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Learn from my mistakes. I got a job, but it took me a year, 1100+ applications, and failing 11 final interviews. Here is what you don't do while job searching.
Sure, there are plenty of posts from people who applied to a job and got an offer 30 seconds later. Good for them. But if you're on this sub, you're probably running into more difficulty. I did. Job hunting these days is inherently pretty hard, but there are plenty of things I did wrong during my job hunt that could have saved me time and trouble. I'm a 35 year old in product marketing in the bay area, so this advice may or may not apply to you. Most of this advice is not new, you may have seen it elsewhere. Well, HEED MY WORDS! You should take that advice. Here are my don'ts of job hunting: e: Here's the real #1 piece of advice because someone brought it up in the comments: Don't Not Have A Network. The main reason I had such a hard time was I moved to a new city where I didn't have a professional relationship with ANYONE. I think if you're applying without a friend on the inside, it reduces your odds by 80-90%, based on random factoids we've all seen that say 80% of jobs are never posted publicly. I went to networking events and coffee meetups and blah blah blah, but COVID put a stop to that before I could make much progress. The biggest piece of advice (by far) is just to have a friend who can get you a job. But if you're reading this, you would have done that already if you could have. Don't try to get by without doing the standard "best practice" stuff. I spent a while thinking I could get away without making a customized resume for different jobs. I also thought I would probably have the right keywords naturally, and that I didn't have to worry about that either. WRONG. I wasted many weeks submitting poorly optimized resumes and getting few interviews. What you should do is have at least one version of your resume customized for each job title you're applying to. That means if you're applying for Sr. Widget Fiddler and Director of Widget Fiddling, you need 2 versions. Keyword optimize each resume version by copy-pasting 50+ job descriptions for that job's title into a tool like Voyant Tools, which will spit out all the most common words and phrases. Find the most frequent ones that seem important and relevant, and work them into your resume, even if it seems weird to refer to yourself as a "team player" or "entrepreneurial". Don't be bad at interviewing, not even a little bit bad. Being a good interviewee is a skill. Most of us aren't born with that skill, and most of us are rusty when it comes time to look for a job. I knew I wasn't great at interviewing, but I really didn't want to go through awkward practice interviews with friends, so I told myself people would understand why I was all nervous, and realize I was still super talented and experienced despite my 'rough edges'. WRONG. I blew it on a lot of interviews before admitting that I had to practice, a lot. I did a bunch of practice interviews, got feedback, and I even talked to an interview coach. The latter was expensive, but I think the dose of outside perspective really helped. YMMV. I practiced enough that I started getting to final rounds instead of washing out in the first couple rounds. It made a huge difference. Practice. Don't wing it during the interview. For 'behavioral' questions (i.e. "tell me about a time when..." questions) everyone says you need to have multiple answers memorized for every major category of question. Ugh! So much work. Greatest weakness. Success story. Failure story. Conflict story. Collaboration story. YAWN. I thought I could come up with good answers on the spot. It's "supposed to be a conversation", right? WRONG. I blew it on a couple interviews before realizing I was coming across as both unprepared AND inexperienced. Sit down and work out your bullet points for every answer, BEFORE you land an interview. Pain in the butt? Yes. But not as big a pain as getting an interview, blowing it, then ending up doing the work anyway. Don't apply to old job listings. If it's still up, they're still hiring, right? WRONG. I have found that job listings are good for about as long as fresh bread. You mostly want to apply the day they're posted, 2-3 days is OK, 5 days is pushing it, beyond that, it's literal trash. I started out applying to anything relevant that was less than a month old, and my app-to-interview yield was around 1%. Started applying to new listings exclusively, and my yield went to more like 3%. YMMV. Don't apply to listings that aren't on the employer's own site. It's become disturbingly common for 3rd-party sites to steal and re-post job listings they have nothing to do with. You click on a link on LinkedIn or Indeed, and you end up on Neuvoo or some random BS. Don't submit any of your info on those sites. Very often the jobs are expired already, but these 3rd-party scammers are still re-posting them to steal your info. Even if they're not expired, there's no reason to think they actually send your application to the employer. If you land somewhere unexpected, go to the employer's actual careers section on their site and find the listing yourself. Otherwise you're just giving your info to someone to sell, and the employer probably never sees it. Please report these listings as you go. Don't be too picky with job titles. Unless your resume precisely "fits the profile" employers are looking for, you're going to have to apply a lot. I had to apply a lot. At first, I was exclusively applying to one title, because although I didn't "fit the profile" I didn't want to compromise. I ended up getting a really solid job with a different title, after I loosened my criteria JUST a tad. Have a serious talk with yourself about how many months you're willing to apply before broadening your search, and don't talk yourself out of good jobs because they have the "wrong" title. Don't be too loose with companies you apply to. At a couple points in the process, I ended up with interviews at companies that I seriously didn't want to work for. I was playing the numbers game and I would apply to anything with the right title, even if I hadn't heard of the company. I figured if I got an interview, I would worry about the company later. Difficulty: If you are on unemployment, this can lead to a sticky situation - if you turn down an offer, you legally can't collect unemployment anymore in many places. It's also pretty hard to justify to yourself turning down ANY interview if you actually need the money. Have a loose idea of who the company is before applying, to avoid those awkward moments. Don't stop applying until the ink is dry on your offer letter. My advice is to apply to every suitable listing as soon as it's posted, which could be as many as 10-30 per day depending on your field and geography. If things are going well, you'll also have interviews going on during any given week, which also put heavy demands on your mental energy and prep time. It is tempting to stop applying for jobs if you are doing multiple interviews and they seem to be going well. You need the time, and one of them has to work out, right? WRONG. It happened to me multiple times - I'd get further along in an interview process, I'd be focusing on prep, and I'd let my application routine slip. Bad idea. If your application pipeline runs dry, it can be another 2-6 weeks before the interviews start flowing again. ABA - always be applying. Don't get your hopes up. (maybe the most important tip.) Your mental resilience to rejection and your self-regard are finite resources. They are resources you need to conserve to maintain your overall mental health and good job-hunting habits. Job hunting can burn through these resources like Joe Exotic through a bag of meth. Don't be like me and get emotionally invested in any given job before you get an offer. Don't start picking out all the stuff you're going to buy with the new salary. Don't start thinking of what doors are going to open up for you with this step in your career. Don't mentally pick out outfits for your new commute. Just don't. I consider myself a mentally tough person, so I should be able to handle the repeated rejection, right? WRONG. If you allow yourself to start caring about a job before you GET the job, you WILL be crushed to bits. Maybe not the first time, but after the 5th, or the 10th, it becomes hard to take. To some of the newer job hunters I've seen on this sub: Caring about a job from the day you APPLY? Sheer lunacy. You shouldn't even remember where you applied by the time you go to bed that day. Keep in mind: It's a numbers game. It's not personal. You WILL get the right job eventually, if you keep going. You have to maintain faith in yourself, but hold no hope for any particular job. In emotional terms, treat it less like a poker game, (where any hand can be a big deal) more like a slot machine (where you care zero until you finally win). No matter how tough you think you are, take care to maintain your mental state, especially during COVID where so many aspects of life are also wearing down our mental health. Don't be afraid to be a try-hard. The role I finally got was based largely on a "take home project" used to demonstrate my working style. It was paid, also really long, the minimum suggested time was 10 hours. Usually I put 70% effort into trial projects, because I don't want to bust my ass for a throwaway, and I don't want to look desperate. My thinking is "Well, we're all professionals, so as long as I mention a few of the right things, they'll know we're on the same level, right?" WRONG. On this one, I decided to go HAM on the project. All or nothing. I ended up putting over 20 hours into it, (the max time they suggested was 20) and came up with a total overkill amount of material, it was probably 20 pages worth, if not more. To give some idea, I spent like 4 hours just doing addressable market sizing, which everyone including me acknowledges is fairly pointless. Part of the project was also to see how we communicate about our work - they put me on their company slack, so I logged onto it pretty much every day to update them on my progress. It was firmly in try-hard weirdo territory. But it worked! So I guess my lesson from this is, if you're going to bother with these projects, be the one who turns in the blue ribbon material. NB: Be aware of "free work" scams where they try to get you to do the actual job without hiring you for the job. If it's pertinent to the actual job and it's more than an hour or two of work, it should be paid. Unpaid trial projects that don't relate to the actual business are OK, but you'll have to decide for yourself how much time you're willing to put in for free. Don't assume ***anything*** until it's final. In 3 instances, I got much further than I expected in a hiring process, and in one I was blindsided by a rejection where I thought I was a shoo-in. #1, they interviewed me for the role (up to the final round) even though the job called for an actual engineer and I have zero engineering experience. In #2, I blew an interview and got rejected. I knew exactly how I blew it, I got the yips and did poorly. So I sent an email reply explaining what I SHOULD have said, and that I really believed in the company's mission, and that I realize I was a poor interviewee, but I was working on it - they actually gave me another shot and I made it to the final round. In the last unexpected twist story, they actually scheduled a final interview, then CANCELLED IT. I have been rejected for about a million jobs, but I've never been cancelled on. They said that instead of an interview, they would just review my trial project. I couldn't imagine cancelling an interview with someone you intend to hire, so I assumed this 'review' was just a consolation prize and the job was going to someone else. On the day the cancelled interview was meant to take place, they offered me the job. Huh???? Later that day I rode to heck on a flying pig and bought a snowcone there. But I also got a job. On the other side of things, I was told directly I was the top candidate for a role, the only one who was really qualified, but because of COVID they were putting the role on hold. OK cool, I figured I was a shoo-in once they actually hired for it. Well, they re-listed the job about 45 days later. They didn't reach out to me. I messaged them. They told me I wasn't even going to get a phone screen for it. WTF? They lied to my face for no reason whatsoever? Yep. They did. The lesson: Do not assume anything! ANYTHING!
https://steam.cryotank.net/wp-content/gallery/slaythespire/Slay-the-Spire-01-HD.png Slay the Spire (StS) has finally arrived to Android! For two years many of us dreamed for this legendary game to be accessible on their mobile devices, and finally the day has come. No need to talk about how awesome this game is, how it basically started a new genre of card-based dungeon crawlers (UPD: or roguelike deck-builders, if you prefer the term), and even about how well or poor it works on Android hardware in its current state (there will be lots of these posts during the days to come). What I wanted to talk about is the impact this game had on (specifically) mobile industry and how other developers were able to utilize this innovative formula in their own products. Personally, I am somewhat glad that StS release was delayed that much. This allowed a lot of "clones" to be spawned, many of which I enjoyed playing. Some of them appear to be straight rip-offs, but others introduced many fresh ideas of their own, some even surpassing the predecessor's greatness. What the heck am I talking about and how is this even possible will be revealed to you, should you decide to stay on a bit and read through the article below.
General info
First and foremost, let's clarify the important thing: card based dungeon crawlers are not Collectible Card Games (CCGs). Even though they share the same ideas, and some of them (StS included) even have a feature to permanently improve starting cards, or a mode to play with pre-constructed decks, this is not the case for the genre in general. There is no place for multiplayer and PvP battles here: a turn-down for the most, but an undeniable advantage for the rest - only though-out puzzle-like single-player experience which we can pause at any moment and continue when the time is appropriate. Thus, there will never be troubles with downtime, matchmaking, ratings, overpowered builds and other PvP stuff, as there will never be a satisfaction of crushing your opponents with the power of your mighty intellect... The fun of discovering interesting synergies between various card combinations is still present, though. With this being said, let's quickly look through the core features of the genre, which will be relevant for almost every game we review below: - we must explore a dungeon, which (usually, but not necessarily) consists of three floors with increasing difficulty; - we have limited control over the order in which to face the challenges; - there is a powerful boss in the end of each floor; - we battle using deck of cards, usually drawing new cards from deck to hand each turn; - there is a limitation on how many cards we can play during our turn; - we start with a weak basic deck, but get new cards as rewards for fighting enemies; - there is a possibility to permanently remove (weak) cards from the deck; - successful gameplay strategies revolve around utilizing the synergies between different cards; - there are several character classes, each with their own cards and tactics; - there are often additional items to acquire in the dungeon, providing bonuses and emphasizing specific types of play; Before Slay the Spire (StS) came out, there was another card-based dungeon crawler called Dream Quest (DQ), which considered by many to be the first game of the genre (at least the first one to make a significant impact). Not sure if the former drew inspiration from the latter, but certain parallels can easily be drawn: in fact, all of the features mentioned in the list above are valid for DQ the same way as it is for StS. The rich plethora of card based dungeon crawlers (both PC/Console and mobile) originated from some combination of the two. StS, however, can not be considered a clone of DQ, as it introduced a lot of original ideas and spawned its own line of descendants. It is always interesting to analyze each new title to see which of two games was the biggest inspiration, and to group them accordingly. For me the main criteria lies in the core difference in battle system: - in StS, enemies (usually multiple) show their intentions at the beginning of each turn, so we know what to expect and what to play against; - in DQ, the enemy (usually single) draws and plays cards the same way as we do, often using the same abilities and synergies we ourselves can use. Introductions aside, let's finally get to the interesting part - the games! (Note: Games are listed in alphabetical order to not give any privileges to one over another. For my personal preferences see the comment section).
Dream Quest clones
Call of Lophis takes us on a grim journey through infested lands full of deadly monsters, dangerous traps, and one of the most ridiculous card art I have ever seen. It's surprising to see how dark fantasy elements combine with the humor and gags this game presents. From the gameplay point of view, there is enough card variety and interesting synergies, but it will take a long time to reach the interesting parts. Really: this game just does not know when to end, forcing new and new dungeon locations onto us with basically the same monsters and same approaches to dealing with them over and over. Its the boss battles which crank the difficulty up to over 9000, and if we don't have the right deck by the time we reach them, there is nothing we can do to pull it off. Plus there is some shady business going on with monetization schemes, where even paid version of the game makes us spend money to unlock additional classes and grind a lot to buy permanent improvements. Only truly dedicated players will be interested in dealing with all this nonsense. [...] UPD: Haven't checked on it for a long time - maybe the situation improved somehow. Crimson Deep is still in early alpha and was not updated for a long time. But the development hasn't stopped, and there is a new major release approaching in the nearest future. It makes no sense to talk about the game till then: the version in the store is too raw to provide any significant gameplay experience, but it would be interesting to see where it goes in the end. Dimension of Dream is probably the only game that has the same grid-based dungeon layout as DQ itself. This time with full 3D and a possibility to fight only limited set of enemies before facing the final boss (which allows to moderate difficulty as we go, either defeating tougher enemies with better rewards, or to save HP and fight only the easy ones). This game has one of the most interesting battle systems and 6 truly unique classes with deep complex strategies unlike anything we have ever seen (not only the cards themselves, but the order in which we play them greatly affects the outcome). Unfortunately, the English version was pulled from Google Play, leaving only Chinese version for Asian people to enjoy. UPD: Apparently, the game was re-released under different publisher with the title Dreaming Dimension, so there you have it. [...] Meteorfall: Journeys offers the streamlined approach to dungeon crawling, where all our decisions boil down to Reigns-like "swipe left / swipe right" operation: picking the path, encounter resolutions, and even battles are simplified to utilize this binary choice mechanic. But don't worry: these specifics do not affect the gameplay, still providing enough strategic depth to appeal even to hardcore players. Add here a neat visual style, lots of character classes and their variations, cool card combos, and you get a true masterpiece, which is Meteorfall. [...] Night of the Full Moon offers a fresh take on a fairy tale of Red Riding Hood, but adding darker elements to it (including werewolves, zombies, mad scientists and cursed cultists). It demonstrates an amazing production quality with top-tier art, beautiful audio support, and intriguing storytelling. Gameplay wise, we have the closest thing to DQ, safe for the grid-based dungeon maps, which were changed to just picking the encounter out of available three. Some people may argue that the game does not offer enough strategic variety, only suggesting a single best build for each class, but you will still get different runs due to the randomness of card and power-up drops. Another argument of it being too easy is completely nullified on higher difficulty levels. Wish the story would develop in a different direction, though. [...] Spellsword Cards: Origins provides the gameplay similar to the Night of the Full moon, but focuses more on role-playing character development part. Aside from choosing a class, we also get to pick race with unique traits, and a school of magic, greatly affecting which cards will be available to us during the run. The problem here, though, is that monster encounters do not demonstrate a lot of variety, forcing us to fight the same enemies over and over, and the difficulty is rather high, with starting cards doing almost nothing and enemies quickly run out of hand with their devastating attacks, whereas good cards are hard to come by, and even then you will still be devastated on later stages. [...] UPD: Or maybe I am just bad at this game (welcome to comment section for valid strategy suggestions).
Slay the Spire clones
Blood Card offers a unique possibility to construct the dungeon ourselves, providing a pool of encounters of different types: regular monsters, elite monsters, events and shops. We pick a desired encounter from the pool, deal with it and then move on to the next one. Another interesting feature is that our health is defined by the number of cards in draw pile, which limits our tactical possibilities, but is compensated by the fact that we get multiple copies of cards as rewards for fighting enemies. There are a lot of interesting mechanics related to moving cards between various piles, as well as other neat features (like: the Death inevitably arrives in three turns and starts whacking everyone on the field with increasing persistence), but I'll leave them for you to discover on your own. Card Crusade seemed like a cool idea of mixing classic "roguelike" dungeon crawling with its "deck-based" counterpart, where we explore the dungeon the same way as we do it in Hack, Angband, Pixel Dungeon and other similar games, but use cards to fight actual enemies. In reality though, this implementation just adds a useless abstraction, as the adventuring does not provide any tactical benefits and is only there to inter-connect battle sequences (heck, even breaking pots and chests does not give us any coin, of which developers themselves warn us at the very beginning!). The cards are not very interesting, with next to none cool synergies, and new classes (which should be unlocked by performing specific actions on previous runs) do not provide any major difference. [...] Card Quest takes us on an epic journey through fantasy lands, where we will perform great deeds as one of the classic RPG hero classes (fighter, wizard, rogue, ranger), each with their own equipment and fighting disciplines. The interesting part is that the cards we use during runs are defined by said equipment, and if we find some new pieces during our adventure, we get to keep them for further runs. Also worth noting that defense cards are played not during our turn, but during enemy turn, which requires us to plan ahead a bit. This being said, the game is extremely hard - it will take a lot of unsuccessful tries to finally reach the end. But the variety of dungeons and possible builds will keep us occupied for long. Dungeon Tales for a long time was the closest, yet simplified copy of StS mechanics (up to similar cards and gaming strategies), but without certain elaborate features, like upgrading cards or using potions. The basics are left intact though: we still build our deck along the way and face the powerful boss in the end. There are only two characters available yet, but each has a couple of viable builds, so it can keep us invested for quite some time. [...] Endless Abyss is a close StS clone with very similar character classes (only two so far) and a lot of cards with exactly the same effects. Graphically the game looks very good, but angry monetization, lots of grinding, and forced ads make it almost impossible to fully enjoy. [...] Heroes of Abyss is a predecessor to Endless Abyss with basically the same core gameplay, but very simplified dungeon crawling part. There is no floor map with choosing our path, nor there are elaborate adventure events: just a series of battles with the boss in the end. The spoils we get after each battle go into improving our starting deck and unlocking new difficulty modes with higher rewards. What makes the game unusual, is that we chose the preferred build right from the beginning with appropriate set of starting cards, without the need to rely on the randomness of card drops. It may be interesting to unlock and compare all the 6 available builds, but once the task is done, there is almost no reason to play the game further. Heroes Journey provides a different setting for a change: this time we will play as space explorers, who crash landed on an alien planet. Thus, instead of familiar swords and bows, we will be wielding blasters and energy shields: the rest remains the same, up to the majority of cards straight up copied from StS. Unfortunately, this innovative idea was completely ruined by repetitive grinding and angry monetization, forcing player to make dozens of identical runs with the same small card pool, until something adequate is unlocked. Oh, and the game is long abandoned by the developers. Pirates Outlaws is an amazing rework of original StS ideas in a pirate setting with some changes to gameplay mechanics, such as introducing persistent charges needed to play certain cards, and different buff/debuff statuses that replace each other. There are also some questionable features, such as ship stamina that deteriorates over the course of the journey and leads to game over if not repaired in time, or a quest system, where quests can not be completed in parallel, but instead picking the new quest resets your progress in the current one. Some may also argue that new classes take long to grind for, or expensive to pay for, but with permanent booster pack this should not be a problem. Anyway, the game is highly recommended for any StS fan. [...] Rogue Adventure offers a twist to usual mechanic: our hand is limited by 4 cards, but each time we use one of them, a new card is immediately drawn to its place, thus we never run out of cards to play. Non-starting cards are common for all classes, but are grouped by type (or race), giving huge synergies depending on how many similar cards we have. Aside from this, the game offers diverse gameplay by providing a lot of different classes, each with its own unique strategies and dynamics, and some interesting items to work around. The developers constantly provide updates with bug fixes and new content, but be warned that new mechanics may break what you are already accustomed for. Royal Booty Quest started as a straight rip-off from StS with the same classes and abilities, and even cards having the same names. And absolutely atrocious pixelated visuals, which were not possible to look at without eyes bleeding out. Over time, though, it developed its own unique mechanics and interesting card combinations, but the art style did not get any better. However, if this is not a problem, the game is enjoyable to an extent, but since it was not updated for a long time, I doubt it will keeps anyone's interest for long. [...] Tavern Rumble adds an unusual strategic element - a 3x3 grid, on each units and enemies are placed. The core gameplay remains the same (we still see what opponents are planning to do each turn and adjust our own strategy accordingly), but the addition of the grid introduces another tactical layer: not only we should maximize the damage output, but also plan the layout for our troops to provide the effective delivery of said output, while at the same time establish enough defense to minimize the damage to ourselves. There are a lot of cards and classes to play around, different play modes and a lot of features that are still being constantly added to the game. Some may argue about simplistic pixel graphics or long repetitive grinding, but it is easy to unlock everything within reasonable amount of time, even without paying. [...]
Other Games
Of course, my criteria does not work 100% of the time, as some games are way too different from anything else to confidently enroll them into one of the categories. They either demonstrate traits of both, or implement entirely unique mechanics of their own (which I like the most), while still maintaining the basic dungeon crawling ideas (so a lot of the games you might think of will not end up in the list). What I have in mind is the following: Dungeon Reels removes the cards from card-based dungeon crawler - why bother, right? Instead, it provides some kind of a slot machine, where each turn three rows spin independently to pick available actions based on what slots we have in our reel. Winning battles awards us with new, better slots to add, each with their own specifics and synergies. Enemies also randomize their moves with slots of their own, but the most satisfying mechanic is the possibility to spin a jackpot with three identical slots for some powerful effect. It is interesting to see this concept developed further, but the game has not been updated for a long time. Iris and the Giant takes us on journey through imaginary world, inspired by Ancient Greek mythology. Each battle takes place on a grid, where various enemies advance in huge numbers. We play a card from our hand, usually dealing damage to nearest enemy, and then everyone who is still standing and can reach us deals damage in return. There are cards that target multiple enemies at once, as well as ways to play more than one card during our turn, so most of the time we will be deciding which card to play at which moment. The deck has limited size, and if it becomes empty we lose, so new cards should be constantly acquired. There are a lot of interesting mechanics to discover, but the game is very hard and luck based, requiring a lot of trial-and-error to finally reach the end. [...] Phantom Rose Scarlet has the same basic core, but with completely innovative battle system, not seen in any other game. On each turn there are four positions for cards to be played in strict order, where two of them are randomly filled with opponent's cards, and the remaining two are left for us to fill. Instead of drawing the hand, we have our entire deck available right away, but playing cards puts them on a cooldown, which does not reset between battles, so we constantly face the strategic choice of playing our best cards right away or keep them for later. The game is in active development, providing new mechanics and further developing the story, which is quite captivating here. [...] Void Tyrant is a bit of a stretch, but still a "card based dungeon crawler", in which we basically play BlackJack against our enemies by dealing card with numbers from 1 to 6 one-by-one from our deck until we stand or bust. Whoever has the highest value wins and deals damage to the loser. There are various supporting cards on top of this mechanic, allowing us to either jinx the outcome in our favor, or to perform various other metagame manipulations. The only downside of the game is the lack of content, as it quickly runs out of interesting things, and since it was not updated for a long time, it is unlikely that anything new will be added in the future. [...]
Conclusion
As you see, there is a lot to play besides StS, so even if you are not hyped by its long-awaited Android release, but appreciate a good intellectual dungeon crawler, you will find something to suit your needs. I hope, even with StS release, new games of the genre will continue appearing on mobile phones, and I will gladly review them and add to the list. If you know any hidden gems (or even trash) that was not highlighted in this article, please share the names and/or links in the comments. I am also open to any discussions on the topic, as I am obviously able to talk a lot about my favorite genre. Good luck to everyone in all your endeavors. P.S. I am well aware of games like Dungeon Cards, Card Adventure, Dungeon Faster, Meteorfall: Krumitz Tale, Card Thief, Maze Machina, Cube Card, Card Hog, Fisherman, Relics of the Fallen and other "grid-based puzzles", but do not consider them to be a part of the "family".
I present what I believe to be the fastest 5e build as of today: the Intercontinental Ballistic Tabaxi (ICBT)
UPDATED, check changelog at the bottom!
Strap into your crash couches and take your anti-inertials, folks. You are going to need them. What if I said you could fly over 34,000 feet in a turn, fully RAW with published content? You start with a Tabaxi with a base movement of 30 feet. And it all goes downhill from there.
Classes:
5 Totem Barbarian for +10 feet from Fast Movement. In addition, take Elk Totem for your level 3 pick. 10 Monk for another +20 feet from Unarmored Movement. 2 Bladesinger gives +10 feet while Bladesinging. 2 Fighter doesn't allow any extra movement, but grants Action Surge. This leaves you with 1 level of your choice. In addition, the Monk subclass is up to you. So far we’re at 70 feet walking speed. This is fast for your average end-level monk, but we’ve yet to mainline the real speed. And before we get any further, you will actually need friends for this. You might lose them with these shenanigans, but the classes they’ll need are: Transmutation Wizard 17/Alchemist Artificer 3; they will need a Boon of Spell Recall and the Metamagic Adept Feat with Extended Spell. Oath of Glory Paladin 7/Creation Bard 6/Graviurgist Wizard 2. The rest of their levels are up to you.
Other Speed Bonuses:
Let’s get the weird thing out of the gate. Your Transmuter should have Shapechange prepared, but not as a scroll as you won’t be the one casting it. Instead, the Transmuter is going to cast Glyph of Warding at 9th level, casting an Extended Shapechange by using their aforementioned Boon of Spell Recall and Metamagic Adept to circumvent the need for two 9th level spell slots. You then activate this glyph to become a Quickling. This replaces your 30 base speed with 120 feet, so it evens out to a +90. In addition, you do not have to concentrate on this spell thanks to Glyph of Warding, which means... ...You can maintain Shapechange while Raging for +15 feet under Elk Totem. Attune to the Book of Exalted Deeds. This artifact can have 2 Major Beneficial Properties from the random properties list in the DMG, [41-50] is a +10 to walk speed. This means rolling the same bonus twice will grant you +20 feet. The same goes for The Infernal Machine of Lum the Mad; except it has 5 random effects. Rolling a [48] five times can grant up to a +50 to walking speed. This same effect doubles your lung capacity each time, which means you can hold your breath 32x as long. Grab the Mobile feat for +10. Be gifted a Transmuter Stone with the speed buff from your Transmuter for +10. Epic Boon of Speed grants another +30 feet. Voluntarily have a Sibriex Warp you using the Flesh Warping variant rule. Since Shapechange was cast with the Extended Metamagic, this means it will still be active when the Warping finishes with slightly under an hour left. A result of [56-60] on the Flesh Warping table grants a +10 to walk speed. Cast or have Longstrider cast on you for +10. The Paladin should use their Graviurgist multiclass’ Adjust Density on you, for yet another +10 Have your Transmuter use their Alchemist Experimental Elixir feature to give you a Swiftness Elixir for +10 feet. Start your turn within range of the Paladin’s Aura Of Alacrity for another +10. Also start your turn within 10ft of a Dancing Item created by the Paladin's Animating Performance for +10 feet. 70 + 285 = 355 feet of walk speed. But this is all simple addition, even 1st graders are learning their multiplication.
Multipliers:
Use your last attunement for Boots of Speed: x2 Have Haste cast on you by your friendly Transmuter, or drink a Potion of Speed: x2 Shapechange allows use of your features if you have the proper anatomy, so Feline Agility is fair game: x2 Multipliers stack, so 2 x 2 x 2 grants you a x8. 355 x 8 is 2,840 feet per movement.
Now the actions, lets count them out:
Have your Paladin use their Bard multiclass to use a readied Dissonant Whispers set to trigger once you start to move (remaining in range for the spell to target you) using Feline Agility: Reaction Move x1 Base movement x2 Action Dash x3 Hasted Dash x4 Action Surge Dash x5 Step of the Wind Dash x6 2,840 x 6 is a total of 17,040 feet in a round.
But did you think we were done yet?
Finally, there's an item in The Hidden Shrine of Tamoachan (in Tales From the Yawning Portal) called the Eagle Whistle. When you blow it continually, you can fly at a rate of twice your movement speed. There’s no stated action to blow the whistle, only a limit of how long you can use it continuously.
This gives us a final total of 17,040 x 2 for 34,080 feet in one turn. Flying. This is analogous to Mach 5.05.
• • •
Afterword:
Why, why would I do this? Well, mostly because I could, and because nobody stopped me the last few times I shared older builds. Also, it’s because I’ve seen a good number of builds recently that try to take the crown of ‘fastest 5e build’, and each time I’m disappointed to find some misinterpretation of a feature, or using a UA that’s no longer in the playtesting phase and is now unsupported (coughMysticcough). I also have a low opinion of the Peasant Railgun, since that’s reliant on the readied actions of other characters and not your own movement speed. I do take some delight in having what I believe is the current fastest build in 5e, but I fully expect to have someone beat me to the punch when the next speed boost is codified. At least I can hope that they’ll be basing the build off of this. Fun fact, this speed after the first update now surpasses 330 feet base walk speed. With multipliers, this means you are literally moving more than a mile a second. ...Figuratively? You’re not your character, so you’re not the one moving but you’re taking their persona as their creator so you... oh no i’ve gone crosseyed
CHANGELOG
2/11/21.4 • Made the Sibriex Warping more reliable. • Touched up the order of events in which you should have your effects granted by effect duration. With the exception of the Shapechange shenanigans, it now goes from Permanent, to Hour, to Minute, to Round. • Gave Transmuter Metamagic Adept. 2/11/21.3: • Changed Paladin ally's Glamour Bard 3 for Creation Bard 6. • Broke Mach 5. • Credit for the above goes to u/Simple_Ferret4383 2/11/21.2: • Reverted Mantle of Inspiration to Dissonant Whispers. RAW can't ready a Bonus Action. 2/11/21.1: • Inverted decision on Elk Totem 3. • Added Glyph of Warding and Elk Rage bullshit. It’s a whole paragraph. • Removed College of Spirits UA mention in Afterword. • Gave the Paladin Graviurgist levels, also granted Bard subclass. • Replaced readied Dissonant Whispers’ reaction with the one from Mantle of Inspiration. • Added Sibriex warping. Nasty stuff. • Thanks to u/ChazPls, u/SethTheFrank, u/ALemmingInSpace, and u/Semako for the input listed above!
I heard you guys like reading patch notes... So how about a fake one?
General / QoL
Dark Mode is now available as a setting and on by default. We also tied down the guy (who wrote the flashingly bright note about seizures) in a opthalmic speculum, in a dark room while opening and closing the said bright note for 3 hours.
Light Mode uses grayish / genshin-impact-blue color scheme.
Users can now map keys in settings.
New user center setting : Allow Teyvat Times to publish my in-game alias (not username) and last 4 digits of my UID (When you set a world record of hunting fowl and etc.)
Added setting for persistent aiming mode. If turned on, your character will try to get back to aiming mode even when you dash or you are knocked back.
Going in and out of aiming mode is now much smoother. You can still dash, cast skills and still keep the cursor on. Inspired by Tombraider? Idk why I wrote this.
When crafting an item and you run out of materials for it, the item selected stays in place and will not scroll all the way down.
When choosing characters for the abyss, the preview button to see which enemies you will face is also there.
When finishing an abyss floor, you can return to the abyss menu without ending the "run" to collect rewards or browse around.
Fixed a bug with sucrose/xinqiu bonus materials when crafting.
Fixed a bug with razor's c1 constellation not increasing his damage and not displaying a buff indicator.
All buffs are now grouped/stacked by icon category, attack/defense/regen etc. Hovering the cursor in the grouped icon will display verbose info. (e.g. thrilling dragon tales, character talent, gouba pepper etc).
Daily Login Bonus is permanent.
Claim All and Repeat Buttons are now available in Blacksmith, Battlepass, Expeditions and the Like.
VA/CV list is displayed instead of current selected voice language in character details. (e.g. if you go to a character screen, and have english voice language, you will only see english voice actor and you have to change language just to find out who the cn and jp voice actor is)
Hide ui/hud setting and dedicated hotkey is added for creating fan-made cinematics.
Unless it is an artifact or a weapon, an item previously recorded and consumed will no longer display as "new"
Added shield bar on top of health bar
Added party icon on the top right ui and a dedicated hotkey to switch parties
Added hotkey to switch to your saved Comps 1 to 4
Resin is now always visible at the top of UI (without needing to open up the map)
Moved UID a bit further down by 2px so it doesn't overlap with the buttons
Changed UID Opacity by 75% and has grayish text color, inspired by "windows is not activated"
Added a space character on the launcher download text (e.g. "Downloading75%" into "Downloading 75%")
Bonus damage from element-affected status (e.g. "deal 15% increased damage against cryo affected enemies" are enclosed in parentheses
Expedition Slot Remembers Last Character Used
Expedition Slot Remembers Last Hour Used
All map objects are navigatable for consistent experience. and are not overridden by quests. You will always be directed towards the one you choose.
Navigated Map Object Always Display Their Distance and Light Beacon (e.g. Leylines not having those)
Added enemy weakspot zones with varying degrees (green,orange,red) in the adventurer's handbook, if you kill 150 of a certain enemy type. Humanoid types generally have the head as a weakspot.
Fraction of Fraction of a bullet time effect and a red particle glows when you hit the weakest spot of an enemy.
Reading and Clearing Story/Voice Lines syncs across all devices you own.
Statues' Remaning Healing Energy now Visible on the Tower Itself. Dat Glowy thingies deplete when you use them.
Statue's First Healing Tick Revives Fallen Characters by 10hp%. Second Healing Tick is Full Restoration or until Remaining Healing Energy Allows it.
Critical strike Indicator
Enemies in the handbook are dynamically arranged by type , then alphabetically. All hypostasis are lined up.
All enemies are displayed in the handbook regardless of what region you currently are.
Journal (J) is now binded to (F1), since this is where you look commissions for rather than the Adventurer Handbook (F1)
Journal , Handbook and Archive are compressed and combined.
We bought a time machine and went back to the time when we did the hypostasis event. The last challenge in the event is now a new hypostasis after the three old hypostasis.
Andrius's Boss Fight is now properly a Trounce Domain, For consistency with other weekly boss.
Changing a Team Member in your active roster won't override that slot in your saved team comp
Active Roster and Saved Team Comps are now a seperate thing
Selecting a Saved Team Comp will replace the Active Roster (so you can replace one member before "deploying")
Clicking Deploy in a Saved Team Comps will immediately send you back to the game
Switching Party Members is smoother than an oiled tits smooth, regardless of network latency. Especially in Single Player Mode.
Resource and Player Position in the map has better visual clarity. (Imagine klee collecting wolf berries or philly mushrooms)
Option to adjust map size , and resource/player icons.
PC , map pin size collision reduced. If I clicked Taishan Mansion, I meant Taishan Mansion.
Mora , Artifact Limits and etc always visible in inventory screen regardless of which tab you are on
Blacksmith remembers the quantity of ores you refine
Adventurer's Handbook remembers the last filter you used when browsing enemies (all, elite ,boss)
Adventurer's Handbook points you the next enemy you are hunting (when you kill 1 ruin guard, you dont have to open handbook again to see the next one in the map)
Adventure's Handbook knows ALL of the elite enemy locations. The list seem to be manually added instead of dynamic, possibly due to chest concealment similar mechanic. If you hunt ruin guards, I think the book only lists 4 of them in the whole map.
Gameplay
Training dummy added near favonius hq. You have to do a story quest and spend resource to have it constructed.
Enemies now have a difficulty rating. The higher the difficulty rating is, the higher character xp/gold they will provide. XP scales off your adventure rank level. Extra Large enemies have a guaranteed chance to drop 1-4* artifacts. They will respawn longer as a consequence. It doesn't make sense that a huge lawachurl and smol hilichurl both give 20xp.
First and Second Dash now have different color indicators.
If you used 2 dashes consecutively, a subtle glow/indicator pops around your character for when you are able to dash again. Inspired by Deadcells.
Added Treasure Compass for Dragonspire.
All excess anemoculus/geoculus/dendroculus and crimson agate can now be traded in the antiques shop.
Treasure Compass will automatically change depending on what region you are on. If you don't have a treasure compass for that region, it will remain unchanged from what is the last equipped.
Treasure Compass search radius is increased region wide. It will point the "nearest" treasure chest's direction. The color of the direction changes the farther you are.
Treasure Compass will now consider puzzles as treasure, and display a different indicator. It won't tell you what steps to take to open it, though.
Added a domain for gladiator and wanderer's troupe artifact sets. Artifact drop rate from world bosses are FURTHER reduced. Weekly boss artifact drops are unaffected.
Prototypes will now drop at least once in the last weekly boss you face, if you are unlucky. The chance to acquire multiple prototypes within a week is unchanged. Drop rate is reduced consequently.
World Boss Artifact Drop Rates are now visible in the adventurer's handbook.
Prototype Drop Rates are now visible.
Domain Artifact Drop Rates are now visible.
1-3* Weapons are now craftable. They will require a shit ton of ores and materials. Cold Steel for instance will require 200 pieces of mint.
Added 6 new craftable weapons. Of course it will require prototypes you f2p piece of shit.
Craftables, Shops and Loot have higher priority versus signboards and npc.
Monsters and Enemies have higher priority (when attacking or casting skills) versus ores and flaming/freezing flowers and other resource objects.
You can now equip up to 3 gadgets.
New Action : long pressing a gadget opens up Gadget Wheel to switch gadgets without opening the inventory. Gadget goes into long cooldown.
Domains now consider your condensed resin before saying you are out of resin.
After completing a domain challenge, The start challenge object will respawn in the center of the arena. Game will no longer go into a loading screen. This is for the console peasants.
When claiming domain challenge rewards, it also displays how much condensed resin you have (so you know you can still do 1 more, or gtfo) when it asks if you want to continue or leave
Anemo Hypostasis will die if you manage to collect all the orbs, for a more consistent experience with other hypostasis.
Weekly boss timers are now consistent. (Some have none , some at top, some at bottom)
Dvalin's Mini Cutscene will hold your altitude (if you are gliding) when it triggers
Childe's Mini Cutscene is now automatically skippable (named "skip when already viewed once" found in settings).
Food is now sortable by type.
When choosing a revival food, the icon sizes are reduced and displayed in a grid rather than a long line. When in single player mode it slows down time. Like witcher 3 or tomb raider.
MRE can now hold all types of food, up to 3 slots.
You can long click/hold the MRE button and switch the food it holds. Goes into long cooldown.
Charged Longsword and Bow Attacks (for claymoreless comps) will now allow you to mine ores more effectively. This affects rock shield wall hilichurls as well.
No one uses claymore charged attacks, even with stunned enemies. Claymore charged attacks now deal increasing damage the longer it was charged uninterrupted. You will get staggered and take more damage as a consequence. The last attack of a charged attack deals more damage and wipes half of the planet's population.
Constellation can now be toggled on/off
Gacha / Shop
The first cheapest crystal top up (60+60) has been buffed to (80+80) crystals. We realized it wasn't even enough for a single pull and we laughed until our sides hurt. As a tiny token of goodwill this will retroactively affect everyone who purchased this item for n amount of times the person has purchased this item.
All in-game currencies (primo/fate/genesis/future except mora) are always displayed in the topright corner when wishing and shopping.
Pity Counter. When it reaches 75 it glows like christmas.
Gifting of purchase is now possible. In the case of chargebacks , the gifter gets banned. Gifts can only be sent after 60 days of purchase, and usable by the recipient after a week. Maximum of 1 gift per month.
Gifter must have a track record of >= $20 of purchase within the last 3 months.
Gifting is a sensitive topic. Chargeback scams fucks up game companies, banks and third party payment platforms.
Purchase history and total is added to track expenses.
Gambling addicition reminders when you rage spend. Also alerts a mhy employee when huge purchases are being made in error. It displays a huge red alert on the employees screen.
In Consideration
Reworked Elemantal Mastery to also increase Elemental Skill Damage by 25% (base, some current/future characters might interact with less or more) of your total Elem Mastery. Consequently, Skill Damage from Attack Ratios are lowered. Think of ad/ap ratios in League of Legends.
Character skills to deal compound damage of physical+element when using a weapon (e.g. diluc smash bouncing off pyro slimes, despite his big sword being sharp and shiny)
Items
Wind Catcher Gadget now refills with anemo energy particles.
Prototype Aminus/Archaic's proc cooldown refinement is restored. (Used to be 15/14/13/12/10)
Boar Traps are now craftable and equippable as a gadget. You can leave it up to 48 hours to check if you caught something.
Cast net are now craftable and equippable as a gadget. Can be used to catch multiple fish and crystal flies.
Crab Traps , can be left in the wild for 48 hours and catches 3 crabs per trap.
Inflatable balloon for safe swimming. Requires anemo slime materials.
Portable towers no longer expire.
Portable towers max deployed count is increased up to 5.
Condensed Resin can now be used on World Boss
Condensed Resin cap increased to 5.
Artifact Inventory Limit increased to 5000.
Weapon Cooldown Indicator displayed as status icon (sacrificial sword, archaic, etc)
Seelie Companions give 1% passive bonus CharXP(Blue), CompanionXP(Purple), Mora(Gold)
Crafting Table no longer consumable
Portable Cooker no longer consumable (requires fuel , 1 fire stamen = 3 uses)
Portable Warmer no longer consumable (requires fuel , 1 fire stamen = 3 uses)
Items mined are ores
Refined ores are ingots
Option to refine Magical Crystal Chunk without resin, but with immensely increased cost and time
Coop
You can see the general direction and how far an ally is like in pubg.
In-game voice chat for random players in matchmaking
Battlepass / 12 Episode Anime
Battlepass can now have excess points up to 3000xp , for the times when you do your reputation bounty and missions earlier before the next battlepass comes out.
When a new Battlepass starts, it starts on mondays , so no mission gets left out. All excess days until the next new-battlepass-monday are dynamic and flexible.
When using a condensed resin in a domain, it counts as 2 domains cleared in the Battlepass
Cooking ingredients (sugar, bacon, cheese, etc) counts as cooking in the Battlepass
You don't need to switch tabs in the battlepass when using claim all. Clicking claim all, claims all.
New battlepass campaign for 12 episode anime. Milestones are displayed on website and forum. Sales earned are transparent in game and website. Inspired by dota 2 international.
Percentage of battlepass campaign sales will go to anime funding.
Having at least 1 season of anime puts mihoyo in the "mainstream" status in the leagues of Fate, Princess Connect, Grand Blue etc. It solidifies the IP.
Quests
Option to abandon story quests (restart from scratch) to prevent blocking of coop
Repeatable Quests Ideas below. Coop and matchmaking is enabled. 15~30 minutes long, walking pace. Not mandatory for daily activity/event/battlepass for people with little time to play. Gives worthwile rewards (3 pieces of adventurer's wit, 5k mora etc)
Long escort caravan mission, from Mondstadt all the way to Liyue. From Springvale to Liyue. People and Caravan must survive. Enjoy the beautiful world of Teyvat, optional pit stops, coop chat/discord, region guard checkpoints and enemy ambush. Multiple client routes available. Go through dragonspire for a shorter, but more dangerous path. Get harassed by Fatui at borders. Board a ship and load the caravan. Get checked by Border Patrol for smuggled goods and diseases.
Repeatable Town defense without towers. Defend the Town from hordes of invaders. Something fun with coop.
Fatui and Friends Battle Royale. All npcs and doors disabled. You and the fatui bots duke it out. Healing only comes from special food that you pick up. Matchmaking enabled.
Beach Defense. Prevent the Fatui from invading the coastline. Your friends rain arrows from starsnatch cliff.
Beach to Mondstadt/Springvale goods escort services.
Elemental Reactions
Vaporize's Steam deals aoe damage
Overloads damage (electro->pyro) now deals x1.5 (pyro) damage
Overloads damage (pyro->electro) now deals x2 (pyro) damage.
Overload's knockback decreased significantly
Superconduct's damage (electro->cryo) now deals 2x (cryo) damage
Superconduct's damage (cryo->electro) now deals 1.5x (cryo) damage
Superconduct's negative armor debuff is moved to Melt
Melt gains the negative armor debuff due to the sudden temperature change, making surfaces brittle.
Melt damage consequently reduced. (pyro->hydro) at x1.4% , (hydro->pyro) at x1.8%
Geo New Reaction : Smoldering Rock or something (pyro->geo)(reverse not applicable) deals x0.3 (pyro damage) on top of crystallize
Geo New Reaction : Mud or something (hydro->geo)(geo->hydro) deals x0.1 (geo damage) on top of crystallize, slows enemy movement
Geo New Reaction : Snow or something (hydro->geo)(reverse not applicable) deals x0.2 (cryo damage) on top of crystallize, slows enemy attack speed
Geo New Reaction : Seeds or something (dendro->geo) deals x0.1 (dendro damage) on top of crystallize, restores 3% of your hp. Or entangle. Prevents enemy movement (can still attacc and cast spells)
Enemies
Enemies inside domains and abyss have their return-to-spawn-point-then-regenerate-to-full-health disabled.
Enemy AI a bit smarter. Those with mobility skills (whopper, smol geovishap, cycin mages) won't follow you to drown in the water. The game will not check if you are wet , but if you are in a swimming state.
Hydro Abyss Mage's and Hydro Fatui Gunner's Hydro Barrier now takes the same damage rate/ratio from opposing elements (cryo,electro) for consistency.
Hydro barrier new opposing element : Geo. It makes it harder to maintain the water shield due to the mud soaking up the water and adding weight.
Boss Childe's Spirit Whale Attack generates water in the sides of the arena, pushing you towards the center. You must have enough stamina to keep dashing to the sides before he does this, or you will have to perfectly dodge the spirit whale attack.
Hydro SamaChurl now heals at a rate of +300/HoT per AR Milestone instead of percentage. This is for when you are hunting a LawaChurl Bounty that is near dead and healed to full health in 3 seconds. Having a fixed amount of healing ensures that it is big enough for the intended smaller enemies and portionally good enough for large enemies. The other option is to use different healing ratios for small and large enemies.
Queen of Pain , I mean Cycin Mages have a stagger window when they are about to cast their almost-undispellable shield
Zed , I mean Shadow Fatui Agent makes use of his shadows to dodge your attack sometimes.
Smol Geo Vishap now drops less geo shields
Smol Geo Vishap now uses his rolling attack near you, not 150m away from you.
Smol Geo Vishap now burrows a bit less frequently
Ruin Hunter doesn't stay in the air up and raining artillery forever , in consideration of bowless comps
Fatui Cryo and Hydro Gunner Turn Rate Reduced by 10% when on Spray Mode.
Primo GeoVishap now has a tired/exhausted animation, instead of standing still and looking at you and what life could have been for 10 seconds.
Primo GeoVishap spin attack now has a 0.2 dodge window (previously none) and Spin Radius Decreased by 100m.
Characters
Dvalin's Cutscene when you dispel his barrier is removed and much smoother. He just falls in place and no clipping.
Character's "Main Stat" is now visible in attributes. Previously you can only know it when ascending or when using google, or if you really have a big brain.
All characters passive talents are now combat related.
All characters now have their own cooking/exploration/crafting/smithing talents. It is possible not to have OR have multiple talents in each category. We get it , everyone can taste what a good gravy is, but not everyone can make a good gravy.
Ayaka
Alternate sprint binded to a different hotkey.
Yes I came from the future.
Albedo
Elevator can be activated to go up and down by using the F key.
C2 stack counter / indicator via particles (think of razor geo sigils)
C4 plunged attack covers albedo's sword in geo energy (like noelle, but smol)
C6 crystallize shield has a different shape (leaf)
Amber
Increased ultimate radius by a tiny bit.
Allow targeting of ulimate by holding the ultimate button.
If baron bunny is present in the ultimate radius, it will absorb all pyro damage and deal it as bonus damage when it blows up.
If baron bunny was "charged" with pyro rain and hit with a C2 charged shot, it will trigger a micheal bay explosion animation.
Barbara
Restored Barbara's Energetic Voice Lines
New Lines sold seperately as Dark Barbara™ , comes with a Dark Dress
C6 Revive indicator is now visible as a buff.
C4 now generates flying energy particles instead of instantly regaining energy. Mind you that this is a fucking nerf to this piece of shit healer that freezes you. It's just that there's no flying particles when you use this hero.
Beidou
Casting the elemental skill applies a strong taunt and re-initializes enemies attack loop.
Bullet Time effect added when triggering a perfect counter, when playing in single player mode.
The ultimate's chain lightning deals tiny spark damage if it didn't jump.
C2 chain lightning has a different color.
C4 buff is triggered when you do a perfect counter (Taking damage to activate a skill promotes bad gameplay)
C4 perfect counter grants the maximum damage bonus
C4 shield has a different color.
C6 has aura on the ground (inspired by Dota 2's Necrophos , but purple)
Bennet
C6 Ultimate pyro infusion just adds pyro damage to your attacks, and won't convert them fully into pyro.
C6 Ultimate restores up to 100% hp.
Childe
Improved manly posture when in aiming mode
C4 Riptide slash and flash uses different coloparticles/animation
C6 has an indicator when it works and when it is available
Chongyun
Cryo Field's Cryo infusion just adds cryo damage to your attacks, and won't convert them fully into cryo.
Diluc
What seriously? You really want more?
Fuck this guy in particular
Elemental Sword Duration Indicator added
C6 his flames has some bluish tint
Diona
Fixed shield duration bug and increased by additional 1.1 seconds per claw.
Shield ratio based off max hp increased by 10%
C2 reduces skill cooldown by -2 seonds (press) and -4 (hold). The coop shield is added by default out of the box. Anything coop should not be locked behind a paywall because it will hurt the game and fanbase.
C4 has been reworked to grant normal and aimed uncharged shots 25% chance to deal charged attack shots.
C6 radius is increased and uses a different color.
Fischl
Ultimate now deals tiny bit of damage per 0.2 seconds tick when making contact with enemies (aside from getting hit by lightning once)
Ultimate can fly/pass through thorn walls. I'm looking at you Dendro Samachurl.
Shadow Raven Let Night F---!!!
C4 Ultimate hp restored now scales off damage dealt by the ult.
Ganyu
holding the elemental skill allows you to aim and won't make you backdash
C4 Freezing Field changes color intensity per damage increase
C6 free frost charged arrow now works with normal unaimed attacks.
C6 uses a different particle color. Sometime it turns into a bazooka.
Jean
Reduced Increased swaying of boobs by a tiny amount while holding the skill. You can kinda feel them slapping against your face. You can almost describe their softness and warmth in a minimum of 10 pages apart from you going sommelier describing how deep her sweat tastes like.
Jean's Charged Attack Launch Height is too damn high that you cant even hit the enemy, so - Reworked Jean's Charged Attack : Holding the attack button launches the enemy in the air. If you keep holding it down you will perform 3 slashes in the air. If you let go early you will stay on the ground.
Base Attack Increased by +5
Jean can now pick up the slimes dropped by enemies and use it against them for a bighead move
Ultimate radius is increased
Ultimate Wall Mechanic Reversed. Enemies are now trapped inside. When you use your skill (usually to regain energy) you can air-wall slam them. Block Projectiles from outside.
If any of you actually played jean support, a normal person would use ult to heal, cast skill to regain energy, then switch back to other characters. It doesn't make fucking sense to push them outside your wind arena because you want to fight inside the swirl/healing zone.
Ultimate swirls every 0.2 seconds , depending on what elements are inside. Field Changes Color Each Time Like a Disco Ball
Ultimate now slowly succs enemies to the center(without lifting them up)
Ultimate Damage is consequently reduced.
C1 Uses a different colored windblast
C2 Buff Indicator
C4 uses a different color wind field
C6 Ultimate is now an aura and moves with you. To break away from "buffed area" convention.
C6 Ultimate will get you to keep the windsaber for the ult's duration
C6 Shield Buff Indicator via Particle and Status Icon
Kaeya
Base attack incresed by 5
Elemental Skill (Hold) Sprays Ice , think of Igni but Ice in Witcher 3 or DND's Burning Hands
C2 Icicles light up when you defeat an enemy indicating that it really works
C4 Barrier is of different shape
C6 uses a different icicle particle for bling purposes
Keqing
Aiming mode feels a lot smoother. You can aim while moving and cursor immediately shows and the kungfu pose is only done when throwing the stilleto.
When in single player mode, casting your ultimate produces a bullet time effect.
C4 Buff Indicator
C6 Description is confusing as fuck.
C6 Buff indicator
C6 Makes your sword light up like a lightsaber.
Klee
Imroved Torch/Bonfire/Campfire and the likes Lockon (if there's any to begin with)
Throwing Jumpty Dumpty provides 0.1s iframe during her spin
Ult is now no longer greedy. Pyro satellites remain when you switch characters, making our lovable klee open up for support options. Child support.
C4 is now manually triggered, Pressing q again will make her explode, bigger damage based off remaining duration. less duration left, less damage.
C6 klee uses different bombs
Lisa
A lingerie shop is opened in Mondstadt to change her pantsu, socks and garter belt style and colors. Black Leather Tight Suit™ Sold Seperately.
Option to wear glasses as a Librarian added.
Climbing voice volume is re-mastered in asmr microphone, in all languages.
Requires "i am of legal age" consent in the user center
Elemental skill (press) aoe slightly increased.
Base attack increased by 15.
Mona
Alternate dash is now binded to alt key.
Hydro Puppet now deals half damage upon cast and half damage upon explosion.
C6 normal attacks use a different attack animation.
MC (Anemo)
Palm vortex can be casted in midair to break your fall (but not propel you up)
MC (Geo)
When you overlap geo boulders (aimed mode) it will trigger the geo explosion of the older rock, then replace it with a new one
Ningguang
Holding the skill button surrounds her in mini jade screens , unable to perform any action until it is released or ends. Useful for cinematic stuff. Imagine tanking childe's whale attack. Or someone wants to recreate triple rashomon scene.
C6 has a chance to use different attack animation.
C6 star jade now resembles a primo gem.
Noelle
Elemental Sword Duration Indicator added
C1 heals have a special effect and voice line when conditions are met.
C2 upgrade uses a different charged attack animation.
C4 uses a different barrier color
C6 upgrade uses different ult (possibly red with the same hue as her skirt) color.
Qiqi
C2 reworked as -15% attack debuff
C4 reworked as -20% elemental resistance debuff
C6 cooldown/availability indicator.
C6 has a different bling/color
Razor
Transformation Duration Indicator added
C1 increased damage now really works
C1 now has a buff indicator that it really works
C2 now has a special crit indicator
C4 armor shred now has a (claw mark) armor shred indicator that it really works
C4 (hold) has increased damage so it doesn't feel left out. It also has electro explosions similar to when you mine an electric ore as a special effect to indicate that you are C4 and have a big PP.
C6 covers your sword with electricity (like diluc) when it is charged and ready
Yes I play razor a lot.
Sucrose
Fixed crafting bug not producing any bonus when using large quantities (say 100+)
Improved lock on when blowing off dandelion flowers. Idk how she keeps missing them even at point blank range, Hell , at any given range.
C1 if you overlap the wind nukes the second one will be a 0.1s delay then it will go off with a slightly bigger radius
C2 ult has a different color
C4 has an indicator that it works
C6 buff indicator
Venti
Wind current generated by skill (hold) allows him to fall slower without gliding, and allows him to shoot wind lasers. Ehe
C2 Charged Shot produces a bullet time effect when shot at point blank or if all 3 arrows hit a single enemy. Sometimes he draws the holy lyre and it transforms into a primitive shotgun.
C4 buff indicator.
C6 uses different vacuum color
Xiangling
Ultimate deals additional damage when cast at point blank because you get stab and bonk while she is twirling her spear.
C2 last attack leaves a flaming trail special effect (inspired by kyo or iori from king of fighters)
C6 upon cast, Xianling automatically does a speed-up full normal attack combo and then releases the pyronado normally (while covered in flames or some shit). If you are in single player mode and there are no other enemies within 150 radius the ult will cause the screen to black out, like in legend of legaia.
C6 during the ultimate if it contacts with gouba's flames it produces micheal bay effects while raining carpet bombs and shit.
Yes flat is justice.
Xingqiu
Floating Swords Duration added
Fixed crafting bug not producing any bonus when using large quantities (say 100+)
C4 Allows you to hold the elemental skill for double backflips (inspired by law from tekken) cooldown is 1 month.
C4 Elem Skill leaves a faint rainbow (when ulted)
C6 Swords emit faint rainbow color. Rainbow power motherf-
Xinyan
Hitting large enemies counts as 2 enemies.
C1 buff indicator
C2's level 3 shield has some bluish flames
C6 charged attack uses a diffent attack animation or has an indicator that it works
Xiao
Transformation Duration Indicator added
C2 now leaves a trail of anemo energy that deals tiny bit of damage , trail lasts for 1 second and deals at 0.2s intervals.
C6 plunge attack counts large enemies as 2.
C6 plunge-attack-no-cooldown-empowered-dashes uses a different particle color and produces a bullet time effect when used for the 3rd time onwards. useful for cinematic purposes
C6 during the bullet time you can sneak in a normal attack once per dash
Bullet time is always disabled in multiplayer
Zhongli
Increased pillar aoe by a tiny bit
Generates energy particles per pulse, maximum of 1 enemy per pillar
Base attack increased by 5
Travelers can redeem promo code "WHOSYOURDADDY" for additional +5 damage, regardless if they have the hero or not.
Attack ratios increased by 3% per attack category.
C1 has a slightly bigger dong eherm statue
C4 Chaos Meteor errrr I mean Order Meteor has a different rock color
C6 shield uses a different color , come on you get the drift already.
C6 Meteor is affected by the element of the barrier you are wearing. The element is dealt as secondary damage, primary damage is still geo. (flaming space rock?)
Why different coloparticles/animation when you have C1-C6 upgrade?
It makes whales feels special, and it gives F2P players something to aspire for. It makes you want to spend with all the bling. Particle recolor is easy peasy and can be deployed within minutes. Attack animations on the other hand are time consuming. It almost always put smile in people's faces when a whale shows up in a ferrari. "Dude check this out a C6 GeoDaddy joined my domain run. Look at the size of his statue. Oh my what a BIG meteor."
Why are you doing this?
It's just for my amusement. I'm still adding random thoughts now that 1.3 has launched. I don't care if nothing gets implemented. I would nut hard in my shorts with QoL and alleged bug/bugfixes mentioned in this post more than anything.
Afterword
Leave your thoughts below. Sorry and not sorry for the broken engrish , feel free to copy and paste whatever, use it wherever idc as long as it doesn't annoy or harm someone. Translate it in your language etc. No credits needed etc. Let your mind flow
After-Afterword
Thanks for the awards and all kinds of reception
You guys are awesome and insane that's a shit load of awards thank you.
Train stop allows to set limit of incoming trains.
Features
The continue button now respects the last type of game played (single player, MP host, MP client).
Added support to use blueprints, deconstruction planners, upgrade planners, and modded selection tools from the map view.
Hovering the alert notification will show arrows on the edge of the pointing to alert locations.
Rich text icon selector.
Newly unlocked recipes are highlighted until hovered.
Spidertron remotes now allow to add queue commands and a command to follow any entity.
Added vertical/horizontal blueprint flipping.
Transport belt drag building is locked into a line, can be turned off by an interface setting.
Ghosts can be fast replaced and rotated.
Ghost build can be used to fast replace non-ghost entities, which results in an upgrade order with (optionally) a direction change order.
Minor Features
When editing blueprint: Added a way to specify relative grid position for blueprint that is snapping to absolute grid. Blueprint preview rendering box is updated based on selected grid size and position.
Inventory transfer works on empty equipment grid slot the same as on empty inventory slot (moves all).
Equipment can be placed by moving.
Cursor replenishes when placing into the equipment grid the same way as when building in world.
Spidertron item shows its color.
Added a way to reset spidertron remote.
Spider tries to move legs away when they are blocking robots construction.
Power poles/underground belts built by dragging logic works also with ghost building.
Power pole ghosts show connections.
Power pole connections are saved in the blueprint. They still auto connect to other poles outside the blueprint.
Entities marked for deconstruction show the target upgrade.
Added tags, worker robots, rail signal states and recipes toggles into the settings to what show on the map.
Added support to use the add-stop and add-temporary-stop controls for the train you're driving in the map view.
Added hotkey (F10) to switch between viewed player in replay.
Added support to reset mod settings in the "failed to load mods" startup GUI.
Expanded undo to work with fast replace and upgrade planner.
Added unique technology icon for Advanced material processing 2 (Electric furnace).
Changed postprocessing effect in zoomed-to-world view.
Added detailed night lighting of entities.
Optimisations
Multithreaded belt update logic.
Overall small entity update time reduction + statistics of how much update time is taken by individual entities.
Balancing
Productivity module 1 decreases speed of the machine by 5% instead of 15%.
Productivity module 2 decreases speed of the machine by 10% instead of 15%.
Changes
the Close GUI key-binding (default value is "E") was renamed to Confirm Gui. It works the same as before for many cases (just closing the GUI), but in a lot of other cases, it works as confirm, which generally means the same as clicking the "green button".
Renamed clean-cursor to clear-cursor on all the relevant places (locale, key-binding name)
Equipment placing now uses the build key-binding instead of the cursor transfer. The default same key-binding is the same.
Changed maximum temperature of all fluids apart water and steam to be the same as the default.
Poles built by dragging are now actually build on the maximum connection distance from the last built pole instead of the previous logic that was working weird in a lot of corner cases.
Underground belt build by dragging now accept the existing piece you start building on as part of the dragging logic.
Removed the (+/-) buttons for logistic requests, instead they expand dynamically when something is put in the last line.
Wave defense can now only be won by launching a rocket.
Invalid names of icons in preview icons of blueprint tools now load as unknowns instead of canceling the import string process for that item. more
Fluids in train circuit logic treat summed < 1 fluid values as 1 instead of 0.
Clicking non-empty quickbar slot with something in cursor sets the quickbar slot to the cursor value rather than selecting the quickbar value.
Invalid rail signals output no values into circuit network.
Added a confirmation message when loading saves with removed mods or changed mod settings.
The cut tool now properly includes trains. It showed trains in the selection preview, but ignored them.
Added alternate control locales for keyboard and mouse scroll control binds. more
Disabled loading of saves before 0.18.0 version (You can use 1.0 to load older saves and re-save them).
Adjusted the artillery turret collision box so it is possible to squeak through.
Removed the 'Rocket silos stats' GUI.
Arithmetic combinator 'Each' signal can now be used in either left or right parameter.
Gui
Added unique icons for technology effects.
Added list of affected entities to the technology effect tooltips.
Menu background now features various factory simulations instead of a static picture.
When entering vehicle, the vehicle window is shown next to the character gun window, instead of replacing it.
Moved the charactevehicle gun window to the left of the quickbar.
Removed the "Character" tab from the character window.
Changed the flat character screen option to be defaulted to true.
Added held stack item slot for inserter window.
Improved the tips and tricks window: it contains index, search and allows interactive text tags to be used.
Added search to loading/saving, settings, shortcuts selection, multiplayer host settings windows and rename stop.
Moved the ammo/used-up/health indicator of items down, so it is not obstructed by the number.
Added underline for hyperlinks.
Personal request button have custom text + red diode when it is out of network or when the personal requests are turned off.
Logistic/Trash request buttons show only one number when the trash and request count is the same.
Train elapsed time condition has confirmation button and only updates the time when confirmed.
Fixed styles for: browse games GUI, host game settings, opened character and select upgrade slot.
Tabbing into a textfield selects the text.
Removed tiles stay in the list of components in the blueprint setup GUI with 0, the same way as entities, so they can be easily enabled.
Added minimum/maximum temperature and heat capacity info to the fluid tooltip.
Added usage instruction to capsules/fish.
Fixed fish tooltip so it shows consumption/healing instead of shooting/damage.
Sounds
Added blueprint building sound.
Added undo sound.
Added sound for rail planner activation.
Added sound for copy/paste.
Added sound for opening items and armor.
Added sound for selection start and selection finish. Related to blueprint tools.
Added sound for pipe to ground as per the pipe.
Added sound effects and a specific music track to the main menu.
Assembling Machine 2 and 3 made less noisy
Robot repair reworked to sound more high tech
Removed dead space at the end of some sounds which may have stopped sounds playing
Ghost rail building now has the ghost building sound
Lowered volume on game won and lost sounds
Assembling Machine 2 and 3 made less noisy.
Robot repair reworked to sound more high tech.
Removed dead space at the end of some sounds which may have stopped sounds playing.
Ghost rail building now has the ghost building sound.
Lowered volume on game won and lost sounds.
Bugfixes
Fixed that copying the spider in the map editor while it had equipment crashed the game. more
Fixed a crash when trying to use different weapons in the spider. more
Fixed a crash when reading/writing blueprint icons through the Lua API in some cases. more
Fixed a crash when importing blueprint books in some cases. more
Fixed that the spidertron would still be marked as moving when it wasn't resulting in the 'enable logistics while moving' option not working. more
Fixed splitter behaviour when putting to it directly and it has the priority output blocked. more
Fixed that spidertron descriptions didn't show the custom name. more
Fixed building curved rails with damaged rails could duplicate rails. more
Fixed logistic request slot highlighting when they're changed through circuit connections. more
Fixed a game freeze when empty unit groups are told to build bases. more
Fixed LuaTrain::path_end_stop would return nil when train had path extended due to waypoint.
Fixed the spidertron preview box.
Fixed that the blueprint book preview disappeared after editing it.
Fixed that spidertron and its remote weren't swappable.
Fixed that players could be stuck in walls when building them.
Removed the possibility to specify alpha when changing player color by command.
Fixed LuaInventory::find_empty_stack would return only filtered stacks when filter is provided. more
Fixed that blueprint library slots padding was too big.
Fixed that some items didn't render properly in the world. Specifically blueprint like items, spidertrons and spider remotes. more
Fixed a crash when a modded fast train goes through junction occupied by another train. more
Fixed replay desync when existing save is given to a server which promotes or demotes a player based on its own admin list. more
Fixed train GUI instructions for translations that are long. more
Fixed interaction with the delete button in the blueprint setup. more
Fixed that map preview in the train window wasn't squashing its size when needed. more
Fixed that force-building blueprint from the blueprint library on top of an existing electric pole triggered wire removal instead of blueprint building. more
Fixed that the map editor spawn-items GUI didn't work with chat rich text. more
Fixed that deconstruction planners and upgrade planners wouldn't show the logistic overlay when used from the blueprint library. more
Fixed that rebinding rotate to middle mouse button caused conflicts when trying to rotate while modifiers were pressed. more
Fixed on_gui_switch_state_changed was not fired for custom switch elements in some cases. more
Fixed that entities were selected under the GUI on the right side.
Fixed that the key to activate tooltips didn't work outside game, or when the game was stopped.
Fixed Team production script error when building before any round starts. more
Fixed Wave defense error message would error due to trying to concatenate a nil variable. more
Fixed that it was possible to stay invulnerable after the crash site cutscene. more
Fixed train mini-tutorial script errors due to missing entity prototypes. more
Fixed tightspot script error when trying to restore invalid entities. more
Fixed that bonus research production could add progress even if no research could be done. more
Fixed that game.server_save() was able to write to locations outside the saves folder. more
Fixed that technology tooltip in the lab GUI wouldn't update when research changed. more
Fixed a bad message when using the permissions command. more
Fixed lights near right or bottom edge of the screen would render twice sometimes. more
Fixed that setting style properties on LuaGuiElements didn't work correctly for some widget types. more
Fixed that rails didn't have the building smoke.
Fixed that modded locomotives with void energy sources and equipment grids wouldn't show the grid in the GUI. more
Fixed that modded productivity bonuses in tooltips didn't always show everything. more
Fixed that unit groups could get stuck in the gathering phase. more
Fixed that negative damage stickers didn't work. more
Fixed that selection tool type items marked as mod-openable didn't work correctly in the quickbar. more
Fixed that train would not repath when possible due to being in chain signal section. more
Fixed GeneratorPrototype::scale_fluid_usage would cause non-linear scaling of fluid consumption based on energy demand. more
Fixed crash when storage tank was defined with too small fluid flow sprite with low priority and ended up streamed. more
Fixed rotating assembling machines with heat and fluid connections. more
Fixed that it was possible to hold ghost building + blueprint from the library at the same time. more
Fixed crash related to being possible to insert blueprint for re-assignment into the blueprint library. more
Fixed that previous technology key-binding focused search in the blueprint library. more
Fixed that ghosts created by destroying entities weren't upgradeable. more
Fixed that kick & ban commands broke replays. more
Fixed that spidertron would stretch its leg way too much in some special situations. more
Fixed offshore pump underwater layer being drawn over landfill tiles sometimes. more
Fixed decimal textfield would not take decimal point as input when selection would make it valid input. more
Fixed that train could get stuck within chain signal section when exit signal is requested to close by circuit network and train is forced to repath. more
Fixed that train would not immediately reserve signals in chain signal section after repath when there are no signals within braking distance.
Fixed that wrong slider position when requesting items in some cases. more
Fixed that rocket silo without fixed_recipe didn't save its recipe in the blueprint. more
Fixed that the total-raw list in the recipe tooltip for some translations. more
Fixed glitching sound loops: steam turbine and electric furnace. more
Fixed changing dawn property of a surface would create visual glitch in day-night cycle. more
Fixed misleading tooltip for disabled shortcut bar items. more
Fixed crash when organizing sprites into atlases when using "not-compressed" sprite flag. more
Fixed pipe-to-ground working sound would ignore flow rate. more
Fixed crash when calling take_screenshot with very small resolution values. more
Fixed that setting fluid wagon fluid through the Lua API didn't update the train inactivity value. more
Fixed various issues related to entities leaving gaps when building too fast.
Fixed a crash when setting specific fluids in the infinity pipe GUI. more
Fixed that the admin GUI didn't live-update the whitelisted field. more
Fixed crash related to migrating circuit network entities while loading the blueprint library. more
Fixed that artillery would keep shooting at something when it moved out of range. more
Fixed softlock in tutorial if the player took the iron plates too quickly. more
Fixed missing blueprint components scroll bar when there is a lot of components. more
Modding
New item flag "spawnable", every item has to have that flag to be creatable through the shortcuts directly. more
Renamed create-blueprint-item shortcut action to spawn-item and item_to_create to item_to_spawn.
Increased the total number of collision masks from 14 to 55. See the lua-api collision mask concepts page for which layers the game doesn't actively use.
Changed collision mask 'layer-11' to 'rail-layer'.
Changed collision mask 'layer-12' to 'transport-belt-layer'.
Changed loader to only connect to the front belt, not from side. This is to fix internal problems related to modded loaders with custom sizes and side loading of it.
Implemented NoiseExpressions::fromPropertyTree for the "offset-points" noise expression function.
Removed rocket silo rocket prototype property "result_items" because it did nothing.
Added draw_as_light and draw_as_glow property to sprite definitions. draw_as_shadow, draw_as_light and draw_as_glow are mutually exclusive and draw_as_shadow takes precedence.
Unified laser and beam related ammo categories to just "laser" and "beam".
Renamed technology "laser-turret-speed"->"laser-shooting-speed", it now affects both robots and laser turrets.
Removed the "auto-character-logistic-trash-slots" modifier and forceDataValues. The auto trash are now always enabled when any trash slots present.
Added direction to SimpleEntityWithOwner and SimpleEntityWithForce.
Constrained collision_box and collision_mask of transport belt connectable prototypes so it is not possible to build the entities in overlapping positions. more
Added optional draw_fluid_icon_override boolean to pipe to ground prototypes. Causes fluid icon to be drawn, ignoring the usual pair requirement.
Added fluid turret prototype properties 'enough_fuel_indicator_light' and 'not_enough_fuel_indicator_light'.
Added locomotive and car prototype properties 'front_light_pictures' and 'darkness_to_render_light_animation'.
Renamed logistic-container prototype property 'logistic_slots_count' to 'max_logistic_slots'.
The data stage files are no longer divided into demo and non-demo. This means the files with the demo- prefix were either merged into files without the prefix and/or the prefix was removed from the file name.
Scripting
Renamed the clean_cursor method to clear_cursor.
Renamed on_put_item to on_pre_build, as it is much more precise name for that event. It fires when anything is used for building: item, blueprint, blueprint record or ghost cursor.
Changed 'control_behavior.parameters.parameters' to just 'control_behavior.parameters' for LuaDeciderCombinatorControlBehavior, LuaConstantCombinatorControlBehavior, and LuaArithmeticCombinatorControlBehavior.
Changed LuaItemStack::active_index to return nil if the blueprint book inventory has zero slots. more
Changed LuaItemStack::count to return 0 instead of failing when the stack is empty.
Changed LuaControl for players in cutscenes so the character is still usable.
Changed on_player_cancelled_crafting 'cancel_count' to report the exact number of crafts cancelled.
Decoupled deactivation by script and deactivation by circuit network.
mod-gui.lua no longer defines 'mod_gui' as a global variable, it is now only available when required: local mod_gui = require("mod-gui")
Made LuaEntity::speed read work with spider-vehicle.
Made LuaEntityPrototype::guns read work for spider-vehicle.
RoyalRoad First Previous Next I ended up splitting off some of 8 into 9 based on feedback. The story I've thought of will end on 10, and then it's back to the drawing board for me. I'm not sure if I would continue with this universe or come back with another idea, let me know if you have an opinion either way. I'll start posting these onto a site I found called RoyalRoad in addition to reddit. I won't take donations, but it does seem like it has nice utilities to manage all the stories even if the audience is smaller. Any advice on this welcome too. And as always, I'm still a new writer trying to improve. Feedback about the story or my writing are all very welcome, and I read every one of them. Galactic Credits weren't technically a currency yet. They had a lot of GCs in the bank, but as the aliens would say, that's just numbers on a screen. You couldn't pay rent and taxes with GCs, not yet. As some human traders switched to exclusively buying goods from the market, they paid hard earned Dollars in exchange for virtual GC, and that became the revenue stream. This revenue balanced out almost perfectly with sellers who were instantly cashing out. For every Dollar that someone paid GC to convert to credits, only about 95 cents would be asked to be paid out by a seller trying to withdraw their GCs for cash. The transaction fees that GC made on every transaction can be visualized as credits disappearing into an untouched locked account. This was effectively a profit for GC, because it meant less credits that had to be exchanged for $. That 5% margin was a steady Dollar revenue stream that they could safely cash out. But because all the humans needed to pay bills and taxes, they would withdraw their money almost immediately, which meant that they would always be stuck around that 5% margin. Unlike a regular bank, they couldn't make a lot of investments. That's when the universe decided to give them a break. Or rather, their interests had aligned with the self interest of some very rich people who had just started paying attention. At first, the financial systems on Earth did not care much about GCs. They were used in spaceports all around Earth, and space was very exciting, but it was inaccessible to most people and the actual trade volume was a small percentage of total businesses done on Earth. The aliens directly made a few people very, very rich, mostly traders and GC. But what were of more interest to financial institutions were the reverse engineered alien technology products that they predicted were coming shortly. At the same time Sarah and her friends were trying to fix a famine, the human economy was booming. Like GC, banks were in the business of selling gold prospecting equipment, not looking for gold themselves. Naturally, banks started allowing deposits and withdrawal of GC. This wasn't unusual. Banks have no issues holding onto cryptocurrency and non-USD currencies for customers' savings accounts. That was their business, after all. There were some costs, but it was generally a good business: fat transaction fees led to fat profit margins. In the case of GC, banks needed to charge their customers a high transaction fee because GC itself charged a high transaction fee. This was bad for business. Not many people kept their credits in other banks because GC itself was a bank and they kept their money in there just fine without having to pay an even higher transaction fee. They were understandably unhappy about several of their wealthier customers keeping a lot of money in another bank, but not enough to want to choke out GC's business. That would be killing their golden goose that is the booming alien knockoff economy. So when GC decided to raise liquidity, as they would need to do to continue to bankroll a multi-planetary relief mission indefinitely, the banks saw an opportunity. Or rather, VISA did. It was an incredibly generous offer: VISA would treat Galactic Credits like Dollars and allow full convertibility on their own network, in exchange for GC waiving their entire transaction fee for bank transfers. Their lawyers didn't want GC to go ahead and print money without limits, so they put a contingency that allowed them to cut off GC whenever they wanted and clauses that allowed for regular auditing. Sarah and her friends thought about it, but not for very long. Galactic Credit became no longer the only bank that could deal in credits. Credits were now freely transferable between banks. Now, you could pay taxes in credits converted to USD. Which meant people stopped withdrawing their Dollars from GC immediately, and GC could "borrow" that money to pay for supplies, equipment, and then use some to invest in companies on Earth. It was like a limited run of fractional reserve banking. The aid operation to Gak continued. "Isn't this technically a blatant violation of minimum wage laws?" Asked Sarah over the FTL video comms, the crisp and quick quality of which was a testament of how much human infrastructure had been shipped into Gakrek orbit, "doing some quick maths with the average fuel and maintenance costs here… it looks like we're basically paying the space traders only about $10 for every hour of shipping they do for us." Kathleen Bryce, GC's head counsel shifted uncomfortably in a conference room chair 50 light years away, though her immediate reply indicated she had indeed thought the problem through, "Not if anyone asks." She continued, "the short story is nobody has tested the courts to see if aliens working for us in space are subject to California employment and labor regulations, or federal minimum wage laws, or perhaps, even no laws." "What's the long story?" Jen asked, slightly interested. "We're pretty sure they're at most contractors, definitely not employees. Cali Prop 22 took care of that. The spaceport is probably considered international territory, or else the traders would be considered 'illegal aliens' every time they landed," Kathleen did a little chuckle at that most unoriginal pun around the GC legal team watercooler, "In which case, the lower federal minimum wage applies. Or maybe it's not even international territory, maybe it's some new thing. Too many edge cases to descri-" "Ok," Sarah said after a moment, "it'll probably look bad though." "What will?" Jen countered, rolling her eyes, "that they're being asked to voluntarily work just above cost to help save a billion hungry aliens, a problem that, let's not forget, most people in the galaxy think they helped create in the first place? Give me a break. There's fifty thousand Red Cross workers working for free on Gakrek and you're telling me we-" "Ok, ok, we'll save this discussion for later, interesting as the implications are," Stearns interrupted, "until the labor board starts sniffing around, we'll let Legal deal with it. The other item I wanted to get to today is what we're going to do for Gak in the medium and long term." "Right, the immediate crisis is over, but the moment we pull our people out and stop sending food constantly, the Gaks are back to square one in two months," Sarah returned to her presentation, "over the past two weeks, our models keep having to be revised down on the future of Gakrek farming. Their climate system has been dramatically spiraling downwards for decades now. With this disaster: the out of control burning and flooding, the trashed ecosystems, and the Gaks literally selling off their farming tools to squeeze out some more fruits from traders, they added up to one conclusion: traditional subsistence agriculture is no longer viable on Gakrek." Here she put up a chart on screen. There were two lines. There's a straight horizontal line, marking the average calories that healthy Gaks needed, and then there's a quickly plummeting line denoting the drastic decrease of Gak agricultural productivity over time. They crossed about ten years ago. The meaning was clear. "It's increasingly obvious that all Gak food will need to be shipped in from offworld sources until we completely overhaul their agricultural economy," Sarah continued. "What kind of overhaul are we even talking about?" Benny chimed in. He owned a good portion of the company, but rarely came to these executive meetings. Today, he was making an exception for his son Benny Jr, who was on the view screen with the rest of the offworld team on Gakrek. Stearns replied, "in a word: industrialization." "The Industrial Revolution and its consequences have been a disaster for the human race," wrote Ted Kaczynski, known more famously as his press nickname, the Unabomber. When this was published in the Washington Post in 1995 in response to a threat, a number of people thought he was making a lot of sense. It made all the headlines, inspired countless hours of political debate, and gave a major boost to anarcho-primitive ideas in the academic sphere. But as many historians knew, his ideas were not wildly original. Industrialization, like every major economic change, created winners and losers. Sometimes there were more of one, and sometimes the other. In human society, previously skilled workers, usually guild craftsmen who made up the upper-middle class of late feudal Europe, became the biggest losers of industrialization as their labor was replaced by machines that could do what they did at hundreds if not thousands of times faster. Without skill, without rest, and without emotion. Some of them were so angry, they even went out and smashed the machines, but mechanization continued anyway. The biggest winners of the Industrial Revolution were the subsistence farmers who made up the vast majority of lower class workers in feudal Europe. They went into cities, to work mind-numbingly boring jobs, doing the same thing day after day, on risky and dangerous assembly lines for excruciatingly long hours. Many got injured. Some died. A few were even children. And yet mostly, they did so willingly. That's not because they were all tricked, under some grand illusion that factory work was comfortable, safe, and enriching. It was because subsistence farming on its worst day was a hecking nightmare. The Gaks were living it. "Why can't we just build a tractor factory there then?" Sarah demanded. In her mind, tractors were synonymous with food. She'd been on a road trip through the American Midwest once, on the way to the Yellowstone. There, she'd seen rows of gigantic tractors plowing fields, endless food from horizon to horizon. To Sarah, the massive scale of the corn fields of America was just how industrialization was done. "Because tractor factories depend on a thousand different parts. Who's gonna make the tires? Who's gonna make the motors? Who's gonna make the onboard computer?" Stearns explained, "and who's gonna bring them gasoline to keep running? And each of those components have a thousand factories to make them, and each have dependencies on thousands of other factories! It would literally be easier to move Los Angeles onto Gak than it would be to help them mass manufacture tractors." Sarah made a facepalming gesture, but Stearns cut her off before she launched into despair, "there actually is a much easier solution to this problem." "On Earth, most economists agree that the most efficient way to send foreign aid to areas that consistently couldn't produce enough food is not to send them food; it's to send them money so they can buy food, or if they have good soil, they can buy some tools to grow their own," said Stearns, leading Sarah to the obvious conclusion. "But they don't use money here, we can't just send them money!" "Exactly. So let's talk about that." Gordorker's family had finally cleaned up his house from the dust storm. The broken roof was re-tiled as best as he could. His children had helped on some of the menial tasks, but that's what children were for. It was nice to have purpose again. The humans had said that their mission would be here for months, maybe years, but Gordorker was not so naive to believe that he wouldn't have to work for food again. He was certainly not so stupid to take this to mean he should be lounging around all day. Winters on Gakrek were not bad in terms of freezing people to death, but the dry winds would not allow crop planting until spring again. Next time, he would have 21 mouths to feed, not including his, and he'd have to get the fields plowed without poor Grunger. He was lucky he had so many children. Traders Only New Thread: Bohor spaceports have just banned bartering! Body: If your friends want to do any business at Bohor, they better get themselves a GC Terminal fast! The Bohor are banning barter at their main port. You will only be able to conduct trades by credits starting in a few days! Comment: Whaaaaat? Are you crazy??? Only two of my friends have Terminals. How is everyone else supposed to make a living?! Comment: Get a Terminal lol Comment: We told you guys last week this was gonna happen if you assholes keep holding up the line with your obnoxious rare fruit peddling. Newsflash, we don't care about how exotic your stuff is on Bohor. Just unload it. We weigh it, read the price list for food items, do the math, you get your credits, and you're out of there in minutes. You want air filters? We've got air filters for 2,800 GCs, no haggling, no bartering. If you don't like it, someone else will take it. Don't waste our time! -- Bohor Spaceport Management Team Comment: Hey Bohor, have you considered maybe getting a Terminal yourself so that everyone else don't all need to get one just to get some fuel? Comment: I'm selling air filters for 3,000 GCs in orbit above Bohor for traders who don't have Terminals. "Our plan for the leasing model for the Terminals is not going to work," Sarah observed. "Yup, the famine crisis on Gakrek is forcing our hand," admitted Stearns, "and we'd expected a much slower rollout to bring the aliens on board over the course of years, not weeks. In hindsight, it was obvious how this was different to how humans popularized credit and debit cards in the 1970s. We were replacing cash, which was just slightly inferior to a card, but with the aliens, we're replacing their entire dumpster fire of an economy. We earned a lot of goodwill with our relief effort and the galaxy is buying in." "So what, we just abandon the original timeline and move to phase two immediately?" Asked Sarah. "Exactly right. When the iron is hot, you gotta strike it," replied Stearns, "we'll give the merchants already with Terminals an option to opt out of their lease and switch to the new devices, but I doubt most will. Our internal data shows that they've universally been getting their money's worth out of those." "Are our manufacturers even ready to handle the inevitable barrage of orders?" Asked Jen, eager to move onto the logistics and technology discussion. They were not. Version two of the offworld trading terminals were actually a downgrade to the original Terminals. The originals were prototypes, modified out of consumer tablets that cost hundreds of dollars to produce. The new ones, branded Mini Terminals, were basic card readers with pin pads and a tiny OLED display, attached to a now mass produced FTL antenna you could get at RadioShack for $3.99. There wasn't even a thermal printer for receipts. The whole device costs no more than $20 to make on a mass production line in Vietnam. GC was going to sell it at cost in credits. Galactic Credit had prepared supply lines to ramp up production, ready to start rolling them out in a couple years. They've made a test batch of tens of thousands of units sitting in storage, but did not expect to need to start actually selling them for a while. Carefully made plans were abandoned, schedules were expedited, employees in SE Asia worked overtime, and the company took on extra cost to push the schedule up. It still wasn't enough. On day one, all reserve units sold out. Some of the well connected human traders, unburdened with a strong conscience or ethics, bought them by the truckload as they were leaving their warehouses. They sold them at a large markup at the spaceport. That was not very cash money of them. GC sent a representative to the spaceport to let traders know that they were out of stock, but more would be made available shortly. Customers should just wait a week for the prices to come down. The scalpers instantly sold out anyway. The alien traders lucky enough to be on the non-relief landing pads filled their cargo with the Mini Terminals. Then, those traders sold them at a markup at other ports. And so on. By the time the Mini Terminals reached average spaceport merchants on the other side of the galaxy, they were being sold for almost half the price of the original tablet Terminals. By the end of the week, the craze died down. These electronics really were cheap and easy for human factories to make, and many of the production lines just needed time to start the machines. Prices returned to normal, and the average merchant could afford them with a bit of honest work and savings. The Gakrek Spacelift was slowing down. The turnaround time had been increased to a leisurely 10 minutes, and the Livermore space traffic controller was occasionally allowing non-relief traders to land at open pads, which Zikzik was doing now. Zikzik needed to refuel, but apparently that was still only allowed for the landing pads that had been designated for relief. He called up the Livermore port manager, pointed to his number one position on the relief pilot leaderboard, but she just shrugged her shoulders and said apologetically, "rules are rules". Oh well, he could always refuel at Olgix on the way. As he landed in Olgix, he realized this was the first time he landed at a non human or Gak port for at least a week. He greeted the Olg who was running a reactor fuel line to his ship with a nod, and asked, "how much fruit to full?" The Olg took one look at the sign on his booth, and said, "you know we also take credits on Olgix now, right?" A little surprised, Zikzik took out his card and terminal and allowed the Olg to swipe his. He'd used his Terminal when doing exchanges with other traders, but this was the first time he'd been to a non-Earth port where goods and services could be paid for using his credits. "That's 295.50 GCs, pleasure doing business with you." Grob was one of the wealthier Gaks in the world. The famine had affected everyone, but he and his wife did not have to go hungry because the spaceport management made sure to keep feeding the people that kept the mobs at bay. Everything else stopped working though. He used to pad his income by making sure that the vendors at the spaceport knew exactly who was protecting their livelihoods. Only very rarely did new ones not cooperate. Grob really wasn't a bad Gak, but he did what everyone else in his position also did. This was just how business was done on Gakrek. You didn't get to survive to become a security guard family if you didn't do that. Another Gak would come along, take your place, and do what you didn't want to do anyway. When the humans arrived, things changed. They started peddling these credits business, which he'd seen some of the traders used. Of course, he didn't think much of it. Instead of getting goods, you just get a card, and use the card to trade for food and items? Seems unnecessarily complicated. He'd heard that they charged a cut just for you to use the card, a concept that he was intimately familiar with and in no hurry to be subjected to. The humans had insisted on giving one to him and setting it up. Which he had to do because they were in charge now, but that was fine by him. Just because he had a card didn't mean he had to use it right? A few days later, when he was on a patrol route at the spaceport, checking off the vendor stands, one of the luxury item vendors asked him if she could pay her next cycle's fee with her card because she had traded away all her wares. "You gotta make sure to save wares for me next time," he'd told her, "but I'll take it this time." He ruffled through his backpack to find the card, handed it to her, and she inserted it into her machine, typed in her code, and showed him that it had deposited 18 GC into his account. Hoping that she didn't stiff him, he went on with his route. "Let me say this again," Zarko said at the edge of his patience limit, "you can trade these credits for food on Earth. Lots of food, shiploads of food. So much food, everywhere." "But I don't have a ship," whined the spare parts vendor at the spaceport, "why don't you just bring food with you next time you want my parts?" "You can exchange credits for food from some of the other traders that come down here too! Some of them have the new Terminals now, look, that guy over there, he takes GC," Zarko was almost shouting while pointing at a fellow Zeepil food merchant who had a I ❤️ GC sign on his booth across the spaceport. This was frustrating. Every time he came across one of these less traveled planets he had to explain himself to these yokels all over again. The vendor looked over skeptically and said, "how do I know that you two aren't working some scam together?" That was it for Zarko. It had been a long day, this guy wasn't making it any shorter, and he had just been accused of being a dishonest trader. It was probably because of his species. Just because he was a Zeepil didn't mean he was a scammer! He internally cursed the unjustified stereotype of his people and blew up at the racist: "Listen to me very carefully. You're going to give me the secondary fuel modulator. You're going to walk over to the food merchant over there. Then you're going to swipe this card over here, on his machine. He's going to give you at least a month's worth of food. And if you don't, I'm going to leave a one star review on your spaceport on Traders Only, and nobody is going to come back here to trade anything with you ever again, got it?" The vendor whined some more under his breath, but eventually relented. The threat had sounded real. He got plenty of food. Whatever scam these Zeepils were running, they didn't rip him off this time at least. Whatever. Zarko was fuming as he took off. Didn't these ignorant primitives know that a liquid currency to facilitate free and fair exchange of goods and services was obviously the bedrock upon which a modern economy needed to be built? When Grob got home from work, he handed his wife the credits card saying, "hey darling, one of the luxury traders gave me her protection share using the card. I trusted her because she normally always pays on time. Did I get scammed?" His wife was a teacher at a nearby school. Ever the practical one, she asked, "oh, how much did she put on it?" "It said 18." She did some math in her head and replied, "yeah that sounds about right," and to his surprise, she pulled out a card and said, "I got one from the humans at the school too, and I used it to buy a new pair of shoes for you!" He tried them on. They weren't very fitting shoes, but neither were his previous pair so he couldn't complain. They did seem very well made even though the little holes in them seemed to be a design choice. Pretty soon, he noticed that the other guards at the spaceport started extracting their share of protection fees using cards too. Oh well, if everyone else was taking fees with a card, he supposed it couldn't hurt if he did it too. It somewhat lightened his load on patrols, which he didn't mind at all. Besides, his blue shoes were really pretty. He was not sure why there was a big check mark on its side though. "They're doing what?!" Sarah asked, her temper threatening to go off. "It's a protection racket. A practice as old as time. The security guards have basically been taking a percentage of the vendors' wares, and recently switched onto using cards to take payment. It's been going on forever and it's probably just how they do things there. Using cards is pretty innovative of them, I'll give them that," Jen said, "but it made it pretty easy for us to track down all of them. Should we revert the transactions?" "No, probably not," Sarah said, calming down and seeing a slight head shake from her head counsel Bryce, "but we need to make it clear to them that they can't be allowed to do that anymore." Grob wasn't sure how to feel about the cards anymore. The humans had found the practice of protection fees distasteful, and they'd warned that anyone caught doing it again would face severe consequences. They made their point pretty clear when one of the other guards was made an example of: her card stopped working. She had to get a new one that didn't have any of her credits in it! On the other hand, the humans also made the spaceport authorities start paying them with credits, which was good because now they were being paid on time and Grob knew he didn't have to worry about not being paid as long as the humans were there. His wife had been buying them new clothes with credits she was getting paid as a teacher too. One of his human friends had giggled when she saw his shirt, which apparently said "2016 NBA Champions Golden State Warriors". He wasn't sure what was so funny about that, but it was a very comfortable shirt. Maybe this whole credits thing wasn't as ridiculous as he thought at first. By the universal inheritance path known as "dibs", Gordorker inherited his neighbors Gyuotin and Gyuovin's farmable land and possessions. They didn't have much. Trinkets, gadgets, and a bunch of junk. It was mostly items that couldn't be traded for food during the worst periods of the shortage. With his immediate food needs taken care of by the relative abundance of food items the humans have brought, Gordorker thought perhaps he should go buy a stasis box with the trinkets he got from his deceased neighbors. When he arrived at the offworld market, he saw a high end luxury merchant proudly displaying some fresh new wares from offworld, including a number of stasis boxes. These were apparently new ones made by humans. These were slightly bigger than the ones he'd have before, but he'd brought his neighbors' life possessions, so he thought maybe he'd be able to trade for one of those with some haggling. Gordorker started laying out his items on the table, but the trader cut him off, hastily saying the weirdest thing he'd ever heard from a trader in his life, "no barter, credits only." The merchant then pointed him towards a human tent. A human volunteer, his nametag said Marco, asked his name and gave him a shiny card, then told him to memorize 6 numbers. "As the head of your household, you have also been given a small stimulus by the GC corporation," he said. Then Marco took him to a junk trader stall, where he gave the trader all his items. Marco showed an increasingly confused Gordorker how to insert his card into a small machine slot to "receive payment". Marco guided him back to the merchant selling stasis boxes. Gordorker was instructed on how to insert his card and enter his pin code, which he mastered with no difficulty. Marco then took him to a farm tools stall, where Gordorker repeated the same process with a steel plow, a small box of "semi-dwarf wheat seeds", a long garden hose, and a hand pump, all loaded onto a brand new wooden wheelbarrow. "BAL: 12.50," the small screen had read. Gordorker was not sure what unnatural ritual he had taken part in, but he was in possession of the most farm tools he had ever been in his life and he had the stasis box he was looking for. "Alright, that should be enough. Make sure to keep the card safe and remember your 6 digit code. Ask a volunteer if you need to know what the tools do.." Gordorker put his card in his stasis box. Then, being the prudent Gak he was, he wrote down his pin code and put it in the box as well. Whatever else it did, he was sure one of his descendants could probably find a use for it in an emergency one day. In hindsight, there were obvious economic side effects for Earth becoming a mass producer of everything from food to cheap consumer electronics, the reverse engineering of millions of years of alien tech, and ripping down the barriers that the barter based economies of the galaxy had erected. A young forward thinking economist wrote a whole journal article about it with a typical economic study title: "Development Osmosis: Capital Outflow, Argentina, and Extreme Poverty in Offworld Economies". Three other economists read the pre-print as part of the peer review, who all sent him an email saying something along the lines of "wow, this gave me a lot to think about. Somebody important should read this!" Nobody else did, for a while. It didn't make the news. The reference to high yield semi-dwarf wheat seeds in the story refers to the research of Nobel Peace Prize Winner, Norman Borlaug. Borlaug noticed that stalks of wheat that are too high yield would bend and then break their stalks, so he solved that problem by breeding these plants with dwarfed plants. Shorter stalk, supports more wheat. His work in improving food security in developing nations is credited with saving the lives of over a billion humans. A real life HFY. The next chapter's working title is: Rising Tide RoyalRoad First Previous Next
Live maintenance schedule may change. We will update you if any changes occur.
PUBG GLOBAL INVITATIONAL.S
https://preview.redd.it/d8anlqj7q6c61.png?width=1920&format=png&auto=webp&s=c44c416ae857b6538948813afcb21dc6827640d8 Are you ready for the new PGI.S? The PUBG Global Invitational.S sets teams from around the world against each other in a week-long tournament. Teams will battle for placements in weekly tournaments and rack up prize money as the overall tournament goes on. There’s a new Pick’em Challenge available as well, giving you a chance to earn sweet PGI.S gear for predicting the winners. This will be a tournament unlike any other, so tune in, pick’em, and win!
PGI.S Lobby Update
PGI.S themed lobby has been updated for the normal match with kickass BGM.
Other PGI.S Related Updates
PGI.S logo graffiti has been painted around the buildings of Erangel and Miramar.
Starting plane will be dragging PGI.S promo banners in Erangel, Miramar, Sanhok, Vikendi and Karakin.
New PGI.S loading screen splash art has been added.
Due to performance issues, digital screens on Erangel and Miramar will not be supported on console platforms.
https://preview.redd.it/jnuthi8fq6c61.png?width=1920&format=png&auto=webp&s=8749893203dbf5c0347d3f56849499680db4b017 Keeping in-game interactions healthy is important to us. We know passions can run high on the Battlegrounds, but toxic behaviour is never justified. To help keep things more civil while you kill each other, we’re introducing a new Reputation System to PUBG. This system will assign you a Reputation Level from 0-5 depending on how you treat your fellow players. Your Reputation Level will be displayed in the Team Finder, giving players searching for a group an idea of what kind of teammate you’ll be. Your Reputation Level will naturally increase as you play games, as long as you are not exhibiting toxic or otherwise disruptive behaviour. We hope this helps everyone have a better time on the Battlegrounds! https://preview.redd.it/wvkyk8eiq6c61.png?width=1920&format=png&auto=webp&s=2d6d0031e48fadb8618f0ec7f3e58bfa91b3659e New reputation level will be displayed next to the players IGN.
Reputation level designates whether a player is well-mannered or toxic towards others.
Reputation level will be displayed in the Team Finder and team member list next to player IGN.
Reputation levels range from 0 to 5, for a total of 6 levels.
Players reputation level will naturally increase with normal gameplay of Normal/Ranked Battleroyale matches.
Leaving a match repeatedly failing to return may lead to a decrease of reputation level.
Player’s reputation level can be decreased when reported with negative behaviour (obstructing gameplay, verbal abuse, team killing, etc.) or when banned due to violation of terms of service.
Being reported for suspected use of cheats itself does not affect reputation level.
01/21 2021 After live server maintenance – 01/25 2021 4 PM KST
01/20 2021 After live server maintenance – 01/24 2021 11 PM PST
01/21 2021 After live server maintenance – 01/25 2021 8 AM CET
Arena Mode – 2nd Iteration Changes
Perspective – TPP
Only available in TPP.
Changes in default pistol
Changed default pistol to P18C.
For the first Arena Mode, we received feedback that players with the default P1911 pistol did not stand a chance against players with purchased weapons. As such, we’ve replaced it with the P18C, which comes with an auto-fire mode.
Loadout store improvements
Adjusted the amount of ammo given when purchasing a weapon.
Increased helmet price, which is now higher than the vest.
Starting from Round Four, weapons purchased from the loadout store will include attachments.
Players on a winning streak will earn bonus rewards accordingly and the teams who don’t lose any chances before the final round will be rewarded with an upgraded loadout store which has the following items:
Care Package items.
Special consumables like Adrenaline Syringe and the First Aid Kits.
Pistols and shotguns can now be found under the same category.
Loadout point balance adjustment
Reduced points earned for a kill from 150 to 100.
Reduced end of round points earned (both win/lose).
Since squads with fewer players are at a disadvantage, they will earn more kill points depending on their squad size.
Considering player feedback on how hard it is to win the next round after losing your items upon defeat, you’ll now get a small bonus to help you rebuy the gear you need.
UX improvements
To help reduce confusion during combat, we’re disabling kill feed messages from the other arenas, so now only events within your current arena will be shown.
There were quite a few players leaving the game after losing their first chance, thinking the game was over. We’ve added a message to let players know they’re still in it!
When starting a new round, map features such as zoom option and markers will revert to default.
Addition of the reporting system
Players in spectate mode can now report other players for cheating or behaviour that goes against our Rules of Conduct.
New Stunt emotes exclusive for a dirt bike has been added.
6 new default stunt emotes can be played.
The Stunt Emotes are triggerable only mid-air on a Dirt bike – and when the player is not about to hit something.
Hold L3 to trigger a random stunt emote
Release L3 to stop emote
Please note that the Horn functionality has been replaced with the Stunt Emotes for the Dirt Bike.
Other
Adjusted the reload animations of M416, Scar-L, QBZ, G36C to better match the reload speeds.
The reload animations adjustments are a follow-up to the Balance tweaks to the 556 guns in the 9.2 November update.
Haven gameplay mode update
Haven's selectable gameplay mode has been updated
Duo / 1-man-duo → Squad / 1-man-squad
Inventory Improvements
To maximize PUBG’s strategy and the core fun of the Battle Royale, we continue to make improvements, including reducing the steps of unnecessary controls in console PUBG gameplay. The ‘Auto Attachment Options’, ‘Controller Preset C’ and ‘Custom Key Binding’, which were updated in the past, are good examples. We hope that the ‘Inventory Improvement’ will also be an update that will satisfy the survivors. Of course, we don’t want this change to give a negative impact on the UX experience that has already been learned, but to improve the inconveniences. Please, continue to send us your feedback! https://preview.redd.it/tj03wqium8c61.png?width=1439&format=png&auto=webp&s=2843d511f7a8a9512283b631b2c6c06debbd3c67
Keep the existing movement controls and added grid controls
You can navigate around the inventory from right to left and top to bottom with the D-pad and R-stick.
(Tap) R-stick will function the same and the select(A) key.
Intuitive improvements on item pick-up/drops
Added the ‘Quick Pick-UP/Drop’ feature to allow rapid item distribution between squad members.
You can quickly adjust the number of items you wish to pick-up/drop by using the R-stick.
Weapon/attachments UI/UX Optimization
Removed the unnecessary steps when selecting attachment slots in weapon slots.
Swapping from main weapon 1 to 2 can easily be done by selecting the new ‘Weapon slot change’ key.
Displays all attachment slots regardless of weapon type, and intuitively displays the availability of specific slots.
Applied animation to provide feedback on actions such as equipping/removing weapon/attachments
Button guide improvements
Button guides are displayed at the bottom of the inventory in the same location and content.
Tool-tip visual improvements
The tool-tip visuals have been improved to enable intuitive information recognition.
Fixed the issue where some pass missions could not be accomplished in Haven.
Fixed the issue where players could respawn with a ghillie suit equipped when killed while equipping a ghillie suit in TDM.
Fixed the foliage clipping through a vehicle while in FPP mode in certain maps.
Fixed the case where character’s body equipping a ghillie suit could be invisible to others.
Fixed the issue where players could change perspective to TPP when spectating other players in FPP game mode.
Fixed the awkward POV when viewing a kill cam of a character equipped with a ghillie suit.
Fixed the issue where the deaths in Blue Zones were recorded as suicides.
Fixed the issue where the two characters collide after going prone in a moving ferry, they receive fall damage.
Fixed the issue where the headshots were not reflected in the Career page.
Fixed the issue where the AI pillar guard positions are rendered in wrong locations.
Fixed the store issue where it only displays the loading screen after purchasing an item or requires a long loading time for the item popup to be displayed.
Fixed the issue where the completed missions were displayed in the System Menu’s Mission List.
Fixed the issue where sending a cross-platform invite to another player in a custom match causes abnormal behaviour.
Fixed the issue where players are able to use the emergency parachutes while in a DBNO state when falling from non-fatal heights.
Fixed the issue where certain bots would constantly walk around.
Fixed the issue where “Enemy Spotted” ping would function while navigating through the inventory when it is bound to the RB/LB buttons using the custom key binding feature.
Fixed the issue where the message ‘Invalid Season’ is displayed when checking out the profile of an invited friend.
Fixed the issue where you cannot navigate either GNB, LNB after pressing the Options button two consecutive times.
Fixed the issue where the character’s wrist is bent too much when equipped with certain weapons in preview.
Fixed the issue where the localization was not complete in the Team finder guide popup.
Fixed an issue where partially accomplished missions were not visible in the mission list.
Sound
Fixed the unclear sound of UMP45 if another player is firing from a distance.
Fixed the duplicate click sound played when clicking on the preview button in the customize screen.
World
Fixed the issue where players could clip through a certain building in Abbey, Vikendi.
Fixed the issue where enlarging the minimap while flying in the helicopter, makes the minimap glitch.
Fixed the issue where the last Blue Zone was set as a non-playable area in Haven.
Fixed the issue where the vehicles collided with the land when driving over low hills.
Fixed the issue where it was hard or impossible to enter certain buildings in Georgopol of Erangel.
Fixed the issue where the buildings were not loading properly in the southern village of Georgopol, Erangel.
UI/UX
Fixed the issue where inappropriate RP changes were displayed in the match history section during placement matches.
Fixed the issue where starting plane’s seat UI were sometimes displayed as empty.
Fixed the issue where some pages of the store page not loaded when entering store page after restarting a lobby.
Fixed the issue where profiles of players located in ‘Unassigned’ ‘Observer’ section of custom match session cannot be loaded.
Fixed the issue where centre pointer not displayed in replays.
Fixed the issue where the earned/lost RP was displayed in the Match History in Ranked.
Fixed the issue where the currency and system UI are not displayed when returning after completing the TDM.
Skin & Item
Fixed the issue where the visor of Mad’s Motorcycle – Helmet (Level 1) is not displayed when equipped by a male character.
Fixed the issue where the nose of Killer Clown Mask could clip through when equipping face-covering helmet items.
Fixed the issue of the clipping issue when Gas masks and Helmet skins are equipped at the same time.
Fixed the issue where the hood of the Survivalist Parka costume blocks the view in FPP Mode.
Fixed the issue where the Battlestats were printed on the Mk47 Mutant Skin.
These are the slot machine regulations for all 50 states in the United States of America. Lawmakers make these restrictions for private ownership of slot machines to discourage people from buying them and using them for commercial purposes in the comfort of their homes thus evading treasuries. The United States has a patchwork of laws governing the sale and ownership of slot machines – from outright bans, to made prior to a specific date, to tokenized only, or fully enabled. US legal states to find real slot machines for sale. In the United States the purchase of a slot machine is heavily regulated. When buying a slot machine be State Laws for legal Slot Machine Ownership GAMBLING DEVICE. You must understand that using a slot machine for profit or gambling purposes is illegal and could subject you to severe penalties. Before purchasing a slot machine you must understand that every state does not allow ownership of these machines. However, we suggest that you check […] Some states such as Arkansas or Delaware only allow casinos in pari-mutuel facilities. Pari-mutuel refers to locations with legalized wagering on horse or dog races ; or in Florida, jai-alai games. Since a vast majority of pari-mutuel facilities in the United States are racetracks, these types of casinos are often also known as “racinos,” a Online Resource Summary: New Mexico slot machine casino gambling consists of 22 tribal casinos, five commercial racetracks with slot machines, and 50+ non-profits. New Mexico has many more slot machines per state resident than any U.S. state. All slot machines have a theoretical payout limit of 80%. No return statistics are available publicly. Of the remaining 48 states, just 15 have gas stations with slot machines. These include Illinois, Virginia and New York, which lead the way as the states with the most station slots with 1,894 The United States government requires a 25% tax on gambling winnings that exceed $600 at a horse track, $1,200 at a slot machine or bingo game, $1,500 in keno, and $5,000 in poker tournaments A great example of this are Class II slot machines that closely resemble a normal, Class III machine but you will notice a small bingo card in the corner of the screen. Some states such as Arkansas or Delaware only allow casinos in pari-mutuel facilities. These are locations with legalized wagering on several different kinds of horse or dog US casino gambling dates back to 1822 when Brown’s Saloon opened. Casinos in the USA dotted the west until the early 1900’s when a conservative movement removed them from every state, including Nevada.. In 1931, casinos returned to Nevada.Atlantic City hit the scene in 1978, and South Dakota followed suit 12 years later in 1989.Throughout the 90s, native reservations and states along the Thread: WHAT STATES - Allow Video Slot Machines in BARS, RESTAURANTS (BESIDES Illinois) Thread Tools. Show Printable Version; 02-08-2016, 02:02 PM #1. The Cruise Mermaid. View Profile View Forum Posts Private Message View Blog Entries View Articles Member Join Date Jul 2014. Posts 41
TOP HAT MACHINE (DUAL) - BATTEN ROLL FORMING MACHINE
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