310390e75fae261 Killer Perk Updates All-Shaking Thunder: Increased lunge attack distance increase duration to 15/20/25 seconds (was 8/12/16 seconds). A Nurse's Calling: Increased range to 28/30/32m (was 20/24/28). No longer affects Survivors who are in the Dying State. Dark Arrogance: Decreased the blind and pallet stun duration increase to 15% (was 25%). Dead Man's Switch: Decreased generator blocking duration to 25/30/35 seconds (was 40/45/50 seconds). Deerstalker (Rework): When a Survivor sees your aura, you see their aura. Every 40/35/30 seconds, reveal your aura to the Survivor with the lowest chase time for 3 seconds. Hex: Ruin: Increased the generator regression to 100/125/150% (was 50/75/100%). Leverage: Decreased healing speed reduction value to 20/25/30% (was 30/40/50%). Increased healing speed reduction duration to 60 seconds (was 30 seconds). Monitor and Abuse: While in a chase, your Terror Radius is now increased by 5/10/15% (was 6/7/8 meters). Otherwise, your Terror Radius is now decreased by 15/20/25% (was 6/7/8 meters). Oppression: Increased random generator selection to 4 (was 3). Decreased cooldown to 45/40/35 seconds (was 60/50/40 seconds). Septic Touch: Increased the linger duration of the Blindness and Exhausted status effects to 20/25/30 seconds (was 6/8/10 seconds). Ultimate Weapon: Increased range when opening a locker to 40 meters (was 32 meters). Reduced cooldown to 55/50/45 seconds (was 80/70/60 seconds). https://preview.redd.it/ys6vrmqwfxqf1.png?width=1000&format=png&auto=webp&s=54f146c03720535c823521f3b83d34000d3728c5 Bug Fixes Audio Fixed an issue where the Pharmacy perk would remove chest SFX. Fixed an issue where The Dark Lord's Wolf Form would be silent. Fixed an issue where The Twins' chase music was missing for survivors when chased by Victor. Fixed an issue where The Twins' chase music would not stop when switching from Victor to Charlotte in a chase. Fixed an issue where The Good Guy's Trial win voiceover would trigger every time a Survivor died. Fixed an issue where some of The Lich's voiceover lines would not play. Fixed an issue where some French voiceover sounds for Lara Croft were too long. Fixed an issue where The Houndmaster was missing some voiceover lines. Fixed an issue where certain Survivors would not play voiceover related to crows when surrounded by AFK crows. Fixed an issue where Rick Grimes' screams couldn't be heard from far enough away. Fixed an issue where The Nemesis's Zombies' attacks could be heard across the entire map. Fixed an issue where some Survivors' "Trial start" voiceover lines would not trigger when playing against certain Killers. Fixed an issue where no SFX would play when unlocking a hatch with a key. Fixed an issue where idle crows would not play any sound effects. Bots Improvements Fixed an issue where bots were unable to move when a player disconnected in specific locations. Fixed multiple issues where bots would vault at undesired times. Survivor bots will now crawl toward pallets instead of toward other Survivors. Fixed bot navigation issues around the bus on the Gas Heaven map. Fixed multiple issues preventing Survivor bots from correctly unhooking. Fixed multiple issues preventing Killer bots from correctly picking up Survivors. Characters Fixed an issue where certain VFX wouldn't play when switching between cosmetics. Fixed an issue where The Trapper's "Iridescent Stone" add-on would not arm the last trap. Fixed an issue where generators would not be highlighted white for The Knight when ordering a guard to break them. Fixed an issue where certain Killer power icons would not become transparent during cooldown. Fixed an issue where dying Survivors would be missing animations and movement from other players' perspectives after being discovered by The Knight's Carnifex. Fixed an issue where status effects belonging to The Twins' Charlotte would be displayed while controlling Victor. Fixed an issue where The Knight's Guard would not de-spawn when a Survivor picked up the Standard. Fixed an issue where certain Nightfall VFX would not display from the Spectator POV when watching The Dredge. Fixed an issue where The Nemesis' Tentacle Strike could hit Survivors crouching behind windows. Fixed an issue where The Knight's Guards would struggle to navigate between tables and chairs in the Freddy Fazbear's Pizza map. Fixed an issue where The Hillbilly could completely turn around when breaking a door while using the LoPro Chains add-on. Fixed an issue where The Animatronic would slide toward the hook from another Survivor's perspective when hooking a Survivor. Fixed an issue where The Knight's Jailer would have a delay before beginning to chase a Survivor. Fixed an issue where The Animatronic's Fire Axe would disappear from a Survivor upon entering and leaving a locker. Fixed an issue where Security Doors would not be highlighted in yellow if The Animatronic entered one while a Survivor was teleporting. Fixed an issue where The Lich would display unselected spells after quickly choosing several. Fixed an issue where smoke color would display incorrectly in the Spectator's HUD when watching The Clown. Fixed an issue where The Lich's Dispelling Sphere could become stuck on his model. Fixed an issue where The Knight's Guards would take a longer-than-intended path when a Survivor vaulted. Fixed an issue where Broken Keys obtained from The Lich's Treasure Chests would not work. Fixed an issue where The Executioner's Punishment of the Damned trail VFX would appear off-centered. Fixed an issue where Survivors afflicted with The Animatronic's Fire Axe could not unhook other Survivors. Fixed an issue where The Unknown's lobby animation was missing. Fixed an issue where some of The Knight's Guards' animations would not trigger properly. Fixed an issue where The Clown's left arm would wiggle while moving and holding a bottle. Fixed an issue where The Clown's Afterpiece Antidote and Tonic clouds would not properly go inside shack doorways. Fixed an issue where the beginning of The Animatronic's Mori would not play properly. Fixed an issue where The Pig's Reverse Bear Trap would not trigger correctly when using portals in the Forgotten Ruins map. Fixed an issue where The Ghoul could anchor himself during a Kagune Leap, allowing him to move abnormally fast. Environment/Maps Fixed an issue in the Badham Preschool map where players could not drop through a hole. Fixed an issue in The Underground Complex map where invisible collisions blocked the navigation of players. Fixed an issue in the Wreckers Yard map where the vault in the crane was not working. Fixed an issue in the Red Forest Realm where an invisible collision blocked the navigation of the players. Fixed an issue in the Grim Pantry map where a collision blocked the navigation of players. Fixed an issue in the Ironworks of Misery map where players could not vault a window. Fixed an issue in the Toba Landing map where projectiles would hit an invisible collision near the fence. Fixed an issue in the Nostromo Wreckage map where player navigation could be blocked. Perks Fixed an issue where Knock Out would remain inactive after dropping a Fragile Pallet. Fixed an issue where the first wiggle skill check after being grabbed off a generator by a Killer with Unnerving Presence would be smaller than intended. Fixed an issue where Finesse would not go on cooldown if a vaulted pallet was destroyed by a Killer's power. Fixed an issue where Survivor auras were not revealed to the Killer when Blood Warden was equipped. Fixed an issue where leaving a locker with Head On could be blocked by another Survivor. Fixed an issue where players could get stuck when using Plot Twist at the same time they were grabbed by The Animatronic. Fixed an issue where Inner Strength would deactivate early if the Survivor exited a locker before the heal was triggered. Platforms Fixed an issue where input settings were incorrectly applied to newly created accounts. Fixed an issue where voiceovers would play in English instead of Console Language when available. Fixed an issue where haptic feedback was missing for some of The Shape's actions when using a PS5 controller. UI Fixed an issue where the "Lisa Garland" outfit was missing an earring in her in-game portrait. Fixed an issue where the fire wings would not show up on The Wraith's "Phantom of Vengeance" outfit in the Store icons. Fixed an issue where quest tooltips would still show their prerequisite quest needs despite being already unlocked. Fixed an issue where declining a party join request would not send a confirmation popup to the requesting player. Fixed an issue where the matchmaking popup would display the wrong text. Improved animated smoke shader on tooltips. Fixed an issue where some quests' progression popups would be missing after a disconnection. Fixed an issue where the Killer power in the HUD would display an incorrect charge while spectating. Fixed an issue where the Shareable Perk and Prestige tooltips would not trigger correctly after a character is Prestiged in the Bloodweb. Fixed an issue where the player's name could disappear in the Custom Game lobby after switching from Killer to Survivor. Fixed an issue where the player's name could overlap with the Perk Preview in the lobby. Miscellaneous Fixed an issue where the game could softlock on the Tally Screen. Fixed an issue where spamming the ready button could result in a connection error message. Fixed an issue where the Fragile Pallet animation would not transition from the downed to upright position. Fixed an issue where Fog Vial VFX would display incorrectly when falling after use. Fixed an issue where some users could not unlock the "Lost All Hope" achievement / trophy. Fixed an issue where some users could not unlock the "Complete the Evolution" achievement / trophy. Fixed an issue where the Shrill Whistle Key add-on did not reduce the item's channel time. https://preview.redd.it/1yxsa1lxfxqf1.png?width=1000&format=png&auto=webp&s=b1676d21ba945bdc981cd34cab4861bb4b85fb86 Changes from PTB New Killer: The Krasue NEW KILLER POWER: Intestinal Whip will now ignore obstructions for 0.6 seconds. Shortened the wind-up of Intestinal Whip to 0.2 seconds (was 0.35). Increased Intestinal Whip turn-rate to 220 (was 150). Decreased the initial number of Glowing Fungus to 4 (was 6) and maximum number to 8 (was 10). Decreased Corporeal Weave time to shift from Head Form to Body Form to 2.2 seconds (was 2.6). Increased vault time while in Head Form to 1.7 seconds (was 1.5) Increased the initial number of Headlong Flight charges to 12 (was 10). Added collision with Survivors during Headlong Flight. Added the ability to vault during Headlong Flight at the cost of ending the action. Added input buffering on Head Form abilities. NEW KILLER ADD-ONS: First Libretto: Increased Headlong Flight's consumption rate to 30% (was 20). Wriggling Parasite: Increased the growth rate to Leeched II to 16% (was 10). Removed the cleansing rate increase. Crumpled Sheet Music: Increased the number of charges gained to 12 (was 10). Chicken Head: Now spawns 2 additional Glowing Fungus at the start of the match. Framed Newspaper Decreased the number of charges gained to 6 (was 10) and the recharge rate to 15% (was 25). Rotten Swine: Increased the breaking and damaging speed to 15% (was 10). Mysterious Elixir: Windows will also be blocked if you vault in Body Form. NEW KILLER PERKS: Wandering Eye Increased range of aura-reveal to 20/20/20 meters (from 16/16/16). New Survivor - Vee Boonyasak NEW SURVIVOR PERKS: Road Life Lowered tokens needed for healing speed effect to 6/5/4 (from 8/7/6). Lowered tokens lost on missed skill checks to 1/1/1 (from 2/2/2). https://preview.redd.it/85pby1dyfxqf1.jpg?width=1000&format=pjpg&auto=webp&s=94edb65acb90f27b2d43fe4c394da1c65af63fad FEATURES Tunneling Reduction Update Postponed these changes until a later update to allow for further testing. Reverted the perk changes associated with this update. Notably: Babysitter Barbecue and Chili Borrowed Time Eruption Pop Goes the Weasel Scourge Hook: Pain Resonance Slugging Reduction Update Postponed these changes until a later update to allow for further testing. Dev note: We've heard your feedback and will be making changes to this feature before it goes live. You can expect it to reappear with adjustments in a future PTB. https://preview.redd.it/g2fhkb5zfxqf1.jpg?width=1000&format=pjpg&auto=webp&s=79ce87792bed63507925c63831aee035e97fd389 KILLER UPDATES The Shape Rework Increased movement speed while activating Evil Incarnate to 3.45m/s (was 2.3m/s). Increased minimum movement speed while charging Slaughtering Strike to 3.22m/s (was 2.3m/s). Decreased base duration of Slaughtering Strike to 0.5 seconds (was 0.875 seconds). Decreased maximum bonus duration of Slaughtering Strike to 1 second (was 1.125 seconds). Increased the lunge duration, breaking speed, and stun recovery bonuses in Pursuer Mode to 20% (was 10%). Increased the vault speed bonus in Pursuer Mode and Evil Incarnate Mode to 20% (was 15%). The Shape's Add-Ons Glass Fragment: Decreased the charge speed penalty to 10% (was 25%). Fragrant Tuft of Hair: Decreased rarity to Uncommon (was Visceral). Reflective Fragment: Increased rarity to Very Rare (was Uncommon). Scratched Mirror: Increased rarity to Visceral (was Very Rare). The Dark Lord's Add-Ons Medusa's Hair: Increased the duration of the Hindered status effect to 4 seconds (was 2 seconds). https://preview.redd.it/hxfo81tzfxqf1.jpg?width=1000&format=pjpg&auto=webp&s=0a4e9a90d913b18b9edec6c6ec9db9fc73ec60bd Bug Fixes Miscellaneous Fixed an issue where voiceovers for Vee Boonyasak would not playing in some situation. Fixed an issue where Septic Touch could apply Exhausted outside the Terror Radius. Fixed an issue where Hex: The Third Seal triggered whenever losing any health state instead of just basic or special attack hits. Fixed an issue where The Animatronic's Fire Axe would appear on the ground during the "Remove Axe" interaction. Fixed an issue where the Hindered status effect stacked when repeatedly failing to hack one of Skull Merchant's drones. Fixed an issue where the Clairvoyance perk icon would light up briefly when the charge was used completely. Fixed an issue where chase and other sound effects would not trigger when hitting an idle Survivor. Fixed an issue where The Ghoul could be launched far away from a Survivor after performing a second Kagune Leap. Fixed an issue where The Twins' Victor's attack would not affect unhooked Survivors. Fixed an issue where Survivors would get a speed boost if they entered the Dying State while Conviction was active. Fixed an issue where The Artist's crows would spin when viewed from the Survivor's POV. Fixed an issue where the Cursed status effect would not appear when Survivors were Cursed by any Hex perk. Fixed an issue where The Shape could not move the camera during Slaughtering Strike when using a controller. Fixed an issue where the ONE-TWO-THREE-FOUR perk would stack with other Survivors using the same perk. The Krasue Fixed an issue where the stunned sound effects would not play correctly for The Krasue while in Head Form. Fixed an issue where the wrong vault animation could play when The Krasue vaulted after switching to Head Mode. Fixed an issue where The Krasue's Killer power icon charges would briefly flicker when using her powers. Fixed an issue where a blood splatter would appear on-screen when The Krasue searched a locker. Fixed an issue where The Krasue's tentacle would clip through the Survivor's back during her Mori. Fixed an issue where The Krasue could be blinded by a flashlight despite looking up or down. Fixed an issue where the Survivor's hands remained closed when performing interactions after previously holding a Glowing Fungus. Fixed an issue where The Krasue's impact sound effects were missing when performing an Intestinal Whip on objects. Fixed an issue where the vault interaction was present and usable while The Krasue was using Headlong Flight. Fixed an issue where the Leeched tentacles remained visible while dying on the hook. Fixed an issue where The Krasue's Framed Newspaper add-on increased Headlong Flight recharge rate by 50%. Fixed an issue where only 1 Survivor aura was revealed per Glowing Fungus when using The Krasue's Shredded Gown add-on. Fixed an issue where The Krasue's Wriggling Parasite add-on had no effect. Fixed an issue where The Krasue could not move the camera during the Intestinal Whip attack when using a controller. Fixed an issue where the timing of The Krasue's Mori was off when starting the Mori while in Head Mode. Fixed an issue where The Krasue's intestines were missing during and after the Mori when started while in Head Mode. Fixed an issue where The Krasue could vault windows faster than normal in Head Mode. Fixed an issue where The Krasue's Intestinal Whip would not trigger properly when moving forward. Fixed an issue where Survivors could push The Krasue when eating a Glowing Mushroom. Fixed an issue in the Decimated Borgo Realm where The Krasue's camera would clip through trees. Fixed an issue where The Krasue's Split Sidestep score event was rewarded without meeting the conditions. Fixed an issue where The Krasue could not vault over a pallet when a Survivor was using Any Means Necessary. Fixed an issue where The Krasue could vault at locations being used by Survivors. https://preview.redd.it/usxobwg0gxqf1.png?width=1000&format=png&auto=webp&s=2c17eac699050d27e4e037801583809946997afc Known Issues The in-game trailer for Sinister Grace is louder than anticipated and the audio will be reduced in a future update. submitted by /u/DeadByDaylight_Dev to r/deadbydaylight [link] [comments]
r/deadbydaylight DeadByDaylight_Dev Sep 23, 2025
Wearing Power Armor to a Magic School (135/?)
First | Previous | Next Patreon | Official Subreddit | Series Wiki | Royal Road The Crown Herald Town of Elaseer. Riverfront. His Eternal River Boat (HERB) Pursuit of Constance. Pleasure and Recreation Deck. Local Time 1400 Hours. Emma If you’d have asked me a day ago what I expected to be doing at the start of the dragon quest, then receiving the honorary rank and title of siege lord definitely wouldn’t have been on my radar, let alone on my list. “And to you, Cadet Emma Booker, goes the masquerade title of Emirius Bokero — first of her name, Knight-Regent of Arthmilian, Grand Protector of the Realm, and last but not least… SIEGE LORD of the House of Bokero.” Lord Etale spoke, his voice echoing throughout the domed hall as he stood high and triumphantly atop a glorified stool. The silence that followed was punctuated by the awkward clapping of the curiously named pleasure hall’s staff. Their claps eventually filled the ridiculously proportioned game room that dominated a good chunk of the riverboat’s central atrium. While this questionable use of space brought about a litany of questions regarding the peculiar layout of the boat, I had neither the time nor chance to really dig into it. Especially given how quick the twins were to drag us and our respective mounts onto the riverboat as soon as we’d agreed to their terms. Their excitement and enthusiasm for this challenge was palpable. So palpable, in fact, that it had even caught the crew on board off guard as they all struggled to receive — let alone accommodate — the elven pair’s very particular list of requests. But accommodate they did, which was precisely how I found myself standing awkwardly in the center of this domed room, beneath a fresco of tabletop role-playing elves staring down at us from the dome above; creating an impression that it was us who were the pawns of some grand and eclectic game of Castles and Wyverns. The magically-imbued art didn’t really help with that assertion, as their painted eyes quite literally followed our every movement. “And to you, mercenary prince, usurper, and savage barbarian of the Havenbrockian hinterlands, goes the masquerade title of Talnin Heavrockis — first of his name, War Chief of Rockis, and SIEGE LORD of the House of Heavrockis.” Lord Etale continued, spraying both of us in a mist of some ritualistic mana water, but not before Thalmin gave off a startling growl and a stern glare at his ‘masquerade title.’ A fine haze quickly formed around us as a result, before suddenly and quite abruptly, we found the entirety of the mosaic floor we stood upon glowing a fluorescent blue hue. I quickly craned my head up to see that the dome itself had transformed from a fresco to something more resembling stained glass. The reason for this was quickly made clear to me, as this glass allowed for a projector-like effect to be cast upon the floor beneath its circumference. Everything outside of the dome’s light faded into the darkness at this point, after which the glowing floor beneath us started to change. What had been flat and two-dimensional mosaics of rolling hills, grand mountains, meandering rivers, and roaring seas suddenly rose upwards. It started small, as I felt the floor beneath us starting to bubble and creak, the formerly smooth surface becoming bumpy and uneven, like the result of a shoddy DIY-er’s first attempt at tiling their bathroom floors. Then came the visible changes, as waves and protrusions started popping up here and there like cracks and splinters on a wood floor snapping under immense strain. Fissures started to form along very specific patterns, while water from some unknown source started to fill them the moment they reached a certain size. CRACK! Tile and grout shattered. FWOOOSH! While large boulders and rock formations quickly took their place. It didn’t take long for me to realize that these weren’t just any plain old boulders. Because while we were distracted with the largest and most impressive changes, the finer details bubbling beneath our feet had just as quickly accentuated this flourishing topography. The cracks that had been filled with water now resembled grand rivers and rapids, whilst larger fissures continued to sink even deeper, forming valleys and canyons that dominated their own region of the floor. Eventually, the plains and rolling hills were coated with a soft and velvety surface of grass. With swathes of shrub and woodlands emerging soon after; tying the whole scene together as a living, breathing simulation. “Welcome to the Realm of Israphel.” Lady Evrail spoke through a magically assisted shout. “A land of vibrant life, breathtaking scenery… and warring factions.” Her tone suddenly turned grim as the distant sound of drums echoed somewhere ‘off-screen’. “This adjacent realm is a battleground of intrigue, spilling over into outright conflict and bloodshed. All to fulfil that which is the inherent trend of all realms.” She soon turned to Lord Etale as he nodded firmly. “To fight for dominance and primacy. To determine the rightful ruling family in this battle for the…” The orange haired elf paused, turning to his counterpart as they raised both hands upwards, before conjuring a glowing title card that read— “LINES OF SUCCESSION!” They both shouted theatrically. “While we typically would provide a tutorial, we simply do not have such luxuries given the condensed nature of this game owing to our fixed departure schedule.” Lord Etale explained. “This will make this game a… trial by fire of sorts.” Lady Evrail continued. “Though we are nothing if not fair in our games.” Soon enough, a list of basic game rules appeared before us, hovering ominously over the landscape as the music in the background evolved. The basic tempo of the drums was quickly joined in by a quartet of shrilly brass and meandering string instruments, creating this soft and melodic classical tune that rose and fell with the opening title crawl. I was too focused on the rules to realize what this was, and only when the music was over did I figure it out. This was the game’s menu theme… However, before I was able to fully grapple with that amusing interdimensional parallel, both the EVI and Evrail quickly chimed in. The former promptly condensed the rules into a neat little annotated list, while the latter moved on to point out the four quadrants of the map and their borders. “Each player takes charge of their own kingdom. Each kingdom consists of a crown capital, two regional capital cities, and four towns. While a typical game may involve the expansion of these settlements in both size and quantity, this hastened ruleset has removed that dimension of the game.” The map in front of us quickly came to reflect Evrail’s words, as a large city consisting of high walls and large towers came to form near the very edge of the map where we stood. While two smaller cities formed further away, closer to the center of the map. Between those and the geographic center of the map were rolling farmlands, punctuated occasionally by the four aforementioned towns. These miniature settlements, each coming up to about ankle height — save for the capital with its larger towers — were quiet and dormant at first. That was, until little lights started appearing at each and every little window as high-pitched chatter started filling the air, most of which were confirmed as utter gibberish by the EVI. “Furthermore, each player will start off with a total of ten nobles, instead of the typical five. Though it should be noted that arcane scholastics have not been fully researched. Thus the arcane development web will start out at its base level.” Evrail spoke informatively as yet another magical projection appeared above us. … I couldn’t help but to snicker at what I saw. “A fricking tech tree…” I mumbled quietly under a muted breath to the EVI, who simply beeped in affirmation. “Your nobles are not fixed to either the martial or civil path.” Evrail added. “You may thus assign your nobles as you see fit.” Etale quickly chimed in as yet another projection appeared in front of us. This one… was about as un-fantastical as they came. It was an org chart… Dividing up the nobles in the game into two distinct categories, the aforementioned military path and the latter civilian path. The former had all the obvious callings of a typical ‘hero unit’ in an RTS game. This came complete with choices of specialization into frontline battle mages, and all sorts of support mages that came with a heavy emphasis on both indirect military support, and surprisingly complex military logistics roles. This… game… was starting to resemble a major intel-leak on the part of the Nexus. And it was oh so eye-opening. However, it would be the latter that truly visualized something that was admittedly somewhat still murky and vague. A concept that, whilst I understood in theory, I haven't yet seen in practice. At least, not on a grand scale. Within the ‘civilian’ side of the org chart came a whole host of roles that Ilunor, Thacea, Thalmin, and even Sorecar had alluded to — all divided amongst three distinct trees. Industry. Academia. And ‘Diplomacy.’ It was the first amongst these that truly made Nexian society click, as within that specific branch came anything and everything from Agriculture to Mining to Weapons Industries and beyond. I raised a hand just to confirm my suspicions, Evrail acknowledging it with a nod of her head. “Yes, newrealmer?” “Is there a way to assign anyone other than nobles to industry? Like, Academia I get. That’s magical research so it naturally requires mages to staff it. Diplomacy… sure, that’s inherently within a noble’s political authority. But with industry? Couldn’t you have commoners, heck, even merchants participate?” “You’re misconstruing industry for commerce, newrealmer.” Evrail answered bluntly, though not dismissively. “Commerce, in both the game and in real life, is capable of accommodating commoners. Industry, however, is entirely within the realm of the working nobility, simplified here under the umbrella unit of nobility.” “The means of production — or at least, production at the scale of advanced societies — relies entirely on magic. And while this magic can be extracted and then divided into niche and specific work for chosen ones, it’s only mages — the nobility — that can truly and unequivocally command mana. Ergo, the keys to industry are contingent on nobles and nobles alone.” I couldn’t help but to stare blankly at the ten elven miniatures standing in front of the capital’s gates ready to fulfil these roles, whilst the words of one of the scientists in the IAS’ social sciences division echoed loudly in the back of my mind. “It is worth noting that out of all media, it is perhaps interactive and participatory media that are the most damning out of them all. For within these interactive experiences — these games — is a living, breathing universe. One whose very rules of reality are dictated in their entirety by equal parts objective truth, and equal parts perceived truths of the culture it belongs to. We too are not immune to this phenomenon, so it is going to be fascinating to dissect this if you do encounter this on the other side, Cadet.” Dr. Tully’s words rang loudly in my mind at this point, though I was just as quickly brought back to reality by Evrail once she’d finished her ramblings on the specifics behind the battlemage’s spec tree. “Special martial mages such as Aethraship Skylords, Landship Landlords, and Drake Wing Lord-Commanders are likewise locked behind their respective branches within the arcane development web.” Evrail spoke. “Well thank ancestors for that.” Thalmin sighed as I craned my head towards him. “What? I too dabble in the occasional Lines of Succession game.” “Fair enough.” I spoke, somewhat relieved that I had a veteran on my side. “Speaking of, you said we have full points unlocked, correct?” He addressed the two elves. “Yes.” Evrail responded. This prompted the prince to turn towards me with a nod. “This means that you can recruit all the commoner units you want to, Emma.” “So the points are basically population cap?” “In a sense, yes.” Thalmin answered. “Peasant militias, adventurers, town guards, men-at-arms, and all the way to chosen ones. Though of course, the point value for each and what each unit is capable of doing and wielding varies.” My brain started running at full speed following that. Especially after the realization that battle mages couldn’t just immediately be specced but required time to train. The EVI’s summary of the ruleset clearly indicated as such, at least. “Just so I’m clear on this, this game also has a logistics supply line thing that reflects real life, right? As in, adventurers, chosen ones, commoners, they all need to be armed with enchanted weapons before going out?” “And training time too, yes.” Thalmin nodded. I quickly turned back EVI’s condensed ruleset, noticing the not-too-insignificant gap between the production and training time for the peasantry versus the noble’s battle mages. It was around that point that it all clicked. “And what’s the victory condition?” I quickly asked. “Given the condensed nature of this game, we’ve limited it to two options. One — the capture and/or destruction of all enemy cities. Or two — the capturing and/or defeat of all enemy nobles.” Etale responded promptly. The gears inside my head shifted up a notch at that confirmation, as a wide grin formed beneath my poker-faced faceplate. “Any further questions, newrealmer?” Lady Evrail asked, prompting me to simply nod once in response. “Yeah, just one. How exactly do I play this game without being able to well… interact with magic?” “Ah, yes. That limitation. We have taken that into account!” The elf beamed, as she snapped her fingers and brought in one of the many game room attendants to my side. “I shall act as your intermediary, my lady.” The brown-haired elven attendant spoke as he bowed deeply. “Your wish is my command.” “Literally in this instance.” Lady Evrail noted. “Will that be all?” “Yup!” I beamed. “Let’s start.” Local Time 1410 Hours. Lady Evrail We tried to keep this as fair as possible. This was an attempt to gauge the newrealmer’s ability to plan, direct, and dictate the course of battle, after all. Moreover, this entire venture would grant invaluable insight into this savage newrealm’s grasp of war. Testing it, probing it, and projecting it over a truly modern battlefield. Whilst testing this on a typical newrealmer would have been all for nought — as many would’ve simply fumbled at the sight of the most condensed and basic battle mage’s specialization web — the earthrealmer in particular proved that she was anything but typical. But whether this anomalous nature would extend beyond mere words, presence, and physicality would be decided here. On the stage of that most civilized of high-stakes activities — contemporary warfare. This would determine if the newrealmer was as advanced as she purports and alludes to be. This would bring to light the sort of training in the art of war she received and would define so much of her realm’s capacity and competence for war. Excitement filled me, as both Etale and I stuck to our typical opening moves. Allowing us to divide our attention between the buildup of our own forces, specialization of our battle mages, and the all-important monitoring of the earthrealmer’s starting decisions. Decisions which currently proved not to disappoint, but in all the wrong ways. We spotted a ridiculous buildup of both chosen ones and guardsmen, leaving none to populate the civil path. Conversely, all but two of the newrealmer’s nobility were placed into the civil path, creating a lopsided polity that teetered on collapse. We both turned to each other upon that realization, scoffing at it with a series of soft chuckles. Indeed, the ludicrousness continued as we analyzed the earthrealmer’s two and only martial nobles. Both of which had been relegated to support mages. “Neither are true battle mages.” I commented, turning towards Lord Etale. “Is the newrealmer daft? Or does she think she’s being clever?” He responded, letting out a wispy breath as he shook his head. “Or perhaps… due to her realm’s mana deficiency, battle mages are a foreign concept to her?” I offered, garnering a bit of a raised brow from the man. “Consider it, Lord Etale. With faint mana and weak manafields, just how could a battle mage truly function? Perhaps this limitation is coloring the way in which her realm wages war.” “Perhaps… but this does mean she lacks the true elements necessary with which to win said war, let alone wage a sustained battle.” He scoffed. “Yes… though you must admit one thing, Lord Etale.” I spoke ominously, garnering a questioning look. “What?” “She’s establishing a robust industry already.” I pointed towards the complexes forming around the newrealmer’s capital. Local Time 1415 Hours. Thalmin “Emma… what are you doing?” I growled in utter bewilderment at the strategies being employed that were… aberrant, to say the least. “Trust me, Thalmin. I know what I’m doing.” Emma responded cheekily. “This is no time to test out novel theories of war. We must focus on the tried and true. If you follow my lead, we can reach some means of assured victory—” “Trust in the process, Thalmin!” She once more beamed out. “I’m going to insect swarm the enemy…” My eyes narrowed as my mouth hung open at that response. My mind quickly raced back to Ilunor’s wild theories of the earthrealmer’s potential insectoid nature. “You’re going to do what, Emma?” Local Time 1415 Hours. Apprentice Antisonzia the Second I took a deep breath as I sat high upon the elegant saddle of a mighty drake golem steed. Indeed, dressed in both fine armor and the mighty badges denoting my station, I ordered the beast beneath me to prance its way forward, my head held high whilst the rabble gawked and watched on with envy and despair. Woe be upon ye of lesser standing… you may watch, but not too closely. For the brightness of my being may blind you to your future. I thought to myself as I continued on the path set for me. This shall be a simple task. A most wondrous task! A task in which there exists no potential for failure. Though strangely… it would seem as if this task would take me on something of a detour, as I noted a gradual but noticeable shift in the path laid out before me. Hmm… strange… an unexpected visit into town? Hmmph. The pair must simply be reaping the rewards of their self-directed journey. Gallivanting through town when they should be questing! I followed the path without question, slowly this time and forging distance between their pace and my own, so as to not alert my prey… Local Time 1420 Hours. Lady Evrail “She isn’t stopping.” I pointed once again to the growing horde. Many of whom were now mounted on horseback, and many of whom were now supplied with some form of enchanted weapon. “Neither are we.” Etale responded lackadaisically while pointing at his academies. “As I said, this truly is a bizarre path, but novelty should not be conflated with effectiveness.” “I’m taking my battle mages out of the Academy.” I reasoned, though this only resulted in a wide-eyed glare from Etale. “For what? We are still in the preparatory stages. Just look at Prince Havenbrock! He’s in the same stage as us. If you open with a half-cooked battle mage, then we’re done for.” I thought long and hard about those words before nodding in acknowledgement. “Right. You’re right. Besides, if she continues specializing all of her point count into martial commoners, she won’t have much of a base economy to support a protracted engagement.” I nodded… though I couldn’t help but to stare warily at the rapidly growing horde swarming outside the newrealmer’s capital. Local Time 1425 Hours. Emma The stage was set, and my path was clear. I didn’t need a hyper-advanced virtual intelligence to gauge what the pair’s strategy was going to be. If anything, the intel from binge-watching hour-long video essays dissecting the intersection between game mechanics and culture had suddenly become practical at this very moment. It was painfully obvious how this game was supposed to be played. It was mage-centric, a hero-game, a cross between an RTS, civ-builder, and one of those MOBAs. Yet… it was the RTS element of it that gave me a unique opening, especially if my gamble paid off. Which, given how no one had made any opening moves as of yet, was a sure-fire indicator that my hunch had indeed come to pass. With neither party having completed their preparatory stages, this left a narrow sliver of time before their mages were fully specced into the first-tier martial form. Meanwhile, with most of my own mages specced into either industry or research, I was churning out weapons by the crate-load. Plus, with the full pop-cap unlocked, I ignored all semblance of a sustainable economy and pushed hard into churning out ranged and advanced units; all supported by the full-on unsustainable war economy brewing in the capital. With a deep breath, I watched as the last of the mounted cavalry were armed. Following which, I ordered the game staff elf to move my pieces forward. A questioning look was shot from both them and Thalmin. However, after a solid insistence, they eventually and reluctantly acknowledged my command. All the pieces were in place for a xerg rush as my hoards of commoner units moved up towards the center of the map, first in one solid mass, then… Local Time 1430 Hours. Lady Evrail “She’s moving.” I spoke under a dark breath. “Hmm?” Was Lord Etale’s only answer. “Oh dear. That… that just won’t do.” He began chuckling, shaking his head as he did so. “Are you telling me you don’t see that?!” I pointed vehemently, merely garnering a series of flippant hand waves from the elf. “Yes, but look… they’re marching at a snail’s pace!” He exclaimed. “Even their mounted units will arrive here far too late. By the time they reach the second-tier cities, our battle mages will be ready to annihilate them.” “That’s not what I’m saying…” I urged sharply, my finger pointing towards the one support mage currently leading the charge. “Yes? She’s clearly misappropriated the position of a battle mage for that of a support mage. I do not see your—” A fwoosh interrupted Etale’s ramblings as, in short order, we were met with the earthrealmer’s armies… At our doorstep. Local Time 1435 Hours. Thalmin “Bold.” Was all I said as I watched the disastrous scene unfolding before me. Though that was all I could manage out before the gates of infernium were unleashed upon our elven foes, as hoards of commoners flooded the frontlines through the support mage’s grand portal. Elvaire’s scouting forces, headed by chosen ones and flanked by adventurers, were overrun in an instant as… what I could only describe as swarm tactics were brought down upon Evrail’s frontlines. Footmen and skirmishers ran forwards and encircled any and all units, while cavalry moved behind to prevent their retreat. Finally, archers rained hellfire whenever the opportunity arose, blotting out the skies as Emma fought to defeat by detail each and every defensive formation in her way. About half of the elf’s points were used on martial commoners, with the rest relegated to the homefront economy. Moreover, they were spread thin whilst Emma’s forces had, in effect, condensed their numbers towards the front. While this left her homefront utterly vulnerable, the sheer surprise and brazenness of Emma’s tactics, as well as the aggression she showed, seemed to be enough of a distraction for the pair to play defensively. Soon enough, Emma’s forces, aided by the support mage’s portal-magic specializations, raced forward towards Evrail’s towns. At which point, another concern quickly dawned on me. Local Time 1440 Hours. Lady Evrail “See that?!” Etale beamed. “She’s losing the initiative!” He cackled, crossing his arms as he did so. I hated to admit it, especially with the mounting losses on the front, but the man was right… The mana-hungry weapons of the common foot soldier were running out, equipment was slowly deteriorating due to heavy overuse, and what chosen ones there were simply could not sustain even their own enchanted weapons. The advance slowed to a crawl as the encroaching hoard stopped just at the gates of my first town. However, just before I was able to mobilize the rest of my common forces, something unexpected happened. The second support mage returned. This time… with carts. A trail of carts had emerged, popping in and out of existence between the capital and the frontlines, forging forwards through a hastily-constructed transportium network maintained entirely by one support mage. This was an extreme waste of a noble unit… I thought to myself. And though the tactic wasn’t unfounded, it was typically used in the late game when nobles were plentiful and some could be relegated to such a superfluous role. To use such a tactic during the opening stages however? For a pure commoner army, no less? It was madness. But it was madness that was promptly paying off. The hoards were resupplied in short order, as manufactoriums staffed by nobles back in the capitals churned out an overabundance of enchanted weapons and manavials. Soon, the siege began on my first town. … The skies above were blotted out by an endless swarm of arrows— SWOOSH! —lit up only by the catapulted fireballs that followed— CRACKLE —before finally ending in the first town’s defense points being ground down to oblivion. Toot…tooot….toooot. The first town fell, and what happened next was nothing short of barbaric. Local Time 1445 Hours. Thalmin “So that’s how you’re sustaining your units.” I muttered out under a ponderous breath. “Barbaric… but practical.” I nodded slowly. “I approve, Emma.” “Thanks, Thalmin.” The earthrealmer replied as I watched on at what I could only describe as a locust swarm. The first and second towns that had been felled… were promptly picked clean of any and all supplies. What’s more, the farms around them were looted, plundered, and sacked. What agricultural spoils could not be processed on the frontlines were promptly funneled back to her capital, where it was promptly processed and then sent back in short order. There were few things I could liken this to. The savagery of nomadic conquerors… or more worryingly… the unquenchable hunger and ruthless efficiency of locusts, insects, and other such arachnous elements. Soon enough, Evrail’s two remaining towns were sacked, their farms razed and the earth left but a barren brown wasteland. Finally satisfied and satiated, Emma’s armies marched onwards towards Evrails’s second-rate cities, both of which proved to be a harder nut to crack. “Do you require aid, Emma?” I asked. “No, not yet. Hold back and keep your guys fresh, especially your mages. This is going to be a bloodbath once their mages are done baking. So I gotta press the advantage.” “How do you expect to break through these two cities? Surely you can’t sustain—” Emma suddenly pushed her forces forward, swarming one of the cities from all sides as her archers began pouring down arrows without mercy. Eventually, my worst fears were actualized as much of her foot soldiers were felled by the city’s defenses. “Emma… what are you—” Then it clicked. “The martial gap means that the city’s own defenses can decimate my archers and catapults, no?” She asked with a chuckle. “Yes.” I nodded. “Well… since their mages are still cooking, it seems like the cities are just relying on the same sorts of enchanted weapons we have, albeit a lot bigger. Which means they can’t just level the land or perform big AOE attacks. All of this is to say…” The earthrealmer paused, pointing at the gradual decline of the city’s health. “... they can’t stop all of us. Either they shoot the foot soldiers and allow the archers to rain hell on them, or they shoot the archers and allow the foot soldiers to start scaling the walls.” I watched not in horror, but in abject satisfaction at the ensuing onslaught. “And this is… sustainable?” I shot back. “No.” Emma answered bluntly. “But this whole thing is a big gamble.” “You’re betting on their defeat before your own fall?” “Bingo. Either they are defeated or I starve and run out of men. It’s all or nothing.” The earthrealmer spoke with a terrifying glee. “Gosh I love insect swarm tactics.” Local Time 1450 Hours. Lady Evrail I turned to Lord Etale expectantly. However, all I saw within his eyes was the same revulsion brewing within me. Moreover, the man was too focused, too fixated on pressing his own advantage; pushing his forces and harassing the lupinor’s. This didn’t work. If anything, the lupinor was simply stalling him, micro-managing his units in such a way that took his attention away from my disastrous situation. It was only after I tugged at his sleeves did he finally turn back towards me, at which point did he notice the barbarians now crowding outside my lone capital’s gates. However, this realization came at the same time that an angelic tune emerged from his capital, as four battle mages now hovered triumphantly overhead. This… was in stark contrast to my own capital, as without food and resources from the now-razed towns and cities, my battle mages were effectively trapped in academic purgatory. Despite this, it was clear Etale still had something up his sleeve. A card which he was so confident in playing that he remained undeterred by the lupinor’s own battle mages rising out of his capital. “The earthrealmer’s folly is truly a shame.” He spoke ominously. “For her tactics shall now backfire in the flames of the underworld…” Local Time 1500 Hours. Emma Evrail’s capital was sitting at half health… but my own supply and manpower situation was also looking bleak. Still, the math showed that this tactic would work. I just needed to— DING… DING… DING… What sounded like some sort of death knell echoed throughout the battlefield. At which point… my heart quickly sank. A single battle mage hovered ominously towards my units, my archers doing barely any damage at all, and my foot soldiers unable to even touch them. That wasn’t the real worry here however. Instead, it was what was forming behind my lines. Bbuuurrrrr…. A haunting sound echoed throughout the room. Bbbbrrrrrr… Then came another. Soon, I realized Etale’s whole game plan. And it was one that I simply had no counter for. “BEHOLD!” He commanded loudly. “THE FOLLY OF YOUR FOOLISH AMBITIONS! WHAT WAS ONCE YOUR ARMY IS NOW MY OWN!” “Necromancy and undead summoning.” Thalmin reasoned with a disappointed sigh. “I should’ve seen that coming.” All hell broke loose following that proclamation, as the undead moved to swiftly battle my own forces. It wasn’t a direct one-to-one scaling of power however, as the dead’s living counterparts seemed at least twice more powerful. However, it was their sheer number that really devastated my forces, pushing me back into a pocket that was impossible to resupply. I could see the writing on the wall at that point and so, I decided to cut my losses. But not without a fight. I fought tooth and nail while giving Thalmin a subtle nod, micro-managing every unit as far as I could to maximize their fighting potential, buying the lupinor time. Meanwhile, I made sure to do what was possible to fortify the homefront, but given I’d exhausted my resources… there wasn’t much I could do. Except for one thing. “Thalmin.” I whispered. “Take the wheel.” With those words, I began funneling what few available resources I had left, as the lupinor now grinned widely with wild intent. “The pleasure is all mine, Emma.” Local Time 1510 Hours. Lady Evrail It all happened far too quickly. If anything, it was Etale’s myopic focus that led to this outcome. The newrealmer’s forces were defeated. Indeed, four of her villages burned at the hands of those very men who had once hailed from them. However, this came at the price of the mercenary prince’s crusade. A crusade that managed to overcome the undead, and the contemporary forces Etale had left. It was a simple matter of mathematics. With my own inability to supply neither resources nor first-tier battle mages, the battle devolved into a one-on-one match between two competitive powers. Though it should be noted that only one of those powers simply had more to gain, by virtue of their ally’s relatively untouched territories. The mercenary prince made short work of Etale’s towns and cities through a series of conventional siege tactics made possible by a balanced and proper deck. If anything, Etale’s undead deck was starting to backfire as a result of their inability to gain experience and rise in rank. He tried compensating for this, of course, with battle mages that fought hard against the lupinor’s own. But with both being equally matched in this dimension of the war… the writing was already on the wall. The rest of the battle played out like a typical game — Etale only managing to draw things out before their ultimate end. A SHADOW HAS FALLEN UPON ISRAPHEL… A far off voice announced, as the final ounce of health was knocked from Etale’s capital. We both stood there… unable to grapple with what had just happened. The lupinor… that was obvious. Nothing needed to be said about a conventional war. But the newrealmer… Whilst ultimately a fruitless venture, the sheer audacity — the alienness — of her tactics… her first choice of tactics at that… … If this truly was her first inclination — her natural approach to war? … It was unsettling. First | Previous | Next (Author's Note: And there we have it! A full match! I poured a lot of thought and time into this one haha, as I tried my best to balance the delivery of the game mechanics with the unique strategies and tactics Emma would bring forth to the table! It was a bit tricky to do, and I just hope I was able to convey things in a way that both makes sense and was fun to read! :D The next Two Chapters are already up on Patreon if you guys are interested in getting early access to future chapters.) [If you guys want to help support me and these stories, here's my ko-fi ! And my Patreon for early chapter releases (Chapter 136 and Chapter 137 of this story is already out on there!)] submitted by /u/Jcb112 to r/HFY [link] [comments]
r/HFY Jcb112 Jul 13, 2025
9.0.1 Bug Fix Patch Notes
https://preview.redd.it/bl95dwny5a9f1.jpg?width=1000&format=pjpg&auto=webp&s=0966c5075f0fad52196c6d481efeca14efcacc88 Features AFK Crows Increased the intervals at which AFK Crows are gained to 120/140/180 seconds (was 60/75/90 seconds). Increased the Grace Period before AFK points start accruing to 30 seconds (was 10 seconds). Decreased the rate at which AFK points accrue while moving to 25% (was 50%). Decreased the rate at which AFK points accrue after Exit Gates are powered to 25% (NEW). Reset AFK points upon completing interactions (previously removed 60 AFK points). Content The Animatronic Adjusted the color of your current door position when operating the Security Cameras as a Survivor to improve the aura color distinction. Adjusted the following score events for The Animatronic: Got 'Em now awards Deviousness points (was Brutality). When Got 'Em triggers, a regular Hit score event will also trigger that awards 300 Brutality points (NEW). Yoink now awards Deviousness points (was Brutality). When Yoink triggers, a regular Hit score event will also trigger that awards 300 Brutality points (NEW). Another One! now awards Deviousness points (was Hunter). Look at You now awards Deviousness points (was Hunter). Added score events for Survivors facing The Animatronic: Say Cheese awards 700 Boldness points upon revealing the Killer through a Security Camera (NEW). Do It Yourself awards 350 Survival points upon self-removing an attached Fire Axe (NEW). Friend in Need awards 500 Altruism points upon participating in a co-op action to remove an attached Fire Axe from a fellow Survivor (NEW). Door to Door awards 100 Survival points upon entering a Security Door (NEW). Events The 9th Anniversary "Twisted Masquerade" event returns Thursday, June 26th at 11:00 AM Eastern. Bug Fixes Archives Fixed an issue that caused "Invalid input: This item is not in the user's inventory database" to be incorrectly displayed to players. Audio Fixed an issue that caused Security Camera SFX to get stuck in a loop after Survivors moved the camera. Fixed an issue that caused the Hatch's SFX to be audible when traversing from one Security Door to another. Fixed an issue that caused the Killer's Terror Radius to be inaudible while a Survivor was inside a Security Door and both the Killer and Survivors are idle. Fixed an issue that caused Security Camera movement SFX to only be audible when looking at the camera of the Security Door being used by the Survivor. Fixed an issue that caused chase music to be missing for Survivors when chased by Victor. Fixed an issue that caused one of The Animatronic's voice lines to be silent when interacting with an occupied locker. Fixed an issue that caused the Animatronic's Axe SFX to still be audible when thrown outside of a map's boundaries. Fixed an issue that caused the French voiceover lines of The Good Guy to be missing. Fixed an issue that caused the SFX for The Artist's Leshen outfit to be louder than her other outfits. The Animatronic Fixed an issue that caused Survivors to see a single frame of the map when transitioning through Security Cameras. Fixed an issue that caused an error when hit by The Animatronic's Axe while affected by Endurance. Fixed an issue that caused The Animatronic's Grab Axe action to be temporarily disabled if a Survivor triggers an emote. Fixed an issue that caused The Animatronic to be unable to grab Survivors during a co-op Axe removal. Fixed an issue that caused the Remove Axe prompt to have priority over the Travel Via Passage prompt for Survivors. Fixed an issue that caused The Animatronic's Got 'Em scoring event to trigger incorrectly on hooked Survivors. Fixed an issue that caused The Animatronic's Survivor carrying speed to be inconsistent. Fixed an issue that caused certain Security Doors to be usable from behind. Fixed an issue that caused The Animatronic's Security Room jumpscare to gave an abrupt fade in & out visual effect. Fixed an issue that caused The Animatronic's prompt to retrieve their Axe to display incorrectly when the Axe is thrown outside the map. Fixed an issue that caused co-op Axe removal actions to not cancel when attacked. Fixed an issue that caused the game to desynchronize if a Survivor entered a Security Door behind The Animatronic as he grabs another Survivor. Fixed an issue that caused The Animatronic's Axe to disappear when thrown into Security Doors. Fixed an issue that caused The Animatronic's Axe to disappear when thrown at the lower part of any interactive object (i.e. breakable door). Fixed an issue that caused The Animatronic's Yellow Rabbit face to become distorted when reclaiming the Axe. Fixed an issue that caused The Animatronic to be temporarily invisible when exiting a Security Door. Characters Fixed an issue that caused certain Killers to be missing their weapons on the Main Menu. Fixed an issue that caused the camera to get stuck after the first camera pan when The Onryō triggers a Mori on a Survivor. Fixed an issue that caused Main Menu animations to be missing for Killers. Fixed an issue that caused The Plague to get stuck at 4.4 base speed after being pallet stunned while charging Vile Purge. Fixed an issue that caused The Plague's Corrupt Purge to change back to Vile Purge if the time runs out mid-action. Fixed an issue that caused rapid camera stutters for The Ghoul when grabbing Survivors with its power. Fixed an issue that caused The Ghoul's cooldown of Kagune Leap to not reset properly after destroying pallets. Fixed an issue that caused The Ghoul's Enraged mode bonus cooldown to not be correctly applied to actions. Fixed an issue that caused hooks to not turn into Scourged Hooks when controlling Victor with the 'Scourge Hook: Jagged Compass' perk. Fixed an issue that caused Survivors to not become Broken when missing a No Quarter skill check against The Houndmaster. Fixed an issue that caused The Houndmaster's dog to bypass its leap animation for pallet vaults when redirected. Fixed an issue that caused Dwight to be unable to self-unhook properly during the Survivor tutorial. Environment/Maps Fixed an issue that caused a stretched texture to be visible on the carpet in the main building of the Father Campbell's Chapel map. Fixed an issue that caused hooks in the Autohaven Wreckers realm to have placeholder textures. Fixed an issue that caused Survivors to be unable to access the basement on the Shelter Woods map. Fixed an issue that caused The Animatronic to be unable to interrupt a Survivor interacting with a Security Door across multiple maps. Fixed an issue that caused a placeholder tile to spawn in the Coldwind Farm realm. Fixed an issue that caused projectiles to get stuck on an invisible collision above a wooden table on the Freddy Fazbear's Pizza map. Fixed an issue that caused the camera to clip inside The Houndmaster during her spawn animation in the Withered Isle realm. Fixed an issue that caused projectiles to hit an invisible collision in the Gideon Meat Plant realm. Fixed an issue that caused Survivors and killers to be able to climb on top of objects on the Freddy Fazbear's Pizza map. Platforms Fixed an issue that caused a crash on Switch 2 when launching the application. Fixed an issue that caused directional Survivor SFX to not work properly after exiting Security Camera view. Note: A fix for this issue was previously deployed on Steam last week. UI Fixed an issue that caused the "Cannot start with 2 Killer(s)" warning to disappear after transitioning from the Store to a Custom Game lobby. Fixed a potential crash issue when exiting a Trial immediately after making progress on a challenge. Miscellaneous Fixed an issue that caused the pick up interaction to have higher priority over Locker Search when a downed Survivor is next to a locker. Known Issues On Steam and Windows, a flashing light can sometimes be seen when the user hovers over the Friends menu and their online state refreshes after tabbing out of the title. submitted by /u/DeadByDaylight_Dev to r/deadbydaylight [link] [comments]
r/deadbydaylight DeadByDaylight_Dev Jun 26, 2025
From Path of Exile to Last Epoch: A Guide
Intro There is an influx of players coming from PoE to explore Last Epoch (LE) and I thought a semi-quick guide would help players get used to the new game. The guide does contain some spoilers about the pinnacle boss, so don’t read that section if you don’t want to know. (EDIT: A user asked for information about D4 to Last Epoch in the comments. I have included a much less detailed version of some of the differences between D4 and Last Epoch in that comment, so search the comments if you are interested.) So about me, I’ve played Last Epoch since its initial release many years ago and played most of the large releases since. I know not many people play the arena, so perhaps this is not really an accomplishment, but I have managed to finish top five in the arena, for each specific class, on two different cycles with Spellblade and Void Knight. In POE1/2, I have no real accolades, but I did start playing during the Abyss League in 2017. I do know both games pretty well and the differences in each. I almost wrote this entire guide from memory, so there are definitely things I’ve missed. I also didn’t want to overwhelm new players with an even larger guide, so some things I did not discuss on purpose. If you’d like to more about the game or have any questions about any of it, please comment, and I’ll respond ASAP. First of all, the website lastepochtools is your main tool for everything you need to know about the game. I use it often. It has a build creation tool that is already updated to the recent patch so you can plan your build and save it. It has a game guide that gives you information on every skill, subskill, ailment, item, and much more. With that being said, LE is pretty easy to discover your build as you go and you in no way need to plan out a build prior to starting your character. (EDIT: There is also an in-game guide that explains many different mechanics and how they work. It is in-depth and worth looking at to try to find answers to your questions). Table of Contents Leveling Crafting Building a Character Damage Application Ailments Endgame Blessings Corruption Aberroth & Harbingers Weaver’s Passives Dungeons Items Legendary Items Trading or SSF (Factions) Target Farming Valuable Items Sealed Modifiers Noob Traps Leveling Yes, you can gain passive points and idol inventory spaces from doing side quests. However, after playing through the campaign as many times as I have, I've never looked up which quests grant these. There are plenty of side quests that grant them, and they simply stop offering those rewards once you have the max amount. There is no real reason to do any side quests after you max out your passive points and idol slots. You can review your progress on your map. (EDIT: user suggestion to add, you don't have to beat the final campaign boss to do monoliths, but if you do, you gain +1 all attributes.) Navigating the map can be difficult. Think of different time periods as different Acts, and you can jump between different acts during the chapter. You can select different time periods at the top of the map. Your skills gain levels with experience up to a max of 20, like POE1. You can go higher than 20 with items, but keep in mind skill levels do not inherently grant anything to the skill other than having access to an additional skill point per level. If you want to respec points on the skill tree or level up an alternate skill, you have to sacrifice some skill levels until you can level it up again. Usually, it's about a max of 3-7 levels, but they are usually regained quickly. You can fully respect everything (skills, passives, and mastery class) to your hearts content. Be aware that some of the larger respects are going to cost a bunch of gold. Crafting The best part about LE is its crafting system. I am not going to go into crazy detail regarding crafting because it would be too much. Basically, each item spawns with an amount of forging potential. If the forging potential reaches zero, you cannot craft on the item anymore. Although, the item is not necessarily ruined at zero forging potential, it just cannot be changed further. You can craft any affix you want on the item as long as you have the shards to do it and there is open suffix/prefix. The shards are found from looting and from “disenchanting” items using the rune of shattering or removal, giving you a chance of obtaining the affixes found on the item. You can craft up to five tiers of a single affix on an item. Each upgrade costs a shard and has a random chance at losing a varied amount of forging potential. There are many different types of glyphs and runes that change how you craft items, the most popular being glyphs of hope and chaos. Glyphs of hope give the user a chance of not using any forging potential when upgrading or adding a new affix to an open slot on the item. Glyph of Chaos upgrades an affix on the item, while also changing the affix to a random other suffix from the same category of prefix or suffix. Glyph of Chaos is good for targeting unwanted affixes to possibly change into something useful while keeping the tier of the affix high, thus keeping more forging potential on the item (As removing a mod and starting a new mod at tier one will likely cost way more forging potential). There are other ways to remove affixes, but they target random mods therefore giving the chance at removing some of the better mods on the item. Building a Character To start, pretty much every character focuses on either Health or Ward. So, determine which route you wish to go and build your defences around that. Health has a specific defensive stat that ward users don’t really get to utilize, endurance. Endurance is a stat that enables you to take up to 60% less damage when your health is lower than your endurance threshold. You start with 20% of your max health as endurance threshold, so building more max life increases this amount. Ward has three different mechanics that are useful in maintaining a high ward pool. The first being, Ward Retention. This stat makes ward you gain last longer before falling back to zero, as all ward eventually wears off to zero if you do not gain any. The second being, anything that enables you to gain ward. This could be ward gain on hit, ward per second, or any other mechanic that gives the user ward. The third being, ward decay threshold. This stat enables you to always have a minimum ward amount from natural ward decay. In other words, if you have 200 ward decay threshold, and you stop gaining ward from having 1k ward, your ward will drop to 200 ward and go no lower unless you suffer damage. This stat is important as well, because it helps you retain higher levels of ward. It is an important stat in the current ward formula that does actually increase your total amount of ward possible. Unlike POE, max resistances are not as important until you reach empowered monoliths and higher corruption. So don’t sweat it in early endgame if your resistance are not maxed. One stat that pretty much every build in LE requires is either 100% crit avoidance or 100% less bonus damage taken from crits. This is required somewhere between monoliths and empowered monoliths due to how much crit chance and damage the monsters receive in echoes. Unlike POE, armour is always important in LE. The damage reduction on your character sheet that your armour gives you is accurate to physical hits. Also, armour is also applied to elemental hits at 70% value. So, if your armour reduces physical damage by 80%, it will reduce elemental hits by 56%. (EDIT: previously incorrect number for armor reducing non-physical. The previous number was 50%, but the correct number is 70%.) Damage Application For the most part, the damage application process in LE is very similar to POE. It starts with Base/Flat Damage, Attributes, cast speed/attack speed, applicable increased damage mods (all pooled together as one number), each more/less or multiplicative damage modifier multiplied separately, penetration, and enemy debuffs. The main difference with LE versus POE is Attributes. If the skill being used receives increased damage from any attributes, that increased damage is added together with other increased damage sources. (EDIT: Commenter helped me realize I was incorrect about attirbutes being considered a separate damage bucket. Attributes increased damage is the same as any other increased damage, unless otherwise stated). Ailments Ailments in LE are much different than POE and there are many many more ailments to apply. Some ailments have a max stack amount while others are infinite. The damage of the hit does not directly influence the damage of most ailments, I say most because who has the time to memorize like 100 ailments. To scale ailments, you want to apply them faster. Generally, unless otherwise noted, you can have more than 100% chance to apply ailments. For example, at 200% chance to apply an ailment on hit, you will apply two stacks a hit. Additionally, ailments scale with the appropriate damage type, ignite scales directly with fire damage, elemental damage, damage-over-time, and elemental damage over time. Damaging ailments also scale indirectly with skill points on your skill tree, as long as the damage increase does not specify for “hit” or “hits”. (EDITED: previous information regarding melee damage, spell damage, and other similar modifiers having an effect on ailment damage was incorrect). For example, there is a node on the smite tree that causes smite to do 250% more damage but cost life, this would increase damaging ailments it applies by 250%. However, using smite again, there is a node that causes smite to do more hit damage versus ignited enemies, which does not influence ailment damage whatsoever because it specifies for hits only. (EDIT: I forgot to include that if the skill that applies the ailment scales increased damage with an attibute, this increased damage also applies to the ailment damage. Additionally, ailment application is different in LE versus POE1/2 in the way that any kind of damage can apply any kind of ailment. You don't need anything other than, let's say 30% chance to ignite on hit, to make your cold hit damage ingite enemies.) Endgame Monoliths are the endgame. There are regular monoliths and empowered monoliths. Once you hit the level 90 monoliths, you must complete all three to get to empowered monoliths. Once this is done, go to the island that connects all three monoliths and something will happen. Echoes can be understood as maps. Each monolith, or timeline, has a title and questline and a stability meter. You can complete each monolith/timeline by running echoes until your timeline hits three breakpoints. Each breakpoint grants one quest which must be completed the first time. The third quest is the boss and killing the boss finishes that timeline. The first two quests from each timeline never have to be repeated again, and there is really no reason to. The goal is to get to empowered monoliths fast, I wouldn't try to target farm boss items until you're in empowered monoliths. That is unless you become stuck and need a power boost to go further in monoliths. Blessings After completing a timeline by killing a timeline boss, you receive a choice between 3-5 blessings (with additional options available at 50/200 corruption). Many times, the choice is not always completely random giving an illusion that it is unfair that you’ve done x amount of the same timeline without receiving the blessing you want. So be aware of this when farming them. Farming the same timeline for the blessing you want, is ill advised until you reach empowered monoliths. As empowered blessings are much better than the regular blessings from regular monoliths. Anytime you do a timeline for which you already have a blessing you can select one to replace your current one, or you can keep your current blessing. (EDIT: Removed this incomplete thought as it was included completed elsewhere). There are five blessings that give you combat buffs like resistances, damage, health, defence, ailment chances, and more. The remaining five gives bonuses to enemies to drop certain specific items. With special attention being paid to the very first blessing which can give you a bonus to unique drop chance and experience bonus. Corruption It is LE’s infinite scaling mechanic. Don't worry about this until you reach empowered monoliths. The main way to increase corruption is to gain enough timeline stability (earned by completing maps) to fight the timeline boss. If you kill the boss, you gain an eye of ourobos that gives you more corruption gain when you kill a shade without dying. Shades of ourobos have their own map and are easy to spot. Once the shade is killed your timeline will gain corruption and reset. You also gain additional corruption the further the shade map is from the centre of your timeline. The more Corruption a timeline has, the harder it is. It not only scales the amount of damage it takes to kill monsters, but the damage they do to you as well. Each timeline has its own amount of corruption that differs from other timelines, including the same and other timelines for empowered timelines. Aberroth & Harbingers The pinnacle boss of LE is Aberroth. In order to fight him you have to progress the Forgotten Knight Faction. You progress the faction by killing harbingers at specific corruption levels. Be careful, to spawn a harbinger you have to kill the timeline’s boss, the harbinger spawns right after the boss fight. So, it is a fight with back-to-back bosses. Each time a harbinger is killed at the correct corruption level, the corruption level is increased, and the timeline where the harbinger was killed is crossed-off. This means you will have to increase the corruption on a new timeline each time to spawn the next harbinger. Each time you defeat a harbinger, you receive additional perks that can be checked via your Forgotten Knight Faction. After all harbingers are defeated with the requirements of the faction, you can fight Aberroth. I won’t say much about the actual fight, other than prepare for bullet hell. Weavers Passives This is something new this patch. This is the equivalent of Atlas Passive points. The points in this tree are granted from finishing specific echoes that I am sure the game will tell you more about. The passives allocated will affect your experience when running echoes. Dungeons There are currently three different dungeons that exist in the game. Temporal Sanctum was previously discussed as besides using the dungeon to make a legendary item or farming the boss of the dungeon for its boss specific loot, there is no other reason to farm this dungeon. The Soulfire Bastion is a dungeon based around collecting a resource by killing enemies and after finishing the dungeon, using this resource to gamble items. The difference with this gambler is that you can obtain soulfire uniques, which if you need one, you’ll have to farm this dungeon. Also, you have a high chance to obtain exalted items. The boss also drops specific loot. The Lightless Arbor is a dungeon based around gold but does have extremely farmable/profitable unique items from the boss as well. After the boss is defeated, you basically start rolling chest modifiers to alter rewards you receive from opening the vault, which you open after selecting the specific mods you want. You want a decent amount of gold before running this dungeon to fully utilize the vault as each reroll and selection costs more gold the more mods you reroll/take. Items There are many types of items. Base items, magic items, rare items, set items, exalted items, unique items, and legendary items. Base items have no mods. Magic items have two affixes up to tier five. (EDIT: it was previously incorrectly stated that magic items had one suffix and one prefix.) Rare items have two prefixes and two suffixes up to tier five. Set items come with preset ranges of mods that have benefits when wearing other set pieces. Exalted items are basically rare items but can roll with prefixes and suffixes up to tier 6/7. It is possible for an exalted item to have more than one T6/T7 mod, but it is pretty rare. Exalted items are used for making legendary items with unique items with legendary potential. Legendary items are unique items that have been granted extra mods via the temporal sanctum process previously outlined, or Weaver’s will items that have been granted at least one extra mod. All items are dropped identified, so it is extremely important you either make a loot filter or find one online to help you target specific mods/items you’re looking for. Idols are a special drop with its own inventory space. I would say they are equivalent to jewels in POE. However, they cannot be crafted. Although apparently weaver’s will can be added on them now. Legendary items One of LE’s best ideas, you can craft with unique items. The unique item must have legendary potential or weavers will. For legendary potential, you must run the temporal sanctum dungeon that requires a key. There are four levels to the dungeon, the higher level the item requires you to be, the higher of level you must choose. Once you beat the boss you can choose two items to forge into one. One is legendary with legendary potential, the other is an exalted item that may have sealed affixes. However, sealed affixes will not have a chance to transfer. (EDIT: it was previously incorrectly stated that sealed items could not be used to make legendary items. They can, the sealed affixes just cannot be transferred to the legendary item. The process just ignores the sealed affix. Keep in mind the item must have 4 unsealed affixes). You can pick one mod from the exalted item for the unique to gain no matter what, and the rest is random. The more legendary potential the unique has the more mods that can be transferred. For Weaver’s Will, you equip the item and kill stuff. The item will gain mods as you kill more stuff. If there is 10 weavers, it can gain 10 tiers of item mods, so like two tier five mods. There is a new currency to bypass killing monsters so keep an eye out for it. Trading or Solo Modes You can join a faction to outline your direction in the game, do you want to be able to trade or find all your own stuff? Merchant’s Guild is the trading faction. It lets you trade your gold for items. At the beginning you can only buy rare items and such but the more you level the more items you can buy. You can always sell any item you want. It is much easier to buy things in this game than in PoE. When you click to buy an item, you pay for it and get it, like the auction house in WoW. The functionality of the marketplace is not super great but it is still far better than trading on an external website. The Circle of Fortune is your solo experience. You can still trade with friends if you play with them, but no other trading. You gain buffs to drops and receive side quests to do in the endgame that grants more aimed loot. Both factions gain levels by spending faction currency which is directly related to how much experience you gain. (EDIT: Updated SSF to be solo modes. See below for more information provided by the amazing /u Magic2424: "Solo Account Found: what PoE players think of when they think SSF Solo Character Found: a more extreme version of Solo Account Found. Items found are for this character only MG: trade faction that is useless if you go either Solo mode CoF: Increased item drop faction. YOU CAN STILL GO MULTIPLAYER AND CoF. This is really nice fire people who want to play with others but DONT want to worry about trade and economy. SSF and CoF are NOT interchangeable words. They do 2 completely different things. One affects who you can play with, the other the drop of items" Target Farming Each timeline has specific echoes that grant specific rewards when the echo is completed. For example, one timeline will have a reward that the echo drops exalted daggers upon completion. This echo reward can only be found in that specific timeline. So, if you’re trying to target farm specific unique items or exalted items for like a body armour or helmet, ensure you are target farming the correct timeline for the item. There are plenty upon plenty of boss only drops that can only be found by defeating the boss of a timeline. Each boss only drops one item unless something changed this patch. Some boss-specific unique items cannot drop unless the boss is defeated on an empowered timeline, so be aware of this. There is a Rune of Ascendance in the game, which would be equivalent to POE1’s ancient orb. You can use the Rune of Ascendance in the forge and a craftable base item to form a unique item from the same item type as the craftable item. If you use a ring, you will get a unique ring. The type of item does not influence the result, you can use a gold ring and receive a unique ruby ring. Your character level or the iLvl of the item also do not influence the result. Bear in mind there are predetermined chances to receive each unique item from the rune and the rarer uniques have far less chances to be the result. You cannot receive any boss-specific uniques from a rune of ascendance. Valuable Items While Merchant’s Guild users may find more use of this section, it could also help Circle of Fortune users determine which items to hold on to or use as well. Any unique with more than 1Legendary Potential (LP) has the potential to be valuable. It is highly likely that the unique will be extremely valuable with 3-4 LP. If the item is super rare, it can be super valuable with only 1LP. Many unique items vary greatly on the value from season to season, but the amulet dropped from the shade, and amulet from the Aberroth, are extremely valuable with decent rolls. The Red Ring of Atlaria is basically the best natural non-boss unique drop in the game, it is always valuable even at 0 LP. In many cases, boss-specific uniques are more valuable than random drops but this is not always the case and varies. Exalted items are also extremely valuable. Typically, only exalted items with 1+ T7 mods, or +2 T6 Mods are valuable, with 2 T6 mods being more valuable than a single T7. The value from exalted mods can be solely based on the exalted mods, and/or the mods that accompany it. The most valuable exalted mods are usually the following: Attributes, Highly Sought After Class Specific Mods (Plus to skills like Smite, Warpath, Frost Claw, Lightning Blast, Devouring Orb, and others; or class specific mods like a chance to inflict electrify with lightning skills), critical chance/multiplier, attack speed, cast speed, health %, movement speed, +% critical chance on weapons, and cooldown recovery. There are two general reasons an item has value. To use in the temporal sanctum dungeon, therefore they may only care that the item has one or two mods and does not care what the base item is. In this case the item is less valuable as the base does not matter and is only used to make a legendary item. An item will hold more value if it has great exalted mods a great item base. For example, there is an endgame helmet for Sentinels that has much more armour and a higher amount of reduced extra damage taken from crits on it. If great exalted mods are on a higher lvl base item (in other words, more useful base item), then it is much more valuable as the intention is that it will be worn as is, or after crafting. Sealed Modifiers Items can be found with sealed modifiers or granted sealed modifiers. But first, a sealed modifier is different from a regular modifier because it does not count towards the maximum number of affixes an item can have. In other words, if gloves have a sealed attacked speed modifier, the gloves can still have two prefixes and two suffixes in addition to the sealed mod. The only downside is that sealed items cannot be used for legendary crafting. I will leave you to discover the ways in which sealed mods can be dropped, but they can be crafted as well. Using the Glyph of Despair, you have a chance to either upgrade the affix a tier, or to seal the affix, making the max sealed affix tier 4. As you cannot craft above tier five, and if you seal the mod, the tier level stays the same. Keep in mind the chances for the affix to be sealed are much higher the lower the tier of the mod is. So, it is much rarer to seal a T4 mod than a T1. Glyphs of Despair are used for sealed affixes for a number of reasons. For example, you only require a small chance to inflict frailty on hit. You could try to seal the mod at a low tier, to add another suffix that is more desirable and still have the frailty chance. They are also used as a way to target remove a low tier prefix or suffix from an item, regardless of its usefulness, to add a specific mod you want. The last way is to risk it for the biscuit and seal a useful T4 mod on a great item for the chance to put a new desired mod on the item and upgrading it to tier five. If you do plan to do this, make sure you have a good amount of forging potential to upgrade an affix five times after sealing. Noob Traps Duping - Seeing different items online or in the bazaar with seemingly impossible exactly the same stats. One dungeon gives chests a high chance to drop valuable duplicated items, so they likely came from this dungeon not from duping. So don’t embarrass yourself by posting to reddit about it. submitted by /u/CharleySheen4 to r/LastEpoch [link] [comments]
r/LastEpoch CharleySheen4 Apr 14, 2025
Chez Panisse, Berkeley, May 1987. / "one of the originators of California cuisine, and the farm-to-table movement."
submitted by /u/sverdrupian to r/VintageMenus [link] [comments]
r/VintageMenus sverdrupian Apr 26, 2024
Partner Skill Upgrade Stats: Exact values for Lv.1 through Lv.5 condenser upgrades + Hidden Stats [datamined/spreadsheet]
This post will go over the exact numerical stats each Partner Skills gives your pal and what you gain from condenser upgrades for Lv.1 through Lv.5. I found a couple 'hidden' stats and a few bugs that make these partner skills not behave exactly how they are described in-game. One of the hidden stats i found is so powerful it is the secret to dealing the absolute highest damage possible in this game. Spreadsheet link --> Partner Skill tab Direct Copy Link (to bypass heavy traffic view-only limitations) The spreadsheet linked above has all of these stats in a table format, filterable/sortable with the drop-downs at the top of each column. The rest of this post will go over the highlights of that datamined stat sheet. Mount Speed upgrades: This is the one everyone wanted to know. And surprisingly, not all mounts gain a speed increase from upgrading their Partner Skill. In fact, most mounts do not get a speed increase at all. The following mounts are the ONLY ones that do: Mounted speed Increase (%): Number Name Lv1 Lv2 Lv3 Lv4 Lv5 26 Direhowl 10 12 15 20 38 Nitewing 10 12 15 20 42 Arsox 10 12 15 20 59 Reindrix 10 12 15 20 60 Rayhound 10 12 15 20 61 Kitsun 10 12 15 20 65 Surfent 10 12 15 20 65 Surfent Terra 10 12 15 20 93 Fenglope 10 12 15 20 101 Jormuntide 10 12 15 20 108 Paladius 10 12 15 20 109 Necromus 10 12 15 20 All mounts that do get a speed increase from upgrading their Partner Skill gain the exact same amount of speed. There's been rumors that Direhowl is the only mount to receive a speed increase with Partner skill levels and/or that Direhowl receives a larger speed increase. Both of these rumors are untrue. The first upgrade (going from Lv.1 to Lv.2) is the biggest increase, giving a substantial 10% increase and is definitely worth prioritizing considering it only requires 4 duplicate Pals to upgrade it. Lv.3 (+2%) and Lv.4(+3%) give a negligible increase and Lv.5 gives a modest increase (+5%) compared to the previous levels. At Lv.5 the total speed increase is 20%. Any mount that is NOT on this list does NOT get a speed increase at all. This was most likely done by the developers because the mounts that do not receive a speed increase have other Partner Skill bonuses that do get increased, such as their Active Skill, mounted logging/mining, or mounted damage boosts. Keep in mind that the base movement speed of each mount differs, so just because a mount does not receive a speed increase from the Partner Skill upgrade does not mean the mount is slow or bad. For example, a Jetragon does not receive a movement speed increase with Partner Skill upgrades but it is still by far the fastest simply because its base movement speed is substantially higher. Hidden Stat: Player Attack Boost While Mounted (+element type swap): This is the first set of interesting hidden stats I found. The mounts that swap the player's damage type to an elemental type (e.g., Chillet) also boost the player's attack stat massively. This is not described correctly in-game: "Can be ridden. Applies damage to the player's attacks while mounted. " but really it does this: 'Increases the player's attack by X% and additionally changes the player's damage type to .' This bonus is HUGE. Between 50% (at Lv.1) and 100% (at Lv. 5). And that is on top of the elemental type weakness multiplier that you will also get if you exploit the enemy's elemental weakness. The absolute highest damage you can do in this game with your own player weapons is while riding a mount that gives you the element swap that exploits the enemy's weakness combined with this huge attack increase. This attack increase applies to all sources of damage you deal too. Player Attack increase (%) + Element Swap: Number Name Lv1 Lv2 Lv3 Lv4 Lv5 Element Swap 55 Chillet 50 55 65 80 100 Dragon 56 Univolt 50 55 65 80 100 Electricity 58 Pyrin 50 55 65 80 100 Fire 58 Pyrin Noct 50 55 65 80 100 Dark 66 Maraith 50 55 65 80 100 Dark 73 Beakon 50 55 65 80 100 Electricity 74 Ragnahawk 50 55 65 80 100 Fire 82 Azurobe 50 55 65 80 100 Water 97 Helzephyr 50 55 65 80 100 Dark Frostallion and Frostallion Noct both also swap the player's damage type to ice and dark (respectively), without an attack bonus. Hidden Stat: Player Attack Boost + Element Swap for non-mounts: Similar to the above, the non-mount Pals that grant the player an type swap to their attacks also give an attack boost to the player's attacks as well when the Pal is active. However, this bonus is substantially smaller than the mounted bonus. Player Attack Increase (%): Number Name Lv1 Lv2 Lv3 Lv4 Lv5 Element Swap 21 Nox 5 6 7 8 10 Dark 76 Wixen 5 6 7 8 10 Fire 100 Anubis 5 6 7 8 10 Earth Verdash grants an element swap to grass but with a move speed bonus to itself and to the player (20|22|26|32|40%) instead of an attack increase. Carry Weight: Weight Increase (+value): Number Name Lv1 Lv2 Lv3 Lv4 Lv5 2 Cattiva 50 60 70 80 90 63 Lunaris 80 90 100 110 120 86 Broncherry 100 110 120 130 140 86 Broncherry Aqua 100 110 120 130 140 89 Kingpaca 100 110 120 130 140 89 Ice Kingpaca 100 110 120 130 140 91 Wumpo 120 130 140 150 160 91 Wumpo Botan 120 130 140 150 160 ​ Drop-Rate Bonus for : Increase (%) to Drop Rate: Number Name Enemy Lv1 Lv2 Lv3 Lv4 Lv5 11 Penking Fire 40 50 60 70 80 75 Katress Normal 40 50 60 70 80 78 Vaelet Earth 40 50 60 70 80 80 Elphidran Dark 40 50 60 70 80 80 Elphidran Aqua Fire 40 50 60 70 80 83 Cryolinx Dragon 40 50 60 70 80 84 Blazehowl Leaf 40 50 60 70 80 84 Blazehowl Noct Normal 40 50 60 70 80 99 Menasting Electricity 40 50 60 70 80 105 Faleris Ice 40 50 60 70 80 106 Orserk Water 40 50 60 70 80 The drop rate boosting pal must active to benefit from this bonus. I believe this stat is a percentage increase (e.g., Lv.1 = 40% increase = 1.4 multiplier) to the 'Drop Rate' of the item. If the modified drop rate exceeds 100% it will roll the drop more than once. Example: A Foxsparks has a 100% chance to drop exactly 1 leather normally. With a Partner Skill Lv.1 Penking the drop rate is boosted to 140% (100% * 1.4). Since this exceeds 100%, you are guaranteed 1 leather plus you have a 40% chance to get 1 additional leather. I believe it works this way because during my testing (with Lv1 Penking vs. Foxsparks) i received 1 leather about half the time and 2 leather the other half of the time. If it was simply boosting the quantity dropped by 1.4x (opposed to boosting the drop rate) then I believe the game would have to round to either 1 leather or 2 leather every time, which would not have matched my test results. Further testing required. Mounted Element Boost: Percent increase to damage. Number Name Element Type Lv1 Lv2 Lv3 Lv4 Lv5 52 Grintale Normal 50 55 65 80 100 64 Dinossom Leaf 50 55 65 80 100 64 Dinossom Lux Electricity 50 55 65 80 100 95 Quivern Dragon 50 55 65 80 100 96 Blazamut Fire 50 55 65 80 100 101 Jormuntide Ignis Fire 50 55 65 80 100 102 Suzaku Fire 50 55 65 80 100 102 Suzaku Aqua Water 50 55 65 80 100 107 Shadowbeak Dark 50 55 65 80 100 110 Frostallion Ice 50 55 65 80 100 110 Frostallion Noct Dark 50 55 65 80 100 This bonus is ambiguously explained by the in-game description. This bonus applies to both the mounted Pal and the trainer. If the trainer has an attack that matches the element type bonus it will get boosted too. The important part though is that the Pal itself receives this bonus as well. Meaning a mounted pal with this bonus will do 50% up to 100% more damage with their attacks that match the element bonus type. This makes using these Pals as combat mounts (with manual ability usage) especially powerful - better than letting them fight automatically. Synergy: Frostallion and Frostallion Noct both also swap the player's damage type to ice and dark (respectively), just without the attack increase that typically comes along with that. This means the player's attacks would fully benefit from the elemental damage boost of 50%-100%. This makes Frostallion good for both mounted player damage and mounted pal damage. Party Buffs: These bonuses apply to any matching Pal (that matches the "Condition") in your party. The buffer only needs to be in your party to apply these bonuses to your active Pal. The bonuses stack additively if you have multiple buffers. Attack increase (%) to matching pals in party: Number Name Condition Lv1 Lv2 Lv3 Lv4 Lv5 Type 7 Sparkit Electric Pal in party (buff) 10 11 13 16 20 Attack 9 Rooby Fire Pal in party (buff) 10 11 13 16 20 Attack 15 Hoocrates Dark Pal in party (buff) 10 11 13 16 20 Attack 18 Cremis Normal Pal in party (buff) 10 11 13 16 20 Attack 30 Bristla Leaf Pal in party (buff) 10 11 13 16 20 Attack 39 Ribunny Normal Pal in party (buff) 10 11 13 16 20 Attack 43 Dumud Earth Pal in party (buff) 10 11 13 16 20 Attack 50 Beegarde Elizabee in party (buff) 12 13 15 19 24 Attack and Defense 53 Swee Sweepa in party (buff) 12 13 15 19 24 Attack and Defense 57 Foxcicle Ice Pal in party (buff) 10 11 13 16 20 Attack 81 Kelpsea Water Pal in party (buff) 10 11 13 16 20 Attack 81 Kelpsea Ignis Fire Pal in party (buff) 10 11 13 16 20 Attack Notice Beegarde and Swee increase both attack and defense, the others only increase attack. These bonuses stack additively with themself and with other sources of attack/defense bonuses. For example, if you were to make a party with 1 Sweepa and 4 Lv.5 Swee buffing it, each granting a +24% attack/defense bonus, you would have a total bonus of +96% attack and +96% defense to your Sweepa. This is a remarkably high stat bonus. Making a full team of buffers combined with one strong active Pal is the way to make the absolute strongest single Pal you can. Combine that with the 'Mounted Element Boost' above (for an additional 100% damage increase) to deal the highest possible Pal damage. 4 Foxicle + 1 Frostallion (mounted) is probably the highest Pal damage possible outside of special moves like the Penguin launcher (but hey, you can combine the Penguin with 4 Kelpsea to make that even better too!). Gobfin and Gobfin Ignis buff the player's attack and these do stack as well. Player attack increase (%): 31 Gobfin Trainer in party (buff) 10 11 13 16 20 Attack 31 Gobfin Ignis Trainer in party (buff) 10 11 13 16 20 Attack Hidden Stat: Sweepa and Elizabee Attack Bonus: Contrary to what the in-game description states, Sweepa and Elizabee's Partner Skill has absolutely nothing to do with the Swee and Beegarde buffs that can be applied to them. The party buff these two Pals receive from Swee and Beegarde only gains power through Partner Skill upgrades on the Swee and Beegarde - NOT on Sweepa or Elizabee. Both Sweepa and Elizabee have a 'hidden' Partner Skill that simply increases their attack as you upgrade it. That's it, nothing else. Nothing to do with Swee or Beegarde. You don't even need a single Swee or Beegarde in your party to benefit from Sweepa/Elizabee's Partner Skill upgrade. Sweepa and Elizabee Attack increase (%): Number Name Lv1 Lv2 Lv3 Lv4 Lv5 51 Elizabee 5 6 7 8 54 Sweepa 5 6 7 8 At Lv.2 they get a 5% attack bonus. At Lv.5 this increases to 8%. Farming Animals: Upgrading the Partner Skill of the farming Pals increases the number of items they find. They have a min and a max amount of the items they can find, formatted as (min,max) in the table below: Farming Finds (min,max): Number Name Type Lv1 Lv2 Lv3 Lv4 Lv5 1 Lamball FindWool 1,1 1,2 1,3 1,4 1,5 3 Chikipi FindEgg 1,1 1,2 1,3 1,4 1,5 18 Cremis FindWool 2,3 2,3 2,4 2,5 2,6 24 Mau FindMoney 10,10 10,20 10,30 10,40 10,50 24 Mau Cryst FindMoney 10,10 10,20 10,30 10,40 10,50 29 Mozzarina FindMilk 1,1 1,2 1,3 1,4 1,5 34 Woolipop FindSweet 1,1 1,2 1,3 1,4 1,5 35 Caprity FindBerry 1,1 1,2 1,3 1,4 1,5 36 Melpaca FindWool 2,3 2,3 2,4 2,5 2,6 50 Beegarde FindHoney 1,1 1,2 1,3 1,4 1,5 70 Flambelle FindFireOrgan 1,1 1,2 1,3 1,4 1,5 79 Sibelyx FindCloth 1,1 1,2 1,3 1,4 1,5 ​ Example: A Melpaca at Lv.1 will find between 2 and 3 wool each time they find an item. At Lv.5 they will find between 2 and 6. Vixy is more complicated and can find 4 different items. At level 4 and 5 Vixy starts finding Mega Pal Spheres in addition to the normal Spheres. At all levels Vixy can find Pal Spheres, Arrows, or Gold. Vixy Finds (min,max): Partner Skill Lv. Item1 # Item2 # Item3 # Item4 # Lv.1 FindPalSphere 1,1 FindArrow 1,1 FindMoney 10,10 Lv.2 FindPalSphere 1,2 FindArrow 1,2 FindMoney 10,20 Lv.3 FindPalSphere 2,3 FindArrow 2,3 FindMoney 10,30 Lv.4 FindPalSphere 1,1 FindArrow 3,4 FindMoney 10,40 FindMegaPalSphere 1,1 Lv.5 FindPalSphere 1,2 FindArrow 4,5 FindMoney 10,50 FindMegaPalSphere 1,1 ​ Player Defense: Player Defense increase (%): Number Name Lv1 Lv2 Lv3 Lv4 Lv5 92 Warsect 5 6 7 8 10 99 Menasting 7 8 10 12 14 ​ Other interesting stats: Ribunny's work speed bonus applies to the weapon workbench and weapon assembly I and II. The mounted bonus to logging/mining only applies to the Pal itself and not the player. Using your pickaxe from the back of a mount gets no bonus. Gumoss gives a 10 |11|13|16|20% increase to player logging. Life Steal from Lovander and Felbat heals for 2|3|4|5|6% of damage dealt. The Weakspot damage bonus from Robinquill and Vanwyrm is increased by 20|22|26|32|40%. Note: you must be mounted for Vanwyrm's weakspot bonus to apply; Robinquill's applies while active. Warsect's Partner Skill's description is incorrect. It does not make the player's attack fire. Instead, it increases the player's fire resistance by 5|6|7|8|10%. Gorirat's attack bonus while berserk is massive: 50|75|110|150|200%. Potentially has amazing damage scaling at rank 5 with +200% attack. Only applies to 'shot attack' skills, not melee skills. Someone should try this? ----------------------------------------------------------------------------------------- If anyone has any questions, or has trouble looking up any stats in the spreadsheet, please don't hesitate to make a comment. I respond to everyone. submitted by /u/blahable to r/Palworld [link] [comments]
r/Palworld blahable Jan 30, 2024
Minecraft Java Edition 1.20 - the Trails & Tales Update Has Been Released!
What, is there something special happening today? Hold on, let me grab my calendar book from my chiseled bookshelf. Oh, it's time for Trails & Tales! How could I forget? Time to equip your new brush and ride your camel off to new adventures! This update can also be found on minecraft.net. New Features All features and changes from the "Update 1.20" experimental pack are now part of the game Added Archaeology Added Sniffer mob, Torchflowers and Pitcher Plants Added Camel mob Added Smithing Template items and redesigned the Smithing Table Added a new armor trimming system to visually customize your armor Changed how Netherite equipment is crafted Added the Cherry Grove biome and Cherry Wood Set Added the Bamboo Wood Set Added the Chiseled Bookshelf block Added Hanging Signs Improved customization options for Signs Added the Calibrated Sculk Sensor block Vibration resonance functionality has been added to Blocks of Amethyst Added playable mob sounds with Mob Heads on Note Blocks Added Piglin Mob Head New music tracks added to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes New Trails & Tales Advancements Added support for Windows Aarch64/ARM64 Archaeology Added craftable Brush item Added Suspicious Sand and Suspicious Gravel Suspicious Sand can be found in Desert Temples, Desert Wells and Warm Ocean Ruins Suspicious Gravel can be found in Cold Ocean Ruins and Trail Ruins These fragile blocks are hard to spot and easy to destroy, so be careful! Brushing Suspicious Sand or Suspicious Gravel with a Brush will extract objects that were buried long ago Added the Trail Ruins, a buried structure from a lost culture Four types of Armor Trim Templates can be found here Trail Ruins can be found in Taigas, Snowy Taigas, all Old Growth forest biomes and Jungles A new music disc can be found by brushing suspicious blocks in this structure When put in a Jukebox, "Relic" by Aaron Cherof is played Added Pottery Sherds Pottery Sherds have pictures on them A total of 20 sherd have been distributed between the 5 Archaeology sites: Desert Wells, Desert Temples, Cold Ocean Ruins, Warm Ocean Ruins, and Trail Ruins They cannot be crafted, and are only found by brushing Suspicious Sand or Suspicious Gravel Decorated Pots Crafting four Pottery Sherds together will create a Decorated Pot with a picture on each side Brick items can be used instead of Pottery Sherds in the Decorated Pot recipe The sides that were made from Brick items will not have pictures Smash a Decorated Pot with any block-breaking tool to break it apart and get the Pottery Sherds back Hitting the pot with bare hands, silk touch tools, or any other item will drop an intact pot instead Crafted Decorated Pots with at least one pattern have a hover tooltip displaying the Sherd & Brick ingredients Sniffer The Sniffer is the mob vote winner of Minecraft Live 2022 Sniffers are passive, friendly mobs Sniffers sniff the air and occasionally dig for seeds, which produces a Torchflower Seed or a Pitcher Pod item Sniffers can only dig grass and dirt-like blocks Sniffers can be tempted by, and bred with Torchflowers Seeds Sniffer Egg Can be found by brushing the Suspicious Sand of Warm Ocean Ruins When two Sniffers breed they do not immediately spawn a Snifflet; instead, a Sniffer Egg is dropped When placed in the world, the Sniffer Egg will hatch after some time When placed on Moss, the Egg will hatch in approximately 10 minutes On all other blocks, it will hatch in approximately 20 minutes Torchflowers The Sniffer can occasionally sniff up a Torchflowers seed, and it can be used to breed two Sniffers The Torchflower seed can be planted on Farmland and grows into a Torchflower The full-grown flower can be harvested and replanted The Torchflower can be crafted into Orange Dye Pitcher Plant The Sniffer can occasionally sniff up a Pitcher Pod item The Pitcher Pod, when planted on Farmland, grows into a Pitcher Crop The Pitcher Crop has five growth stages Once fully grown, the Pitcher Crop can be harvested, yielding a two-block-tall Pitcher Plant The Pitcher Plant can be crafted into Cyan Dye Camel Camels can be equipped with a Saddle and ridden by two players Camels spawn naturally when Desert Villages generate Camels can be tempted by holding Cactus Feed Cactus to Camels to breed them Camels are tall Most hostile mobs will not be able to reach you when you are on a Camel They can walk over Fences and Walls Camels randomly sit down While sitting, it is difficult to convince them to move Camels can either walk slowly or sprint quickly They can also dash forward but will lose stamina for a while when doing so Smithing Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Template Smithing Templates define what type of upgrade you will be making to a piece of equipment It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade Smithing Templates are consumed when used to upgrade an item in the Smithing Table You can craft a copy of a Smithing Template in the Crafting Table with 7 diamonds + 1 block of material that the template is made out of + 1 smithing template, which will output 2 of the same Smithing Template Netherite Equipment Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests Every Treasure Room Bastion Remnant will contain 2 Smithing Templates This change was made for a variety of reasons: Increase the time players utilize Diamond equipment before Netherite Make Netherite equipment more significant achievement in the game's progression Adapt Netherite more naturally into the new Smithing Table crafting system Armor Trims You can now visually customize your armor with a variety of unique trims at the Smithing Table Armor trims are purely visual with no gameplay benefits Armor trims can be applied to Helmets, Chestplates, Leggings and Boots All trim patterns are visually the same on an armor's item icon, but the color will still change based on the trim material To check which trim pattern a piece of armor has, you can hover over it in the inventory Armor Trim Smithing Templates can be found all throughout the world, and each of the following structures contain their own unique Smithing Templates: Trail Ruins: Wayfinder, Raiser, Shaper, and Host Armor Trims Pillager Outpost: Sentry Armor Trim Desert Pyramid: Dune Armor Trim Shipwreck: Coast Armor Trim Jungle Temple: Wild Armor Trim Ocean Monument: Tide Armor Trim Ancient City: Ward and Silence Armor Trims Woodland Mansion: Vex Armor Trim Nether Fortress: Rib Armor Trim Bastion Remnant: Snout Armor Trim Stronghold: Eye Armor Trim End City: Spire Armor Trim Smithing Templates are found in chests in their respective structure Trail Ruins have no chests, Smithing Templates are instead found by brushing Suspicious Gravel The Ocean Monument has no chests, Elder Guardians sometimes instead drop a Smithing Template upon death Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends! An armor trim has two properties: a pattern and a material The pattern is defined by the Smithing Template used to apply the trim, and represents the visual pattern of the trim The material is defined by which ingredient you used to apply the trim, and controls the color of the trim The viable ingredients you can use to define the color of your armor trim are the following: Iron, Copper, Gold, Lapis, Emerald, Diamond, Netherite, Redstone, Amethyst, Quartz Cherry Groves Added a new Cherry Grove biome, with pretty cherry blossom trees The biome can be found in the mountains, in similar places as Meadows Added a new Cherry wood set, with all the corresponding wooden things you can craft from it Pink particles fall from beneath Cherry Leaves Added a new Pink Petals block with lots of pink flowers on the ground Each Pink Petal block can contain up to 4 petals Using Bone Meal on it increases the number of petals Placing a Pink Petal into an already placed block increases the number of petals Drops the number of petals in the block when mined Bamboo Wood Set Added a new Bamboo wood set, with all the corresponding wooden things you can craft from it Block of Bamboo can be crafted from 9 Bamboo and can be stripped like other wood logs Bamboo Planks crafted from Block of Bamboo yield only 2 planks compared to 4 for wood logs Added a new "Mosaic" plank variant that is unique to Bamboo called the Bamboo Mosaic It can be crafted with 1x2 Bamboo Slabs in a vertical strip You can craft Stair and Slab variants of Bamboo Mosaic Bamboo Mosaic blocks cannot be used as a crafting ingredient where other wooden blocks are used, but they can be used as fuel Added a unique Bamboo Raft and Bamboo Chest Raft which can be crafted like normal boats, but with Bamboo Planks They function the same as ordinary boats, but have a unique look to them Chiseled Bookshelf A new, chiseled variation of the Bookshelf Crafted with 6 planks and 3 wooden slabs Can store Books, Book and Quills, Written Books, Enchanted Books, and Knowledge Books Holds up to 6 books These can be added or removed from any slot by targeting the specific slot The Comparator signal strength corresponds to the number of the last book that was inserted or removed The numbering of book slots starts from 1 at the top-left, and increments from left-to-right Works with Hoppers Hanging Signs Hanging Signs are a more expensive version of normal Signs Crafted with 2 chains and 6 stripped logs of your preferred wood type Crafting results in 6 Hanging Signs Can be hung up in the following ways: Underneath a block that can provide support in the center, like a full block or a fence Attached to the solid side of a block Attached to the side or underneath another Hanging Sign Unlike normal Signs, they cannot be placed directly on the ground without support from the side or above However, Hanging Signs that have a horizontal bar will not pop when the supporting block is removed Signs The following changes have been made for both Signs and Hanging Signs. - Sign text can now be edited after being placed in the world - This can be done by interacting with the Sign - Signs with non-text chat components can not be edited - Both sides of the Sign can now have separate text and colors, allowing for further customization options - By default, a Sign will prompt you to input the front side's text when placed - To apply text to the back-side, you must walk to the other side and interact with that face to edit it - Signs can now also be waxed with Honeycomb, preventing any further edits to its text - Opening the sign edit screen in singleplayer no longer pauses the game Calibrated Sculk Sensors A new variant of Sculk Sensors that allows you to filter vibrations based on their frequency level They are not found naturally and can only be crafted with 1 Sculk Sensor and 3 Amethyst Shards in the Crafting Table One side of the Calibrated Sculk Sensor can receive a redstone signal as input The strength of that redstone signal is the only vibration frequency the Sculk Sensor will listen to They have a combined active and cooldown phase that lasts 20 game ticks They output their redstone signal for the first 10 game ticks They can detect vibrations up to 16 blocks away Vibration Resonance Blocks of Amethyst have a new behavior when placed adjacent to Sculk Sensors If that Sculk Sensor receives a vibration, the Block of Amethyst will re-emit its frequency as a separate vibration at its location This behavior is called Vibration Resonance, and allows players to move vibration frequencies across long distances without having to recreate the vibration naturally Playable Mob Sounds When placing a Mob Head on a Note Block, that Note Block will now play one of the ambient sounds of that mob when played by a player or powered by Redstone Mob Heads can be placed on top of Note Blocks without sneaking Piglin Mob Head Piglins will now drop their heads when killed by a charged Creeper Placing the Piglin head on a Note Block will play one of the Piglin's ambient sounds The Piglin head will flap its ears when powered by Redstone, or when worn by a player while walking New Music Added the following new music tracks by Aaron Cherof to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes: A Familiar Room Bromeliad Crescent Dunes Echo in the Wind Added a new music disc with the track "Relic" by Aaron Cherof, found in Trail Ruins Windows Aarch64/ARM64 support Minecraft Java Edition is now fully supported on Windows devices using an Aarch64/ARM64 architecture, such as the Windows Surface Pro X Advancements New Husbandry Advancements Smells Interesting : Obtain a Sniffer Egg Little Sniffs : Feed a Snifflet (requires Smells interesting) Planting the Past : Plant any Sniffer seed (requires Little sniffs) New Adventure Advancements Respecting the Remnants : Brush a Suspicious block to obtain a Pottery Sherd Careful Restoration : Make a Decorated Pot out of 4 Pottery Sherds (requires Respecting the Remnants) Crafting a New Look : Craft a trimmed armor at a Smithing Table Smithing with Style : Apply these Trim Smithing Templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder (requires Crafting a New Look) The Power of Books : Read the power signal of a Chiseled Bookshelf using a Comparator Changes Changes to Sculk Sensor block behaviors Vibration frequencies of many actions in the game have been tweaked Colored Wool, Carpets and Beds can now be dyed to any other color Replaceable blocks no longer block the connection between enchanting tables and bookshelves Wither effect particle and Potion of Slow Falling color have been adjusted to make them more distinguishable Updated step sounds Updated Advancements The main menu background is now a Trails & Tales panorama Updated the Minecraft Java Edition logo Updated the Minecraft Realms logo The game's application icon has been updated This will be a Grass Block in release versions, and a Dirt Block in snapshot versions GUI can be scaled on the Video Settings screen by holding Ctrl and scrolling the mouse wheel Updated the credits Added the ability to scroll upwards by pressing the up arrow key The game will now display a message box on startup if user enabled text-to-speech functionality, but it is not available Removed Herobrine Sculk Changes If a vibration is scheduled to be received by a Sculk Sensor or Sculk Shrieker, they will stay queued until all adjacent chunks are loaded and ticking Prevents vibration resonance setups from breaking when unloading their chunks from a distance Waterlogging a Sculk Shrieker will now silence their shriek sounds Sculk Sensors' default redstone output has been modified to be more reliable for distance calculations Sculk Sensors and Calibrated Sculk Sensors now strongly power the block they are placed on Both types of Sculk Sensors now stay in their Cooldown phase for 10 ticks, with other phase timings being adjusted to compensate Sculk Sensor Phases Sculk Sensors and Calibrated Sculk Sensors have three phases: Inactive, Active and Cooldown The default phase is Inactive This phase lasts indefinitely until the block receives a vibration During this phase, the block is able to listen to nearby vibrations until one has been scheduled When a scheduled vibration is received, the block switches to the Active phase This phase lasts 30 game ticks for Sculk Sensors, and 10 game ticks for Calibrated Sculk Sensors During this phase, the block stops listening to nearby vibrations, wiggles its tendrils and emits a redstone signal and light After the Active phase has finished, the block switches to a Cooldown phase This phase lasts for 10 game ticks During this phase, the block keeps wiggling its tendrils, but no longer emits a redstone signal nor light Finally, once this phase is finished, the block will switch back to the Inactive phase Previously, some of these phases had different timing values: Active: 40 game ticks for Sculk Sensors and 20 game ticks for Calibrated Sculk Sensors Cooldown: 1 game tick for both types of Sculk Sensors These phase timings were tweaked so that it is less common for activated contraptions to recursively activate the Sculk Sensor that powered them Vibration Frequencies In preparation for the Calibrated Sculk Sensor, vibration frequencies have been greatly simplified to prevent unwanted interference. The following are category descriptions for each frequency and the expected events that they correspond to: Movement in any medium (land, water and air) Landing on any surface (land or water) Item interactions Gliding with an elytra or unique mob actions (Ravager roar, Wolf shaking, etc) Dismounting a mob or equipping gear Mounting a mob or interacting with a mob Mobs and players getting damaged Consuming items (drinking and eating) Blocks 'deactivating' (door close, chest close, button unpress, etc) Blocks 'activating' (door open, chest open, button press, etc) Blocks changing (cauldron water level rising, adding food to campfire, etc.) Blocks being destroyed Blocks being placed Mobs and players teleporting or spawning Mobs and players dying or an explosion Step Sounds Walking on a block will now always play a step sound It was previously not the case if you were walking along the edge of a block with air or fluid besides it Walking on the ocean floor will produce a step sound for the block you are walking on at a lower volume and pitch When walking on Carpets, Snow, Nether Sprouts, Warped Roots, and Crimson Roots, a combination of step sounds will be played The top-most block you are walking on is played as normal The block underneath is played at a lower volume and pitch Advancements Breeding Camels and Sniffers now count for "The Parrots and the Bats" and are now required for "Two by Two" Hanging Signs now count for "Glow and Behold" Visiting a Cherry Grove is now required for "Adventuring Time" Technical Changes Improved performance of the light engine The data pack version is now 15, accounting for sign data format, item display orientation and advancement changes Removed update_1_20 feature flag and built-in datapack - features are no longer experimental Added a return command Tweaked display entity interpolation Added a capped rule structure processor that limits the number of replaced blocks for a structure piece to a configured maximum Configuring block entity fields in a rule processor rule is now delegated to a referenced block_entity_modifier instead of the previously fixed output_nbt configuration Random sequences for loot tables are now deterministic Added a reference loot table function Loot table condition/predicate changes: Renamed alternative to any_of Added all_of Advancement trigger changes: Added recipe_crafted Changed format of placed_block, item_used_on_block and allay_drop_item_on_block triggers Ingredients in array form are now also allowed in smithing_trim and smithing_transform recipes on fields template, base and addition Those fields also allow empty arrays, which signalize that slot needs to be left empty Added new damage types: outside_border and generic_kill Game events have changed vibration frequency and some have been removed The resource pack version is now 15, accounting for the font and credits update Updated the sprite layout of minecraft.png Removed the overriding minecraft.png from the Programmer Art resource pack Updated the sprite layout of invite_icon.png legacy_unicode glyph provider has been removed Bitmaps used by uniform font have been removed uniform font has been updated to use Unifont 15.0.06 That changes shape of multiple characters, while also adding support for new ones Combining characters no longer include circle overlayed over them (so M◌̆ now renders as M ̆) Added second level of organization of entries in credits.json on top of titles, called disciplines Font textures are included in debug texture dump (F3 + S) Added new font glyph providers: unihex and reference, removed legacy_unicode Added support for Quick Play Removed the server & port commandline arguments as their functionality has been replaced by Quick Play Updates to telemetry Changed encoding of server.properties to UTF-8 Added validation for symbolic links in world saves Light Engine The light engine is responsible for calculating the brightness of each block in the world. Light is calculated during world generation as well as updated when a block is changed in the world. Behavior of the light engine has not been changed. The performance of calculating light has been improved Reduces one source of lag spikes when crossing chunk borders Improves FPS in situations when a lot of light updates occur Improves how quickly chunks can be generated Commands return The return command can be used to control execution flow inside functions and change their return value. Effects: Remaining separate top-level commands in the currently executing function (if any) are skipped The result value of the function command that triggered the function is changed from the number of commands executed to value The result value of the return command is also value Syntax: return Parameters: value: An integer return value data string data sources now accept negative boundaries, which are interpreted as index counted from the end of the string Display Entity Interpolation Changes Previous values are always discarded if interpolation_duration is 0 Made sure that render properties are applied at the same time (so block_state is applied at the same time as transformation, i.e. at the next tick after receiving an update) Display entities are not rendered until their initial data is received. That means display entities might not be shown on the first tick. Note: due to how the game handles updates, changes to entities made after summoning might be delivered to clients within a later tick Rendering Changes item_display items have been rotated 180 degrees around the Y axis to better match the transformation that is applied when rendering items on an Armor Stand head and in Item Frames For reference, the order of transformations applied to model (starting from innermost) is item_transform, rotate Y 180, transformation field, entity orientation (billboard option + Rotation field + Pos field) Structure post-processors Capped post-processor A capped post-processor has been added which can limit how many blocks a delegated post-processor randomly transform in a structure This can be used to configure a structure piece to have an exact amount of specific blocks, instead of using random distribution The capped post-processor has following required parameters: delegate A post-processor which performs the actual block transformation limit Maximum amount of blocks that the delegated post-processor can transform The blocks inside a structure are all randomly passed to the delegated post-processor until it has transformed the limited amount Either constant or random number generator sampled during post-processing Rule post-processor block entity configuration Previously a rule could specify an optional fixed output_nbt which would be added to the processed output block entity This field has now been changed to reference a block_entity_modifier Existing block_entity_modifier's are: passthrough Retains existing fields on the block entity This is the default if no block_entity_modifier is specified append_static Similar to previous output_nbt this provides fixed fields to add to the block entity A minor change is that this modifier appends configured fields to the processed block instead of replacing existing fields clear Removes any existing fields on the block entity append_loot Appends a loot table and seed to the block entity through required parameter: loot_table Referenced loot table to add to block entity as LootTable field Field LootTableSeed is also added to the block entity using random seeded by block position Loot Tables Random Sequences The game now uses named random sequences to deterministically produce loot for loot tables. Each random sequence produces a unique sequence based on the world seed and sequence ID, which means a loot table will produce the same results when ran with the same parameters in the same world. The ID of the random sequence to use for a loot table is specified in a new optional field called random_sequence. If no sequence name is given, loot is drawn using a non-deterministic random source. reference New function reference allows functions to call sub-functions (similar to reference condition). Fields: - name - location of function to call any_of/all_of Loot condition alternative has been renamed to any_of Added new loot condition all_of that passes only when all sub-conditions pass Has the same syntax as any_of Advancements New Triggers recipe_crafted Triggered when crafting a recipe Conditions: recipe_id - the resource location of the recipe crafted ingredients - an array of predicates for the item stacks used in the recipe A single item stack can only be used to fulfill one predicate Each predicate needs to be fulfilled to trigger the advancement. This allows for separation between recipes that have same identifier but use different ingredients. This field is optional. When not provided, or left empty, only the recipe_id will dictate the success of the trigger Changed Triggers All fields in placed_block, item_used_on_block and allay_drop_item_on_block have been collapsed into a single location field The new location is similar to the player field - it is a list of loot conditions/predicates All conditions in this list must match for a trigger to run Conditions are evaluated in a new loot context called advancement_location. It has access to: Player as this entity Position of the placed block Block state of the placed/interacted block Held/used item as "tool" Migration guide: Contents of old location field should be migrated to location_check condition Contents of item field should be migrated to match_tool condition Contents of block + state fields should be migrated to block_state_property condition Example (from make_a_sign_glow advancement): Before: { "conditions": { "item": { "items": [ "minecraft:glow_ink_sac" ] }, "location": { "block": { "tag": "minecraft:all_signs" } } }, "trigger": "minecraft:item_used_on_block" } After: { "conditions": { "location": [ { "condition": "minecraft:match_tool", "predicate": { "items": [ "minecraft:glow_ink_sac" ] } }, { "condition": "minecraft:location_check", "predicate": { "block": { "tag": "minecraft:all_signs" } } } ] }, "trigger": "minecraft:item_used_on_block" } Damage Types Players outside the world border are now hurt by the damage type outside_border instead of in_wall Forcibly removing an entity using the /kill command now uses damage type generic_kill instead of out_of_world Tags Block Tags Removed replaceable_plants since it was only used as a subset of the blocks for the tag above, and not as universally Added replaceable_by_trees to better express blocks that are replaced when the tree grows through them Added replaceable with all the blocks that can be replaced This tag only represents the internal state of the game, changing this tag does not make blocks replaceable Added sword_efficient to represent blocks that are broken 50% faster by a sword than normal Added maintains_farmland to represent which blocks will not cause farmland to be converted into dirt due to drying out when placed on top of it Added combination_step_sound_blocks that controls which blocks produce a combination of step sounds Added enchantment_power_provider to control which blocks increase the level of an Enchantment Table Added enchantment_power_transmitter to control which blocks are allowed between an Enchantment Table and a Bookshelf (or other Power Transmitter) Added vibration_resonators to control which blocks transmit vibration signals when placed next to Sculk Sensors Added trail_ruins_replaceable for blocks that Trail Ruins can replace when generating Added sniffer_diggable_block to control which blocks Sniffers can dig Added sniffer_egg_hatch_boost to that control on which blocks Sniffer Eggs hatch twice as fast Added ceiling_hanging_signs Added wall_hanging_signs Added all_hanging_signs Added stone_buttons block tag Added cherry_logs block tag Added bamboo_blocks block tag Item Tags Added villager_plantable_seeds to represent which kind of seeds Villagers can farm Added noteblock_top_instruments to control which blocks can be placed on top of Note Blocks without sneaking Added breaks_decorated_pots to control which tools can break Decorated Pots Added decorated_pot_ingredients Added decorated_pot_sherds Added sniffer_food Added trimmable_armor Added trim_materials Added trim_templates Added stone_buttons item tag Added cherry_logs item tag Added bamboo_blocks item tag Biome Tags Added has_structure/trail_ruins Game Events Removed piston_contract game event in favor of block_deactivate Removed piston_extend and dispense_fail game events in favor of block_activate Many game events have new vibration frequencies: 1: step, swim, flap 2: projectile_land, hit_ground, splash 3: item_interact_finish, projectile_shoot, instrument_play 4: entity_roar, entity_shake, elytra_glide 5: entity_dismount, equip 6: entity_mount, entity_interact, shear 7: entity_damage 8: drink, eat 9: container_close, block_close, block_deactivate, block_detach 10: container_open, block_open, block_activate, block_attach, prime_fuse, note_block_play 11: block_change 12: block_destroy, fluid_pickup 13: block_place, fluid_place 14: entity_place, lightning_strike, teleport 15: entity_die, explode Fonts New unihex Glyph Provider New glyph provider for reading Unifont HEX files HEX format describes font glyphs using a bitmap The height of every glyph is 16 pixels The width of glyph can be 8, 16, 24 or 32 pixels Every line is made of two hexadecimal numbers separated by : The first value describes a codepoint - it must have 4, 5 or 6 hex digits The second value describes the glyph as a stream of bits, line by line When rendering, empty columns on left and right side of glyphs are removed Custom glyph widths can be set with size_overrides This provider requires two fields: hex_file - path to ZIP archive containing one or more *.hex files (files in archive with different extensions are ignored) size_overrides - list of codepoint ranges that should have width different from auto-detected (based on empty space in glyph). Fields: from, to - start and end of codepoint range (inclusive) left, right - integers describing the position of the left-most and right-most columns of the glyph in range Any bits in columns outside of this range will be discarded New reference Glyph Provider New glyph provider that can be used to include providers from other fonts Providers are guaranteed to be loaded only once, no matter how many times they are included Provider has one field id, that describes another font to be included in the currently loaded one Inclusion is performed after all fonts are loaded, so it will include all providers for a given font defined in all datapacks Removed legacy_unicode Glyph Provider The legacy_unicode glyph provider has been removed This functionality has been replaced by the unihex provider Quick Play Added support for four new command line arguments that allow the game to be launched directly into a world quickPlayPath takes a specified path for logging (relative to the run directory) If a path is provided the following will be logged upon joining a world: type: is either singleplayer, multiplayer, or realms identifier: represents the world you want to join For singleplayer, the folder name of the world For multiplayer, the IP address of the server For realms, the Realms ID port: represents the server port and is only logged for multiplayer name: The name of the world gamemode: The gamemode of the world lastPlayedTime: The time you joined the world Example: --quickPlayPath "quickPlay/log.json" will resolve into .minecraft/quickPlay/log.json quickPlaySingleplayer, quickPlayMultiplayer and quickPlayRealms all take their respective identifier If one of these arguments is provided, the game will try to launch directly into the given world Examples: --quickPlaySingleplayer "New World" --quickPlayMultiplayer "localhost:25565" --quickPlayRealms "1234" Telemetry All Events Added new property: launcher_name This is set based on the minecraft.launcher.brand system property This will help us troubleshoot game launch related bugs more effectively, as we will be able to see whether the issue originated in the Minecraft launcher or a third-party program Updated Required Events world_loaded Added new property: realms_map_content When loading into a Realms Map Content world (Minigame), the world_loaded event will receive the name of that map This is to help us understand how Java Realms players interact with Java Realms adventure or minimap content New Optional Events advancement_made This event is triggered when a player completes an advancement, and allows us to see the advancement ID and the time when the advancement was completed This helps us as a studio understand player progress and limits, which informs our game design game_load_times This event is triggered when the game client is loaded Includes the time it took for the client to load This is so that we can work on improving and reducing the time it takes to load the game client server.properties File is now read in UTF-8 initially, with previous encoding (ISO 8859-1/Latin 1) as a fallback File is now written with UTF-8 encoding Symbolic Link Validation To improve safety, the game will now detect symbolic links used inside world directory. For a detailed explanation, check our help article. If the target of a symbolic link is not on the user-configured allow-list, the game will not proceed with loading the world Note: the world directory itself can still be linked The list of allowed symbolic link targets is stored in file allowed_symlinks.txt in the client or server top directory The file consists of entries (one per line) with following formats allowed: Lines starting with # are comments and are ignored [type]pattern, where type can be glob, regex or prefix prefix matches start of path with given pattern (so for /test paths /test, /test/ and /test/foo.txt would match) regex matches regular expression against whole path glob uses OS-specific path matching mechanism (for example *.txt would usually match files with txt extension) Note: paths will use OS-specific separators pattern, which uses default prefix type Fixed bugs in 1.20 Around 250 bugs were fixed in this release. View the list on the issue tracker. # Get the Release To install the Release, open up the Minecraft Launcher and click play! Make sure your Launcher is set to the “Latest Release” option. Cross-platform server jar: Minecraft server jar Report bugs here: Minecraft issue tracker! Want to give feedback? For any feedback and suggestions, head over to the dedicated Feedback site category. If you're feeling chatty, join us over at the official Minecraft Discord. submitted by /u/sliced_lime to r/Minecraft [link] [comments]
r/Minecraft sliced_lime Jun 7, 2023
AITA for being my nephews first word?
Originally posted by u/moomoomoo- in r/AmItheAsshole on Feb 17, '23, Updated Feb 24th and March 21st. I have made quite a bit of punctuation edits so you can read it with your brain ka'sploding.   Trigger Warning: Child abuse, verbal abuse Mood Spolier: Infuriating and disturbing but ends with (some) improvement   AITA for being my nephews first word Feb 17, '23   AITA for being my nephews first word? My brother and his wife have a baby over a year old, he's 15 months. I regularly babysit him. i don't mind it because I'm happy to help my brother, although his wife is a stay at home so I'm not sure why i have to, but i don't want to cause trouble. ​ I work and own a dairy farm. i asked my brother if its ok i take his son to work with me whenever i Babysit, otherwise I would get nothing done (I have proper safety precautions in place and he only comes with me in the tractor because it has a proper car seat). He said its fine. My nephew loves the animals. He makes all kind of excited noises and I try to encourage him to pet them when i hold him (they are all vaccinated and dosed regularly and calm again cleared with my bro). We spend a lot of time together. My brother and his wife have been trying to get him to say his first words, although its not simple and they don't exactly make it easier. Instead of mamma or dadda, they coax him to say Mother and father, and my nephew just dosent get it. He's a baby and those words seem kinda complicated for a baby. ​ We were all over at my parents house for a Sunday get together and I was sitting, playing blocks with my nephew. He suddenly looks up at me and starts going B B B B B BE BE. I thought it was just normal baby talk. Then he gets more aggressive repeating those letters over and over again. Then He starts going N N N N N. He then shouts BEN and points at me and laughs, BEN BEN BEN (my name). My brother and SIL start yelling at me, saying I was coaching him and how I was being selfish. They immediately pick him up and My brother yells at me, "you took away his first word. That was supposed to be our moment". They storm off to another room, they stay in there for about 10 mins, and then come out and leave. But as they are leaving the baby looks at me again and shouts, in the playful baby voice, BEN and points at me again. My sil shouts at her son so her son starts crying, then she shouts at him more starts crying herself and they leave. ​ My parents think I'm an ass and I shouldn't have been teaching him my name, but I havent. The only time he hears my name is when anyone else says it. they think I should apologise to My SIL for ruining what should have been a mothers special moment. But honestly, My SIL dosent act like much of a mother. She dosen't work, I have her son 5 days a week I refuse to take him on Saturdays and Sunday's because I want to get some nitty gritty work done and she throws fits about it. At family events he's always offloaded to me. To play with, to feed (she pumps always has I'm not judging her for not doing direct breastfeeding btw), to calm down any tantrums and to change when he goes bathroom in his diapers. ​ what do you think reddit EDIT: the argument that SIL had with her son went something like this: SIl: say mother baby: Baby noises B B Ben more baby noises SIL: SAY MOTHER Baby (with tears in his eyes and kind of sobbing): MMM M M B B B Ben (he said ben quitely this time) SIL: NO YOU IDIOT SAY MOTHER N OW Baby (now crying): BEn ben ben SIL: (not so nice words that i dont feel like repating) SAY MOTHER Baby (no full on crying and sniffling): dosent say anything SIL brother and baby leave Edit 2: I have taken your advice on board and am going to take action tomorrow I’ll post an update some time next week if this sub allows them. More info in the comments: i would have the kid every day if i didnt put my foot down and say i need saturday to do some heavy dangerous work otherwise i would get nothing done she dosent have PPD she went to therapy after he was born and they said she was fine her reason for staying at home is so she can have some peace . They dont really talk to their kid that much just kinda wait for him to cry for something they have been Going "say mother/father" depending on who is speaking to him but dont really partake in the fun and sillyness that is baby talk like i do they think it encourages him to just make sounds . He's been late to all his milestones SIL says he has learning diffuclties but ive never noticed anything he tried walking one day when i when i was at their house and SIL marched over and shoved him back on the ground she did that alot when he would try to walk I eventually got him to start full on walking (well baby walking) when he was on his own with me. . My parents told SIL and Bro they wouldnt be doing any babystitting aprt from maybe once a month im 25 bro is 29 and sil is 30. beofre the baby was born i told my brother that if he needed a hand in the first few monthes (meaning like a shelf put up or any manuel labour) id be happy to help they then said it was fine and just asked me to babysit every so often. it started as once every 2 weeks but by 6 months it was 5 days a week. . I have him today and im currently making ok progress with him saying cow he can get the letters out just hasnt put them together hes alot quiter today and isnt really talking im worried my brother and sil punished him when he got home . I have him today again but my sil told me not to talk to him and if he says my name to tell him to be quiet or yell at him im not doing that but baby is a lot quiter and hasnt said my name at all really he dosent even make his usual baby sounds . My sil is very posh and uptight its her way or the high way most of the time she was always like this im always friendly to her though she dosent like when anyone calls their mom or dada anything other than mother or father she thinks its "barbaric and breeds stupidity". . What can i do, ive tried bringing him back to their house but they ignore me and will dissapear to town if they see my pickup coming over the hills and i dont want to neglect him i seem to be the only positive influence in his life. . Talking to my brother is pointless he agrees with everything she says even when shes not around he would also shove him down when he tried walking when he tried crawling my brother picked him up and would strap him tightly into the car seat that just sits on the their living room floor. . She wanted it she would talk for ages after they got married about how excited she was to have a cute baby and how he/she was going to be smarter and better and do everything faster than all the other kids. Judgment: Not The Asshole   UPDATE on my nephew Feb 24, '23 I figured I would give you all an update. Thanks for all the advice and help everyone. I did not call cps (our country has something else but for simplicity I'll just refer to it as cps). Straight away that was probably my biggest mistake. I have always tried to see the good in people and trust and forgive others. It's a terrible habit to have in this modern day but that’s just always been me. I brought LO over to his parents’ house early Friday afternoon and told them it’s their baby, they need to look after it. I wasn’t going to babysit anymore, not unless it’s a dire emergency such as death or illness. I gave them parenting books and explained everything they were doing wrong. We had a long talk for a few hours, and I honestly thought we got somewhere. I went over Sunday afternoon and LO was doing great. He was doing the baby stumble all over the room, he was laughing, it seemed great. The car seat was nowhere to be found. I thought we’d turned a corner. He even said his second word (it's “will” not sure why, but he uses it now to get attention instead of Ben). I was only over for an hour and they all seemed happy. On the way out I mentioned to my brother that on Monday I was going to be helping my Fiancée move in to mine. ​ Monday morning rolls round. I get up milk, feed the dry cows and calves’ bed everything, and put the milking stock out to grass. I was running late to meet my Fiancée who I’ll call Ayah so I took off my overalls ran into the house, grabbed my keys for my pickup off the table, I didn’t even look in the living room (you can see where this is going already). It was 10:00 at this point, I put my trailer on and went over to Ayah’s. I was there for 3 hours helping her load and pack. We went and got lunch at around 2. We stayed at the café for an hour, went shopping together for an hour or so, then back to hers to lift my truck and the rest of her stuff. We got back to mine at around 7. We were standing talking in my yard when we both hear screaming and crying. I unlock the door and run in and was greeted with an image I’ll never forget. LO was on the floor screaming crying, his face all red. He was sucking on one of the unopened bottles of breastmilk. His high chair that I have was lying on the floor (he had tried climbing it earlier in the day. I looked back through the cameras after CPS came). My tv was on the ground broke, the place was a mess, his diaper was a mess. I picked him up and began calming him while I changed him. Ayah put 3 bottles in the microwave to heat up and then took him to feed him for me. I got a text then from my Bro asking if I could bring him back to theirs at around 8 because they had a surprise for everyone. They were having an announcement party which is why I had to babysit so they could get it all ready (they hadn’t texted me at all earlier). I then thought about ringing my bro but as I looked at my Fiancée, who was yanking the bottle out of LO mouth so he didn’t drink too fast (he was really aggressively gulping it down) and give himself stomach problems, I decided to call CPS and the police. CPS came to us, and the police went theirs. I handed LO over and gave my statement as well as a copy of my CTV. My SIL arrived at mine at 7am and dropped LO off. My living room baby monitor caught nearly all of LO movement and one of my outside cameras caught a fair bit of his movement in the kitchen. He pulled the TV down on top of himself after he had been crying for a few hours that’s how he got his forehead bruise. He tried to climb into his high chair but that fell onto him and bruised his shoulder. He sat in the car seat I have on the living room floor (took it out of my truck to make room for boxes) and just screamed my name and then just screamed nothing (his voice was horse by this point). What was SILs surprise you wonder? Well its nothing, only that she’s pregnant again. Because in her words, "the first one was a breeze", and she wants a daughter. Unfortunately, CPS in my country believes strongly in rehabilitation but its aggressive rehab not just, “here’s your kid try to do better”. It’s the whole 9 yards. My SIL has a new therapist, and they must do couples counselling as well as parenting classes, and weekly visitations by CPS from now until new baby is 2 years. I have been appointed as a watcher for LO, meaning anyone that wants to visit has to be approved by me, and a bunch of other things must go through me. I know I made a mistake in trusting them, but I really thought they would change. Ayah and I are now fully moved in together I haven’t babysitted at all this week. Bro and SIL are in between court appearances and other mandated events as well as being a parent (they struck a deal with the prosecutor and CPS. 3 years suspended sentence and a bunch of other restrictions, which is how this all progressed so fast). My parents have finally seen SIL and Bro for what they are and have apologised profusely to me. I’m getting married in March, but I’ve demoted my Bro from best man to guest. I just promoted my best friend and picked another friend to be a new groomsman to keep it even with Ayahs bridesmaids. I’m contemplating uninviting them but I’m going to think about it for a while. A lot of you said I should adopt LO but the truth is, I don’t want to. I love him and will always be there for him but I want it to be in a fun but caring uncle capacity. I know this sounds selfish but I just can’t explain my love for him. I want to have my own family and still be a part of his. I hope you all understand this. There is still a lot happening so I might make an update 2, much later but this is all that I can share at this point. Bro and SIL are mad at me and refusing to talk outside of anything they are legally required to talk to me about. I don’t see why they are mad at me though they left a baby, which hadn’t had breakfast, at my house and didn’t tell me, when they knew I was going to be away. Please feel free to leave some more advice or thoughts I do read them all even the negative ones but take care everyone and thank you for all your help.   UPDATE 2: AITA for being my nephews first word March 21, '23 Hi everyone it’s been a almost a month so I thought I would post an update here I first tried having a civilised conversation with LO’s parents and it worked for 2 days. Then it was back to me looking after him so I called cps. There is a whole incident on my page if your curious. SIL is unfortunately pregnant again because, apparently raising the first one was simple and easy. She also used the word breeze. CPS has them on a strict regiment with regular therapy for them all and classes for the parents. SIL’s new therapist has diagnosed her with narcissistic personality disorder, as well as a few other things, but not PPD surprisingly. I didn’t mention it in the original post cause it wasn't relative but I was engaged at the time. I’m not anymore though…. Cause I’m married. I invite LO and his parents. He has said his second word it’s will (he dosent know any people called will though) and he hasn’t really said my name much. His physiologist thinks it’s cause he associates it with yelling at him now. But he said it at my wedding along with a new word that I definitely didn’t teach him. There was a quite moment when my best man passed the Mike to my wife’s moh and LO chose that moment to demonstrate his vocabulary. “BEN…… WILL……. FUCK”. Everyone started laughing except his parents, who where mortified, they see themselves as better than everyone else. they did try to blame me for the f word but it’s not my go to swear word. Bastard would be my main choice His parents are doing better. My Bro was the golden child but he’s fallen out of favour with my parents since cps was called. I have been over to their house and everything seems fine. No car seat on the living room floor, LO running around laughing making noises enjoying himself. My SIL on the other hand has called me multiple times crying because LO would cry for no reason, or he wouldn’t sleep, despite being fed and changed. All normal baby things she wants me to solve it but she needs to learn especially with N.o 2 on the way That’s all really. I want to thank everyone for their help. I might make more posts on my account, not on this sub, but take care everyone Reminder, DO NOT comment on the original posts or contact the original poster. I am not the original poster. This is a repost. submitted by /u/KittenDealinMama to r/BestofRedditorUpdates [link] [comments]
r/BestofRedditorUpdates KittenDealinMama Apr 1, 2023
Victoria 3: Everything We Know So Far
For a broad overview of Vicky 3, check out my announcement coverage on IGN: https://www.ign.com/articles/paradox-reveals-victoria-3-a-long-awaited-sequel-to-a-grand-strategy-series For everything else... CAVEAT: Everything I saw was very work-in-progress. Anything could change, especially specific numbers. KEY: This is a simulation. It's not a map painter. Military conquest is not the main focus. Victoria 3 is more about diplomatic maneuvering, shaping your society and laws, building and industrializing your economy, and "tending the garden" of your nation. 1836 - 1936. 4 ticks per day, so the number of ticks per campaign is similar to EU4. The map is divided into States and Provinces. There are about 730 States at game start, which are the smallest unit you will interact with for purposes of politics and economics. It's possible to split existing states, such as when you demand a Treaty Port in a war or Diplomatic Play. This creates a new State that is only one Province in size. Even at game start there are some cases of having more than one State, gameplay-wise, within a single "State Area." Provinces are subdivisions that you usually only interact with for maneuvering armies and when colonizing (which is done one Province at a time as you add more Provinces to your Colonial State), and there are roughly the same number of individual Provinces as in HoI4. (According to Google, that's around 13,000 - roughly 18 Provinces per State on average.) Visually, urbanization will spread across individual Provinces within a State. The pre-alpha map we saw looks better than HoI4 but worse than CK3/Imperator. They did say specifically that it isn't done yet. You can definitely zoom in further than HoI4, so I'd say the map overall feels bigger than the HoI4 map. Zoomed all the way out it looks very similar to the Vicky 2 paper map. Zoomed in you can see realistic clouds and stuff drifting over the landscape. Railroads are visible. Well over 100 playable countries, but not all countries are playable. Most of Africa, parts of inner South America, and a few surviving native tribes in North America (including the Lakota, Dakota, and Cree) were not playable. These are "Decentralized Countries." Post-launch, they want to make them playable eventually. But they want to do them right because the gameplay experience should be significantly different. All the Decentralized Countries have names and governments. There are no "uncolonized" provinces, but you can colonize on top of a Decentralized Country without declaring war. Full POPs like Victoria 2. Over a billion people are modeled individually, which will roughly double by game end, including Dependents. These represent non-working children and homemakers. Your laws, i.e. Child Labor laws, determine how much economic output your Dependents create and if they collect wages. So like, kids will still be counted as Dependents, but your wages from Dependents might go up (along with mortality rate.) Example POP types I saw (not exhaustive): Capitalists, Laborers, Machinists, Farmers, Shopkeepers, Engineers, Aristocrats, Clergymen, Officers, Bureaucrats, Academics, Servicemen, Clerks Standard of Living is mostly based on a POP's Wealth, which is determined by your sources of revenue minus your expenses. This can be a salary from your job, stipends and wages from dependents in countries where women and children can work (or if they're receiving welfare payments), and dividends from buildings you own. Increasing wages, lowering taxes, and increasing the supply of goods (thus lowering the prices and therefore the lifestyle expenses) will all generally raise Standard of Living. Standard of Living affects POP Loyalty and Population Growth. Your GDP measures how much you produce and affects your Great Power ranking, but it doesn't necessarily reflect how much money you, as a player, have to spend. The Ottomans, for example, start with a very inefficient tax system, so they have a small state budget compared to their GDP. Capitalists work completely differently from Vicky 2. Capitalism isn't "Let The AI Do It Mode." Instead, Capitalists (and sometimes Aristocrats depending on your laws) invest profits from buildings they own into a new resource pool separate from state funds called the Investment Pool, which you can only spend on certain things based on your laws and economic system. So you are still personally directing the expansion of industry in a capitalist economy, with some restrictions. Every nation has a primary culture and state religion, with varying levels of acceptance for other religions and cultures based on your laws. Non-accepted POPs are paid lower wages (so have a lower Standard of Living) and are more likely to radicalize. In places like the US, discrimination is on a racial basis. This is based on your country's laws and can be changed. There are no culture groups, but cultures have traits like Heritage traits and Linguistic traits, and your laws will look at how alike or different those are to your main culture. So someone from England will be less discriminated against in American society. Someone from a different part of Europe will face some more discrimination than the Englishman but not too much. Someone from Africa or Asia will face a lot of discrimination. Every State has a proportion of Arable Land, which represents how much agricultural industry it can support. Arable Land you have not directly built any buildings on will automatically generate Subsistence Farms, which employ Peasants. Peasants represent the vast majority of the world's population at game start, and they don't produce very many taxes or sellable goods since they're just focused on their own survival. So you'll generally want to start moving them to work in other industries if you want to grow your GDP and your tax base. Spheres have been replaced with Markets. There are many local markets instead of a single world market. Expanding your market is going to be a new playstyle aside from conquest - "painting the map economically". You can bring other countries into your market diplomatically or through war. Trade between markets is done by setting up one-way Import and Export trade deals for specific goods, of which you can only have a limited number at a time per market, based on a number of factors. An example given was that Mecklenburg starts out in the Prussian market (modelling the historical Zollverein Customs Union), which may allow them to build luxury furniture to meet the demands of the wealthy Prussian elite. But if they leave that market to form their own, their own elites may not have enough money to afford those luxury goods, and their economy will suffer unless they can set up trade deals to find buyers abroad or join a different, larger market. The number of countries that can be in your market at a time is based on the market leader's diplomatic Influence, which is one of the main capacity types. Capacities are different from power/mana in that it's not a pool of points you build up and spend. It's more like having enough electricity to run a lot of devices. Influence is also used for things like alliances, etc. You get Influence primarily from having rivalries, your Power Ranking (Great Powers get a ton), and a few other things that add percentage modifiers. Prices of goods are based on Supply and Demand. It's not event-based with arbitrary starting prices like EU4. Full market simulation. POPs and Industries will place Buy orders while Industries will also place Sell orders for finished goods. There's a screen that lets you see what are currently the five most under-produced and the five most overproduced goods in your market, so you can set up trade deals or expand industries to meet demand better. The other factor that affects this is Infrastructure. Having insufficient infrastructure will make it harder to get goods from a given State to your wider market efficiently. Around 50 trade goods divided into Staples - Consumed by all POPs for daily needs, Industrial Goods - Consumed by industries to make other finished goods, Luxury Goods - consumed by POPs with higher Standard of Living, and Military Goods - Used to create military units including infantry, artillery, ships, and later tanks and planes. Trade Goods (incomplete list, mostly guessing based on icons): Tools, Glass, Wood, Coal, Luxury Furniture, Porcelain, Silk, Iron, Chemicals, Meat, Cannons, Ammunition, Fish, Sulfur, Basic Furniture, Clipper Ships, Ironclads, Luxury Clothing, Paper, Artillery Shells, Fruit, Tea, Tobacco, Baked Goods, Coffee, Wine, Steel, Standard Clothing, Guns, Grain, Automobiles, Alcohol, Cotton Production buildings have resource inputs and outputs, Throughput rating, and pay wages to all employed POPs. If their output can sell for more than their inputs, they will generate dividends that are paid to the owners and increase their Wealth. Otherwise, they will need to be subsidized or else they will fail. Each also has a personal cash reserve, presumably so it can run at a loss for a bit without subsidies. Production Methods affect how buildings operate. For instance, a workshop can be Privately Owned, belong to a Merchant Guild, Publicly Traded, Government Run, or a Worker Cooperative. This affects what kind of POPs are employed here, what wages they are paid, and who collects the dividends/profits. i.e. Privately Owned workshops will employ Capitalists who get most of the wealth generated with the workers getting only wages, whereas in a Worker Cooperative, the people doing the work own the workshop and split the Wealth it generates evenly. Government Run industries have mandatory subsidies, meaning any losses they incur will come directly out of your national treasury rather than letting them go out of business. But you can also pocket any profits. You can have a Statist, command economy without being Communist. Communism itself, while it often goes hand-in-hand with a command economy, is now more directly related to distribution of wealth and political power. Communism is not when the government does things. The government doing more things doesn't make it more communister. POPs can promote/demote and some types are more likely than others. Engineers and Shopkeepers are more likely to become Capitalists, for instance. Command Economies do not allow Capitalists or Aristocrats to be employed in your nation, so they will have to find a new job or leave. They also get fewer foreign Trade Routes to work with, but can enact Encourage Consumption, Discourage Consumption, and Consumption Taxes more cheaply. They can embargo all goods and they can (must) subsidize everything. You need to have a Command Economy to switch Production Method to Government Control. Free Trade gives you more import/export routes, reduces loan interest rates, allows you to subsidize only Service Industries and Infrastructure, and increases the amount of wealth Capitalists contribute to the Investment Pool. Isolation cuts off all foreign trade (so you can only operate within your Market/Customs Union), you can embargo all goods, you can subsidize all buildings, and both Capitalists and Aristocrats will contribute to the Investment Pool. Traditionalism (used mostly by Unrecognized countries and represents pre-industrial economies): Fewer trade routes, can subsidize only Services and Infrastructure. Agrarianism gives you more export routes, lets you subsidize agriculture, infrastructure, and services, Aristocrats contribute to the Investment Pool, and you can embargo Luxury Goods Different economic systems dictate what you can or cannot spend Investment Pool money on. Services are a non-tradeable good, so they cannot leave your home market. Access to services is based on Infrastructure. So for example, you might have lots of services being produced in New York, but if you don't build railroads out to California, the people in California will have very little or no access to those services (and goods from California won't be able to get to market efficiently) even though both states are in the US market. Until you have better infrastructure, you'll have to rely on producing most things locally. Services come from buildings called Urban Centers, which can't be directly built but are generated automatically based on the Urbanization of your States. All buildings you build produce a little bit of Urbanization in the target State, but some provide a lot more than others. If you focus more on expanding agriculture, you won't have as many Urban Centers. If you build lots of Factories and government buildings, you will generate much more Urbanization. The Service sector will employ POPs as well. Classes: Lower, Middle, and Upper strata. Determined by POP type. It mainly determines their wage level and taxation under uneven tax laws. Standard of Living goes all the way up to 100, which would be "Jeff Bezos level", but you generally won't see anything above 50 unless you're trying to break the game. If you have a system like worker-owned factories, you can get to a point where even the lower strata POPs in your country are richer by the late game than the capitalists were at the beginning. Each POP is represented by a 3D character model, looks like the same basic models from CK3, including regional and class-appropriate dress. National leaders have 3D, CK3-style portraits and character traits (up to 3 in the build we saw). Monarchies have heirs who also get a portrait. POPs can belong to Interest Groups, and these are the main forces that you must contend with to make changes to your society. Not all POPs of a specific type belong to the same Interest Group. i.e. Capitalists are likely to join the Industrialists interest group, but some of them might instead belong to the Devout. There are a handful of "Templates" for interest groups that will be used in just about every country, but they can have different traits and desires. For example, Industrialists in Prussia are very pro-Monarchy, whereas in the U.S. that is very much not the case. Example Interest Groups we got to see: Industrialists, Landowners (called Junkers in Prussia, Landed Gentry in Britain, Plantation Owners in the US, and Scholar-Officials in Qing), Intelligentsia (called Literati in Qing), Devout (called Anglican Church in Britain and Confucian Schools in Qing) - they said this one specifically will change A LOT in ideology depending on the dominant religion of your country, Armed Forces, Rural Folk, Petite Bourgeoisie, Trade Unions Interest Groups have a set of Ideologies, as well as Traits that can be active or inactive at any given time. Interest Groups also have a leader with a portrait and traits. Ideologies can change over time (such as Trade Unions becoming more socialist). They will be stable for most of the game, but certain events, ideas, and leaders can cause them to shift. The leader of the Interest Group might be a socialist, for instance. They are still tweaking how ideologically malleable or fixed these groups should be. Prussian Industrialists have Monarchist (very upset if you switch to any non-Monarchy form of government), Individualist (Disapprove of most welfare/social security/government healthcare/public schools), Abolitionist (Don't like slavery), two others that we didn't get to see. If Ideologies are what an IG wants, Traits are what they can do for you. These traits will become active if the IG is loyal enough to your government. Kind of like how loyal Institutions provide bonuses in EU4. The one we got to see for the Industrialists was Job Creators, which increases the contribution to the Investment Pool by Capitalist POPs by 10% if their loyalty is at least 20. You can invite Interest Groups into your government. The ones that aren't part of your government will be in Opposition. You can never make everyone happy so you have to choose which groups to champion. Clout is how much influence an Interest Group has in your nation. In 1836, the main factors are Wealth, Status, and Workforce. If you liberalize your country you can offset this with Votes. When you hold elections, each Interest Group receives Votes from the enfranchised POPs that support it, which increases their Clout by a set amount per Vote until the next election. Various laws can tweak the political weight of Votes vs Wealth, or give more people Votes, though Wealth will always be a factor. So a truly egalitarian society will need to level the playing field in terms of wealth inequality in addition to democratic reforms. Not all POPs belong to an Interest Group at game start. Some of them are considered Politically Inactive. Literacy is back from Vicky 2, with your education spending determining what percentage of the country has access to education rather than just how fast it ticks up toward 100%. 100% Literacy will be very hard to achieve. Literate POPs can take certain jobs that illiterate ones cannot. It will be hard to get modern factories and government institutions up and running with low Literacy. Higher Literacy also affects your likelihood to join an Interest Group rather than being Politically Inactive, which sort of replaces the Consciousness system from Vicky 2. Uneducated laborers are more likely to stay out of politics. Likewise, ideas like Egalitarianism and Socialism will spread to your country faster if the lower classes are educated, which further increase political participation, expected minimum Standards of Living, and cause more attraction to groups like the Trade Unions among laborers. If the expected minimum Standard of Living goes up but the actual Standard of Living for those POPs does not, they will start to radicalize. So you can give them more beer and amenities to suppress class consciousness, is basically what it sounds like. You can Suppress or Promote IGs directly using your Authority, which is an administrative capacity stat. More absolutist forms of government have more Authority, and so will have more control over the IGs in their nation, whereas democracies will be less able to combat or uplift the ones they prefer. Legitimacy is basically a check against inviting too many Interest Groups into your government. If you try to form too large of a coalition, your Legitimacy will tank. You also get Legitimacy from having the Interest Group your leader belongs to in the government – so as Prussia, we had to have the Armed Forces in the government, because they're the king's faction, or we would take a hit to Legitimacy. And that in turn makes it harder to ever pass any laws the military doesn't like. In a Presidential Republic like the US, you might have a different interest group represented by the head of state every election cycle, which dictates what you can accomplish during that term. An Autocracy requires you to work with fewer Interest Groups to maintain Legitimacy, whereas a Parliamentary Republic can form larger coalitions. By the same token, Autocratic governments can commit to a more defined strategy (at the risk of annoying everyone who is not part of the government), whereas Republics will have to make more compromises and only be able to pass policies with very broad, cross-party support (while making more people feel their voices are being heard). Trickle Migration (Vicky 2 style) will mostly happen within cultural regions, to/from colonies, and within your market. i.e. Germanic cultured pops will be free to move around the Germanic home region, between your metropole and your colonies, or anywhere in their home country's market. POPs won't just trickle migrate wherever at all times. The exception to this is Migration Waves, which can be caused by poor economic conditions, political unrest, ethnic discrimination, etc. These will be major events, rather than a trickle. i.e. famine in Ireland might trigger a Migration Wave from Ireland to the US. They will try to target countries that have better standards of living and freer laws than the place they're leaving, but it's not explicitly tied to New World vs Old World like in Vicky 2. So the US and Brazil won't have any arbitrary advantage in attracting immigrants, though conditions in those nations might still make them popular destinations. Falling Standard of Living can generate Radical pops (replacing Vicky 2's Militancy system), while rising Standard of Living can convert Radicals to neutrals, or neutrals to Loyalists. Having more Radicals in a state generates Turmoil, which can affect the economy and lead to uprisings. Having more Radicals in an Interest Group will lower that group's Approval score toward the current government (and Loyalists in an interest group will do the opposite), which can lead to a civil war or revolution. Cultural discrimination can also generate Radicals. Higher wealth POPs have a lower threshold to radicalize because they expect a higher standard of living. "They can only afford 100 Ming vases instead of 150, and this is absolutely unacceptable." Loyalist POPs (and Radicals) can die off, which causes intergenerational conflict. If you had an era of prosperity that generated a lot of Loyalists, and then they die, the younger generation with worse economic opportunities might suddenly be not so happy and change the loyalty and attitude of your Interest Groups. You can fund Police Institutions to reduce the local effects of Radicals. They don't go away, but they won't be able to cause as much trouble. You can also bring up the standard of living or change discriminating laws to deradicalize them. Or you can discriminate even harder and hope they decide to go live somewhere else. Enslaved POPs will be modeled. This is a historical simulation. They don't want to stray away from the parts of history that are horrific and pretend they didn't exist. They also don't want to pretend that it was a good idea. As an example, slavery is not a flat boon for your country, but it is very profitable for plantation owners, and those Interest Groups will fight against abolition because it's in their economic interest – they want to keep those unpaid wages for themselves and spend them on luxuries. You as the player will have to decide how to deal with those groups. At the same time, not every nation needs to be on a set trajectory toward liberalism. If you want to keep Russia an absolutist feudal serf state until the endgame, you can do that assuming you can deal with any radicals who want to change it. There is no assumed best path. Example needs for higher wealth pops: Free Movement (Transportation or Automobiles), Luxury Items, Luxury Drinks, Intoxicants, Communication, Heating - Needs are different from goods, and many of them can be filled by multiple different types of goods. Example Laws (Not a complete list, just the ones I saw) - POWER STRUCTURE Governance Principles: Monarchy, Chiefdom, Presidential Republic, Parliamentary Republic, Council Republic Distribution of Power: Autocracy, Oligarchy, Elder Council, Landed Voting, Wealth Voting, Census Suffrage, Universal Suffrage, Anarchy Citizenship: National Supremacy Church and State: Freedom of Conscience Bureaucracy: Appointed Bureaucrats Conscription: Conscription Internal Security: No Home Affairs ECONOMY Economic System: Mercantilism, Free Trade, Traditionalism, Isolationism, Agrarianism, Command Economy Income Tax: No Income Tax, Payroll Tax (more burden on the poor), Proportional Tax (everyone pays a flat percentage), Graduated Tax (more burden on the wealthy) Poll Tax: No Poll Tax Colonization: No Colonial Affairs Policing: Local Police Force Education: Public Schools, Religious Schools, No Schools, Private Schools Health System: No Health System, Charity Hospitals, Private Health Insurance, Public Health Insurance HUMAN RIGHTS Free Speech: Censorship Labor Rights: Serfdom Abolished Children's Rights: Child Labor Allowed Rights of Women: Propertied Women, Legal Guardianship Welfare: Poor Laws, Wage Controls, No Social Security, Pensions Migration: No Migration Controls Slavery: Slavery Banned Passing laws an interest group doesn't like will lower their approval. If they get upset enough, they can start a civil war. You can only pass laws if at least one interest group that is part of your government approves of it, and many of them require specific inventions as a prerequisite (ie: Graduated Income Tax requires Socialism.) The more Interest Groups that are part of your government approve of a law, the faster you can implement it. Institutions are like the organs of your government. Some Institutions are unlocked by specific laws. They have five levels each, with increasing bonuses but also increasing Bureaucracy cost. Bureaucracy is the third capacity, along with Authority and Influence, that is generated by building government buildings in your states and having Bureaucrat and Clerk pops working in them (which also requires literacy). Going over your Bureaucratic capacity will give you a tax penalty due to governmental inefficiency, but there's also a hard cap on the number of Institution levels you can have, which can be raised over time. Example Institutions- These modifiers can change based on your laws Conscription Office: +2% Conscription Rate and increases the number of Battalions you can mobilize per level (with Conscription) Education: +15% Education access per level (with Public education), +2% Wealth-based Education Access (this scales with Wealth so it works out to much higher than 2% at very high Wealth levels) and +20% Intelligentsia Political Strength (with Private Schools), +10% education Access, +20% religious Conversion rate, +20% Devout Political Strength per level (with Religious Schools) Law Enforcement: +10 Landowners Political Strength and -20% State Penalties from Turmoil per level (with Local Policing), -5% Radicals from Standard of Living decreases and -15% State penalties from Turmoil with ??? Colonial Affairs: +20% Colony Growth per level Social Security: +10% Industrialists political strength and +2 Minimum Wealth per level Workplace Safety Offices: -2% Mortality of Laborers, Machinists, and Engineers employed in Mines and -20% to Dangerous Working Conditions per level National Security Agency - No modifiers shown Institutions only apply their benefits to Incorporated parts of your country. You can also have Unincorporated areas. The Bureaucratic cost per investment level is based on the total population in all of your Incorporated states, so the more people benefitting from services will result in needing more bureaucrats to maintain. Institutions also have a financial cost since you're paying the wages of the Bureaucrat POPs out of the state treasury. There will always be some bureaucrats, even if you're not funding a bunch of government institutions, just from enacting your laws in Incorporated states. States like the Qing will begin with massive, sprawling bureaucracies that have a significant impact on their playstyle. They have a huge population in their Incorporated States day one, which is a colossal bureaucratic sink before you even start adding Institutions on top. You probably can't bring 100% education access to everyone in China because it would take an absurd amount of bureaucratic investment, while smaller nations will have a much easier time doing this. It's a valid playstyle to run a "lean state" with very few bureaucrats and very few or no public services, freeing people up to do other jobs and relying on the Investment Pool instead of state revenue to expand infrastructure and industry. Minting can allow some countries to replace taxation. Diplomatic actions are your standard Paradox stuff. New ones include Trade Agreements, Invite to Customs Union (making them part of your Market), Violate Sovereignty, Start Bankrolling - I didn't get to ask what those last two do but Bankroll is probably just monthly subsidies. Diplomatic Plays: Basically an evolution of the crisis system from Vicky 2. This is now the default way you try to get things from other countries who do not want to give them to you! I described it as almost like "Diplomatic Combat." Types of plays: Conquer State, Liberate Subject, Make Puppet, Open Market, Take Treaty Port, Transfer Subject, Annex Subject, Cut Down to Size, Declare Independence, Ban Slavery, Make Territory, Make Vassal, Return State, Take Colony, Unify Region (in the example we saw it was called "Unify Germany"). You put your starting demands on the table. Enemy puts their starting demands on the table. It then enters a maneuvering phase where either side can add wargoals, other countries can become involved (mostly if they actually want something from either side - rivals will be very likely to join just to stop you from getting what you want.) Ultimately you can back down (the side that didn't blink gets their original wargoal, but not any extra wargoals that were added later by themselves or other nations that became involved), or let the timer expire and go to war (everyone who placed a demand on the table gets called in and all demands on both sides are up for grabs). It's possible to Sway nations during the maneuver phase, offering them spoils of war to join your side. This isn't just useful for securing their alliance if it does go to war. Tipping the balance of power more and more in your favor also makes it more likely that the other side will Back Down. The more demands you add to your side of the table, the more POTENTIAL threat you will generate and the more likely it is that other nations will pledge their support to your enemy. Particularly if you are a Great Power, other Great Powers will try to head off any massive wars of conquest before they even start by pledging their support to the target and trying to get you to Back Down, to maintain the balance of power. So it's generally safer to eat your neighbors one bite at a time unless you think you can take on everyone at once. Allies will generally side with you or stay out of your way. Countries with friendly relations or who don't see you as a threat are also generally unlikely to get involved, so maintaining a strong diplomatic position with other Great Powers will enable faster conquests with less meddling. At any point during this process, before war is declared, you can Mobilize your armies to have a head start, which might cause your opponent to back down. If you wait until the war has already started to mobilize, you will be on the back foot compared to countries that mobilized before the timer ran out. They don't want this system to make every single conquest into a World War and it's being balanced accordingly. It's always a possibility though if you as a player try to overreach too much. They don't want to say One Tag World Conquest is impossible because the players will always find a way, but they described it as "implausible." There is no Status Quo in a Diplomatic Play. Either you go to war, or one side Backs Down and the other gets their initial wargoal. (But ONLY the initial wargoal.) So you can't use it risk-free to test the waters. No more "uncivilized" nations. Instead there are "Unrecognized" nations, which basically means they weren't seen as equals by the Great Powers at the time. They do NOT get any arbitrary debuffs to technology or combat just for having the "unrecognized" flag. They play by the same rules as everyone else for the most part. They will start out technologically behind in many cases, based on historical circumstances, and the social and economic conditions they have to deal with will generally make it harder to become an advanced, industrialized, technologically competitive nation. But that's all tied to the laws, POPs, Interest Groups, resources, and starting infrastructure, not their Unrecognized status. The one direct, mechanical difference is that it's cheaper and generates less threat for Recognized nations to take land from Unrecognized nations. You can go from Unrecognized to Recognized, for example by beating up a Great Power. The Russo-Japanese War was given as an example of an Unrecognized nation becoming Recognized. Colonization works in two different ways: Colonization against Decentralized Countries can be done like in EU4, where you can theoretically do it without open conflict. You establish a Colonial Institution back home and employ POPs as Colonists who will slowly build up the colony in the target province. During this time, you will generate a Tension score with the Decentralized Country you are colonizing on top of, which can result in open warfare. The natives will annex your colony if they win. Machine Guns no longer magically make you able to colonize new areas like in Vicky 2. They just help against uprisings if you do have to fight. Medical advances like Malaria Medication will have a major impact on where you can colonize, though. Colonization against Unrecognized nations, it's more like declaring a regular war. You can make them your colonial subject, or you can demand a Treaty Port, which will create a new State under your control and give you access to their market. Outright annexing overseas territory by either method will create a Colonial State, which is not the same as an Unincorporated State. They are affected by colonial policies, have special migration rules, and distinct mechanics. War/combat is unfinished. They're not ready to talk about it yet. Prestige is still a thing and affects your Great Power ranking. Cut Down to Size wargoal will take a bite out of your prestige. GDP affects your Great Power ranking directly, even if you as the state are not benefitting from that production through taxation. What matters is production, not government revenue. Factories, especially late game, will cause GDP to skyrocket, so you will need to industrialize to remain competitive as a Great Power. Each Power Rank has its own intended play experience. Minor Powers: Ideal for playing tall. Local concerns. Min-maxing your economy, encouraging immigration, building exactly the society you want, "tending your garden," becoming regionally powerful/influential. Major Power: Might have some colonies. Mass political movements outside your control might try to change the shape of your country (this is less of a concern for minor powers). Becoming a Great Power is a realistic goal. Great Powers: Global influence. Maintaining and disrupting the worldwide balance of power. Getting involved in smaller nations' affairs in lots of ways beyond just conquest. Proxy conflicts. Gunboat diplomacy. Being #1. They get more tools to change industry top-down, from a macro level, with a single click. You shouldn't be really concerned with economic micromanagement, but still have a lot of control over your economy in broader ways. Three different Tech Trees: Production, Military, and Society. More like a traditional, branching 4X tech tree, not like the tech columns in Vicky 2. No split between techs and inventions. Seems like no more RNG for inventions other than that Tech Spread has some RNG involved. About 10 "tiers" of tech. Earlier ones might only have three techs in them but later ones have up to 11. Production Tech represents the major civilian inventions of the era that directly affect industry. Dynamite, Railways, Cotton Gin, Telegraph. Military Tech is pretty self-explanatory. Hardware as well as doctrines. Ironclads, Machine Guns, Modern Nursing, Defense in Depth. Tanks and Planes are at the very bottom. Having something researched doesn't automatically implement it, so for example, just researching Defense in Depth won't give you its benefits until you decide to enact it. Society Tech is stuff like Romanticism, Urban Planning, Central Banking, Dialectics. Anarchism and Socialism are two separate ideologies now that function differently. Antibiotics, Malaria Prevention, and other civilian stuff unrelated to direct production of goods is also in this tree. Innovations (including social movements like Socialism) can spread into your country even if you choose not to research them, which can be combated by things like censorship at the cost of slowing down your Innovation rate and upsetting the Intelligentsia. Almost every tech has advantages and disadvantages. i.e. automation increases overall throughput and reduces costs, but also reduces the number of available jobs in that industry, so you have to figure out what to do with all the newly unemployed. Technology Spread is based on your Literacy rate. Higher literacy and a free press will cause techs that are spreading to you from outside to spread faster. This is separate from Innovation Points, which you invest directly into a single tech you are trying to research at a given moment. Innovation Points you can spend directly come from building universities and employing Academics. Literacy rate affects how many of those points you can directly invest into research each week. So if you have a well-funded academic elite but low general literacy, you might not be able to spend all of your Innovation Points. These "overflow" Innovation Points beyond your direct investment cap will increase Tech Spread instead. So there's a balance between increasing Literacy, which speeds the adoption of outside ideas, and building academic infrastructure, which gives you more direct control over research. (This is a complicated system and we got to see it for like 30 seconds but I'm pretty sure I was able to get the general idea. I'm sure Martin can find me and yell at me if I'm wrong.) Ideas like Socialism, Anarchism, Egalitarianism, will increase the minimum Expected Standard of Living for ALL POPs once present in your nation, so you will need to provide them with more stuff to keep them happy. This might also increase attraction for Interest Groups that want broader suffrage or to abolish slavery, for example. Having Anarchism as your organizing principle produces no Authority, so you will have a very reduced ability to make changes to your country directly once you have switched over to it. Anarchists can implement a Council Republic government, which gives more Political Strength to Farmers and Machinists and opens up the Worker Cooperative production method, in which workers own their factories and collect dividends from them. This is distinct from USSR-style communism, in which the state controls the industries and (theoretically...) passes the proceeds on to the workers from the top down in the form of subsidies and social programs. If a revolution happens, you can side with the rebels. So you can be super duper capitalist on purpose, make life hell for all the workers, then switch sides when the socialists rise up. Neighboring conservative countries will be likely to step in and try to stop a socialist revolution. They want it to be playable without a lot of prior experience. It's a very complex game but it should be much more approachable than Vicky 2. Rather than a game where you learn how to play "correctly" by following a guide, the goal is for it to be the kind of game where you do what comes naturally and are able to easily understand why your actions led to certain consequences. Historical events (Taiping Rebellion, US Civil War) can happen, but only if the correct conditions exist. If the US player plays the interest group game really well and manages to abolish slavery peacefully in the 1850s, there won't be a hardcoded Civil War event chain that fires. submitted by /u/AsaTJ to r/victoria3 [link] [comments]
r/victoria3 AsaTJ May 21, 2021
YSK many Companies Are Offering Free Services And/Or Waiving Fees Due to the quarantine. Here’s a Full List
Phone and Internet: Free Access to Spectrum Broadband and Wi-Fi Internet Free For 60 Days for households with students Charter will offer free Spectrum broadband and Wi-Fi access for 60 days to households with K-12 and/or college students who do not already have a Spectrum broadband subscription and at any service level up to 100 Mbps. To enroll call 1-844-488-8395. Installation fees will be waived for new student households. T-Mobile & Metro Active Customers: All current T-Mobile and Metro by T-Mobile customers who have plans with data will have unlimited smartphone data for the next 60 days (excluding roaming). here is more details T-Mobile is offering all current customers unlimited data and waiving late fees for next 30-60 days Mint Mobile: New and existing customers can get Unlimited 4G LTE Data for free. Click here for more details AT&T: AT&T is suspending broadband data caps for home internet customers. You can read more here. They’re also waiving late fees for next 30-60 days. They’ll also provide free access to its public WiFi hot spots. Sprint is offering unlimited data for all users and waiving late fees for next 30-60 days Verizon: Verizon will waive late fees and keep residential and small business customers connected if negatively impacted by global crisis. More here Comcast/Xfinity: Comcast opens Xfinity WiFi Network Nationally for Free and Offers Unlimited Data for Free. Click here for more details Enterprise will waive underage fees for college students age 18-24. here is more details Major Domestic Airlines: Southwest: They always offer free flight changes so nothing changes for them. Any difference in fare will apply. JetBlue: JetBlue has suspended change and cancel fees for all new flight bookings made between March 6, 2020 and March 31, 2020 for travel through September 8, 2020. The change/cancel fees suspension still applies for bookings made between February 27, 2020 and March 5, 2020 for travel through June 1, 2020. Delta: No Change Fees For All Tickets Purchased Between March 1 to 31, 2020. Ticket Can Be Changed One-Time To An Alternate Itinerary. Must Be Re-issued On/Before: February 28, 2021. Any difference in fare will apply. American Airlines: American Airlines will waive the change fee only on published Non-Refundable Fare tickets. Tickets must be purchased between March 1, 2020 and March 31, 2020, with original travel between March 1, 2020 and January 30, 2021. Changes must be made prior to the departure of your original flight. Any difference in fare will apply. United: When you book a flight between March 3 and March 31, 2020, you can change it for free over the next 12 months. Any difference in fare will apply. Fitness: Planet Fitness is offering Free in-home workouts for everyone. Workouts will be led by trainers and surprise celebrity guests. If you miss the live class, you can come back and watch it later. Peleton is offering an extended 90-day free trial to its at-home workouts application during the quarantine. The in-app workouts don’t require you own any Peloton equipment, and include yoga, HIIT, stretching, and other categories. Download the Peleton app for free in the App Store or Play Store. Credit Cards/Finance: Apple Card holders will be allowed to skip their March payment without incurring interest by signing up for a Customer Assistance Program, Apple is informing its customers. To join the Customer Assistance Program, Apple Card customers can call an Apple support rep directly through the Apple Wallet app and ask to be added. Click here for more details · American Express will waive 2 months of payments without charging penalties or interest. However, if you use this benefit, you won’t be able to use that credit card or points until you opt out. Click here for more info or to sign up for their hardship program · Chase, and other banks will offer 60 days of no late fees or interest for those impacted by the quarantine, call your bank to find out if you are eligible and what terms will apply. · Some leasing companies are offering to push off payments for 1 to 3 months. In return, they’ll extend your lease by that amount of time and have you pay regular payments then, essentially giving you an extra 1 to 3 months for free. Your max miles for the lease though will remain the same. Contact your auto see what they’re offering. · Chevrolet, Buick, GMC and Cadillac owners get free On-Star and free in vehicle internet · Many states (New York included) and mortgage companies are offering 1 to 6 months of no mortgage payment requirements. Contact your mortgage provider to see what they’re offering and if you qualify. Food / Misc: Uber Eats will waive delivery fees on all orders amid the quarantine. Service charges will still apply though. More info here Starbucks will give a free tall hot or iced brewed coffee to anyone that identifies themselves as a front line responder from today through May 3rd Crocs will be giving out 10,000 pairs of their shoes for FREE starting 3/26 12pm EST to healthcare workers. here is more info · Airbnb is offering free cancellations on most reservations · CVS and Walgreens: Both CVS and Walgreens will waive charges for home delivery of prescription medicines · Zoom Video is offering free video conferences for schools. News Publications that are removing their paywalls: · The New York Times · Wall Street Journal · The Washington Post · The Los Angeles Times · The Guardian · AP News · The Athletic Master List of Educational and Fun Resources · Scholastic has setup a “learn from home” website which will offer free daily courses for kids stuck at home because of school cancellations. You can click here for more info or to sign up. · Free Early Learning Academy for Kids from Pre-K to 2nd Grade. Use Promo Code: SCHOOL7771 or AOFLUNICEF · Free Access to Reading IQ for Kids in Preschool through 6th Grade. Use Promo Code: SCHOOL7771 or AOFLUNICEF · Free Access to Academic Adventures for Kids in 3rd grade thru 8th grade. Use Promo Code: SCHOOL7771 or AOFLUNICEF · Prodigy Math has free video game style math learning and questions. Click here · Free access for 30 days that will be extended as long as schools are still closed · Hundreds of printable educational worksheets for free. Click here · The San Diego Zoo has a website just for kids with amazing videos, activities, and games. Enjoy the tour! https://kids.sandiegozoo.org/ · Tour Yellowstone National Park! https://www.nps.gov/yell/learn/photosmultimedia/virtualtours.htm · Explore the surface of Mars on the Curiosity Rover. https://accessmars.withgoogle.com/ · This Canadian site FarmFood 360 offers 11 Virtual Tours of farms from minks, pigs, and cows, to apples and eggs. https://www.farmfood360.ca/ · Indoor Activities for busy toddlers https://busytoddler.com/2020/03/indoor-activities/ · Play games and learn all about animals https://switchzoo.com/ · Play with fave show characters and learn too https://pbskids.org/ · Travel to Paris, France to see amazing works of art at The Louvre with this virtual field trip. https://www.louvre.fr/en/visites-en-ligne · This Virtual Tour of the Great Wall of China is beautiful and makes history come to life. https://www.thechinaguide.com/destination/great-wall-of-china · Math and Reading games https://www.funbrain.com/ · Phonics skills https://www.starfall.com/h/ · Read, play games, and hang out with Dr. Seuss https://www.seussville.com/ · 300,000+ FREE printable worksheets from toddlers to teens https://www.123homeschool4me.com/home-school-free-printables/ · Geography and animals https://kids.nationalgeographic.com/ · Math practice from counting to algebra and geometry http://www.mathscore.com/ · Fave kids books read by famous people https://www.storylineonline.net/ · Crafts, activities, mazes, dot to dot, etc, https://www.allkidsnetwork.com/ · High school chemistry topics https://www.acs.org/content/acs/en/education/resources/highschool/chemmatters/articles-by-topic.html · Math and reading games https://www.abcya.com/ · Math and language games https://www.arcademics.com/ · Hands on Elem science videos https://www.backpacksciences.com/science-simplified · Voice based learning… learn through Alexa https://bamboolearning.com/resources · Fun games, recipes, crafts, activities https://www.highlightskids.com/ · ClickSchooling brings you daily recommendations by email for entertaining websites that help your kids learn. https://clickschooling.com/ · Math as a fun part of your daily family routine http://bedtimemath.org/ · Games to get “into the book” https://reading.ecb.org/ · Online history classes for all ages preteen through adults https://school.bighistoryproject.com/bhplive · Biology https://www.biologysimulations.com/ · Elem Math through 6th grade https://boddlelearning.com/ · Educational games K-12 https://www.breakoutedu.com/funathome · Digital archive of history https://www.bunkhistory.org/ · Test Prep for SAT, ACT, etc. https://www.bwseducationconsulting.com/handouts.php · Geometry https://www.canfigureit.com/ · Resources for Spanish practice https://www.difusion.com/campus/ · Music is for everyone https://musiclab.chromeexperiments.com/Experiments · Science, Math, Social Studies https://www.ck12.org/student/ · Grammar practice for middle grades https://www.classroomcereal.com/ · Daily free science or cooking experiment to do at home.http://www.clubscikidzmd.com/blog/ · Chemistry https://www.playmadagames.com/ · Reading passages for grades 3-12, with reading comprehension and discussion questions. https://www.commonlit.org/ · Vocabulary, grammar, listening activities and games in Spanish, French, Italian, German, Portuguese, Korean, and Latin. https://conjuguemos.com/ · 35,000 pages of online content on the cultures and countries of the world. https://www.countryreports.org/ · K-5th Science lessons https://mysteryscience.com/ · Tons of free classes from leading universities and companies https://www.coursera.org/ · Free printable K-8 Reading and Math activity packs (available in English and Spanish) https://www.curriculumassociates.com/supporting-students-away-from-school · Digital learning content for preschool through high school https://www.curriki.org/ · A wide range of math content from middle school through AP Calculus. https://deltamath.com/overview · Day-by-day projects to keep kids reading, thinking, and growing. https://classroommagazines.scholastic.com/support/learnathome.html · 3 Free Weeks of Maker Stations to keep your children creating at home! Each challenge includes simple instructions using materials around the house, QR code video resources, and a student recording sheet. bit.ly/freemakerstations · Classes for older teens or adults https://www.thegreatcoursesplus.com/lp/t1/freemo · Online homeschool platform & curriculum for Pre-K to 12th grade. All main subjects are covered, plus extra curriculum courses. http://discoveryk12.com/dk12/ · Printable board games, activities and more for phonics and reading all using evidence-based methods. Can be customized to any student’s needs including creating flashcards for other subjects. https://dogonalogbooks.com/printables/ · K-8 online math program that looks at how a student is solving problems to adjust accordingly and build a unique learning path for them. https://www.dreambox.com/at-home · Engaging reading game for grades 2-8 that combines strategy, engagement, and imaginative reading passages to create a fun, curriculum-aligned literacy game. https://www.squigglepark.com/dreamscape/ · Higher level math series… online video series with detailed solutions to more than a thousand publicly-released College Board SAT Math, Subject Test Math Level 1, and Subject Test Math Level 2 problems.https://www.youtube.com/channel/UCbQoCpvYRYRkRRvsObOPHaA?reload=9 · Foreign languages https://www.duolingo.com/ · Interactive video earth science based curriculum supplement. https://www.everyday-earth.com/ · A safe research site for elementary-level readers. They are offering — free 24/7 access · Username: read · Password: read · https://www.facts4me.com/ · Resources for AP students including live reviews, live trivia, and study guides! https://app.fiveable.me/ · Educational brain breaks to help students review essential literacy and math skills, while getting in some exercise. Find over 900 videos to help your child keep learning at home and burn off some extra energy. Our site is best used for ages 4-8. https://fluencyandfitness.com/register/school-closures/ · Movement and mindfulness videos created by child development experts. https://www.gonoodle.com/ · 7,000 free videos in 13 subject areas https://hippocampus.org/ · Carmen Sandiego videos, stories, and lessons for all subject areas https://www.carmensandiego.com/resources/ · Math Videos with lessons, real life uses of math, famous actors https://www.hmhco.com/math-at-work · Entertaining & educational videos for all levels and subjects https://www.izzit.org/index.php · Online education program for toddler through high school… https://www.khanacademy.org/ · Free Printables for PreK-2nd Grade https://www.teacherspayteachers.com/Store/Literacy-With-The-Littles/Price-Range/Free · Free printables library with activities for children 0-6 https://www.littlesparkcompany.com/printables-library · Free at-home kids yoga lesson plans https://littletwistersyoga.com/online-store/ · Magic Spell is a carefully crafted spelling adventure. https://brainbox.games/ · Resources for AP students https://marcolearning.com/ · Enter your math problem or search term, press the button, and they show you the step-by-step work and answer instantly. 2nd grade through college. https://www.mathcelebrity.com/online-math-tutor.php · Elem Math games, logic puzzles and educational resources https://www.mathplayground.com/ · Poetry and music https://www.thewell.world/mindful-music/mindful-poetry-moments · 3D printing projects and Coding projects, involving math and other K-12 subjects https://www.instructables.com/member/EdgertonCenter/instructables/ · Introductory and intermediate music theory lessons, exercises, ear trainers, and calculators. https://www.musictheory.net/ · Scads of free resources, games, learning resources, and lesson plans for teaching personal finance https://www.ngpf.org/ · Improve your typing skills while competing in fast-paced races with up to 5 typers from around the world. https://www.nitrotype.com/ · Illustrated recipes designed to help kids age 2-12 cook with their grown-ups. Recipes encourage culinary skills, literacy, math, and science. https://www.nomsterchef.com/nomster-recipe-library · Online curriculum that builds better writers. https://www.noredink.com/ · 80+ do at home science activities https://elementalscience.com/blogs/news/80-free-science-activities · Daily lessons and educational activities that kids can do on their own https://www.superchargedschool.com/ · Adaptive curriculum in Math and ELA for Grades K-8 · https://www.scootpad.com/ · Novel Effect makes storytime a little more fun for kids (and grown-ups too!) As you read out loud from print books (or ebooks!) music, sound effects, and character voices play at just the right moment, adjusting and responding to your voice. https://noveleffect.com/ · Quick & easy at home projects curated for kids 2 and up · https://www.kiwico.com/kids-at-home · Teaches students how to write a paragraph through interactive online tutorial http://www.paragraphpunch.com/ · PreK-12 digital media service with more than 30,000 learning materials https://www.pbslearningmedia.org/ · Curricular content hub specifically designed for K-3 students. · https://pebblego.com/free-pebblego-capstone-interactive-access-school-closures · Science and math labs and simulations https://phet.colorado.edu/ · An online physics problem and video bank designed for conceptual, standard, honors or AP1 physics. https://www.positivephysics.org/home · Prodigies is a colorful music curriculum for kids 1-12 that will teach your kids how to play their first instrument, how to sing in tune & how to understand the language of music! 21 for free https://prodigiesmusic.com/ · Free videos from around the world from grade 3-12 https://www.projectexplorer.org/ · QuaverMusic is offering free access to general music activities to all impacted schools, including free student access at-home https://www.quavermusic.com/info/at-home-resources/ · For students to practice and master whatever they are learning. https://quizlet.com/ · ReadWorks is an online resource of reading passages and lesson plans for students of all levels K-12. https://www.readworks.org/ · Critical Thinking resources for K-6 students https://marketplace.mythinkscape.com/store/redtkids · Science simulations, scientist profiles, and other digital resources for middle school science and high school biology https://sepuplhs.org/ · The Shurley English program for grades K-8 provides a clear, logical, and concrete approach to language arts. https://www.shurley.com/ · Sight reading and sight singing practice exercises. https://www.sightreadingfactory.com/ · Music practice transformed https://www.smartmusic.com/ · Spellingcity is free right now with code VSCFree90 https://www.spellingcity.com/ · Kid-friendly workouts — choose from Strength for Kids, Agility for Kids, Flexibility and Balance for Kids, Warm-Up for Kids, Cooldown for Kids, Stand Up and Move for Kids, OR create your own custom kid workout. https://app.sworkit.com/collections/kids-workouts · A collection of hundreds of free K-12 STEM resources, from standalone models and simulations to short activities and week long sequences of curriculum materials. https://learn.concord.org/ · Course sets (Levels 1–5) that combine and thoroughly cover phonics, reading, writing, spelling, literature, grammar, punctuation, art, and geography—all in one easy-to-use, beautiful course. https://www.goodandbeautiful.com/ · At home OT, PT, and ST resources designed to build skills in children through movement and play. https://www.theottoolbox.com/ · Science projects that can be completed with or without Internet access https://sciencespot.net/Pages/classhome.html · Keyboarding practice https://www.typingclub.com/ or https://www.typing.com/ · Next Generation Science video game focused on middle school where students directly engage in science phenomena as they solve problems. https://www.tytoonline.com/ · Short videos and readings that answer various burning questions for students. There are vocabulary challenges and comprehension questions. http://wonderopolis.org/ · Math practice https://xtramath.org/#/home/index · K-5 curriculum that builds deep understanding and a love of learning math for all students https://www.zearn.org/ · A quick start resource to help families pull together a plan for surviving the next 1-2 months at home with their kids, but it can also be a time of slowing down and enjoying kids as they learn. · Preschool through 8th grade https://abetterwaytohomeschool.com/learning-at-home-everything-you-need-in-one-place.html · Spelling 1-4 grade https://www.spellingtraining.com/ · 2,500+ online courses from top institutions https://www.edx.org/ · 22 languages to learn https://www.memrise.com/ · Miscellaneous games for all subjects k-8 https://www.funbrain.com/ · Phonics and learning to read https://readingeggs.com/ · PreK – 5 games for all subjects https://www.turtlediary.com/ · Online digital coloring pages https://www.thecolor.com/ · Every course you could possibly want to homeschool preschool – 8 https://allinonehomeschool.com/ · Every course you could possibly want to homeschool for high school https://allinonehighschool.com/ · Phonics worksheets for kids https://www.funfonix.com/ · Free stories online ages 3-12 https://www.freechildrenstories.com/ · National Geographic Young Explorers is a magazine designed specifically for kindergarten and first grade students. Children can listen to the magazine being read to them as they follow along with the highlighted text. https://ngexplorer.cengage.com/ngyoungexplorer/index.html · Learn all about earthquakes https://earthquake.usgs.gov/learn/kids/ · Learn all about the periodic table https://www.chemicool.com/ · Farmer’s almanac for kids… Date, weather, moon phase, etc. https://www.almanac.com/kids · Guide to gardening for kids https://web.extension.illinois.edu/firstgarden/ · Website allows students to play basic games to reinforce math skills and compete against the computer or others https://www.mangahigh.com/en-us/ · Space science for kiddos https://www.nasa.gov/kidsclub/index.html · Math Games, Logic Puzzles and Brain Builders https://www.mathplayground.com/ · Games, quizzes and fact sheets take kids on a journey through time. https://www.bbc.co.uk/history/forkids/ · NGAkids interactives offer an entertaining and informative introduction to art and art history. https://www.nga.gov/education/kids.html · News and more for kids https://www.youngzine.org/ · Randomly generates 356,300,262,144 story starters https://thestorystarter.com/ · Immerse yourself in cryptography https://www.cryptoclub.org/ · Math games galore https://gridclub.com/ · Experiments that you can do at home https://www.stevespanglerscience.com/lab/experiments/ · An interactive way to learn history https://www.mission-us.org/ · Just explore, have fun, and learn some science along the way. https://thehappyscientist.com/ · Interactive games based on the book series https://www.magictreehouse.com/ · Work on the 8 parts of speech https://www.grammaropolis.com/ · Learn all about cells https://www.cellsalive.com/ · All sorts of learning here if you dig in https://www.google.com/earth/ · Scratch draws students of all types into coding and lays a foundation for future learning. https://scratch.mit.edu/ · A wonderful, endlessly detailed way to get kids engaged in the world of art. https://www.metmuseum.org/art/online-features/metkids/ · Tests kids’ geography skills. 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Instruments include the guitar, piano, pan flute, drums, and bongos. https://www.virtualmusicalinstruments.com/ · Crafts, activities, bulletin board designs, and finger plays for early education teachers and parents to use with kids. · http://www.preschoolexpress.com/ · A large selection of fun songs to help teach preschool and kindergarten students https://www.songsforteaching.com/preschoolkindergarten.htm · Resource section includes free flashcards, coloring pages, worksheets, and other resources for children, teachers, and parents. https://supersimple.com/ · Life skills curriculum for students in grades K-12. 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With interactive models and detailed explanations, this website will help them learn more about the internal mechanics of the amazing human body.https://www.innerbody.com/htm/body.html · Alcumus is specifically designed to provide high-performing students with a challenging curriculum appropriate to their abilities https://artofproblemsolving.com/alcumus · Find and fix learning gaps https://www.mobymax.com/ · Algebra games for kids https://www.dragonboxapp.com/ · Fractions practice http://www.mathchimp.com/freddysfractions.php · Education for kids all topics https://www.ducksters.com · Math and logic problems for ages 5 and up to adult https://www.aplusclick.org/ · Science podcasts to listen to with your kids https://medium.com/kidslisten/19-great-science-podcasts-you-can-listen-to-with-kids-6fe46ac506b8#.rb23iuaw6 · Alaskan Wildlife cams http://www.adfg.alaska.gov/index.cfm?adfg=viewing.webcams · Coding with Star Wars https://code.org/starwars · Tons and tons and tons of games some learning some just fun https://www.crazygames.com/ · Crafts, projects, science, recipes for young children https://www.funology.com/ · Amphibian unit studies https://premeditatedleftovers.com/naturally-frugal-mom/amphibians-unit-study-resources/ · Engineering challenges with things you have at home https://thehomeschoolscientist.com/paper-structures-engineering-challenge/ · Online photograph jigsaw puzzles You can set the pieces from 6-1000+ https://www.jigsawexplorer.com/ · Toddler and preschool age ideas https://preschoolinspirations.com/ · Free science lessons during school closures. Click here · Duolingo: Learn a new language for free! Click here · Click here for a bunch more educational offers for kids when they’re off from school · LinkedIn is offering several very informative courses for free. Courses on time management, productivity tips, managing stress, learning various video platforms and software & more! · Adobe is offering free Creative Cloud apps and conferencing. · U-Haul is offering college students 30 days of free storage. · Amazon is offering 2 Months of Kindle Unlimited for Free! Previous Members are Eligible Too · Amazon is also offering kids shows videos for free · NFL will offer fans free access to NFL Game Pass for the next 2 months! Click here · NBA League Pass will be offered for free thru April 22nd. Click here · Get your kids listening to various stories for free via Audible Stories · Resource of learning materials and work sheets on Google Drive · Various arts and crafts, lessons and more for free from Crayola · Jamm is a video call platform that’s offering 4 months for free · MeeroDrop is a visual content sharing site that’s now offering large file transfers for free. You’ll be able to access these files for 3 months for free. Sorry for the large wall of text but figured it may be useful. submitted by /u/perwinklefarts to r/YouShouldKnow [link] [comments]
r/YouShouldKnow perwinklefarts Mar 26, 2020
A complete guide to Jhin, updated for season 8 by Master Tier Jhin "I Keep It Taco". Now including every single match-up, skin specific music playlists, etc.
Introduction UPDATED AS OF August 11th. The outdated content in terms of ITEMS/RUNES/SUMMONER SPELLS CAN BE FOUND UPDATED IN THIS THREAD>>>> UPDATE ITEM/RUNE/SUMMONER SPELLS W>Q>E>Q>R. Afterwards, you prioritize R>Q>W>E. Do not skip traps. Take them at level FOUR not level 3. The traps will act as extra wards. You'll want to place them in bushes, in the entrance of dragon pit, or in chokepoints in the jungle. You don't have infinite trinkets in the laning phase, and supports get sightstone at a later point, so vision is much more valuable than ever befour. Take advantage of the vision radius and waveclear potential your traps have. There are many other uses four them as well: slowing people down when they're chasing you; using it to extend your reload timer; placing them in lines to zone the enemy from an objective just to name a few.** 2. Setting Your Mind in Motion Choosing an item build that fits your playstyle. Types of builds Like the previous guide, I'll be using the import system on all of the builds. If you'd like all of these in your client, you can download this item set file from google drive. Go to "League Client" > "Collection" > "Items" > "Import Item Sets".** These are all choices and in no specific order. You'll choose the item build that best fits your playstyle. Some old Jhin item sets will not be making a return because the state of the items or meta has changed and therefoure made them unviable or ineffective These are the four most optimal builds on Jhin ADC. The Rageblade order in these builds are subject to change. Infinity Edge > Rapid Fire Cannon > Essence Reaver > Situational items: By starting off with Infinity Edge instead of Essence Reaver, you give yourself an extra damage boost that you wouldn't have had otherwise. With IE, your critical strike bonus damage is increased by 38.5%.. This includes your 4th shot, regular crits, and 4th shot from your ultimate. Essentially, it is just pure raw damage opposed to CDR. Next, you'll be building Rapid Fire Cannon because of how well it compliments Infinity Edge with the added 30% Crit chance, utility, and attack speed. This brings Crit chance to 50%. Next, we'll be getting Essence Reaver because it gives +80 AD and +20% crit chance, much like IE. That gives us a sizable chunk of damage due to the way AD and Crit chance gets converted into bonus AD due to Jhin's passive: Whisper. This is the Solo Q damage-focused build. You're prioritizing damage first and damage only over everything else. By going this build, you'll have space four 2 situational items. You'll be delaying that until the very end of the build. Essence Reaver > Rapid Fire Cannon > Infinity Edge> Situational items: This is almost identical to the first one. I won't explain the synergy again since it's already been explained in the previous build. However, the important thing to take from this order is that you are rushing Essence Reaver first. This means you are prioritizing CDR (team utility) over Crit damage increase (solo damage).It also provides mana regen through Crits so you always have mana available to use your abilities. However, Jhin is not mana intensive so this goes unnoticed a lot. Essence Reaver is the most rushed item on Jhin in competitive and challenger because of it's team-related uses. However, in Solo Q your team won't always utilize the Essence Reaver rush and might not try to make constant picks with Jhin's lower cooldown abilities. I recommend rushing Essence Reaver first if you're playing in Clash, Tournaments, or have trust in your teammates. Usually better off carrying Solo Q games with raw damage Infinity Edge/Essence Reaver > Rapid Fire Cannon > Rageblade > Situational items: Since the reasoning to rush Infinity Edge or Essence Reaver was explained, I'll be grouping the two into one choice in this build. After you rush Infinity Edge or Essence Reaver, you'll be getting Rapid Fire Cannon cause of its nice synergy through the range increase, crit chance, attack speed, and movespeed. Now here is where the reasoning behind getting it early comes. Since you're getting it as a third item, this means whatever item you get after Rageblade will add to your AD through the item’s stacks and your passive. So we're getting Rageblade early and not getting a 3rd Crit item in the build. Your build will have only Infinity Edge or Essence Reaver four crit chance but not both. While this route leads to less damage throughout the game, this allows you to buy more situational items and gives you an extra slot dedicated to them. So a good example of this is if you had to deal with tanks and needed lifesteal. You now have space to purchase a last whisper and a bloodthirster. If you had gone the other build, you would only have space four 1 situational item and you would’ve had to delay it till the end. Or you would have to delay rageblade till the end and rush your situational item. **This build is aimed towards a mix of raw damage and situational items.** THIS BUILD IS RETIRED Ghostblade > Infinity Edge > RFC> Situational items: This is one of Jhin's classic builds that's still here and viable. If you want the most impact in the laning phase and early game then you can still get lethality through ghostblade. With this you can use the armor pen to give yourself the highest snowball potential in the laning phase and early game. After Ghostblade you'll get Infinity Edge and Rapid Fire Cannon so you can Crit when you transition into the mid-late game. After you build these two Crit items you'll want to look at Situational items. Sometimes you can get Essence Reaver after Rapid Fire Cannon if you're not in need of Last Whisper or other situational items early. However, you must get Infinity Edge after Ghostblade because of the damage and snowball potential synergy. Situational Items Rageblade: Get this as a 5th/6th/7th item. 7th item means you'll get this after you're full build and replace boots with it. Only take Rageblade if you're in the late game and can affourd to buy raw damage over anything else. Mortal Reminder: When you need armor penetration and a reduction of healing on enemies. Notable champions: Soraka, Vladimir, Fiora. Lord Dominik's Regards: When you need armor penetration and they focus on health. Notable champions: Any tank ever. A special note about the Last Whisper items: Try to time the purchase of them when the enemy gets tanky enough (150~ Armor) to warrant it. Not too early and not too late. Death's Dance: When you feel you need lifesteal and want to increase your survivability. It'll delay burst damage so it allows you to stay alive longer and fight longer. So you should be able to lifesteal enough to counter-act the burst damage and live. It pairs well with Ninja Tabi and Phantom Dancer. Mercurial Scimitar: When you need lifesteal, magic resist, and a way to get yourself out of CC. Also, it gives a nice 50% movement speed buff four 1 second. Bloodthirster: Gives 20% lifesteal which is quite a big deal when Jhin's AD reaches absurdly high levels ranging from 800-1.5k AD. In addition to this, it grants a shield if you overheal. So when you combine bloodthirster with bloodline and overheal in your runes, then you get a ton of sustain and constant shielding of yourself. Phantom Dancer: Gives very nice kiting as well as reducing damage taken from your target by 12%. Gives the highest amount of AD out of all attack speed items because of its +45% attack speed. Replace boots with phantom dancer in the late game. Statikk Shiv: Nice extra burst of magic damage if you combine it with RFC and a full Crit build. That way Shiv always Crits when charged. Recommended as a 4th Crit item after Rageblade + IE/RFC/ER if you don't need situational items. The waveclear got nerfed hard in patch 8.6. Runaan's Hurricane: This item is a pretty good replacement four Statikk/PD if you are trying to defend your base against a massive wave of mega minions. Or even if you are playing against a grouped team of tanks and want to maximize your DPS with the multi-target 40% AD bolts. Guardian Angel: It gives armor and AD. Recommended to buy against low-counter play Assassin champions where building defense stats is the best way to counter-play them. Looking at you Kha'zix and Rengar. Hexdrinker/Maw of Malmortius: These are your go-to items when dealing with magic based burst damage champions. It gives good magic resist and damage while its passive blocks a certain amount of magic damage. 3. Our perfourmance begins Understanding the different match-ups you'll go against and how to play the laning phase accordingly. Going to need to explain a few things first befour we delve into match-ups: The way you play botlane is not just determined by which ADC the enemy picked, but which ADC+Support combo you are facing in addition to your own support. So I'm going to pair individual ADCs with support groups when I explain the match-ups. Grouping will be based on how they play the lane and what they do. I need to group some ADCs with very identical laning phase styles otherwise I'll run out of character space. Ex: Lucian + The Hookers (Thresh, Blitzcrank, and Nautilus) /OR/ Weak Lane Strong Late ADC (Twitch/Tristana/Vayne/etc) + The E-girls (Janna, Soraka, Sona, Lulu, Nami) I'll begin the grouping. The Hookers: Thresh, Blitzcrank, and Nautilus. ------------------------------ If your support is a Hooker, look towards all-in and aggression. The E-girls: Janna, Soraka, Sona, Lulu, and Nami. ------------------------- If your support is an E-girl, look toward playing safe, poking, passive play. The Mages/Poke: Vel'Koz, Zyra, Brand, Karma, and Xerath. ----------- If your support is a Mage/Poke, focus on aggressive trading, poking, and all-in. The Tanks: Alistar, Leona, Taric, Tahm, Braum, and Shen. ------------- If your support is a Tank, trade occasionally and focus on following-up the CC. The Playmakers: Bard, Thresh, Rakan, and Alistar. ---------------- If your support is a Playmaker, try to enable each other to stack and follow-up CC. The Unfun: Morgana. - If you have the Unfun on your team. Hope she uses E to counter engages and make sure to follow bindings if she lands any. Top 4 Supports Four Jhin: Alistar, Thresh, Vel'Koz, Tahm. There are other supports that aren't mentioned but those are either too underplayed or too cheesy. Example: Sion, Trundle, Veigar, Poppy, Miss Fourtune, etc. You will want to compare the ADC + Support combination from below with your support from above and play the lane according to that. The match-up infourmation below will help a lot. Some match-ups will have more depth than others because those ADCs aren't as linear as the others. Example: Draven + The Hooker vs Jhin + your support is an E-girl = Avoid all-ins, passive play, poke, and farm. Draven - The Glorious Executioner Trading tip: Best type of auto trading is 3rd+4th shot vs Draven. Do not use full clips aka 1st-4th on a single trade. Do quick and meaningful trades. Good Starting item choices: Doran's blade, Doran's ring, and Doran's shield. +The Hookers: This is a hyper aggressive lane. As a Jhin I'd dodge this match-up in champion select because in Solo Q your support will get hooked and get the Draven extremely fed. However, if you decide to go through with the game then you need to play it carefully. Rush Tier 2 Ninja Tabi to have the armored protection and very early movement speed to weave autos, create distance better, and dodge/run from the Hooker. You should try to freeze the lane in front of your tower or let them constantly push you in. Make sure to place traps in your jungle incase they ever plan to dive. Primarily focus on trades through your Q poke and try to avoid direct auto attack trades. Don’t fourget that if you get in range to auto a Draven, he can use E to slow you and the Hooker will catch up to you. +The E-girls: Very boring lane. Draven will try to fource trades with his E-girl shield/heal whenever possible. Avoid trading or trying to poke if you don't have sustain in your lane. Play the farm game and set up ganks with control wards because in these sort of lanes, the Draven will shove a lot four his stacks. Because of the use of his Q four more stacks, he will push the lane 24/7. +The Mages/Poke: Avoid getting caught by abilities and avoid the poke skillshots. If you are able to poke them down with Jhin Q's and occasional auto attacks, then you can all-in them after you get one low. They have no sustain or shields. Take advantage of this. +The Playmakers+Tanks: These match-ups are dangerous after level 6 because of the hard-engage but they're fine pre-6. Don't get too close or you will get hit by CC. Weave in auto attacks whenever the Draven is a little far from his support. This will allow you to get in a quick trade without getting CC'd. Once they get to level 6, try to freeze lane or let them push. Set up vision around your inner jungle in case of dives. +The Unfun: Trade only when your positioning doesn't open you up to Morgana bindings.I do not recommend shoving or pushing into this lane, because if you are at their tower and the jungler is around, you could get ganked and die. Or even if they decide to 2v2 since you would have a higher distance from the safety of your turret. You will not have a minion wave to use as a shield and Morgana will most likely hit one of you with her binding. No sustain in this lane so trade whenever it is safe. I'd recommend slow poke while not shoving the wave. Outscale. Win Condition: Don't feed. Go even and outscale. If you have all-in, poke him down first or wait four the jungler. Weak and Immobile in lane Ashe - The Fourest Archer Jinx - The Loose Cannon Kog'Maw - The Mouth of The Abyss Trading tip: Try to walk up to them often to auto + w combo. They're immobile so there's always a high chance of hitting the W. Once you hit the W, you will gain bonus movement speed and can proceed to trade more. All the while snaring them so your support can follow up. Good Starting item choices: Doran's blade, Boots, Long Sword. +The Hookers: Play around your minion wave and try to bully the enemy ADC constantly. These ADCs don't do much damage in the early levels and they're immobile so they're vulnerable to your W and support combo. Be brave and walk up. Make sure to use the minion wave and distance from the hooker. The kill pressure isn't high, but getting hooked will still be very disadvantageous because of the health you'll lose from a hook combo + ADC follow up. +The E-girls: Their pre-6 all-in potential is non-existent. Try to engage and fource all-ins often. Do not try to trade too often because they'll have heals/shields to mitigate a good chunk of that. But on the other hand, they can't do much against constant all-ins but burn summoners or get killed. +The Mages/Poke: As long as you dodge their abilities then you'll be able to bully them both. The Mages can't do much when their abilities are on cooldown if they miss, and since the ADC is weak this early, try to all-in either one when a strong ability is on cooldown. +The Playmakers+Tanks: These guys rely a lot on landing their abilities in this lane to win fights or trades. Do your best to dodge them or keep distance and continue poking/trading. If their CC misses or is on cooldown then look to fight or take an extended trade. +The Unfun: Play around the minion wave to avoid Morgana bindings and try to trade often with autos and Q's. If Morgana cannot land her binding then they do not have kill pressure. Everytime Morgana gets close, and you have a minion wave or your support to block any potential bindings, start trading with her. If Morgana's Q is on cooldown, likely from missing it, then use this as an opportunity to bully and trade hard. Win Condition: Play aggressive. Trade often and try to all-in or take extended trades. Make sure to be cautious about CC if they have any. The Hard Shovers Caitlyn - The Sheriff Of Piltover Sivir - The Battle Mistress Trading tip: Don't trade Caitlyn with Auto attacks. Poke with Q's and shove back. Trade with Sivir because with her short range you can still bully her. Ideal Starting item: Doran's ring Alright, I'm going to take a different approach to these two. Their laning phases aren't very interactive. You know the drill. Push. Shove. Farm. Push. Shove. Farm. Poke. Push. Farm. Shove. Poke. It's really fun when all they do is farm, shove, and try to poke you while they're doing this. Regardless of the support they have, you'll want to get Doran's ring here. That way you can give them a taste of their own medicine. Push. Shove. Farm. Right back at them. Since Jhin will be able to spam a lot more than the other two if he gets Doran's ring, then your poke power is greater overtime in comparison. If you have a kill or all-in support and would really value early AD, then you do not need to go Doran's ring. However, Doran ring is the safest and most reliable choice into these match-ups. If you're against Sivir then apply the same things as above except play more aggressively and try to trade more often to take advantage of her short range. Win Condition: Don't allow them to have infinite shove power. Shove back and don't fall behind in CS. Stay healthy and try to poke them back in order to get kill pressure. The Meta Xayah - The Rebel Kai 'Sa - Daughter Of The Void Varus - The Arrow Of Retribution Trading tip: Take short trades with 3rd + 4th shot and back off using the 4th shot movement speed. Do not take extended fights or trades where they can use their stacking systems and abilities. Good starting items: Doran's blade, Boots, Doran's shield +The Hookers: These ADCs have great base damages in the early game so if you get hooked it'll be extremely punishing. These ADCs aren't very mobile in lane, but they aren't weak either. I would recommend getting boots to better dodge and keep distance from the Hookers. The movement speed advantage will help you to weave autos into the trades you sneak in against these ADCs. They prefer extended trades with their stacking systems. The damage types and stacking mechanics between these three vary: Varus has his W, which does max health magic damage when activated by an ability; Xayah with her passive and E interaction that snares and deals damage upon impact with 3 feathers; and Kai ‘Sa’s passive that deals missing health magic damage. Take short trades and fource them using your movement speed advantage. Also, try to land the auto + w combo every so often to try to get your support to follow up in a nice trade or all-in. +The E-girls: If these ADCs are paired up with E-girls it'll just end up being a boring farm-fest unless you have an aggressive all-in support on your side. Focus on farming and staying healthy in the HP department. Set up ganks four your jungler using pink wards and lane control to freeze it close to your tower. +The Mages/Poke: Any of these three combined with a mage or poke support won't have that much all-in potential pre-6 as they will after. So try to poke and trade often with them pre-6 to get them low. Doing this will lead to potential leads through early recalls or kill potential. Once they get to level 6 you must be careful because now they have a lot of access to all-in potential. Start playing safe from level 6 and onwards. Avoid fights if they have their abilities up. +The Playmakers+Tanks: Your priority in this match-up is to avoid being CC'd at all cost. If you get caught the follow-up potential from any of these three will lead to death or summoner spell usage. Stick close to your support so you don't give the enemy easy openings to engage onto you. +The Unfun: If you get hit with a bind at level 6 you're dead m8.I recommend getting tier 2 boots early in these specific match ups because it'll allow you to be mobile in and around the wave as well as to dodge/sidestep different abilities. Trade whenever her binding is on cooldown because that’s her entire kit as a support outside of her spellshield. Win Condition: Take trades when opportunities show up. Don't overextend and get caught in doing so. If you get CC'd the follow-up damage from them will hurt, more so if they are level 6 and higher. These champions are quite easy to catch in lane with ganks or roams with the exception of Xayah post 6. Try to set up roams or ganks with team + Jhin's abilities. Weak Lane Strong Late ADC Twitch - The Plague Rat Vayne - The Night Hunter Tristana - The Yordle Gunner Trading tip: Take short trades with 3rd + Q + 4th shot and back off using the 4th shot movement speed. Do not take extended fights or trades where they can use their stack systems. Good starting items: Doran's blade, Long Sword, Boots. We won't be going over each support group match-up with these ADCs as they're very linear. You're going to want to play the same way vs all of these 3. They all rely on right-clicking extended trades to get damage off their stacks. Their specific stack damage abilities being E four Twitch, E four Tristana, and W four Vayne. They don't have skillshots or abilities that are unrelated to their auto attacking. Their damage is directly connected to their autos. Avoid extended trades and aim four quick ones. Keep in mind your reload system when trading or fighting as they will use that to their advantage. Poke them down and bully them. Do not attempt to 1v1 any of these out of lane unless you're ahead with a solid lead. You do not win the auto attack war out of lane. Becareful of invisible Twitch or Vayne flanks. Win Condition: Bully them in lane and take quick trades only. Apply pressure onto them since they're very late game focused. Keep mind of your reload system. Do not attempt to 1v1 them after the laning phase is over. The Neglected Lucian - The Purifier Kalista - The Spear of Vegeance Trading tip: These two have some of the lowest ranges as ADCs: Lucian with 500 and Kalista with 525. Abuse their low range when trading. Use the 3rd + Q + 4th bullet trade combo when they're close to you trying to farm with their short range. Ideal starting item: Doran's blade In their current state regardless of the supports they will have you play the lane the same way. You bully them through the range difference and short trades. Do not try to all-in them until they are low and do not get super close to them otherwise they'll try to all-in you on the spot. Lucian's dash then combo as well as Kalista's infinite E stacking still hurt if they are able to pull it off on you. If you make sure to avoid those then the lane is yours to win. Win Condition: Use range difference to your advantage. Get lots of short trades in and keep your distance from their all-in. They lose their usefulness out of lane and their laning is not the best to begin with. You can choose to bully and get leads in lane or play safe and let them fall-off in mediocrity out of lane. I'd recommend the latter. That Q hurts! Ezreal - The Prodigal Explorer Miss Fourtune - The Bounty Hunter *Trading tip: Pay attention to the minion wave! Use it to block Ezreal Q's. And constantly change position in the minion wave to avoid Miss Fuortune Q's! * Good starting items: Doran's blade, Long Sword, Boots These two are probably the most straight fourward match-ups out of the bunch.When you are against Ezreal, use the wave to block his Q's and try to trade with auto attacks by utilizing the wave to negate most of his damage. If you're against Miss Fourtune watch your positioning as to not stand behind minions the Miss Fourtune can potentially Q to harass you. Both of them have really good all-in with their ultimates once they hit level 6, so make sure to be cautious of that when trading or fighting at that point. Try to play aggressive in the laning phase while avoiding their Q's. Win Condition: Use the minion wave to play around their Q's. Trade and bully befour level 6. Be cautious post 6 of their all-in power. Jhin outscales them. However, it’s preferred that you play aggressive pre-6 because you're the better bully. 4! I have elaborate plans four you Transitioning from the laning phase into the mid and late game. Mid-late game focuses: Keep your CS up to scale and pay attention to potential picks with your team. Use the minimap to find where you can catch minion waves and make sure you're farming close to at least one teammate. Jhin is a very easy champion to pick off so if you're caught farming alone you're extremely vulnerable. Your Mid-late game and further is strong right now with how Rageblade interacts with Jhin, so do not pressure yourself to do any fancy outplays or getting solo kills. The most common way a Jhin dies at this stage of the game is through flanks from various blind spots. Proceed with caution and look towards using your traps to gain vision around the fog of war and your backsides. 5. Mini-Mid Jhin update Four people who still want to play him there. I'll only be explaining the new item build and runes since everything else from the Jhin mid guide still applies this season. Runes Item build: ER>RFC>IE>Rage>Situationals You'll need Essence Reaver to push, shove, and protect your mid lane. Jhin lost a lot of solo kill potential mid since midlane is all about being safe and farming. So you're going to do just that. Buy survivability items like hexdrinker or ninja tabi if required in match-ups. Rest of details are relevant from the Jhin mid guide. 6. How to use traps As ADC Jhin I'm legit about to hit the character limit. So here's a video and some clips. In-depth trap explaination video Clip 1: Placed 2 traps in my jungle and Rek'sai kites into one while counter-jungling Clip 2: Placed 2 traps in bottom bushes. Sivir gets slowed and can't get in range to hit Q. Trundle hits the 2nd trap and can't reach me. 100% would have died here if it wasn't four the traps. Clip 3: I place a trap in front of the brand while we're killing him so it makes it easier to secure the kill and makes it hard to run away from us. 7. Appendix Jhin mains subreddit Jhin ADC Season 8 client itemsets Jhin Coaching VODs Playlist Jhin Seminar 4:40:00 Jhin trap placement map submitted by /u/ayman910910 to r/leagueoflegends [link] [comments]
r/leagueoflegends ayman910910 Apr 18, 2018
I will tell you exactly what is going on here, this is critical information to understand if you are going to make money in this space. How prices work, and what moves them - and it's not money invested/withdrawn.
/edit: Hi /r/all. While I have your attention, I want to take 5 seconds of your time and bring some exposure to something that is threatening our existence as the human race. If you aren't interested, please skip down to the main article. I'm talking about finding a way to live sustainably on this planet, regenerative agriculture, where we get our food from, and how we can make sure that our kids and grandkids have something left once we leave. Please consider reading up on Permaculture, sustainable living, Forest gardening, Backyard Chickens, etc. Consider following what I did and do it for yourself. This all used to be a useless lawn. Bored for a night? Go watch "Sustainable" on Netflix. Look into people like Geoff Lawton, Mark Shepard, Sepp Holzer, these people are going to save us. Want to make a small change yourself? Grow a tomato plant on your balcony in a pot. Reduce transport of the tomatoes you eat, and make ~$50 per plant in saved money. Want to do something bigger? Plant a fruit tree in your backyard. Maybe two. Maybe a raspberry bush. You are now part of saving the human race. If everyone reading this planted a fruit tree, or even some wild flowers, we could save the bees. While you are at it, planting a fruit tree has been shown to be one of the best investments on the planet. There's pretty much no investment on the planet that is more financially lucrative (while still being nearly bullet-proof safe) than planting a fruit tree. You can get a tree at an end of sale auction for literally 5-10 bucks, and that tree will produce THOUSANDS of dollars of fruit for you in it's lifetime. Go spend $200 bucks at an end of season sale, plant 10-20 trees (if you have room), and that $200 will be worth tens of thousands of dollars of saved money. Do it right, set it up right and it's almost no work because you offload the work to nature - as it has done for the last few billion years. Go learn how, let me show you how. If you do it right, it's zero work after you have planted and wood-chipped, and all you do is pull dollars off a tree. Original post starts below. I apologize for the shilling of Permaculture, but I think loss of topsoil will impact us all if we don't reverse it soon. We need soil, we need bees, we need food. We need to stop buying December Bananas in Canada. We need to start supporting local permaculture sustainable farms. We need to do this or we may not make it, and our grandkids stand no chance. I also expended the "now what happens" section, to explain how these pullbacks are a good thing, make crypto more stable, and why we keep seeing larger ceilings after every pullback... this stuff is really important for you to make money on this thing, if that's your goal.... I've made a similar post in a few spots, and this is something that is absolutely critical for people to understand... what impacts price, and what is going on lately. Price has only a very minor correlation with money invested, and a major correlation with opinion. ... and Humans are an emotional bunch. So what drives price of any commodity, crypto, gold, pizzas, whatever? The money invested in it, right? Kind of, but not really. What if I told you that you could theoretically raise bitcoin from $15k to $20k by spending $1, and lower it from $25k to $1k by spending the same $1? Crazy right? AN EXAMPLE This is going to start out slow, I want to make sure I get everyone on the same page before I pick things up and lift the curtain. Stick with me here.... This is an example to help illustrate why prices aren't driven by money invested, but rather consensus and opinion. Lets imagine the following exists (we will use bitcoin as an example, but this is how everything on the planet works) Lets say Bitcoin is currently priced at $10k (the last sale). From $11k to $99k, every $1k there is someone with a sell order of 1 full bitcoin. From $9k to $1 dollar, every $1k on the way down there is someone with a buy order of 1 full bitcoin. So, right now if you wanted to buy bitcoin you have several options... meet the lowest seller's price of $11k, or, put your own buy order up, above the highest buyer's bid order (overcut them). If you decide to just place an order, the price doesn't change. If you decide the buy the $11k bitcoin, now bitcoins value is $11k, with a new lowest sell offer of $12k, and a highest buy bid of $10k. Someone else comes in an overcuts the buy bid and puts 1 BTC for sale for $11k. No trades are made until someone matches a buy/sell. Okay, that's kindergarten stuff, most people here understand that. So how much money drove the price up in this situation? $11k, and BTC price raised 11/10, 1.10, or 10% from the last sale. Now the entire marketcap of BTC raised 10% (last sale multiplied by circulating supply). So it takes $11k to drive a 10% increase, right? Not at all. Lets look at what happens when news is released. News comes out that Warren Buffet thinks bitcoin is a scam, a bubble, and he wouldn't touch it with a 10 foot pole because he only invests in things he understands and he doesn't understand crypto. People panic everywhere, and believe "this guy is smart, I'm overvaluing this thing". Suddenly people don't want to buy this scam anymore, and the buy orders for $11k, $10, and $9k are taken down. At the same time, the people wanting to sell start to panic and just want out. The guy at $32k (who just had that offer up "just incase it moons") drops down to $11k sell order. The guy at $12k, who was the lowest, now undercuts him to $10k. The other buyers see the sellers undercutting and think that if these people want out, why am I buying in. The $8k guy pulls his offer, and so do the $7k, $6k and $5k guys. The highest offer is now $4k. The sellers panic further and the $14k guy undercuts the $10k guy and puts up a $9k sell. The $15k, 17k and 11k guys all see this flurry of panic and now a storm undercutting is triggered, to $8k, $7k, and $6k. The $8k order pulls his again and goes down to $5k. The price on the buy and sell orders has moved around a ton, but no sales have actually happened yet. Technically, BTC is still "worth" $11k, and the market cap reflects that. All this horseshit has happened, and it only happened in 10 seconds, but the price hasn't moved yet. The $27k guy wakes up and checks his phone. He had a $27k offer just incase the price moved also, and he also only has a tiny infinitesimal fraction of a BTC. Well, he decides "he's out" and fills $1 worth of the part of the $4k guys buy offer. The latest price information is now updated, and BTC fell from $11k to $4k price per BTC with the movement of a single dollar. This is exaggerated example, but this is what moves price. Not money in vs money out. The ONLY THING that moves price is perception. OPINION FLOW AND NOT MONEY FLOW Now the above example only happens if everyone simultaneously believe the same thing... this the asset they are holding is a steaming turd. What happens in reality is there's no black and white, it's shades of gray. It's flow in vs flow out. But again, not flow MONEY, but rather OPINIONS. If 66% of the holders of something all of a sudden unanimously decide that their asset is overvalued, then they panic sell. Even if 33% of the people decide they are going to buy up as much as these panic sellers sell, if the panic is strong enough, and they are slitting eachother's throat to sell, then the buyers just happily sit and let them do that, and time their buys in. Very little money has to actually change hands in order for this price to crash, all that matters is the FLOW OF OPINION has to be swift and violent, and in majority. The sellers will leapfrog eachother on the way down, faster than the buyers scoop up their sales, and the net result is a crashed price. Note, this happens both ways... fear, uncertainty and doubt (FUD) as well as overhyped FOMO (Fear of missing out). So now what happens? Time goes by and all holders opinions of their asset hasn't changed. They still think it's worth $11k and they got great deals scooping up what these sellers were selling. The weak hands have left the market and have been replaced with holders. Overall, now a higher percentage of holders believe in the product they are holding and are unwilling to sell for the panic prices of the last week. Panic sellers were also replaced by new money, people who have wanted in for a while and are now in on their perceived ground floor. Also, people who bought BTC at $1 ten years ago and have been looking for an exit to cash profits have now been replaced by either long term holders, or by these new people who are thrilled to have finally entered, and they are looking to hold long. So what happens on pullbacks? The number of people waiting to jump off the ship has decreased. The new ground floor is established. Are we done? Who knows, this could go on for another year, but what matters is that people who want off are getting off and people that want on are getting on. People who have panic sold and never believed in this in the firstplace... people who have wanted out for 10 years... they have been replaced by people who are now getting in on THEIR GROUND FLOOR, and are going to be holding long. The market is suddenly increasingly more stable today than it was yesterday, even though prices are down. This is a good thing. This is why crypto keeps bouncing back from pullbacks and reaches new higher ceilings and floors each time. Old money who wanted out, and new panic holders, they are gone. They are replaced with adopters, holders, believers in this technology. These people aren't selling anytime soon, because they believe that this thing is going to revolutionize the world. Every crash brings more of these people in, and removes more panic sellers out. Moving forward Now news releases start coming out about how stock ETFs are being created, NASDAQ index funds, bank support, government support. Companies are using this tech, and companies who use blockchain for transportation are putting non-blockchain companies out of business. The people on the outside looking-in feel they are missing out. They now start coming in and buying. They start overpricing eachother on their buy orders, and eventually it gets close enough to a sell order that someone decides they are just going to meet the sell price. The sale goes through. Sellers (HODLERs) see this action, and they start pulling sell orders off the table almost as fast as they fill. Sure some trades go through, and incoming money is driving the price up as market orders are filled. But what's also happening is people are seeing this flurry of volume, and sellers are pulling sell orders and placing them higher. Junk coins and pump and dump scam coins are dying by the millions. In their ashes, good solid technology projects whose coins have fundamental economic reasons for growth, these are rising. Corporate partnerships continue forming. The real world continues to create actual use cases. Companies start storing more and more corporate information on blockchain. Public companies use blockchain to store scientific research (See Canadian Research Council announcements), and blockchain acts as a Library of Alexandria. People can travel out of country without any monetary exchange, using their chosen cryptocurrency to buy the things they need abroad. The world is slowly actually USING this technology. Money is coming in, but more importantly, OPINION IS CHANGING. Literally nothing could have happened in terms of fundamentals, partnerships, etc... this can all be driven entirely emotional, so long as it's wide-spread and strong. Infact, the market could THEORETICALLY rebound in this way from $4000/BTC to $1 MILLION PER BITCOIN by the sale of ONE PENNY. $4000 sound low? Does that number make you uncomfortable? We may go that low. We may not. If we do, I'm not panicking and selling, I'm buying more. SO WHAT HAS HAPPENED IN THE LAST FEW MONTHS? and where are we going? A lot of new money has come in from Nov-Jan, and they don't really know what they are investing in. Sure some of them have done great research and are smart investors but most people aren't and isntead they are buying Symbols and Names and trading on speculation. They are treating their favorite coins like a sports team, and will follow them irrationally off a cliff. These new people came in and invested in cryptocurrency because their OPINION was heavily influenced in Nov, Dec, Jan, from media. They saw this money making machine called crypto. They were willing to pay huge, ride the wave up, keep buying, etc. They were "ground floor adopters" and were going to get rich. They outnumber the old money by A LOT. Their OPINION MATTERS. It matters the most. To keep this in perspective, they are also a VAST MINORITY of "new money" that will enter the game in the next decade. This cycle will continue over and over and over. Their opinion rose nearly unbounded and price rose accordingly. Market cap rose from 10B to 750B, and it could have been VERY LITTLE actual money that did this. How much did it need to be though? Literally ONE PENNY, theoretically. All that matters in moving price is MOMENTUM OF OPINION. I believe it has been estimated that as low as 6B USD was responsible for the bull rush. These people then started hearing "Bubble", "Scam", Fake news about governments banning. They don't understand how technology wins, always. Crypto is beyond government control. If they could have stopped Bitcoin they would have done it already. WHO IS DRIVING ALL THIS? Most investment opportunities go first to "accredited investors". You need to have multimillions in order to get in on the ground floor for most stock IPOs, and we're seeing that start to happen with coin ICOs. Bitcoin was a joke for the first few years, while lunatics picked it up. At this point, it was really too late to get in "early", and who would have wanted to anyways, it was all still a joke. So Wallstreet, banks, governments have generally watched on the sidelines as average Joes who were crazy enough to be early adopters and toss $100 on fake internet money slowly became millionaires. Not only that, but the idea of blockchain started to become understood. The power and value in it became understood. Not only as a way to track "monetary value" but for many other applications as well. Platforms were created, business uses brainstormed, products started being made. This thing started taking off, and wasn't a joke anymore. But regardless, big money wasn't in on the ground floor. They have stakeholders opinions to think of, and what do they say to investors when they lose all their money on magic internet points? But they have woken up now. This thing has "popped" many times now and keeps recovering. This thing won't die. could they have been wrong all along? If they want in, how do they get in? They are no dummies, they have been controlling the world their whole lives? Look at the media experiment that Trump is doing? He is testing just how we work... you can do literally anything and we remember it for like 30 seconds, until the next news story comes out. We change opinions very easily. We are swayed very easily. We are their puppets. Media controls the world. They know their way in. They have ONE WEAPON against cryptocurrency. YOUR OPINION OF IT. And they know it. Media. That's why FUD is so powerful and needs to be respected. It's why we need to read more than titles on news articles. We need to question what we read, whether it's good news or bad news. We need to think about "what are the motives of the person saying this to me". Does the government have a conflict of interest when they state that crypto is gambling? Do they have skin in the game? What about wall street? Does WEISS ratings possibly have incentive to come out with poor ratings? Do banks have incentive to lock accounts in order to "protect" customers from "unsafe investments" when their entire business model revolves around holding as much of your money as possible and making money off it? Do you think banks have any super secret hidden interest in preventing you from storing your money elsewhere? I'm not sure, maybe you can critically think about that. Just understand that this goes both ways. When crypto is booming and Fox news is showing people how to buy $4 ripple on prime time, you may want to start putting in some stop loss orders. When the suicide hotline is stickied at the top of /r/cryptocurrency and everyone is panic selling, you may want to start picking up some firesale deals. So, the question is this... Is crypto undervalued or overvalued at it's price today? Where is the price going long term? I'm not talking about it's use case, I'm talking about in the court of public opinion, where is THAT going? Because THAT is what is going to drive price in the future. Without a crystal ball, this is of course impossible to know. Do your own research and form your own opinion. It could very well be that the technology having a use-case will in and of itself drive opinion, and thus price. But make sure you understand that it's not the technology itself, it's not the value of the business itself, it's not the use case itself that will drive price, it is the publics OPINION of that thing which drives price. They are intertwined, but they are NOT the same thing. TLDR: VERY VERY little money has to move around in order to swing prices drastically, up or down. Money in and out doesn't drive price, OPINION does. How do you let the news you read impact your opinion?How are you being played (on both sides, shilling and FUD). Something is only worth what people think it's worth. Often that's based on reality, value, business, money, but often it's entirely emotional. Structure your portfolio in a balance, intelligent way, using risk methodology.. Invest money you are willing to lose. Support legitimate technology and teams who are actively driving their product to completion, coding, and marketing. Stop trying to make money overnight in pump and dump scams, or pyramid schemes. Every day, take one coin, do a deep dive on it, learn it inside and out. Look into their team and their past. Do that every day for a year, and you just learned 365 coins inside and out. Ask yourself the following key questions: Have those members consistently jumped ship on previous projects? Is that where you want to invest in? Is their team capable of executing on their vision? Are they trying to solve world hunger, and their team is a few 16 year olds in a garage? How active is their github? Are they adding chunks of code regularly, or is a ghost town? Are they marketing their product at all? Or is marketing the only thing they are doing? What are the economics of their coin itself? Is it required to be used to gain access to their technology? Are there burns? How premined is it, and what portion do the founders hold? What about their vision? Are they trying to solve a problem that needs to be solved? What are the economics of that problem and how much money does the solution potentially save clients? These are all questions you should be asking when you give your money to someone else. We're a lot more stable than we were - a correction was bound to happen. Too much early money wanted to cash in profits. These people have been replaced by new money who is holding on their own ground floor. The whole industry in general is still in very early stages. Rest assured that anyone reading this is still very much an early adopter. Just make sure you are investing in actual technology, and supporting capable teams, and not buying air. Buy the Googles and Amazons of Crypto, not the pets.com or flooz.com of cryptos. Happy investing everyone. /EDIT: some have asked to donate some crypto. Do me a favour instead, sub to my YouTube channel (link at top) watch my videos how to get started properly, and plant your own trees and establish food sovereignty for your family and your community, and help save the bees, save our topsoil, and sequester carbon to reverse global warming. My goal is to get a gardener back into every home on the planet. THAT is how we heal this world. submitted by /u/Suuperdad to r/CryptoCurrency [link] [comments]
r/CryptoCurrency Suuperdad Feb 5, 2018
22 unique Mordekaiser bugs happened on screen during the Flyquest vs Navi series, for a total of about 70 bugs.
Hi! As a Mordekaiser enthusiast (cough), I was pleased to see that double Mordekaiser pick. But since my inner sanity has yet to be proved, I decided to rewatch both games to list all the bugs that happened during them, to show how things look outside the theory of the global list. I am obviously only talking about the bugs that happened on screen, so many others slipped through, since it was no botlane-focussed stream. Here they are! Note: I put a timer on most of the bugs. Every timer is shown this way: In-game time / Video time. Link of the first game / Link of the second game. 1) 4:38 / 22:20 - Mordekaiser was exhausted and attempts to Q Apollo. His Q flat out doesn't do any damage at all. Apollo didn't heal, and Altec didn't attack another target either. Nevermind, he did heal. However, you can see on that screenshot that Mordekaiser's mace hit him and his heal is still off cooldown. And the heal only comes out later than that. So the bug isn't that the Q didn't deal damage, but that the damage came out late - which isn't quite as bad. http://puu.sh/uuHou/3d62a50487.jpg 2) 4:55 / 22:37 - Mordekaiser Ws a wave with 4 minions, and the W only hits 3 of them, making him miss the fourth creep. http://puu.sh/uuHGU/b0131273cd.jpg This happens another 6 times throughout the series, losing Altec several minions. 3) 11:48 / 29:31 – One creep was lost without a reason. Mordekaiser had 2 Targon's Brace stacks. If you watch the score table correctly, Graves gets two minions for himself, then Mordekaiser gets another two (Nautilus doesn't get anything during that time). That means that Mordekaiser proc'd his Targon twice. At that moment, Graves' creep score increases by 1 and Nautilus' by 0. So one of the Targon procs went to the ghost and didn't give Mordekaiser any of the 20ish gold he should have got. 4) Around 12 mn / 29:45 - Apollo's ghost never applies Altec's DFT. This will be the same for every further champion ghost, so another 5ish times during the series. However, it's worth noticing that the drake's ghost properly applies DFT and stuff. 5) Around 12 mn / 29:45 -Apollo’s ghost doesn’t lose bullets while attacking, either, preventing him from getting his fourth shot off (Jhin always keeps the amount of bullets he had upon his death). 6) 15:07 / 32:49 - The ghost of the drake only has 46% of the drake's health. At 28:38 (46:16 in the video), the ghost has 53% of the drake’s health. And in the second game, it has 38% of its health 8 mn into the game, then 47% at 14:15. That scaling makes little sense. 7) 15:20 / 33:03 - The famous drake AI. The drake was most probably told to go mid lane, but he suddenly stops to attack the voidlings. He then goes back towards Altec. Perhaps Altec told the ghost to attack a minion that died/left vision. But it’s a very common bug for the drake to behave like this when it’s not the case, cancelling an order that could still be executed, like attacking a turret or just moving towards a given point. 8) 19:14 / 36:52 - Altec gives movespeed to LemonNation who damages Ninja who dies to Moon immediately after, but doesn't get an assist. MS given / No assist This is a 100% reproduction rate bug, so it’s as if Lulu’s W would never give her an assistance. It happens again at 26:29 (44:07 video time), Mordekaiser loses an assist after having granted... someone (I can't even see who it is) movement speed with his W. I think that this time, Mordekaiser even heals that person... yet he still doesn't get an assist for the kill onto Hakuho. 9) 23:23 / 41:01 – Mordekaiser's Q only dealt its magic portion there, thus removing any possible on-hit effects including lifesteal. In that case, it didn’t matter. But this happened at least twelve times during the series (its conditions are very easily/often met), and later on, Altec did have lifesteal. 10) 26:31 / 44:09 – Seraph’s ghost has a Sunfire Cape, yet it doesn’t deal any damage to the enemies that are nearby. 11) 29:12 / 46:50 - Mordekaiser can’t use the ghost to attack the inhibitor. 12) 36:04 / 53:42 – Malzahar gets 1g from his Bandit when the ghost of the drake dies, but that's no lane minion. (Yeah, that’s very impactful – it’s that kind of things that make the difference between a pro player and a lesser player) 13) Second game – 4:21 / 11:15 – Mordekaiser's W hits three minions but the visual effects only goes on two of them, in spite of the spell otherwise working properly. 14) Second game – 30:43 / 37:32 - Ryze’s ghost doesn’t trigger Liandry’s damage. 15) Second game – 30:43 / 37:32 - Ryze’s ghost doesn’t trigger the damage from the Elixir of Sorcery. The other spell effects (Rylai’s, spell vamp in the first game and shield generation) work fine. ”Passive” bugs (The bugs that have a 100% reproduction rate but aren't necessarily noticeable outside of the stats) 16) Ghosts don’t have runes/masteries. Occurred about 6 times (Here, by "occurred", I mean and will mean the amount of times the game was put in a situation in which the bug would come in effect - so in that case, the amount of champion ghosts that Altec got). 17)Dragon ghosts give Mordekaiser less health than they should, and in an inconsistent way. I’ll spare you the math part… first because it’s a dozen lines long, second because it’s not completed and I’m a bit fed up with searching for all the datas. Occurred 6 times I think. 18) Dragon ghosts have reduced speed when not moving towards Mordekaiser (can be noticed at 15:23 / 33:05). Occurred 6 times too. 19) The ult icon remains normal instead of being highlighted when Mordekaiser has a champion ghost. Guess how many times that’s been happening. 20) The dragon ghosts don't get Mordekaiser's bonus AD. Happened six times, four of which Mordekaiser only had the AD from the Natural Talent mastery. 21) There’s no 1! / 2!! / 3!!! visual effect when Mordekaiser uses his Q. It’s actually more disturbing than it looks over a high amount of games: Sometimes, especially when you attempt to kill a minion with your Q and he dies before the attack hits, you may forget whether you’re at your second or third hit. 22) Something that I consider a bug because it’s pretty much opposed to what the Relic Shield should do. It’s not a Mordekaiser bug, but he’s probably the champion that’s the most affected by it. Receiving the gold of a minion through a Relic Shield gives you one minion in your creep score, but doesn’t trigger any of the effects gained upon last-hitting creeps. In other terms, a minion shared is considered missed. It means that Sion won’t get 2 bonus HP when a minion kill is shared with him, that Garen won’t get bonus armor/MR, that Feast won’t proc, and in our case, that Mordekaiser won’t get his bonus experience. So Mordekaiser, while he always wants to play with a Targon-using support, is punished every time that Targon is used. The worst case is when it’s about a cannon minion. They give the most gold, and the most experience. Do you kill them yourself as Mordekaiser to get more experience, or do you still let your support take it to have him gain more gold? Of course, the latter remains the better option, but that interaction makes little sense as far as the gameplay is concerned. The best thing is obviously to kill the cannon with your own Relic Shield… but it’s hard, as you can’t save your stacks when you’re the farming champion. Fortunately for Altec, some of the common bugs did not happen in either of the games… at least not on screen. I’ve got a couple examples off the top of my head; if you want to look at the list that was conveniently linked in the first line of this post, I’m thinking about the numbers 1, 21 and 89. And there are others for which I can’t know (25, 40, 43 for example). Side notes that were frustrating to witness about the games: https://puu.sh/uuIS9/67380eedfe.jpg Re-cast the W (he could) to give Lemonnation another 260 hp. https://puu.sh/uuIFr/e8bce1008a.jpg Re-cast the W (he could, again) to give Hai 400 hp. http://puu.sh/uuJ5r/a8d9f2e7fa.jpg Re-cast the W during the flash to go back to full health (flashing during the cast of the Harvesters of Sorrow doesn’t move its area of effect). 24:58 / 42:36 – I'm pretty positive that had Altec recast his W while Zed was ulting, Hakuho's shield would have worn off before Hai's E, granting Hai the kill. It’s easier to say with hindsight, as he was maybe (I hope) going to use his W after Hai would have removed the Void Shift with his own E. However, Flyquest could know that Hakuho had his flash up and ultimate down, and could have expected that reaction. Still easier said as a spectator. 5:10 / 11:55 (Second game) – Both Altec and Lemon are in melee range of more than two golems, Altec could just use his W there to make both him and his teammate gain 200 health. There you go! submitted by /u/Naerlyn to r/leagueoflegends [link] [comments]
r/leagueoflegends Naerlyn Mar 6, 2017