Royal 587 manual

US Navy

2010.01.14 22:33 US Navy

This is primarily a US Navy-centric subreddit, but all are welcome. REMEMBER OPSEC. Do not post your command or name! Post all questions and discussion about recruiters, MEPS, the Delayed Entry Program, Enlisted Ratings, "A" Schools, Officer Candidate School, Boot Camp, and transferring to your first command in our sister subreddit, newtothenavy. READ THE WIKI (www.reddit.com/navy/wiki) and please do a search before posting.
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2016.03.14 01:46 Shits_Kittens US Navy Seabees

A subreddit for the United States Navy Seabees and the Naval Construction Force.
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2009.03.05 21:37 andersbergh Hackintosh

(New reddit? Click 3 dots at end of this message) Privated to protest Reddit's upcoming API changes. See http://redd.it/147cksa for details. For support, visit the following Discord links: Intel: https://discord.gg/u8V7N5C, AMD: https://discord.gg/EfCYAJW Do not send modmails to join, we will not accept them.
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2024.05.14 07:06 Objective_Box5956 Just finished my third 100% play-through

Just finished my third 100% play-through of Tears on the 1 year anniversary. It’s pretty brutal to 100% this game, but I enjoyed it. Here’s my 100% list:
I compiled a list of things I found online that helped me farm material so hopefully it’ll help others. My apologies for no credit to those who contributed. I simply copied and pasted a lot of these - but some are my own contributions.
____________________________________________________
Useful Links
Zelda Dungeon Interactive Map
Armor Upgrade List
Horse Upgrade List
100% Map Landmark Guide (Helped me find a few missed locations)
____________________________________________________
Missed Locations (after collecting all Koroks, quests, shrines, caves, and wells)
Missed all 3 times
Kolomo Garrison Ruins
Missed Twice
Gatepost Town Ruins
Castle Town Watchtower
Lost Woods
Inogo Bridge
Dracozu Altar
East Passage
Water Reservoir
Kolomo Garrison Ruins
Missed Locations (2nd and 3rd run-though)
Desert Rift
Device Dispenser on Thunderhead Isles
Sargon Bridge
Drena Canyon Mine
Retsam Forest Cave (North Entrance)
Missed Locations (1st run-through)
Lutos Crossing
Lanayru Road - West Gate
Canyon of Awakening Mine
Abandoned Eldin Mine Forge Construct
Floret Sandbar
Faron Woods
West Passage
Dalite Grove
Grove of Time
Nabooru Canyon Mine
Walnot Canyon Mine
Madorna Canyon Mine
Hickaly Grove
Rozudo Canyon Mine
Daval Canyon Mine
Granajih Canyon Mine
Agaat Canyon Mine
Applean Grove
Rok Grove
Rhoam Canyon Mine
Ruto Canyon Mine
Akkala Bridges (all 3)
Stolock Bridge
Crystal Refinery in Lookout Landing
Faloraa Canyon Mine (last one)
____________________________________________________
Final Koroks (2nd and 3rd time)
____________________________________________________
Money Makers
____________________________________________________
Rocket Shields
Oromuwak Shrine (east of Rito Village). I visit here regularly to stock up on Rocket Shields.
Zonaites and Crytalized Charges
Hudson Signs
Horses
4-4-5-3 Stat Horses Found Southeast of Bublinga Forest
Gems Info
_____________________________________________
How to get Stars
Notes: You can do this with any of the other Skyview Towers below, but you must rest until night in between each star. Gerudo Canyon Skyview Tower seems to be the most convenient because there is a cooking pot next to Pikango at the base of the tower.
Also works with (not confirmed on my end)
_____________________________________________
Silent Princess and Blue Nightshade
(-2476, -0646, 0208)
Milk
Acorns
Dragon Parts
Beetles
Hinox
Black Lizalfos
Black Boss Bokoblin
Red Boss Bokoblin
Blue Lizalfols
Captain Construct I locations
Captain Construct II locations
Captain Construct III locations
Horriblins
Desert Colosseum
Gibdo Wings
Gerudo Underground Cemetery
Sand pits
____________________________________________________
Shopping
Restock Shops
To restock any shop in Tears of the Kingdom, here is what you will have to do.
  1. Buy out the item in the shop until there are none left.
  2. Take out wood and flint to make a fire.
  3. Rest by the fire till the next day.
  4. Manually save the game.
  5. Load the game from the save you just made.
Hateno General Store
Hylian Rice x5 (need 38 + recipes)
Swift Carrot x10 (need 10 + horses + recipes)
Bird Egg x5 (need 12 + recipes)
Fresh Milk x3 (need 66 + recipes)
Goat Butter x5 (Need 84 + recipes)
Kakariko General Store
Aerocuda Eyeball x3 (need 42)
Aerocuda Wing x3 (need 48)
Kakariko General Store Trissa
Goat Butter x5 (need 84 + recipes)
Swift Carrot x12 (need 10 + horses + recipes)
Bird Egg x5 (need 12 + recipes)
Fortified Pumpkin x3
Lookout Landing General Store
Hylian Rice x3 (need 38 + recipes)
Fresh Milk x4 (need 66 + recipes)
East Akkala Stable
· 3 Sticky Frog (need 30)
· 3 Smotherwing Butterfly (need 15)
Lakeside Stable
· 2 Sticky Frog
· 3 Thunderwing Butterfly (need 9)
· 2 Hightail Lizard (need 21)
South Akkala Stable
· 2 Sticky Lizard (need 24)
· 3 Hightail Lizard (need 21)
· 2 Fireproof Lizard (need 15)
Woodland Stable
· 3 Cold Darner (need 15)
· 3 Fireproof Lizard (need 15)
Kara Kara Bazaar General Store
Green Lizalfos Tail x3 (need 18)
Riverside Stable
· 5 Hylian Rice (need 38)
· 3 Thunderwing Butterfly (need 9)
· 3 Electric Darner (need 15)
Tabantha Bridge Stable
· 4 Fire Fruit (need 9)
· 3 Summerwing Butterfly (need 15)
· 3 Winterwing Butterfly (need 15)
· 3 Thunderwing Butterfly (need 9)
New Serenne Stable
· 4 Warm Darner (need 15)
· 4 Sunset Firefly (need 15 + 10 + 10)
Kara Kara Bazaar
· 5 Summerwing Butterfly (need 15)
· 5 Cold Darner (need 15)
Snowfield Stable
· 3 Summerwing Butterfly (need 15)
· 3 Warm Darner (need 15)
Kara Kara Bazaar
Summerwing Butterfly x5 (need 15)
Cold Darner x5 (need 15)
Foothill Stable
· 3 Thunderwing Butterfly (need 9)
Wetland Stable
· 3 Smotherwing Butterfly (need 24)
Rito Village General Store
Goat Butter x5 (need 84 + recipes)
Cane Sugar x3 (need 24 + recipes)
Tabantha Wheat x3 (need 42 + recipes)
Sunshroom x4 (need 15)
Korok General Store
Tabantha Wheat x2 (need 42 + recipes)
Hylian Rice x3 (need 38 + recipes)
Cane Sugar x3 (need 24 + recipes)
Goron General Store
Cane Sugar x3 (need 24 + recipes)
Goron Spice x3 (need 12 + recipes)
Zora General Store
Hylian Rice x4 (need 38 + recipes)
Swift Violet x4 (need 90)
submitted by Objective_Box5956 to tearsofthekingdom [link] [comments]


2024.05.14 01:55 flwwhtrbt Mini Pirate News

Well, let's wrap up what I've found at the very least interesting in the last couple weeks for pirates and purists alike! This one is very small, not much happening lately!
Sony:
As maybe you've seen, there's no better indication that 'if they don't let you buy it, then pirate it' than Sony delists Ghost of Tsushima PC from various Steam regions, much like Helldivers 2 saw.

Following Sony's decision last week to delist Helldivers 2 in 170 regions worldwide on Steam, it seems this will be the firm's PC stance moving forward, and it has since done the same for the imminent PC release of Ghost of Tsushima. More regions have been added to the list, taking the total number of territories affected to 180, which is now consistent across both titles.
Previously, Sony has said that Ghost of Tsushima's single player offering would be unaffected by this additional requirement. The game's Steam Page still states that a PSN account is required to play the Legends multiplayer mode, but it was delisted anyway. Due to the open nature of Valve's platform, these changes are pretty visible, and including Sucker Punch's primarily single player open world epic in this blanket ban comes as a legitimate surprise.
SteamDB's post here shows the refund.
This is bullshit. The good news? Sony do not use Denuvo for their PC games, so it will be available as soon as possible to be pirated.


Rockstar:
By all accounts, it looks like Rockstar's Red Dead Redemption will be releasing on PC - in line with their usual tactics of releasing on a console platform and leaving PC for last, at least it will (probably) be coming to PC.


Denuvo:
A Denuvo 'outage' made a completely single-player game Persona 5 unplayble - amusingly Denuvo claim that "there was no outage related to its servers at this time"
The thing we can take away from this is Denuvo sucks, and it's just better to play the damn thing via Yuzu or Ryujinx.

Related, we now see that it is confirmed that Homeworld 3 will release with Denuvo. The only good news is that Gearbox is one of the few publishers who remove Denuvo. So...just wait for this one.


Just...interesting and useful:
This video guide via YouTuber 'MonroeWorld' shows you how to SSHFS - mount your Steam Deck as a Windows drive.
"Access your Deck's storage using whatever file manager or tools you want ON AND FROM Windows. In a few minutes, you can copy roms, access compatdata, backup/restore save files and more without ever leaving the comfort of Windows. In about ten minutes, you will have your common Steam Deck locations mounted as drive letters in Windows - accessing them just like any other Windows drive" 
Here is a github link for a GUI for the sshfs manager
Even better u/ReplacementFun53 has a full written guide on how to do so here!!! - 100% what you should be checking out, it's perfect!


Hydra Launcher:
Hydra is an open-source launcher released in the last few weeks by the Brazilian community. Being able to download and launch games from fitgirl and dodi - it has/is a torrent client, automatically applies metadata for games, emulators and roms; seems to hope to be an all-in-one piracy portal. Personally, I prefer to manually add games from trusted links myself. But I'm paranoid. At least it is interesting.

Hydra is a free open game launcher focused on being 100% safe, self-sufficient, ad-free, without registration, without subscription and without waiting times.
Hydra combines games from platforms like Steam and Epic Games with trackers from repackers/crackers known and trusted by the pirate gaming community (such as Fitgirl, Dodi and KaOsKrew.
The game downloads are done directly through the platform, as we have our own private torrent protocol.
Hydra currently has the capability to search among a list of more than 13,000 repacks posted in secure places on the internet, but not limited to that. being self-sufficient, Hydra can navigate the trackers not only looking for updates of games that are already registered but also for games that have just been released.


Lastly the AMA with Dodi:
Well and truly locked in for the 16th. I have a post pinned at the top of PiratedGames, and have just reached out to the mods of Piracy about posting in their sub letting the users know what is happening. I also just posted in his discord server (at his behest). The only thing yet to be determined will be the exact time, for Americans it may be the 15th (your time), but...time-zones fry my brain so I don't know. Really excited about having him come by, the repacker scene is fascinating to me, so I can't wait to hear what he says.

Guides?
I'm working on one lil guide since its been awhile since my last. Most probably will post after the aforementioned AMA.

Lastly?
Thanks to all of you, we're nearing 17k members here and you're all super lovely. This is such a strange sub-reddit because everyone is so damned nice. I just wanted to thank you all for being here, it makes it so nice.
If you wanted to show off your Deck's home screen - then this post a couple days ago is where you can do it!


Thanks, all <3


submitted by flwwhtrbt to SteamDeckPirates [link] [comments]


2024.05.13 21:59 BendOk3446 Please tell me, in the disk version of the game (Final Fantasy XV - Royal Edition - PS4), are the additions sewn into the disk or are they on a piece of paper in the form of a code? Thx

Please tell me, in the disk version of the game (Final Fantasy XV - Royal Edition - PS4), are the additions sewn into the disk or are they on a piece of paper in the form of a code? Thx submitted by BendOk3446 to FinalFantasy [link] [comments]


2024.05.13 19:01 Ok-Power-7369 Help me choose my next luxury watch - all suggestions welcome

Hi fellow watch enthusiasts,
I would love your help in deciding on what should be my next purchase to add to my watch collection.
To give you some background: I am tunring 30 in July and besides saying goodbye to my twenties, I also have some other milestones I would like to comemorate. one of them beying the purchase of a house as well as a promotion outside of work that could constitute a "graduation" of sorts and took 7 years to get to.
I work in sales for a large coffee company. My work atire is mostly business cassual with regular dress up, black tie/white tie occasions.
I am unlucky in the sense that I am a 6ft tall, well built guy with a 6.25 inch wrist (at least its flat) so 40/41mm is kind of the limit for case size. Personally, I preffer smaller over larger with the 36mm to 38mm being the sweet spot.
Current state of collection from most to least worn:
  1. Tudor Royal 38mm blue - my daily driver
  2. Casio G-shock Square - for outdoors and manual work.
  3. Casio Lineage Titanium - Graduation gift from grandparents, but doesn't get much wrist time except when the Tudor would attract too much attention.
  4. Vostok Komandirski - Honestly no idea why I bought it, think i was drunk at the time. Think i wore it for a week. Probably shouldn't have even mentioned it.
I would eventually love to have a 3 watch collection that covers all ocassions. The Royal is a pretty decent all rounder and has been my daily for past 3 years. Its a great piece but I am not discounting replacing it with another daily now or later down the line.
Budget is in the £3,000 - £4,000 range but could be pushed up for the right piece.
Quite open to most brands so any suggestions as to what to add to build up a 3 watch collection and keep for life would be very welcome.
submitted by Ok-Power-7369 to PrideAndPinion [link] [comments]


2024.05.13 15:37 Mashamaklaut Father’s Day special - Knight template bundles

Hi everyone!
I create Royal portrait templates and Custom Portraits, for both people and animals.
If you have some Photoshop skills, you can create your own Royal Portraits for your friends and your family and of course your lovely Pets, my templates collections are available by this link: https://mashamaklaut.etsy.com
Also make sure you check out free tutorial videos on YouTube here.
Ready portraits can be printed on canvas and framed at any studio next to you (or places like Walgreens, if you are from the US). This is the most cost-efficient solution compared to getting your portrait printed and shipped to you by mail!
Father’s Day special: Human and Pet Knight template bundles
Portrait templates are made from Old Master’s Medieval and Renaissance Era Portrait Paintings. Pictures has gone through the careful process of manual digital restoration (not AI), been either fully or partially improved, redrawn, upscaled, details added, etc.
You can order your personalized Custom Royal Portrait from any template available in my shop or even order a creation of your unique portrait template.
My templates can be used for commercial purposes, please refer to FAQ section of my shop for details.
https://mashamaklaut.etsy.com
All my shops and social media links: https://linktr.ee/mashamaklaut
submitted by Mashamaklaut to u/Mashamaklaut [link] [comments]


2024.05.13 08:02 TheHamSlapper [USA-CA] [H] PlayStation 4 Games (inc. Limited Run, NISA Special Editions, etc.) [W] PayPal F&F, CashApp, Zelle

*New games have been added since last post
Steadily purging my collection to have some extra money and have a smaller, more focused collection. Many games for other consoles coming soon, so follow me if interested. Will need your zip code to calculate shipping, but if you spend over $50 I'll waive it. While prices are based on Price Charting, haggling is encouraged; the bigger the bundle, the better the discount. Will throw in some small free stuff in bigger orders as a token of appreciation while supplies last - might be stickers, small toys, maybe a small plush. Everything is in good condition or better, but if you need pics feel free to ask. Thanks for looking!
GAME CONDITION PRICE NOTES/PICS
13 Sentinels: Aegis Rim CIB $15
Bastion NEW $55
Cris Tales CIB $8
Death Stranding CIB $8
Destiny CIB $4
Disgaea 1 Complete [Rosen Queen's Finest Edition] CIB $95
DmC: Devil May Cry [Definitive Edition] NEW $20
Dissidia Final Fantasy NT NEW $13
Dragon Quest Builders 2 CIB $14 LINK
Dragon Quest XI: Echoes of an Elusive Age CIB $13
Dusk Diver NEW $25
Dusk Diver 2 [Launch Edition] NEW $38
Everybody's Golf CIB $12 LINK
Final Fantasy XV [Royal Edition] CIB $15
Gal*Gunvolt Burst [Collector's Edition] CIB $65
Guilty Gear Xrd Rev 2 CIB $20
Indivisible [Collector's Edition CIB $30
Katamari Damacy Reroll CIB $12
(JP) The King of Fighters '98 Ultimate Match [Final Edition] NEW $44 LINK
The King of Fighters 2000 [Collector's Edition] w/ Soundtrack Game CIB/Soundtrack NEW $58 LINK
(JP) The King of Fighters 2002 Unlimited Match CIB $30 LINK
(JP) The King of Fighters XIV [Ultimate Edition] CIB $20 LINK
Kotodama: The 7 Mysteries of Fujisawa NEW $14
Mega Man Legacy Collection 2 CIB $17
Nights of Azure CIB $45
Nights of Azure 2: Bride of the New Moon [Limited Edition] CIB $187
The Nonary Games No Manual $20
Okami HD CIB $20
The Outer Worlds CIB $10
Persona 5 [Take Your Heart Premium Edition] No Game, No Steelbook $65
Power Rangers: Battle for the Grid [Collector's Edition] CIB $12
Samurai Shodown: NeoGeo Collection [Collector's Edition] CIB $100
Semispheres [Blue Limited Edition] CIB $17
Shantae: Half-Genie Hero [Risky Beats Edition] CIB $25
Shenmue I $ II CIB $18
(ASIA English) SNK 40th Anniversary Collection (Uncensored Cover) CIB $50
Steamworld Dig 2 CIB $18
The Silver Case CIB $17
Shadow of the Colossus CIB $17
The Witch and the Hundred Knight [Revival Edition] w/ Metallia Nendoroid Petit Figure Game CIB / Figure CIB $140
The Witch and the Hundred Knight 2 [Limited Edition] CIB $130
Zanki Zero: Last Beginning NEW $22
submitted by TheHamSlapper to GameSale [link] [comments]


2024.05.13 01:29 Fit-Bit2907 [US][CA][SELLING] Lots of Complete Sets and Random OOP Volumes!! ACCEPTING OFFERS

ADDED SOME NEW TITLES & LOWERED SOME PRICES
Hello, I have a bunch of things that I need to get rid of ASAP. ALL PRICES ARE NEGOTIABLE!!
DM me for better detailed pictures. If in picture but not listed, it's sold.
https://imgur.com/a/u8D2VRT (Reach out for more detailed pictures)
-Complete Sets- (NOT SPLITTING)
Day of the Flying Head 1st Edition 1-4 / G4 / $500 CAD / $354.12 USD SHIPPED
Battle Royale 1-15 / G4 / $350 CAD / $247.97 USD SHIPPED
The Drifting Classroom 1-11 / G4 / $225 CAD / $159.40 USD SHIPPED
Joan 1-3 / G4 / $250 CAD / $177.11 USD SHIPPED
Tohyo Game 1-3 / G2-3 / $45 CAD / $31.76 USD
Saikano 1-7 / G3-4 / $200 CAD / $141.17 USD SHIPPED
Dark Edge 1-10 / G3-4 / $150 CAD / $105.88 USD SHIPPED
Madara 1-5 / G2-3 / $45 CAD / $31.76 USD
Ogre Slayer 1-2 / G3-4 / $45 CAD / $31.76 USD
The Drifting Classroom 1-3 / G4 / $100 CAD / $70.59 USD
Striker 1-3 / G4 / $100 CAD / $70.59 USD SHIPPED
Angelic Layer 1-5 / G4 / $80 CAD / $56.47 USD
Cardcaptor Sakura 1-4 / G3-4 / $350 CAD / $247.96 USD SHIPPED
-One Shots-
Orochi: Blood / G4 / $80 CAD / $56.47 USD SHIPPED
Tekkonkinkreet Black & White 1st Edition / G3 / $80 CAD / $56.47 USD
Samurai Son of Death / G4 / $10 CAD / $7.06 USD
Wild Com. / G4 / $50 CAD / $35.29 USD
Bomber Girl / G4 / $30 CAD / $21.18 USD
Sakuran Blossoms Wild / SEALED / $45 CAD / $31.76 USD
The Twelve Sisters of the Never Ending Castle LTD Edition /1000 Copies / G4 / $200 CAD / $141.17 USD SHIPPED
World War 3 / G4 / $25 CAD / $17.65 USD
World War 3 Battle Over Hokkaido / G4 / $25 CAD / $17.65 USD
VIZ Signature Sneak Peek 2006 / G4 / $10 CAD / $7.06 USD
GANTZ Manual (JP) / G4 / $10 CAD / $7.06 USD
The Walking Man / G4 / $80 CAD / $56.47 USD SHIPPED
Wes Anderson's Isle of Dogs / G4 (tear on top of dust jacket) / $25 CAD / $17.65 USD
-Random Volumes-
Comics Journal #250 (Yoshiharu Tsuge's Screw Style) / G4 / $125 CAD / $88.23 USD SHIPPED
FLCL Light Novel 1 / G4 / $100 CAD / $70.59 USD SHIPPED
Adventure Kid 2 / G4 / $100 CAD / $70.59 USD SHIPPED
Adventure Kid 3 / G4 / $100 CAD / $70.59 USD SHIPPED
World War 3 Raid On Tokyo 1 / G4 / $25 CAD / $17.65 USD
Raqiya 2 / G4 / $20 CAD / $14.12 USD
Samurai Executioner Omnibus 2 / G3 / $20 CAD / $14.12 USD
BTOOOM! 13 / G4 / $100 CAD / $70.82 USD
BTOOOM! 23 / SEALED / $20 CAD / $14.12 USD
Wounded Man 4 / G4 / $20 CAD / $14.12 USD
Wounded Man 4 / G4 / $20 CAD / $14.12 USD
Wounded Man 8 / G4 / $20 CAD / $14.12 USD
Wounded Man 9 / G4 / $20 CAD / $14.12 USD
The Kurosagi Corpse Delivery Service 4 / G3 / $20 CAD / $14.12 USD
Black Jack Hardcover 1 / G4 / $100 CAD / $70.59 USD SHIPPED
Gen of Hiroshima (Barefoot Gen) 1 / G3 / $10 CAD / $7.06 USD
Robot Super Color Comic 4 / G4 / $30 CAD / $21.18 USD
Robot Super Color Comic 5 / G4 / $30 CAD / $21.18 USD
Golgo 13 8 / G4 / $30 CAD / $21.18 USD
Golgo 13 10 / G4 / $10 CAD / $7.06 USD
Golgo 13 11 / G4 / $10 CAD / $7.06 USD
Golgo 13 12 / G4 / $10 CAD / $7.06 USD
-Free Volumes- (Must Purchase Something Else)
Biomega 5 / G3
Thanks.
submitted by Fit-Bit2907 to mangaswap [link] [comments]


2024.05.13 00:33 0successproducer A gamechanger hack for (almost) perfect espresso

Tl; dr: use the steam button for raising the brewing temperature. Click on it, wait a few seconds, abandon operation, brew espresso (30-40 ml) or double espresso (70 ml) or anything you really like. Works with double boiler DeLonghi machines and 95% of single-boiler machines. Even if you are satisfied with your coffee you won't be dissappointed and this way would drastically improve your favorite coffee bean juice. _____________________
Recently I have made a post here where I thought I had found a fix for poor coffee from superauto machine. But all the people in the comments were totally right, this fix was useless for people who like espresso and not some pourover-like stuff. And I mean I love real 30-40ml of espresso or even proper double espresso!
I have continued to search ways to make this machine do what I want and what it is supposed to actually do. And I have almost gave up and had already been browsing for Gaggia Classic Pro Evo today but then I remembered one little trick that I had been successfully doing back in the days with some old professional superautomatic machines (such as Saeco Vienna, Royal Magic, Odea Go etc): I used the steam mode to manually raise brewing temperature. And no, it NEVER made overextracted or bad cup, vice versa - after that coffee was finally drinkable and aromatic, the stuff that can actually be called espresso.
This is how you can try it too: STEP1️⃣: Turn on the machine (obviously lol:D); STEP2️⃣: When machine is ready to brew, click "prepare steam" button; STEP3️⃣: Depending on your machine, wait a few seconds for it to raise the temp and just when you hear "boiling" sounds you click on "prepare steam" again to cancel the operation; STEP4️⃣: Click "brew espresso" button right away after that; STEP5️⃣: Enjoy some REAL espresso☕️, not the usual pißwasser (sorry) that machine (probably) makes by default.
In case you are interested, I have prepared a video demonstration of the process. It is quite lenghty (4 minutes) but I will add timestamps and post them in comments on YouTube soon.
The only disadvantage that is by design unfixable is that this espresso would not be piping hot like from manual espresso machine. It is because superautos are built differently and have brewing group head inside, while in manual machines those are right in front of steel portafilter. Thus in superautos you get quite a heat loss while coffee travels through the silicone tubes vs water directly hitting coffee bed and getting straight into a cup. Solution? Preheat you cup for hotter coffee! You can do it by placing it under the spout when you turn on the machine or by using the steam crane to deliver hot water in the cup.
Please, write in comments below if this hack had worked for you. I am really interested to know if it is universal enough or if it is limited only to few machines
submitted by 0successproducer to superautomatic [link] [comments]


2024.05.12 17:04 SomeCallMeLuke Ally became domineering, but I didn't press the funny button?

Ally became domineering, but I didn't press the funny button? submitted by SomeCallMeLuke to eu4 [link] [comments]


2024.05.12 13:59 Perkelton Weekly Crowdfunding Roundup: May 12 2024 21 ending soon (incl. Munchkin Big Box, Euthia: Cruel Frost) & 24 new this week (incl. Vicious Gardens, I C E Unlimited)

What is this?

This is a weekly crowdfunding roundup of new projects launched last week and projects that end the coming week.

Google Docs

As an alternative format, the lists are now also available as a Google Docs found here: Weekly Crowdfunding Roundup

Updates

Expect new lists every Sunday between 00:00 and 23:59 CEST on the following platforms:
Mastodon: @danielpervan@mastodon.social
Discord: https://discord.gg/dN4P4PZcU9
Reddit: /boardgames

Selection criteria

The criteria for the lists are as follows:

Ending soon

Newly launched

Notable filtered projects

Tags

🎉: Staff pick/featured
💰: Funded
🔥: More than average 200 backers/day
🌱: Creator's first project
🌳: Creator's >5th project
🔄: Money back guarantee (Read more)

FAQ

I live in Peru/Canada/Bahamas/USA, why are you posting on a Saturday?!
Because I'm writing this from Europe in the future where it's already Sunday. Timezones be crazy.
Why are there a bunch of non-board games in the board game list?
Because the Tabletop games category on Kickstarter includes anything remotely related to board games and sometimes things slip through my filters.
Why is this future award winning board game and literal saviour of humanity missing from your list?
Sometimes my filters get a bit overzealous and discard actually valid projects. If you feel something is missing for this reason, leave a comment and I'll add it (maybe).
Can I donate all my money to you?
No
Can you help me promote my game?
Please no. I make lists. Nothing more.
Your list is full of errors and now the Internet is full of cats!
Indeed, this fine piece of code runs purely on satanic rituals, so anything can happen. Leave a comment and I'll see what I can do.

Ending soon (21)

Name Description Backers Pledged Ends Information Tags BGG
Munchkin Big Box Dive into 25 years of chaos and monster-slaying, all in one gigantic box, the Munchkin Big Box! Kill the monsters, betray your buddies, and hoard the treasures like never before. 6749 $974,166.00 (1299%) in 25 days 2024-05-16 💸 Backerkit 👥 3‑6 players 👶 10+ ⏱️ 60-120 min. 💰🔥 BGG
Fractured Sky: Rift A kickstarter-exclusive reprint and expansion campaign for Fractured Sky. Painted minis, magnets, and more 🚀 4160 $335,262.00 (671%) in 12 days 2024-05-16 💸 Kickstarter 👥 1‑5 players 👶 14+ ⏱️ 45-75 min. 💰🔥 BGG
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submitted by Perkelton to boardgames [link] [comments]


2024.05.12 08:50 MrConquer Vault-7-7-A

Overseer's terminal

Welcome to ROBCO Industries (TM) Termlink VAULT-TEC SERVER 7-7-A TERMINAL
 
Welcome, Overseer.
Welcome to ROBCO Industries (TM) Termlink
 
[OVERSEER]
[VAULT-TEC INSTRUCTIONS]
[Letter from Dr. Kepler] A Letter to the Overseer from Dr. Frank Kepler:   If you are reading this, then you have been chosen to participate into the Vault-Tec Overseer training program. Congratulations! You are one of the few lucky individuals chosen to train inside of a replica vault for the duration of one month. Your contribution during this training period will help with the research into Vault-Tec’s vault program. You are now a vital part of the most ambitious program ever undertaken by Vault-Tec.   If you have not yet read your instructions, please do so now. They will outline the experimental protocols assigned to each control group. Please remember that deviation from these protocols in any way will jeopardize the success of the program, and may be considered grounds for termination by Vault-Tec Corporation (as outlined in your Employment Agreement).   Once the training program is finished, you will receive further instructions.   Doctor Frank Kepler Director, Evolutionary Research Program Vault-Tec Corporation
  [Instructions]
**Overseer Eyes Only**   As an overseer-in-training, you will be tasked with helping the Evolutionary Research Program (ERP) with observing and documenting the effects of long-term radiation on non homo sapiens species. Using a modified version of FEV, you will be administrating various doses of radiation to a selected group of mammal species. In your desk you will have a list of subjects that you are responsible for during the duration of your training -- Remember that successful completion of the training will help determine whether you have the skills to be qualified to oversee one of the many Vault-Tec vault's. So deviating from protocol or causing damage to any of the equipment may be considered grounds for termination by Vault-Tec Corporation (as outlined in your Employment Agreement).
 
[USER HISTORY]
-Vault 7-7-A Management System-   =====================
VaulTecOS v.82 (C)2076 Vault-Tec ====================== User Log: >>Administrator (Vault-Tec ID 1211-F) >>New_Admin: EGOMEZ Welcome new user, EGOMEZ

======================

 

Lab terminal

Welcome to ROBCO Industries (TM) Termlink

-Property of Vault-Tec-

Which TEST SUBJECT do you want to track?   [All Subjects]
There are currently 25 subjects being monitored.   The following species are: 5 cats [Leo, Lady, Milo, Peaches, Tiger] 5 dogs [Astro, Curly, Rex, Sunny, Timber] 5 rats [Acorn, Bean, Frodo, Ralf, Peanuts] 5 birds [Arizona, Edgar, Sam, Tweety, Zazu] 5 rabbits [Bubbles, Cookie, Easter, Fudge, Socks]
  [Cameras]
[Show Rex]
--CAMERA OFFLINE-- [Show Sam] --CAMERA OFFLINE-- [Show Lady] --CAMERA OFFLINE-- [Show Acorn] --CAMERA OFFLINE-- [Show Bubbles] --CAMERA OFFLINE-- [Shutdown the cameras]
  [Research Notes]
[Group 1]
Avian test subjects show minor impact from long-term radiation exposure.   Noticeable physical features include -- minor balding and blistering throughout the body. Subjects are still able to fly with little issues and function as normal.
  [Group 2]
Long-term radiation exposure has effected the rodent species in various ways.   Test subjects have grown much larger than normal rat species. Test subjects also appear to more aggressive in nature and will start screeching and attacking their containment box by biting or scratching nearby surfaces if approached.   Noticeable physical features include -- test subjects have larger bodies, larger teeth, and pearl-like eyes. Additionally, higher doses of radiation exposure causes fur to fall off at an accelerated rate, and the skin to become more winkled and leather-like.
  [Group 3]
The lagomorpha subjects show no behavioral changes to long-term exposure.   Noticeable physical signs include -- slightly larger than regular rabbits. loss of fur in the chest, neck, front legs, and back of the legs. (These areas appear to show scarring and the appearance of boils or warts). Interestingly, small horn-like growths can be seen in each test subjects head.
  [Group 4]
Feline species show no changes to long-term exposure to radiation.   Noticeable physical features include -- None   **Might need further investigation**
  [Group 5]
Minimal exposure to radiation seems to not affect the canine species at all. Over time medium exposure to radiation causes test subjects to grow much larger in size and show more wolf-like features. Long-term exposure to radiation turns dogs into feral-like creatures that strongly resemble the characteristics found in wild wolves.   Noticeable physical features include -- Tougher and bigger bodies, sharper claws and teeth.
  [Messages]
Message from Dr. Kepler
Hello [INSERT CANDIDATE NAME], please feel free to use this terminal to document any of the test subjects changes during your training period. Please try to keep minimal contact with the subjects, remember that you are an outside observer and should remain as such during your stay in the vault.   P.S. I hope that you won't mind me storing some of my own subjects in the vault. The work I am currently doing requires greater attention and a suitable environment with enough space. Please refrain from touching any of the cages or containers that have my name in them. Treat them as if they were my very expensive pets.  
 

Personal terminal

Welcome to ROBCO Industries (TM) Termlink
 
Welcome user, EGOMEZ.
Welcome to ROBCO Industries (TM) Termlink
  ***WARNING*** Data corruption detected. Out of [37] files in this directory, [14] were recovered successfully. All audio files have been converted to text.  

PERSONAL LOGS

Please select a file to view:   10/1
Today marks my official transition from a humble junior Vault-Tec employee to potential candidate to the role of Overseer. I am forever grateful to Vault-Tec for giving me this opportunity to demonstrate my leadership skills!   With that said, the job itself seems pretty easy. I don't have to actually manage any people in the vault (thank goodness for that), and it seems like most of the work has already been done for me. I just have to monitor the animal test subjects and document any visible changes. While normally any personal pets or wild animals are restricted from entering the vaults, testing the long-term effects of radiation on non-human species still makes for good science.
  10/2
Okay so after getting a day to adjust to my new environment, I think I know where everything that I need to do is located. The vault is not actually that big compared to the ones I've seen on TV. The overseer's office does feel cramp though, but that might be due to the giant monitors used to observe the laboratories. And Dr. Kepler's "pets"...   It's a good thing that I'm only staying here for one month.
  10/5
So the experiment being conducted in the vault is pretty interesting. It has five laboratories that are all self-regulating. The test subjects are provided with all the food and water they need, and all I have to do is to remember to restock the food every three days. It's all stored in this big storage room that is divided between the test subjects supplies and my supplies. And speaking of my supplies, they provided me with some pretty delicious foods and snacks! Not much for entertainment though, there are a lot of technical books and guides about various handy skills in case of nuclear fallout. Kinda stiff reading, but also understandable as this is meant to be a work assignment.   At least I'll have something to read to pass the time.
  10/8
It's been a week so far and I can confidently say that I'm pretty much ready to be an overseer. The test subjects are doing good. Well.. some of them at least. There are some test subjects that seem to notice my presence and become aggressive, even if they don't physically see me. But the others are peaceful and don't make much noises.
  10/12
This morning I woke up feeling pretty awful. I'm not sure if it was something I ate last night but just to be sure I'll probably stay away from anything that could further upset my stomach. I took some medicine that was in the emergency kit so I should be fine for now. Also, thanks to my predecessors work, I was able to finish writing my notes on test subjects 1-R167 and 3-B496. So congrats me! Now I just have to start on the others.
  10/19
I wish Vault-Tec included more of those fancy lads among the list of available foods to eat during the training. I don't usually have much of sweet tooth, but those cakes are addictive. Specially when paired with some fresh coffee!   Side note, I started to name some of the creatures in the labs. I felt bad just calling them by their designated lab-numbers. I feel it makes it easier to remember and keep track of who is who. Plus, it got me occupied with doing something to do for a while after work.
  10/22
Another day of feeling under the weather, just a little over a week to go before I'm done with the training. This time my voice has given out, becoming more raspy and hard to speak. I found a Stimpak in the Overseer's office, so hopefully that cures me of any illness I might have gotten. To be honest I think it's a fever or stomach flu. I noticed too late after eating them that some of the YumYum deviled eggs I had were in a damaged package. So I should probably be mindful of food safety from now on.   I'm just going to go read and sleep for the rest of day, and hopefully by tomorrow I'll be back to full health.
  10/23
-- Audio File-- Fuck, Fuck, Fuck, I royally fucked up. I was having a late breakfast when the vault suddenly lost power and when the lights went off I accidentally broke one of Dr. Kepler's pet containers. I think it was one of his bug ones. FUCK. I don't even get why Vault-Tec allowed him to store his stuff here. WHO THE FUCK COLLECTS AND KEEPS COCKAROACHES!!!   By the time the lights came back on, there was glass scattered everywhere and some of the computers showed error messages. I swear I better not be blamed for this. GODDAMMIT I was almost done with all of this... What even happened upstairs? There was loud bang sound and then everything went to shit.
  10/24
I have been working all day to try and get the terminals back online. That power out messed with a lot of the devices in the vault. Most of the lab equipment seems fine, but the cameras are no longer showing any video feed. For the time being I've decided to shutdown all test subject cameras to try and conserve some energy.   I was able to find a user manual in one of the boxes in the storage room that was all about terminals, but despite my best efforts I am unable to get things back to working order. Every time I try to send a message out to anyone at Vault-Tec hq, the terminals only show the message CONNECTION LOST.
  10/27
After three non-stop days of dealing with all of the mess from that power out, my body is starting to show signs of stress. The lack of sunlight has definitely made me more dry and wrinkly. I recommend some skin lotion be placed for the next participant. At this point I don't really care if I'm no longer selected to be an overseer. This shit is too stressful to deal with.   Just four more days and then someone will come down to check up on me. I can't wait to go back to normal desk job after all of this is done.
  11/1
-- Audio File-- Did I get the date wrong? No I'm sure I was supposed to be done by now. How come nobody has come to get me...   They better not forgotten about me or be pulling some type of prank. I'm going to file a complain with corporate after all of this is over. What is the point of building a vault if it breaks down after a few issues!
  11/2
Okay something is definitely wrong, I'm sure I should have received some message by now or something. That would probably explain the lack of contact these last two days.   When the power went out it must've damaged some areas of the vault much more than I originally thought. I am going to try and see if I can find something in here that can teach me about electrical engineering. If I can somehow re-route power to that section of the vault, then maybe I can open the door and leave. At this point I will probably start to run out of food without a resupply. So before it gets to that point, lets test out my new skills.
  11/5
-- Audio File-- I was able to scrounge up some spare parts from the broken terminals in the vault and started diverting some power to the area where the vault door is located. I think I might be able to divert enough power from some the labs, but this might cause some issues with the equipment there. I feel bad temporally messing with the test subjects environments, but at this point I feel like I don't have much of choice.   Let's hope this works...   Yes! I got it working! Let's see if the door will open now...   Wait, why are the lights flickering...   [Explosive sounds in background]   oh shit
  11/17
I can't sleep. Can't stop thinking about them, pounding at my door.   I tried to go out when they were sleeping but had no luck. I accidentally slipped on what I assume was blood from some other poor creature. I need to stop making too much noises, otherwise I will be quickly surrounded and then it's over for me.   Why am I being punished? I did everything Vault-Tec instructed of me, I took care of those ungrateful bastards outside. I was just an office worker. I just wanted to prove that I was able to contribute more to this company, and for what? So that they just abandon me in this hellhole?   Well screw it, if I'm going to die anyway, either from starvation or being eaten alive, then I might as well go out fighting.   Fuck you Vault-Tec.   Sincerely, Eddie Gomez
submitted by MrConquer to TheVaultEntries [link] [comments]


2024.05.12 02:00 Mysterious_Bar_2406 Suggestion for (future) Private server

Lots of suggestion, from my past experience, and also from people idea. I try to regroup it into category. I'll edit the post with suggestion. + edit for my horrible english
First I'd like to suggest to add some *community server* that aren't owned by anyone, and with no custom map, no admin (like ghoul mode). The gamemode should be permanent. I can suggest a few gamemode of it, in in descending order of (my opinion's) popularity :
-one Sandbox (no jauge, spawnkit with full resource -one PvP (no jauge, spawnkit with full lasefire weapons/armor) -the old Battle Royal mode? -one survival without ghouls. -the void (no map, no vegetation, nothing. spawnkit with extractor, seeds, the minimal requirement)
Private Server Security/Accessibility : Community Servers system is not perfect. Private server can be blocked, and Server Owner need to be less dependent from Costumer Service (lapa)
-server owner should be able to change Admin password. also, other password (member and moderator) should be editable without joining the server in game. -password shouldn't be stored -in raw- in local storage -admin should be able to join a server, even if the server is full of playemoderator, or if there is not place to spawn. -Admin/moderator should have the capacity to join the server as immortal (optional) for prevent spawn kill (such like dying instantly of hunger) -the community server list often bug. It has regularly been frozen, and some servers wasn't able to be on the list
Admin Clients side : I think some functionality should be added for make admin life easier (some has been actually developed in non official client)
-Point and click function. Teleport yourself where you click. drag your mouse for kick the player in the area, or place/destroy building. -Being Invisible. just a ghost spectator -display the list of all players in a menu, with buton for teleport to, kick, ect...
Admin Command, gamemode development This is, from my point of view, where the true potential of devast.io is. Starve.io, Lapa other game, has also a very cool private server system, and my suggestion below are mostly inspired of it.
Item System : -enable/disable some item/building <--- this option would have prevented a lot, if not all, the crash in the past -edit items recipes, and craft speed. -change some items stats, such as : --weapon damage, the number of max ammo, the "type" of ammo consumed (imagine a gun working with tomato), the range. --armor stats. cold/rad/melee/ranged resistance, but also move speed. I can also suggest to make armor affecting hunger and health regen speed. And be able to make some value negative (for make god armor that drain your lifepoint)
Event/Gamemode System System :
Mostly inspired from starve,io system. For those reading who don't know what is it, I'm referring of functionality for admin, to program the server for automatically manage gamemode like hunger game, battle royal, team battle, and some really cool stuff. A event is something that happen in game (a player kill someone, a certain time has passed, a player have obtained a certain amount of items) that trigger some commands.
Gamemode : -we should be able to create hunger-game/battle royal gamemode. when all the last survivor have died, the server restart (replace a new map, respawn item, ect...).can be used to create your own ghoul mode, with functionality for make players spawn as ghoul -Create Team mode. Blue vs Red team, player from the same team can't damage their teammate. Gamemode working with the event system
Event : -Time-related event. command triggered every X secondes. can be used for change randomly the starter kit, change the type of ghouls which spawn every night, give item to all player every 5 minutes, ect... -Position related event (a bit like the existing !checkpoint for teleport player). if you enter in a area, it trigger a command can be used for so many things, but i'd say the big purpose is to make simple item distributor - shop system -Kill event, triggered when you have killed X players, can be used for PvP gamemode -Inventory event, triggered when you have a certain amount of a specific item can be used for shop system -Command Block event (i think it existe in minecraft), simply a admin building, a box, that can be triggered by wire system (With a switch/platform) and make a command. can be used to create item distributor system as well, but with imagination I think we can see so much cool things. can work as a self made anti bot system
Idea of specific command : -!ghoulMode:on (player joining spawn as ghoul (or robot?), like in ghoul mode). -!transformPlayer:all: (transform all/specific player into a ghoul/human?) (admin abuse) optionnal : specify a zone -!removeItemAll, !removeItem:super_hammer (remove all/specific item from inventory, chest, floor). optional : specify a quantity -!removePlayerBuilding:wooden_wall (destroy all/specific building placed by (non admins?) players) optionnal : specify a zone -!removeGhouls (remove all Ghouls/Robots, including the once placed by players) optionnal : specify a zone -!PvPmode:all:off (disable all/specific player taking damage from others players/ghouls/robot/projectils), only food/cold/rad can decrease it) -!messageTo:all:Hello World (admin send a message to everyone/specific player)
Already existing command modification !light-damage (the maximal value is too low) !gauge-food-size= (or cold/rad/life) increase the maximal value
More general functionality : -being able to make some players visible (for everyone?) on the minimap all the time. like the current system for track position your teammate - bad karma player -Change the color, or the name, size of letter, idk what of some player. For event purpose, would be great to make some player more visible, remarkable - role assigned ("THE KILLER" with big red letter) -Change manually the location of building marker on the minimap, so players know were are the Point of Interest. also add some new markers -Make players spawn as spectator, invisible ghost that can't interact. -Specify zone where ghouls/vegetations spawn
submitted by Mysterious_Bar_2406 to devastio [link] [comments]


2024.05.12 00:03 Nic_Cag3 [US-CA][H] Playstation 3, Playstation 2, Playstation 1, Sega Genesis, Saturn, etc. [W] PayPal

Playstation 3
PS2
PS1
SEGA Genesis Complete in box
SEGA Genesis Boxed, no manuals
Consoles, Accessories, Misc.
  • Please comment below if you'd like photos. Offers welcome.
  • Accepting PayPal G/S. Shipping cost separate (CONUS).
Thanks for looking!
submitted by Nic_Cag3 to GameSale [link] [comments]


2024.05.11 17:07 Doccit An SP Guide to Crushing Germany & the USSR as Democratic Poland

Here is a guide on how to fight and defeat Germany and the USSR with Poland, using the left sanation path. But first, why would you want to do this?
What makes the Sanation left path strong? Polish militarism + right wing paramilitarism = +4.5% recruitable pop. You will have more manpower than you will ever need with this path - far more than the cores from monarchist paths can give you before the war. Second, common organization of society gives +10% factory output. Third, Walery Slawek as both a leader and advisor is +20% stability. Nothing to turn up your nose at. Fourth, you only spend the equivalent of 6 focuses on your political path to get all of its benefits, giving you more time to use on Poland’s excellent industrial branch.
Ok! So now onto the guide.
Intelligence Agency
You’ll want an intelligence agency as Poland that has Psychological Warfare, and army department. This is used for two important tasks.
Army Setup Before the War
You want 6 armies of 18 width infantry, with engineers, artillery, and anti-air support companies. Remember to train them to regulars - this makes a huge difference in their combat effectiveness! You also really want the 1939 engineer technology for the +50% entrenchment. This, plus grand battleplan, will make it so you can hardly be pushed.
2 armies go on the main German boarder, between Slovakia and the Baltic coast. 1 army goes on the Konigsburg pocket border. 1 army goes on the Slovakian border. 2 armies can be held in reserve around the capital to provide additional support where needed and plug gaps, and they will go to the USSR to latvia border a few months befure the USSSR declares war.
So you will need to produce: lots of guns, support equipment, anti-air, artillery, trains, and trucks, before the war.
After the war starts, you will want to focus on winning the air war. Swap to producing fighters (as many as it takes), getting 200 transport planes, getting an army of 10w paratroopers with support artillery, and getting an army of 10w port guards with support artillery to stop soviet navel invasions
Technology and Doctrines
Focus on industrial tech, of course. Here are the strategically important technologies for our strategy
Political Power Priorities
You will need political power to crush resistance in Danzig, so save up initially for that. Aside from that I would prioritize as follows:
  1. Partial Mobilization
  2. Limited Conscription
  3. Defence expert army chief (start building that XP early!)
  4. Air reformer airforce chief (you need air XP for those paratroopers!)
  5. Improved working conditions. Get that stability! Using this earlier hurts less than using it later.
  6. Illusive Gentleman! You need to keep Hungary from going Fascist!
  7. Wallery the political advisor for +10% stability.
  8. The Leftist Legionary. Extra democracy support is nice, and +15% attack and defence for paratroopers will come in handy when you start going on the offensive.
  9. PKP industrial concern. +15% industrial research is nice!
  10. Infantry expert & air superiority expert. You don’t need these before the war, of course.
NOTE: Make sure that you have enough political power saved up for the start of the war! You want to instantly switch to total mobilization, and activate women in the workforce). Activating extensive conscription is nice but there is no need to do it instantly.
NOTE: Get a military theorist before you start buying land doctrines, but remember that you don’t need them before the start of the war, so put off the military theorist as long as possible and just bank the xp.
Focus Order Phase 1: Danzig & Agrarian Reforms
(the first number in brackets is whether it is a 35 day focus (0.5) or a 70 day focus (1), the second number is the total number of 70 day focuses done to that point)
  1. Clamp down on Danzig (0.5-0.5)
  2. The Four Year Plan (0.5-1)
  3. Central Region Strategy (0.5-1.5)
  4. New Polish Industry (0.5-2)
  5. Ban the Nazi Party (0.5-2.5)
  6. Integrate Gdansk (1-3.5)
  7. Invest in the Old Polish Region (0.5-4)
  8. Fill the Railway Gaps (1-5)
  9. Agrarian Reform (1-6)
Note: After you clamp down on Danzig, switch your garrison law to “local police force”, make sure you prioritize equipment and manpower to garrisons, switch your garrison template to the horse one, and then delete all your starting cavalry divisions to make sure there is enough equipment for the garrisons. Then, spend political power on “unification propaganda”, and unpause. Right before you are ready to ban the nazi party, take the “raid nazi resistance” decision. This should ensure that you have enough compliance on time, and that the focus will not cancel when you are half way through it (which otherwise can happen and is very annoying)
These focuses give you all of Danzig’s factories, 3 civs and 4 mills, gets you off embargoed economy, and takes care of the peasant’s strike just in the nick of time.
Focus Order Phase 2: Industrial Development
  1. Expand the university of warsaw (1-7)
  2. Invest in eastern poland (1-8)
  3. Modernize congressional factories (1-9)
  4. Expand Krakow industries (1-10)
  5. Modernize Galician industry (1-11)
  6. National Defence fund (1-12)
These focuses give you an extra research slot at a time when you will need it, 8 civs and 5 mils, and a big improvement to partial mobilization through the -35% consumer goods factor that will last two years. This also gives you just enough time to do your political branches before the German invasion.
Focus Order Phase 3: Political Tree
  1. Complete the april constitution (1-13)
  2. Polish Militarism (0.5-13.5)
  3. Consolidate the Sanation Government (0.5-14)
  4. The Sanation Left (0.5-14.5)
  5. The Sanation Right (0.5-15)
  6. Support Right-Wing Paramilitarism (0.5-15.5)
  7. Department of Home Defence (0.5-16)
  8. The Left Chairman (1-17)
  9. Common Organization of Society (0.5-17.5)
  10. A New King in the Castle (0.5-18)
  11. Prepare for the Next War (0.5-18.5)
This gets you all the benefits of the sanation path, including the massive boost to recruitable population and a lot of stability. You also get the equivalent of 170 military experience.
Military Strategy when Germany Invades
How to take land from Germany:
Focus order Phase 5: Preparing for the Soviet Invasion
  1. Central Defence of Poland (1- 19.5)
  2. Plan East (1-20.5)
  3. Fortify Ukraine (1-21.5)
  4. Fortification of the North (1-22.5)
  5. (After this: whatever. Consider ‘local western plans’, polish school of mathematics, air production)
Make sure that before you get ‘fortify ukraine’, you have completed level 2 forts in the entire affected area. Same goes for the fortification of the north focus. Central defence + plan east should speed up your construction by 55%.
Military Strategy When the Soviets Invade
Hopefully when the soviets invade, you have level 3 forts along the whole border. This should make it easy to hold with 2 armies.
Ok! I hope you enjoyed the guide! Now get out there, and help Poland save the world from tyranny!
submitted by Doccit to hoi4 [link] [comments]


2024.05.11 16:37 Gold_Seaweed [USA-KY] [H] Switch games (Persona 4/5, RDR, Skyrim, Pokemon Violet + DLC, etc), 3DS, GameCube, etc [W] N3DSXL/N2DSXL, list

If you want pictures of anything, please let me know!
Thanks for checking in!
Console Name Condition
Switch Digimon Survive CIB
Switch Double Dragon & Kunio-kun: Retro Brawler Bundle New
Switch Monster Hunter: Rise CIB
Switch Nintendo Switch case, grey Used
Switch NBA 2k19 CIB
Switch Nier Automata New
Switch Pokemon Violet + DLC (one cart) CIB
Switch Pokemon Brilliant Diamond CIB
Switch Pokemon Sword CIB
Switch Record of Agarest War CIB
Switch Red Dead Redemption New
Switch Shining Resonance Refrain Launch Edition CIB
Switch The Legend of Zelda: Tears of the Kingdom CIB
3DS Fire Emblem: Warriors New
3DS Luigi's Mansion: Dark Moon CIB
3DS Metroid: Samus Returns CIB
3DS Monster Hunter: 4 Ultimate CIB - damaged case
3DS Monster Hunter: Generations Loose
3DS Pokemon Moon Loose
3DS Super Smash Bros. 3DS CIB
3DS The Legend of Zelda: Ocarina of Time 3D CIB/damaged case
DS Misc. Pokemon SoulSilver box, case, manuals, no game Box, case, manuals, no game
DS Phoenix Wright: Ace Attorney CIB
DS Phoenix Wright: Justice For All CIB
DS Phoenix Wright: Trials and Tribulation CIB
DS Apollo Justice: Ace Attorney CIB
DS Apollo Justice: Ace Attorney Special edition (Japanese) CIB, but has wear and tear
GameCube Indigo GameCube console + controller CIB, damaged box but has manuals and such.
GameCube Sonic Mega Collection No manuals, but has a case (players choice)
MISC. HG Tallgeese III Unused
MISC. HG RX-78-2 Gundam New
MISC. HG MS-06S Zaku II (Red Comet Ver.) New
MISC. Digimon Tamagotchi New
Additional stuff reserved for hardelarger trades
Switch Clannad Collectors Edition LRG CIB
Switch Astral Chain CIB
Switch Dragon Quest XI CIB
Switch Metroid Dread New
Switch Persona 4 Golden LRG New
Switch Persona 5 Royal Steel Box CIB
Switch Pokemon: Legends Arceus CIB
Switch Steins;Gate: Elite CIB
Switch The Elder Scrolls V: Skyrim CIB
Switch Unicorn Overlord New
Wants:
Pokemon Leaf Green CIB (non-player choice)
Tokyo Mirage Sessions #FE Encore
Persona 3 Portable (Switch)
Super Robot Wars X (Switch)
Castlevania Anniversary Collection (Switch)
Death Mark
Spirit Hunters NG
Triangle Strategy
New Nintendo 3DS White/XL (I am specifically interested in the Japanese DQ Slime edition 2DS, but open to any N3DS/N2DS XL. N3DS does not need to be XL, 2DS does)
Fire Emblem Fates Special Edition Game + case
Nintendo Switch offers
submitted by Gold_Seaweed to gameswap [link] [comments]


2024.05.11 13:14 AbjectAnalyst4584 Mechanical Department - Reviews for the explorers

Since there was an acute lack of info on the mech branch, I am starting this post as a standard guide for those exploring. I invite all mech singlite and dualite juniors and seniors to contribute through replies or dm me if you wish to add anything to this post.
The mechanical department as compared to that of other Indian unis is great. The professors are quite approachable and helpful and you can work under them on projects through a facility known as project type courses. Through research interests you will see that there is a focus on energy sector and especially thermal engineering in the faculty, but there are also professors working on electric/fuel cell vehicles, battery systems, MEMS. Structural research faculty is also quite experienced but their projects are mostly geared towards masters students. One big downfall though is a lack of research in fields like robotics (only 3 professors I know somewhat work on these) and aerospace, however that is the case for even the leading IITs. As an undergrad you can also take masters level courses on CFD, FEM, etc. the professors for which are quite good teachers and could allow you to opt for specialized jobs.
All of this was for core, but a alot of students go for product, finance, and software roles. You have plenty of time to explore this in mech as compared to phoenix branches, there are less evaluatives and in my experience, since the professors are less of pricks as compared to departments like EEE, checking in some of the courses is lenient
PS1 companies are genuinely improving year on year and really good orgs participated this year - ISRO, BARC, DRDO as well as Royal Enfield, Tata, Siemens, IOCL, etc. Juniors can expand this list below in replies. Your exact company will be alloted based on your CGPA, however for core, this is a great (and in most cases fun) learning experience as well as an early profile booster.
For 3rd Year SI you are ineligible for many if not most of the, software/finance companies, but here is a non exhaustive list of companies off that top of my head that you can go for through campus placements with CGPA cutoff varying from 6 to 8 -
  1. Software - Goldman Sachs, De Shaw, Uber, Capital One, DMI Finance, PayPal, Accenture, IBM, Simpl, Concentric, Infoedge, Expedia (1-2L/month)
  2. Quants - Tower Research, Trexquant, Millenium Management (5-30L/month however only 3-5 people get these and CS people preferred)
  3. Finance - DMI Finance, Goldman Sachs, Axis Bank, HDFC Bank (Rs. 50k-1.8L/month)
  4. Consulting - BCG, KPMG, Mckinley Rice, ZS Associates, KBR (Rs. 40k to 1.5L)
  5. Core - Bajaj, ExxonMobil, Reliance, Tata, Lenskart, Pidilite, JSW, SLB, Jindal (Rs. 25-50k/month)
  6. Supply Chain/Product - HUL, P&G, ABInBev (Rs. 1.5-2.5L/month)
Keep in mind that out of the entire batch across all departments (1000 students roughly) only 10-15% get an on-campus SI (atleast in the current market conditions). Other than that, people have bagged research internships in various prestigious universities through off campus applications and cold mailing.
As for placements, I will leave it to my seniors to answer this question. People are getting placed in software, product and core roles with standard packages (some that I know have got 11-18L/annum for core, 10-25L/annum in software and consulting, 30L in SLB, around 25 to 30L in HUL/P&G/Product/Supply chain) but right now there is a heavy downturn in the placement rates. Seniors have also been accepted into prestigious core MS programs in Stanford, Cornell, Carnegie, TUM, NUS, etc.
Clubs and Teams :-
  1. CRISS robotics - Was quite active last year and won 1st prize in IRDC and a top 5 finish in International Rover Challenge.
  2. Inspired Karters Gravity - Won no. 1 management award (the BITS special lol) in NASA HERC. But current people are actively trying to build a car despite various constraints for either BAJA or Formula Bharat.
  3. Team BITS - As good as dead.
  4. Team Anant - Participated in CANSAT this year. Quite active and receives lot of funding as well.
  5. Inspired Karters Electric - Actively trying to build a car as well but deficiency of active members.
  6. Renewable Energy Club- Lite, not sure what they do nowadays.
  7. ISHRAE - Works with the professors and has taken on a few projects in HVAC sector. Though only few people in it are actively working.
  8. Team Robocon - dead
  9. Radio Control club - Conduct drone racing events and workshops in APOGEE but no major undertaking atm.
  10. IGCSM - Sustainable manufacturing research partnership between BITS Pilani and TU Braunschweig. Led by Prof. Sangwan of Mech dept. Conduct 1-2 exchange events every year wherein a team of students from TUB visit the campus and vice versa.
Facilities: 1. Thermal Science Lab - the main lab where almost all core course lab sessions are conducted. Has various refrigeration rigs, heat transfer experimental setups, fluid mechanics experiments, standard pumps and turbines,etc. 2. ICE lab - IC Engines lab. Totally outdated with few engines and an air compressor. Requires a complete overhaul 3. New workshop - Decently stacked. Has all the facilities including different types of welding setups, cnc and manual mills, 3d printers (fdm and sla), lathes, furnaces, etc. Though the staff here are stingy when approached with by teams like IKE/IKRG for help. 4. Materials Testing Lab - was under renovation and is getting new equipment. Previously held tensile, hardness testing machines and some other stuff. 5. There are other funded labs for research scholars like the Smart Building Lab and for faculty led teams IGCSM.
If you aren't getting into circuital in top 10 IITs or mech in top 7 IITs, then I would say this is the best option there is.
submitted by AbjectAnalyst4584 to BITSPilani [link] [comments]


2024.05.11 13:03 OriginalPapaya8 These are the Ford Corcel, Belina, Del Rey and Pampa. Four cars made in Brazil by Ford with a very rich and somewhat weird history that involves Brazil, the USA and France. Long post ahead.

These are the Ford Corcel, Belina, Del Rey and Pampa. Four cars made in Brazil by Ford with a very rich and somewhat weird history that involves Brazil, the USA and France. Long post ahead.
THE BEGINNING: The Corcel is a medium-sized automobile produced by Ford in Brazil, from 1968 to 1986. Willys Overland do Brasil in a partnership with Renault were involved in a project for a new passenger car, a project that became known at the time as "Project M" which years later, in France became the Renault 12 and in Brazil gave rise to the Ford Corcel, due to the purchase of Willys Overland do Brasil by Ford in 1967, with this, all Willys do Brasil projects and vehicles are now controlled by Ford. "Project M" "Project M", now managed by Ford, is now called Ford Corcel and thanks to Ford, the vehicle project undergoes a series of improvements to adapt to the terrible driving conditions in Brazil.
MY SOURCE: https://youtube.com/@reliquiaautomotiva?si=YYP8QXAkG2-537Z0
THE ENGINES AND OTHER THINGS:
·1.3 RENAULT ENGINE (1968): Under the hood, the Corcel was equipped with a 1300 cc four-cylinder Renault engine. This engine developed 68 hp and 9.8 kg/m or 6.58 lb/ft of torque. This power, combined with the weight of 945 kg or 2083 pounds, allowed the car to go from 0 - 100 km/h or 0 - 62 mph in 23 seconds and reach a top speed of 129 km/h or 80.15 mph. One thing that was highly praised about the car was its consumption, averaging 10 km/l or 23.5 mpg in the city and 13.4 km/l or 31.5 mpg on the highway. The Ford Corcel had good safety by Brazilian standards at that time, the car had things like the split steering column, allowing it to deform and not hurt the driver too much in a crash, the hood opening forward, making that, even if the driver leaves it open, the force of the wind will not allow it to open and block the driver's view, the brakes, which were already efficient, could be improved with the optional disc brakes instead of drums, the Corcel also came with a sealed cooling circuit, being the first Brazilian car to feature this feature.
·IMPROVED 1.3 RENAULT ENGINE (1969 - 1971 CORCEL GT): Under the hood, the 1969 Corcel GT's engine was still the same 1.3 from Renault, but certain improvements to the package increased power to 80 hp and torque to 10 kg/m or 6.71 lb/ft. With this power, the Corcel GT did 0 - 100 km/h or 0 - 62 mph in 20 seconds and reached a top speed of 138 km/h or 85.7 mph.
·1.4 RENAULT GT-XP ENGINE (1972 CORCEL GT-XP): The engine, still of Renault origin, now has 1400 cc and has several improvements that made it develop 85 hp and 11.6 kg/m or 7.79 lb/ft of torque. This made the Corcel GT-XP go from 0 - 100 km/h or 0 - 62 mph in 16.6 seconds and reach a top speed of 144 km/h or 89.4 mph.
·1.4 RENAULT ENGINE (1973 CORCEL): Another new feature was the 1.4 engine with 75 hp and 11.6 kg/m or 7.79 lb/ft, which became standard for all versions.
·MODIFIED 1.4 RENAULT ENGINE (1978 CORCEL II): The Corcel II was equipped with the same 1.4 Renault engine as the first generation Corcel, but with power reduced to 72 hp. With these modifications, the new Corcel II accelerated from 0 - 100 km/h or 0 - 62 mph in 17.2 seconds and reached a top speed of 150 km/h or 93.2 mph. The Corcel II averaged 8.5 km/l or 19.9 mpg in the city and up to 13 km/l or 30.5 mpg on the highway.
·1.6 ENGINE AND 5-SPEED MANUAL TRANSMISSION (CORCEL II GT 1979): The 1.6 engine and 5-speed manual transmission become standard in this version. This engine developed 90 hp and 13 kg/m or 8.73 lb/ft of torque. This engine combined with the new 5-speed gearbox made the Corcel II GT accelerate from 0 - 100 km/s or 0 - 62 mph in 15.9 seconds and reach a top speed of 151 km/h or 93.8 mph.
DESIGN / FACELIFTS / NEW GENERATIONS;
·FIRST DESIGN (1968): The Ford Corcel stood out on its debut for presenting a beautiful appearance, made up of straight lines, with emphasis on its front, which was marked by creases on the hood and by the chrome grille with horizontal friezes, highlighting the raised central part so that could follow the creases of the hood, the circular headlights were accompanied by the driving lights located at the bottom of the grille. Below the assembly was the chrome bumper with the space for the license plate in the center. On its side, the look is marked by the charm of the four-door sedan body and the crease that runs along the entire side of the car, the 13-inch wheels were accompanied by chrome hubcaps. At the rear, the highlight is the rectangular-shaped taillights and the chrome bumper. Another highly praised detail of its design was the large glass area, which favored visibility in all directions.
·FIRST FACELIFT (1971): In 1971, the Corcel received its first restyling, with a new grille with horizontal and vertical friezes and a new emblem in the center, the driving lights are now located below the bumper, and at the rear the only new feature is the four square-shaped taillights, two on each side.
SECOND FACELIFT (1973): In 1973, the Corcel underwent a new facelift, this time much deeper and concentrated mainly on the front of the car, it gained a new hood, with a more aerodynamic design, in addition to a new grille with vertical friezes, a new emblem in the center and new headlight frames, the license plate left the bumper and began to be positioned below it, while the driving lights gained a new design, at the rear the lanterns gained a new design, having a rectangular shape and having reverse lights integrated with them. Inside the car, the only new feature is the dashboard which, regardless of the version, was only offered in a matte black colour.
·THIRD FACELIFT (1975): For the year 1975, the Corcel received a new facelift, with a lower hood that had the logo at the center and the Ford name on the right, a new grille, now made of plastic with horizontal stripes, new hubcaps, split tail lights and an gauge cluster with square dials.
·THE NEW GENERATION FORD CORCEL II (1977): The new second generation Corcel arrived with a beautiful look that followed the trend of the time, made up of straight lines and a two-door body with a fastback style rear, in addition, it is also worth highlighting the new look of its front, made up of headlights rectangular and new driving lights located at the ends next to the headlights, in the center the new engine cooling grille was painted in black and had the Ford logo in the center, but the main highlight of this new grille came from the aerodynamic design. of its horizontal blades, which provided a more intense air flow even at lower speeds, while the bumper, depending on the version, could be painted black or chrome. This new generation lost the option of a four-door body due to the fact that at that time, Brazilians only preferred cars with two doors, but to facilitate access when getting in or out of the vehicle, the most efficient solution was to adopt huge doors, which helped even the rear seat occupants. The main highlight at the rear of this sedan is the smooth fit of the C column, which went all the way to the trunk lid, while the license plate came out of the bumper and is positioned between the rear lights, which have a cleaner, more rectangular design. Inside, the new Corcel was more luxurious and sophisticated, featuring a fully carpeted interior and reclining front seats. The new panel was marked by a beautiful look that followed the trend of the time. Made entirely of plastic and with details such as a radio in the center and two rectangular ventilation outlets at the ends. The instrument panel had information in three circular markers, the first with a speedometer, the second, in the center, with an analog clock and the third with a fuel level marker and warning lights.
·1979 TWEAKS: In 1979 the car was slightly modified, gaining new transparent front lights and new rear lights with a beaded design in addition to a new four-spoke steering wheel for the LDO version. In addition to new options such as 5-speed gearbox, headlight washers and a new 1.6 engine.
·1980 TWEAKS: In 1980, the Ford Corcel II received new bumpers with plastic tips, a coolant temperature marker and options such as radial tires, three-point seat belts and a smoked sunroof, while the GT version gets a red trim next to the black paintwork.
1982: In 1982, the Corcel II line received improvements to the gearbox and suspension, in addition to a new central console with digital clock and air conditioning, which was only offered as an option.
1984: In 1984 the Ford Corcel II received new headrests and a new two-spoke steering wheel.
VARIANTS;
·CORCEL TWO DOOR COUPE (1969): The Corcel began to be a great success, and because of this Ford decided to expand the options in 1969, and the first of them was the two-door coupé version, standing out for its sportier look, thanks to the look of the rear side with lines reminiscent of muscle cars and the rear part of the roof that had a smooth slope to the height of the trunk. Another reason why this version was highly acclaimed was the fact that at that time Brazilians had a great preference for cars with just two doors.
TRIM LEVELS;
·CORCEL STANDARD: Initially the Ford Corcel was only available in the most basic version, called Standard. It had a simple but well-finished interior, with emphasis on the internal space, enough to seat 5 people in relative comfort, thanks to the one-piece seats and good wheelbase. The dashboard also had a simple design, with a glove box, ashtray and radio. The gauge cluster only had the essentials for the time, that is: fuel level gauge, speedometer, engine temperature gauge and warning lights. The huge steering wheel has two spokes, and the transmission was a four-speed manual with a lever on the floor.
·CORCEL LUXO (1969): In 1969 the luxury version of the Corcel was released. It had a more sophisticated finish, with details such as trims, various chrome parts, new interior linings, individual front seats with reclining backrests and a panel with new details such as a padded upper part and applications that imitate rosewood.
·CORCEL GT (1969): Launched in 1969 and aimed at a younger audience, the Corcel GT was only available in a two-door coupe version. It had details such as a vinyl roof with the GT logo on the C-pillar, stripes on the sides, black paint on the hood and rear, fog lights, and claws with a rubberized finish on the bumpers. Inside, the GT version featured a new three-spoke sports steering wheel, forced ventilation with two speeds and a complete gauge cluster with: speedometer, rev counter, oil level gauge, fuel level gauge, engine temperature gauge and a voltmeter for the battery.
·CORCEL GT (1971 FACELIFT): The GT version also received a facelift to accompany the others, with high beam headlights embedded in the grille, the grille was even painted in black and had the GT emblem in the center, the hood was also painted matte black and had a fake air vent in the center.
·CORCEL GT-XP (1972): In 1972, the Corcel GT gained a new name and more improvements, such as new wheels with a sporty design, new side stripes, while the markers, previously located in the central part of the panel, were now grouped together on the new central console.
·CORCEL GT-XP (1973): The Corcel GT-XP brought new visual features such as new rectangular headlights integrated into the grille, new side stripes, and two stripes on the hood, similar to those of the Ford Mustang.
·CORCEL LDO (1975): In 1975 was the even more luxurious version called LDO and stood out for presenting a more sophisticated finish, with a vinyl roof, chrome trim on the wheel arches, painted filets on the sides and the same sports wheels as the GT-XP version but without the black paintwork. Inside, it gained new interior linings, dashboard and seats in brown and beige and an exclusive steering wheel.
·CORCEL GT-XP (1975): The Corcel GT-XP only received aesthetic updates, such as new stripes on the sides and hood and new exterior mirrors.
·CORCEL II STANDARD (1978): This version of the Corcel II came without side moldings, had bumpers painted black and came with wheels that had a closed central core.
·CORCEL II L (1978): The intermediate version featured moldings in the middle of the side, chrome bumpers, wheels with a red central core or a crown design in the center.
·CORCEL II LDO (1978): The luxurious LDO version was equipped with chrome bumpers that had rubberized details, moldings at the bottom of the side and new wheels also with a red central core and a silver crown design in the center. The LDO version brought the charm of a monochromatic leather interior with applications that imitated rosewood.
·CORCEL II GT (1978): The new Corcel II GT had a look marked by black paint on the upper part of the body up to the C column, which was surrounded by fillets in yellow and red, black wheels with chrome over rims and high-flying headlights located below the bumper. Inside, the new features are the new three-spoke sports steering wheel, the rev counter on the instrument panel, and the new instrumentation on the central console, which included the oil level marker and the battery voltmeter. The engine was not changed, continuing with the same 72 hp as the other versions.
·CORCEL II GT (1979): This year the GT version undergoes improvements, such as new black stripes located on the lower part of the body, stiffer suspension and black bumpers.
·CORCEL II HOBBY (1980): It was in 1980 that the new version, called Corcel II Hobby, was launched. Aimed at a younger audience, the Hobby version stood out for its cooler look, marked by the bodywork without chrome details and the black wheels with chrome rims. Inside, this version featured red and black trim, the sports steering wheel of the GT version and an instrument panel with a silver finish.
·CORCEL II OS CAMPEÕES SPECIAL SERIES (1982): This special series featured details such as black paint with gold details, gold wheels, fog lights, black leather and black velvet interior, instrument panel with rev counter, digital clock on the center console, five-speed gearbox and options such as a sunroof, radio cassette player and air conditioning.
THE FORD DEL REY: The Del Rey was a Ford luxury sedan launched in the early 1980s and discontinued ten years later, having been replaced by the Versailles. It is a medium sedan, with three well-defined volumes, a choice of two or four doors and robust engines. The model was derived from the Corcel and in its line there was also the station wagon version, called Del Rey Scala and the Pampa pickup truck.
·BEFORE LAUNCH: Ford had a big problem to face in the late 1970s. With the new decade, Ford began to remodel its cars with modern designs coming from North America so as not to lose sales to more modern models. As the market was in crisis, it was not possible to invest well in a new model, an option taken in the 1970s when they brought the Ford Maverick to the American market, an option revealed to be wrong later, as the initial project was to bring the Ford Taunus. The solution was to call for the creation of a new model, but with an existing platform on the national market. The options were to create a car based on the four-door Maverick, increasing its rear space, which was the model's biggest problem, or to create a product based on the Corcel II platform, launched two years earlier.
In a clinic, two models were displayed to test consumer opinion, and the one chosen was the one that resembled the final design of the Ford Del Rey. A medium sedan, with three well-defined volumes, the option of two or four doors and an economical engine. , being the alternative to avoid higher costs. The model was based on the Ford Granada MKII models, a large model from English Ford manufactured at the same time, and the Ford Taunus, also from European Ford, but from Germany. They were very similar both front and rear, as well as the side, despite the Brazilian model being smaller.
·FIRST GENERATION (1981 - 1984): The Ford Del Rey debuted in mid-1981 and could be found in Gold and basic versions (popularly called "Silver"). It was a car with a refined finish, reminiscent of its older brother, the Ford Corcel under construction, but at the same time reminiscent of the good old Galaxie/Landau. The most complete version came as standard with items that were not common even in cars of its category, such as light alloy wheels, electric windows, electric door locks, rear view mirrors with internal control, velvet seats, fog lights, digital clock located on the central rear view mirror, among other things. The model received an automatic transmission as an option in 1983, and in 1984 it received the CHT engine, a revision of the old 1.6 engine of Renault origin that equipped the Corcel GT, and which was revised to equip the recently arrived Ford Escort. The engine did a lot of good for the model which, despite being economical, suffered during accelerations and restarts, and was the target of criticism from its owners, always losing in comparisons with the main competitors of its time, such as Chevrolet Opala, Volkswagen Santana and after 1985 , the Chevrolet Monza.
SECOND GENERATION (1985 - 1991): In 1985 Ford made some changes to the model, which would remain practically intact until the end of its life in mid-1991. The already tired sedan gained a new front, similar to that of the Ford Corcel, with a “grille” aerodynamics and a spoiler that served as a frame for the fog lights. The model began to have other names. The Silver and Gold were discontinued and the GL entered as a basic version, GLX as an intermediate and the Ghia as a top-of-the-line version. It lost the refinement of alloy wheels, but gained new items. The rim increased to 14 inches and was the first non-sports car in Brazil to use a 60 profile. The 1987 model featured electric rear-view mirrors. With the Ford Corcel leaving the line the previous year, Ford created the L version, with a more stripped-down finish, to fill the gap between the Escort and the Del Rey. In 1988 the model had no relevant changes.
With the merger of Volkswagen and Ford in 1987, Autolatina was created, a large company that came to dominate the market and almost cannibalized Ford of Brazil. The Del Rey was one of the few models that profited from this merger, as it gained the more modern AP 1.8 engine (which was equipped with the Volkswagen Santana). With a small performance gain, its top speed rose from 146 km/h to around 156 km/h, and its acceleration from 0 to 100 km/h went from 16.50 in the 1986 GLX version to around 13.88 seconds, due to the new gear reduction and small increase in power. The Del Rey received some mechanical changes, recalibrated springs at the rear to improve the “anti-dive” effect when accelerating and “anti-squat” when braking. The exterior mirror received a modified base in 1989. The last really notable difference between the models with the 1.6 and 1.8 engines was the consumption, which had increased slightly.
In 1991 the Del Rey was taken out of production. It is a model well remembered for the modernity it had in its time, as its bigger brother (Ford Landau) did not have many modern features (such as electric windows, electric locks and electric mirrors). Its replacement, the Ford Versailles, was not as successful due to its lack of charisma.
THE FORD BELINA: During the development of the M project (later named Corcel) in partnership with Renault, Willys-Overland do Brasil was studying the project of a station wagon/van to occupy the market niche left by the end of DKW-Vemag Vemaguet in 1967 At the same Volkswagen do Brasil was working on a similar project for a while, the Variant station wagon. After the purchase of Willys do Brasil by Ford, the M project continued to be developed. On August 26, 1968, the M project was presented at Clube Pinheiros in São Paulo during the Ford-Willys dealer convention. Named Corcel, the new vehicle was being launched on the market to compete with the VW Beetle. At the same event, Ford presented the prototype of a Corcel station wagon in September 1968. The first prototype of the Corcel station wagon was seen circulating around the factory in São Bernardo do Campo undergoing tests.
Ford even transported a prototype station wagon to its stand at the VI São Paulo Motor Show, with its management undecided about showing the model. In the end, the station wagon ended up not being shown. Instead of launching, Ford chose to carry out further tests of two models: two and four doors (never adopted for series production). The tests were carried out throughout 1969 on Estrada Velha de Santos.
The Ford Belina was launched on the market on March 3, 1970, approximately three months after the Volkswagen Variant.[6] After the launch of Variant and Belina, VW and Ford began an “advertising war” in the station wagon market, with each factory praising its product and criticizing its competitor. In the end, the German automaker prevailed with the argument of the simple and robust mechanics of the air engine (the same as the Volkswagen Beetle). Thus, the Variant's production was around six times greater than that of the Belina.
In one of the first tests carried out by the press, unusual wear was noticed on the Belina's front tires. An error was later discovered in the adjustment of the front suspension of the Corcel-Belina line, which forced Ford to call on all owners of Corcel-Belina line vehicles manufactured between 1969 and 1970 to come to Ford dealerships to have the suspension readjusted. Despite not requiring replacement of parts, this was considered the first recall in Brazil.
The bad reputation brought about by the problem affected Belina production, which went from 7831 (1970) to 5306 (1971) vehicles. The drop in production forced Ford to invest in the relaunch of the Corcel-Belina line in 1972. The main change for the Belina was the adoption of the 75 HP XP engine, replacing the original 68 HP. The production of mixed-use trucks (including station wagons) was encouraged by market acceptance. Between the first quarter of 1973 and 1975 there was a 26% growth in the production of mixed-use trucks (including station wagons) while car production in the country fell 3.9%.
In 1973 production reached almost thirteen thousand copies. The Belina went through a period of growth in production that did not change even with the launch of the Chevrolet Caravan on the market in 1975. Derived from the Opala, the Caravan station wagon began to compete with the Belina for the market. Thus, Ford adopted a second restyling of the Belina in 1975, with changes to the front and improvements in the design and the adoption of a gas shock absorber to support the trunk lid instead of the obsolete spring shock absorber it used. The arrival of the Caravan and the launch of the remodeled Belina put pressure on the Variant, which began to lose market share until it was discontinued in 1977. At the same time, the Belina project, derived from the Corcel, was feeling the weight of age (given that it was from the 1960) and needed replacement.
THE BELINA II: With the launch of the Chevrolet Chevette in Brazil (and the expectation of a future derivative station wagon launch), the announcement of FIAT's arrival in Brazil and the announcement of the launch of the Dodge 1800, Ford began studying changes to the Corcel line. Inherited from the acquisition of Willys-Overland do Brasil, the Corcel was a Renault project from the 1960s ready when it was taken over by Ford. At the end of 1973, the American multinational carried out the first restyling study of the Corcel. Belina, however, was not initially included because its competition was limited to the Variant. This later changed with the arrival of the Chevrolet Caravan and rumors of the production of a Dodge station wagon (which ended up not being released) and the Chevette station wagon. The redesigned Belina first appeared in print in October 1976.
In 1978, the Belina received a modern update, when it was renamed Belina II, incorporating the main changes of the Corcel II, with straight lines. The versions were the L, simpler, and luxurious LDO.
THE DEL REY SCALA: Derived from the Del Rey, the Scala was launched in 1983, being an evolution of the Belina. Available in a single version: Gold. With a superior finish, it introduced new equipment to the category: electric locks and windows, a ceiling console with a digital clock, reading lights and a panel that even had an oil pressure gauge. Air conditioning was optional. Initially, power steering was not offered, not even as an option. It was equipped with a 1.6 engine with 69 hp. In 1984 it received ventilated disc brakes at the front and its power increased slightly: 73 hp.
In 1985 it received a facelift, with a new front and interior changes. It was now offered in two versions: GLX and Ghia. In 1986 it received power steering and a CHT E-Max engine.
There was also a 4X4 version, launched in 1985 and discontinued in 1987, due to the high incidence of mechanical failures in the system.
In 1987, she was called Belina again. Its production lasted until 1991, when it was discontinued to make way for the Ford Royale. At that time, Belina's sales represented half of the Del Rey family.
FORD PAMPA: The Pampa was based on the second generation of the Corcel and was presented at the 1982 Motor Show, designed to compete with the Fiat Fiorino, Volkswagen Saveiro and Chevy 500.
In the 1984 model, the first changes occurred, receiving the CHT engine, more powerful and economical. The 1600 cm³ CHT engine had 75 HP on alcohol and 73 HP on gasoline, respectively allowing the Pampa to reach a maximum speed of 145 km/h and 140 km/h. The 4x4 model, launched in the same year together with the Belina 4x4, was equipped with a four-speed gearbox, a one-piece seat and also had a second fuel tank in the alcohol version, for an additional 40 liters. Its interior was much more basic than the pioneering 4x2 model.
In 1986, the basic, L and GL models came into existence, and in that same year the entire Pampa line received the front grille of the 4x4 version for the 1987 model. It was similar to the Del Rey, in addition to gaining the Ghia version with luxury items from the Del Rey Ghia model. These include a complete dashboard, windows and electric locks. Despite this, Pampa no longer has air conditioning, only offering hot air as an option.
The Pampa had always been the leader among light pickup trucks until then and continued in this situation until it was discontinued. In 1990 it received the VW AP-1800 engine, powering the L, GL and Ghia versions. The CHT 1.6 still remains in the L and GL 4x4 versions. The following year the S version arrives, much more sporty and complete, only coming with a 1800 cm³ engine and bringing standard items such as external hooks, protective rubbers for the edges of the bucket, day and night rear view mirror, optional power steering, individual adjustable seats , stylized wheels, personalized stripes on the sides, sliding rear window, front spoiler with built-in fog lights and other items found in the Ghia version, such as an electric trio.
In 1992 the Pampa received a new front grille, identical to that of the Del Rey, which production ended in 1991. Two years later it received an electronic carburetor (2E CE) for the 1800 cm³ engines. In 1995, the Ghia and Jeep GL 1.6 4x4 versions were discontinued, leaving only the L (1.6 and 1.8), GL (1.8) and S (1.8).
The Pampa ceased production in 1997, the model year in which the 1.8 engines were equipped with EEC-IV single-point electronic injection, becoming the best-selling automobile-derived pickup in the segment, exceeding 380,000 units sold. Even in the face of competitors with more modern designs such as the recently launched Corsa pick-up, the second generation of the Saveiro, the third generation of the Fiorino pick-up, and the first generation Hilux imported into Brazil, which was initially a small pick-up, and the Mazda B2200, the Pampa has always been a sales leader, extremely popular, robust and attracting a legion of fans across the country, it was succeeded by the Courier, which never had the same sales figures, and it is often possible to see more Pampas on the streets than Couriers .
TRIVIA;
·What is interesting is that although the Renault and Ford models had completely different designs, they shared the same platform, engines and wheels that had three holes and which became famous in Brazil for exactly this reason.
·The name Corcel, means Steed in Portuguese and was chosen as a homage to the Ford Mustang.
submitted by OriginalPapaya8 to WeirdWheels [link] [comments]


2024.05.10 22:34 Joshh170 Manor Lords Reveals New Update Patch Notes

Manor Lords Reveals New Update Patch Notes
Developer Slavic Magic has rolled out a major patch for Manor Lords, addressing numerous fixes, balancing tweaks, and introducing new cosmetics, among other enhancements. This Manor Lords update, labeled version 0.7.960 and available on the experimental branch, brings significant changes to gameplay mechanics, aiming to improve the player experience.
Manor Lords is a medieval city-builder and real-time tactics game developed by Slavic Magic and published by Hooded Horse. Set in late 14th-century Franconia, the game combines city-building with tactical warfare across three modes focusing on growth and conquest. Players manage resources, supply chains, and settlements while facing internal and external threats, with historical accuracy enhancing the gameplay. Despite a delay to polish the game, Manor Lords became one of Steam's most anticipated releases with over three million wishlists.
Manor Lords’ patch notes for version 0.7.960 reveal a wide range of changes and improvements. One major addition is the introduction of the King's Tax to Manor Lords’ taxation system, an annual tax collected from all players, contributing to their liege. This mechanic aims to balance economic gameplay, discouraging players from accumulating excessive wealth without consequences. Additionally, adjustments to global/local trade options for Trading Posts, optimizations in farming mechanics, and enhancements in combat dynamics have been implemented.
In terms of gameplay and balance, the patch brings several notable changes to trading mechanics and resource management. Players have reported some Manor Lords’ bugs, such as Hildebolt's claims rate, the spawning of "None" people who refused to work, clogged Trading Posts, and the game getting stuck at the summary screen post-victory or defeat. Patch 0.7.960 addressed these bugs and introduced quality-of-life enhancements. It also rectified issues such as crop growth during winter, inefficient saw pits triggering storage problems, and market oversupply/undersupply systems.
Regarding Manor Lords’ cosmetics, the update includes the addition of a new patron saint banner graphic featuring St. Maurice, a visual representation of carried dead bodies, improved alignment of debris piles with ground slopes, and fixes for animation issues like the abrupt ending of the torch-throwing animation and armor clipping problems. Additionally, new variations of Manor Lords' upgraded retinue helmets and bodies, such as the Pointy bascinet and Coat of plates, have been introduced, along with increased precision for animal placement in stables and adjustments to idle poses for two-handed weapons.
The developer advises players to make a backup of their save files before switching to a beta version to avoid any potential issues. It offered simple steps for players to follow in order to access the Manor Lords experimental branch properly. As Manor Lords continues to evolve through updates and community feedback, players can expect a polished gameplay experience with patch 0.7.960.
Manor Lords Update v0.7.960 Patch Notes
Major Changes
The King's Tax (or Annual Royal Tax) This tax is collected annually from all players (main player and AI) and goes to your liege. It's counted per population and therefore should become a counterbalance for players who hoard huge wealth despite having non-optimized economies. [WIP] For now, the player can go in debt without consequence, but in the future, the player will lose the king's favor and eventually, the king's army will show up as enemies for players who refuse to pay. Global/Local Trade Switch for Trading Posts The player can now switch trade to "local only" in the trading post for each type of good if they want to use the trading post to exchange goods between their own regions but ignore the free merchants. For now, 2 trading posts (both regions) are still required to make it work. Employed traders will prioritize travel to the place with the best prices to commence trade, potentially including regions owned by other Lords. For now, I reduced the transport distance from the calculation to make it more predictable for the player where the traders will go (to the place with the best price). Regional wealth is still required for exchanging goods between regions with a trading post since I want to keep the regions as independent economic units which in my view a more realistic simulation of economy.
Gameplay & Balance
[Experimental] When consuming food, people will now pick a random food resource instead of eating food in a specific order. [Experimental] Fertility is no longer drained after crop growth reaches 100% so that always micromanaging early harvest is no longer a preferred strategy. Yield may still increase over 100% growth if max yield is not reached. [Experimental] When harvesting, the crops are directly added to the field inventory instead of the villager inventory. This was done to ensure that harvesting walk times aren't the main bottleneck for farming, especially for large fields. [Side note: moving harvest season to August is also possible in a future patch if needed] [Experimental] Prioritized Oxen plowing over transporting resources back to the granary & warehouse to reduce the ox walking back and forth from the plowed field every time a new batch of resources is available for transport. Plowing shed now adds 2 livestock worker slots. Lowered the rate of the Baron claiming regions and adjusted it to better reflect the game settings. Removed the worker camp upgrade - it was meant for colony regions and will be readded when they are properly implemented. Food-producing residential plots no longer stock up on their produce before they share with the marketplace. Increased sawpit log storage space to 5. [Experimental] When establishing a trade route, the merchants will no longer all spawn in the nearest tradepoint. Instead, the game will distribute the merchants to circle between various tradepoints in order to make building trading posts right on the edge of the region less optimal. Increased warbows ranged attack from 4 to 12. [Experimental] "Trade logistics" development branch now lowers the cost of new trade routes by 50% instead of clamping it at 25. [Experimental] Cost of opening new trade routes now scales exponentially with every opened trade route. [Experimental] Base cost of opening a trade route was increased from 12 to 20 (that is before the good value multiplier). [Experimental] When market is oversupplied, the player can still export stuff, although for much lower price. [Experimental] The price multiplier for oversupplied goods is now 0.75x for oversupplied and 0.5x for critically oversupplied. [Experimental] How fast market is oversupplied no longer depends on the value of goods because it punished having high value trade routes. Now the oversupply rates are equal for all good types. [Experimental] Better deals development branch reduces the foreign import tariff by 50% instead of removing it completely. [Experimental] Reduced ale consumption by 75% (around 1/3 per family per month). [Experimental] Made the building placement steepness limits harsher because the trading posts and churches often looked super janky on very sharp slopes. Soldiers no longer trigger "unburied bodies" approval factor when corpses are in their proximity. [Experimental] Hitching post is free again, to reduce chances of players getting stuck with no ox, no hitching post and no ability to order an ox.
Minor Changes
Applied the "mindfulness" system that was initially designed for the oxen to the free merchants. This system is used to reduce clumps and traffic jams. Moved the location of trades further off map to make sure there is some space for all the trade wagons even if the players place the trading post right on the edge of the map. If a trading post is clogged, traders are allowed to make transactions without entering the shed, as long as they are within the general building bounds. [Experimental] Changed default AA under DX11 to TAA. Added a spatialization update call when recruits are sneakily teleported home when rallied to ensure collisions are properly calculated after teleportation. Added a check for idle villagers to avoid hanging around the graveyard for random conversation since it looked weird. Made "is close to camera" value update on setting follow mode to make sure the game doesn't optimize animations or sound effects thinking the character is still far from the camera. Disabled fire damage for people who have water buckets and are actively firefighting + reduced the fire damage amount. When all resource visualization slots are "filled", villagers will transport to a random one instead of the first one found. This ensures less traffic jams for instance at the churchyard if all graves are "full" already. Firefighting villagers will now ignore anti-clogging behavior (waiting their turn at narrow pathfinding points). Added a "mourning period left" UI element in the residential panel to display how many days of mourning are left until the burgage plot can bring in more family members again. Added mourning icon to the building floater. Made sure mourning period is properly added to save data. After continuing the game after a victory the camera should go back to the player's main region instead of levitating over the map edge. [Experimental] Disabled the ability to quicksave during the game over / victory cinematic. Disabled the ability to manual save the game after being defeated & added a tooltip explaining why saves are disabled. Disabled quick save and autosave if game was lost. When ox gathers a log, it will prioritize immediately bringing it to the sawpit before bringing it to the logging camp unless construction reserve forbids it. Improved marketplace logistics efficiency and optimization. Tuned the AI retreat distances in an attempt to reduce how often its archers get into the loop of attack-retreat. Added the missing trading post building thumbnail. Minor unit in-town pathfinding updates. Swapped the old UE4 destructible system for a new, UE5 friendly, chaos based debris system. For now it's just used for chopped firewood cutter logs. Further tweaks to properly choose the right default AA/upscaler during the first time launch correctly for specific GPUs (e.g., RTX properly defaulting to DLSS). Added kings tax rate multiplier to the game setup settings. Due to mismatch in global market supply stock values, old saves (from builds 0.7.954-0.7.956) will have their market supply reset on loading. [Experimental] Due to changes in how food is consumed, a popup "Food consumed" may no longer appear if a building is selected while a food is being consumed from inventory. [Experimental] Made the sheep flock a bit more closely together to look more like a herd. Steepness limits no longer apply when placing rally points. Players can now rally their militia on fields and pastures. Trading posts will now display a price range for imports in case they can buy it both from other regions AND from foreign trade sources. Increased the sheep & lamb collision radius. Capped the number of workers who supply a single market stall at the same time to 2 to reduce markets getting completely clogged with the new upped market supply frequency. Further optimized the market supply functions to make late game towns run smoother. Optimized the function that searches for a friend to do idle tasks with (like conversations). Optimized the door opening animations. Increased the precision when checking whether a character is inside a building on fire and should take damage. Unified the currency icon in the mercenary company panel to make it clearer that you're paying with treasury and not regional wealth. Added accommodation call after fire is started and turns people homeless so that they can be reaccommodated to other available burgage plots immediately. Since almost all families have more than 1 family member, I made the "workplace/reassign" buttons aligned vertically instead of horizontally in the family list. Fixed old fonts being used in the family entry widgets.
Crashfixes
Fixed a crash when doing a sequence of livestock import, export and import, because "home" wasn't cleared properly during export and the same animal was reimported. Fixed a rare crash if a handcart fails to spawn, probably if the trading post was built so that part of it crosses the map edge. Fixed crash on startup if OpenXr sdk is installed. Bugfixes
Fixed victory status not resetting after starting a new game, leading to a game over screen not appearing if the player lost/won multiple games without turning the game off. Fixed crop transports not accounting for the farm work area. Fixed crops dying in the winter instead of actually increasing yield by absorbing nutrients from the snow as it was intended for winter crops. Fixed oxen sometimes "ghost plowing" a field when they are waiting on their guide. Fixed plow and ox sometimes misaligning on 12x game speed. Fixed farm workers not accounting for oxen plowing the farms in some situations, leading to a lot of unnecessary collisions on the field. Fixed crop rotation unplowing the fields. Fixed disbanded mercenary group becoming immediately available again after save/load cycle. Fixed the trading post export transactions not moving regional wealth between the regions correctly if owned by the same lord. Fixed paused taverns fulfilling the entertainment requirement. Fixed an attempt for never-ending fires if a fire was triggered after the building was already on fire. Fixed problem banners not erasing after an entity gets erased (for instance, an animal runs away and leaves a "not enough pasture space" banner). Fixed "update task" sometimes triggering before a character gets assigned their region. Fixed livestock sometimes being unaccommodated after order even though there is stable or pasture space due to being transferred to the region twice (once when buying and once when livestock merchant brings it to the building). Fixed livestock traders trading between on-map regions possibly sometimes paying twice because the ownership changing function was called both on pickup of livestock and on dropoff. Fixed the game getting stuck on the game summary screen infinitely after winning or losing the game. Fixed "none" people populating the town after a raid sometimes who just stand around waiting forever and possibly crash the game while reloading. Fixed the blurry desktop icon. Fixed the save/load menu header not translating after changing the language. Fixed dead animals triggering the mourning period in burgage plots, halting growth. Fixed mourning period halting homeless accommodation. Fixed migration/growth of family members ignoring the 30-day mourning period sometimes. Fixed the game getting stuck after you click "continue in sandbox" until any main tab is pressed. Fixed the front lighting not being visible in the retinue editor if bounced light approximation is turned to low or off. Fixed floating feedback text spawning during the cinematic mode. Fixed autosave triggering during the cinematic mode. Fixed "storage full" triggering for wrong buildings sometimes (for example, sawpit having 1/1 logs). Fixed attempt for oxen bringing too many logs to the sawpit and crossing the storage limit. Fixed free merchants sometimes getting stuck if a trading post was built so close to the edge that a portion of it was outside of any region bounds. Fixed horse wagon rotations getting a bit too wonky on slopes. Fixed a bug where a unit could no longer move due to being forever stuck in "waiting for pathfinding to finish" if another unit with a lower squadID got completely destroyed. Fixed the wrong yarn basket carrying animation. Fixed traders not importing from on-map regions even though the price is better than buying from tradepoints. Fixed farm workers & farm oxen stealing planks from fields which are getting "fenced up". Fixed "homeless" problem banner not disappearing after upgrading homeless camp to a worker camp. Fixed animals not getting removed from stable space / pasture space after death. Fixed animal corpses not disappearing over time. Added a dirty fix for families moving into homes but not registering correctly and not displaying in the UI, leading to a "secret" family living in one of the burgage plots. The reason is still unknown and being investigated.
Cosmetics
Added a new patron saint banner graphics: St Maurice. Added a carried dead body visualization. Made debris piles align to ground slope. Fixed the throw torch animation ending abruptly. New upgraded retinue helmet variation: Pointy bascinet. Fixed the armor clipping through the leg of the upgraded retinue puffy sleeve jupon body variation. New upgraded retinue body variation: Coat of plates. New upgraded retinue helmet variation: Hounskull bascinet with a gilded cover. Increased location precision for animals standing in the stables. Fixed the praying animation. Fixed the wrong door orientation for LV2 cottage variation B (with a planked gable). Adjusted the two-handed weapon default idle pose to have a more natural stance. New militia helmet variation - banded bascinet with a mail aventail. Fixed some mail armor variants clipping with helmets on T3 militia units (militia mail will get their own unique variations soon). Reworked lv2 granary model with proper animated doors.
submitted by Joshh170 to GameGeeks [link] [comments]


2024.05.10 18:14 No_Secretary_2323 Advice?

So I purchased an item on the 3rd of May, tracking number was given on the 6th and sent through their post office on the 7th. Ebay and Royal Mail are showing two different things, ebay is saying that it got rejected from the machine at outward mc but the Royal Mail app is still showing that it’s at the post office. There’s been no updates since on both, from my understanding usually that message means that the machine couldn’t scan the label or there was insufficient postage.
I did talk to the seller and they said sometimes they have issues with ebay labels and they get delayed. First time this has happened to me though. This was sent with tracked 48, I had another parcel sent on the 7th through eBay and I got it on the 9th but nothing has happened with this one. Should have got it today at the latest. I also tried to look out for a delivery card just in case but haven’t got one either .
Asked them to see if they can ring up as it’s been 3 days, but they haven’t been able to get through because of the waiting queues. They said they’ll go to the post office next week, to see if they can help. I’ll have to wait another week before claiming compensation But it’s frustrating, why hasn’t it even left the city? Some parcels have to get manually sorted which is what I wondered if it had or even been put in the rejected pile. Hopefully, I’ll get it eventually, fingers crossed. 🤞
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2024.05.10 18:02 cheesemom4 megacolon advice pls / considering surgery

My cat is Persian, 6 years old and has always struggled a bit with bowel movements (random diarrhea here and there, very sensitive stomach). The past 6 months he has had serious constipation and has had to have multiple manual extractions and enemas. He constantly strains in the litter box and throws up a lot. He's been diagnosed with megacolon. I recently started him on cisapride and miralax but they don't seem to help yet. When I took him to a veterinary surgical specialist he said his colon wasn't far gone enough for a subtotal colectomy and said it was a last effort sort of thing. The way he explained the surgery made me uncomfortable with it and he seemed to be against it (he said it's essentially connecting his esophagus to his anus & that doesn't seem like a comfortable life, he also said there could be issues with absorbing nutrients, diarrhea, discomfort etc) It basically seemed like switching from one problem to another. This appointment was only a few days after his extraction and he was backed up again already. They gave him an enema and he was able to relieve himself and then he was okay for a couple of days while on the medicine. Now, a week later, he's back to being constipated and started throwing up again this morning. I feel so sorry for him and I'm just confused on what to do 😣. If anyone has had any similar experience with their cat I would appreciate any insight or advice. If you have had any experience with subtotal colectomy surgery did your cat do better afterwards? I'm also trying to switch him to only wet food and he's been eating hill science digestive care dry food and wet food but I'm thinking about switching to royal canine fiber response, so if anyone has any food suggestions?
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2024.05.10 17:49 cheesemom4 cat with megacolon / considering surgery

My cat is Persian, 6 years old and has always struggled a bit with bowel movements (random diarrhea here and there, very sensitive stomach). The past 6 months he has had serious constipation and has had to have multiple manual extractions and enemas. He constantly strains in the litter box and throws up a lot. He's been diagnosed with megacolon. I recently started him on cisapride and miralax but they don't seem to help yet. When I took him to a veterinary surgical specialist he said his colon wasn't far gone enough for a subtotal colectomy and said it was a last effort sort of thing. The way he explained the surgery made me uncomfortable with it and he seemed to be against it (he said it's essentially connecting his esophagus to his anus & that doesn't seem like a comfortable life, he also said there could be issues with absorbing nutrients, diarrhea, discomfort etc) It basically seemed like switching from one problem to another. This appointment was only a few days after his extraction and he was backed up again already. They gave him an enema and he was able to relieve himself and then he was okay for a couple of days while on the medicine. Now, a week later, he's back to being constipated and started throwing up again this morning. I feel so sorry for him and I'm just confused on what to do 😣. If anyone has had any similar experience with their cat I would appreciate any insight or advice. If you have had any experience with subtotal colectomy surgery did your cat do better afterwards? I'm also trying to switch him to only wet food and he's been eating hill science digestive care dry food and wet food but I'm thinking about switching to royal canine fiber response, so if anyone has any food suggestions? I just need all the advice I can get!
submitted by cheesemom4 to Pets [link] [comments]


2024.05.10 15:04 Matt_HoodedHorse [Patch Notes] Manor Lords Experimental Update 0.7.960

Howdy Folks,
I come bearing good news!
We're excited to announce the release of a new experimental branch for Manor Lords, version 0.7.960. This experimental update brings significant gameplay changes and numerous improvements.
Important Notice: Before you switch to the new beta version of the game, it's absolutely crucial that you back up your save files. Failing to do so could result in the potential loss of your progress. The new strings are not localized yet and stability hasn't yet been thoroughly tested. Some balancing changes are still experimental.
To access your saves on Steam for Manor Lords.
  1. Press Win + E
  2. Paste %USERPROFILE%\AppData\Local\ManorLords\Saved\SaveGames into the search bar.
To discuss this build, please join the official Discord server https://discord.gg/manorlords. You'll find a channel for discussing the ongoing pre_release branch.
You can read Slavic Magic's full Steam announcement here.

How to Access the Experimental Branch:

  1. Open Steam
  2. Right-click on Manor Lords in your library
  3. Select Properties
  4. Navigate to the BETAS tab
  5. Enter the password: veryNiceBasket
  6. Select "pre_release" from the "Beta participation" dropdown
  7. Wait for the game to update (restart Steam if needed)
  8. Launch the game

Major Changes:

Gameplay & Balance:

Minor Changes:

Crashfixes:

Bugfixes:

Cosmetics:

submitted by Matt_HoodedHorse to ManorLords [link] [comments]


http://activeproperty.pl/