Graal shuriken code

Java News/Tech/Discussion/etc. No programming help, no learning Java

2008.03.09 20:50 Java News/Tech/Discussion/etc. No programming help, no learning Java

News, Technical discussions, research papers and assorted things of interest related to the Java programming language NO programming help, NO learning Java related questions, NO installing or downloading Java questions, NO JVM languages - Exclusively Java
[link]


2024.05.14 15:33 AndoionLB Respect The Predator (Marvel Comics)

Respect The Predator

"SKRAAAWWWWW!!!"
The Predator, also known as the Yautja, are an alien species that travel the numerous stars in the galaxy for the thrill of the hunt. The Predators will hunt anything and anyone all in the name of their brutal honor code and with their terrifying advanced technology, interstellar capabilities, and deadly superhuman attributes? The Yautja retain their status as the Alpha Species in the galaxy even in the year of 2056 where humans have also gained the ability of interstellar travel.
Disclaimer: This thread will only be covering feats for the Predator comics originating from the Marvel franchise and will not include feats from the stories originating from the Dark Horse franchise as I will do seperate threads for those in the future.
Linking the thread I made for the Predator vs Wolverine crossover as well as me bringing over some feats from that thread to this one as well.
Key
Day Of The Hunt=DOTH
The Preserve=TP
The Last Hunt=TLH
Predator vs Wolverine=PVW

Strength

Speed

Durability/Armor

Skill

Fights With Wolverine 616 and Sabretooth 616

GeaWeapons

Plasma Caster
Energy Flechette
Shurikens/throwing stars
Wrist Blades
Predator Axe
Miscellaneous
submitted by AndoionLB to respectthreads [link] [comments]


2024.05.13 15:39 Droidfr JO de Paris 2024 : tout ce que vous devez savoir sur le QR code, le précieux Graal pour circuler pendant l’événement

JO de Paris 2024 : tout ce que vous devez savoir sur le QR code, le précieux Graal pour circuler pendant l’événement submitted by Droidfr to Frandroid [link] [comments]


2024.05.12 18:31 laasd12 Shadow Shuriken Wind Tales & All 6 Giftcodes 6 Redeem Codes Shadow Shuriken Wind Tales

Shadow Shuriken Wind Tales & All 6 Giftcodes 6 Redeem Codes Shadow Shuriken Wind Tales submitted by laasd12 to GameplayGiftcode [link] [comments]


2024.05.11 03:06 TheStartupChime Writing C code in Java/Clojure: GraalVM specific programming (2021)

submitted by TheStartupChime to hypeurls [link] [comments]


2024.05.10 17:12 UltimateAlgorithm Epic First Classic Run with Runemaster (Highest Damage: 1,787)

Epic First Classic Run with Runemaster (Highest Damage: 1,787)
I ended up ditching Runemaster's class ability. I'm not a huge fan of the class in general. As it stands, it's a little too complicated to be casually fun or useful. But maybe I'm missing something.
What a run though. Dang spider boss stole my Cualdir, making the last fight a little more annoying than it should have been XD
------------------ VICTORY ------------------ --------------------------------------------- < USER > MasonEmpyreal < DATE TIME > 05/10/24 10:16 < GAME MODE > CLASSIC < DIFFICULTY > NORMAL < CLASS > RUNEMASTER < CLASS BONUS > NONE < TOTAL SCORE > 3082 < TIME > 1:46:16 +++++++++++++++++++++++++++++++++++++++++++++ < CLASS UPGRADE > NO < SKILLS > Treasure Map - Swamp Sigil - Desert Sigil - Necronomicon - Freezing Shot - Solid Shell - Ice Block - The Void Sigil - Growth Blessing - Key of the Portal - Invisibility Potion - Services Voucher - Necklace of Life - Land of Dragons Sigil - Anti-monster Mine - Torch - Explosive Shot - Knowledge of Strength - Shuriken Attack < DECK > Spirit of Magic [ANCIENT] II - Cualdir, Ethereal Blade [ANCIENT] - Spirit of Combat [ANCIENT] II - Sou, The Blade of Wind [ANCIENT] - Alestar, Tranquility Defender [ANCIENT] - Spirit of Defense [ANCIENT] II +++++++++++++++++++++++++++++++++++++++++++++ < FLOORS CLIMBED > 68 < NORMAL ENEMIES KILLED > 18 < ELITE KILLED > 10 < BOSS KILLED > 9 < GOLD EARNED > 2807 < GEMS EARNED > 105 < CARDS PLAYED > 635 < HIGHEST DAMAGE > 1787 < DAMAGE TAKEN > 57 < CHEST OPENED > 6 < GAME VERSION > 3.4.0.3 < VERIFICATION CODE > a693e 
https://preview.redd.it/ench94rn7mzc1.png?width=1080&format=png&auto=webp&s=2f205c3b25fcf87e779af07ebe90bb94781a552a
https://preview.redd.it/0u8cneso7mzc1.png?width=870&format=png&auto=webp&s=5582fe711aedd86e0494fccc47ff6f90333c8b04
https://preview.redd.it/xaco63fp7mzc1.png?width=714&format=png&auto=webp&s=ec0aacd17243f996ec46e320c8b46502889f007b
https://preview.redd.it/refbtavp7mzc1.png?width=714&format=png&auto=webp&s=d77e3033ed21808d966a75952a747668b91f4fad
submitted by UltimateAlgorithm to RogueAdventure [link] [comments]


2024.05.10 10:53 blacklotus90 PSA: Sign/Chest text can be formatted

Just a PSA that the text labels on signs, chests, and teleporters can be formatted with some basic html-like tags and colors, which helps greatly in organization and quick identification of contents.
Players can change the format of the text by using
TEXT 
Hex code color formatting using Red Green Blue Alpha:
<#RGB> <#RGBA> <#RRGGBB> <#RRGGBBAA> Example (appears green): <#2D0>Uranium 
Players can use a few other HTML-style formatting tags to adjust the appearance of sign text, including:
 = Blue underlined link  = Underlined = Bold  = Italic 
= Line break = Strikethrough
Thanks to kuroShuriken for originally pointing me to the color tags. After seeing that text color could be changed, I played around some more and figured out that text can also be bold, italic, struck through, etc. It does not support most HTML tags but I've updated the wiki to include all the tags above that work.
submitted by blacklotus90 to theplanetcrafter [link] [comments]


2024.05.08 19:30 Consistent-Cat8847 Hey, how can i get Un or Duo Chi ???I want to get the last two shurikens, but with a full team of twins vortex elite and comet strike lion rank i still couldnt get it ,even from the best chest like Soul Fusion .Can you help me plzz???😭😭😭

Hey, how can i get Un or Duo Chi ???I want to get the last two shurikens, but with a full team of twins vortex elite and comet strike lion rank i still couldnt get it ,even from the best chest like Soul Fusion .Can you help me plzz???😭😭😭 submitted by Consistent-Cat8847 to ninjalegendsrbx [link] [comments]


2024.05.07 23:06 cyberjet Sekiro:SDT The Owl fight is one of my favorite examples of gameplay and story interweaving with each other

Spoilers for Sekiro Shadows Die Twice
While Fromsoft games are ones I enjoy a lot, I can't say the story is what hooks me in. The lore and aesthetic are cool but I mainly play them for the gameplay. The exception to this for me is Sekiro: Shadows Die Twice has some of my favorite examples of gameplay and story being combined. From small moments like Sekiro hesitating to hold his blade the first time he fights Genichiro due to being rusty and then the second time he fights him he prepares his blade, to more blatant examples like seeing how Geninchiro speeds up the downfall of Ashina due to his quest to preserve his home. However by far one of my favorite examples is the fight against your father, Owl.

“A Shinobi would know the difference between victory and honor”

For context let's talk about the MC, Sekiro, or Wolf whichever you prefer. At the start of the game, Sekiro isn't the strongest guy in the room. He's constantly going against tougher and tougher odds. He doesn't hit hard and gets overwhelmed by multiple opponents. It's tough to fight fair.
So you don't. Annoying enemy? Burn them with fire. Is the guy jumping around? Shuriken them. Monke? Blast em' with firecrackers. Constantly the game is telling you tidbits of information about enemies weaknesses and it's up to you to decide whether you want to use them or not. Sneak attacks to lower the number of enemies or get a lethal death blow on a boss before the fight starts, the game doesn't admonish you for being dirty. After all, Sekiro is a shinobi, not a samurai.
Sekiro has a bag of tricks that further increase. He learns skills from masters like his father Owl who's book teaches him the makiri counter, a way to counter thrust attacks. He's got the resurrection technique to keep going in fights, his agility lets him close the distance or further when he needs to use items, and finally the gourd allows him to heal. All of these tools help close the gap between his tougher and much beefier opponents. Until you finally face your father...

"There Is No Shame In Losing One Battle. But You Must Take Revenge By Any Means Necessary!"

From the get-go, Owl is just as dirty as Sekiro is. The moment you turn your back to him after you reject his offer, he immediately goes for a backstab. In other cutscenes you see him being in fake anguish before launching shuriken's at someone. Hell by seeing his sword, and him later admitting it, he's the one who backstabs you in Hirata estate! After you fight a boss, are tired, and looking over a concerned child he gets the jump on you for a fatal blow - something that you have done to other enemies before!
But it's more than that. Owl has firecrackers to stun you and shuriken to halt your advances. He's just as agile and quick to run away to recover his posture and catch his breath. He's got anti-healing bombs to stop your gourd. Hell, when he breaks your posture he goes for a deathblow similar to what you do. However, my favorite example of this is when you go to send a thrust attack against Owl, and Mikiri Counters you!
This is a jaw-dropping moment for a lot of players and it makes sense. Owl has been the mentor of Sekiro who taught him everything he knew. When you learn shinobi skills, it's from the book Owl wrote. So of course he knows how to counter your techniques! The game perfectly demonstrates that Owl is a shinobi like you. A scoundrel willing to get dirty and do whatever it takes to win. He knows your moveset and has moves to counter what you do. The antics ramp up further during the second phase of both fights. From smoke bombs to obscure your vision, poison pools to limit mobility, to even launching flaming owls at you before delivering a lethal thrust. Owl is constantly finding new tricks to out-thwart you.
The game also does well at characterizing Owl during his fights. Owl views Sekiro as more of a tool than a son, yet praises him for his skills at any opportunity and insults him when he fails to live up to those expectations. During his first fight when you finally beat his first phase, Owl gets on the ground and pleads for mercy and begs to not be killed, showcasing his cowardly and cunning nature. If you comply and don't attack him he laughs in your face for believing such a lie but if you attack him then he shouts in warmth about how you've become a fine shinobi. In the end, once you finally beat Owl, both in the present and in the past compliment and muse how it's not bad to die to their son. Owl is an evil person, yet I believe through lore and dialogue that he did have some attachment to his son.
To wrap this up, the fight also highlights a major theme of the game. In the game, it depicts immortality as a bad thing that should be avoided. You see so many immortals looking vile from looking like husks to having centipedes inside them. In my interpretation, I believe it's trying to say that trying to preserve things you hold dearly instead of letting them go will only lead to harm and regret. Owl is on a quest to become an immortal as well. Yet that isn't his main goal in life.
"Owl took in the hungry cub on a whim and raised him as a shinobi. The process was so engrossing that he hoped they might enjoy a true battle to the death someday."
This is what I believe Owl wanted in life. To him raising the hungry Sekiro was captivating. It's why despite being cowardly and afraid of death he constantly praises his son even when Sekiro tries to murder him. For Owl this is what he truly sought in life. If he had become an immortal he couldn't achieve this goal and would have withered away like the others. Yet here he is now, dying to his son and getting everything he wanted. The young replaces the old. Owl instead of being past his prime and seeking immortality dies content. Sekiro learns from his father, surpasses him in strength, and overcomes him as a shinobi. Ultimately paving a road for his own Shinobi code. It neatly ties together one of the major themes of Sekiro.
submitted by cyberjet to CharacterRant [link] [comments]


2024.05.05 10:17 jesho Translating out of SSA

I'm writing a toy Lisp and use an SSA representation. The translation into (T)SSA and CSSA was straight forward, since I found a lot of online course material describing the process, but I have problem with implementing a non-naive translation out of SSA.
I have found two articles describing the process which are often referenced to: Translating Out of Static Single Assignment Form and Revisiting Out-of-SSA. I decided to go with Out-of-SSA method and there was no problem implementing the algorithms for interference checking since pseudo code is provided.
But in section IV:C Virtualization of the φ-nodes the process of φ-elimination is only described at a high level and I can't figure out how to do the implementation.
Can anyone point me to some material describing this process in more depth, preferably with examples and/or pseudo code?
If not, is there a simpler algorithm that provides reasonable results? Perhaps method I/II of Translating Out of SSA and then the described CSSA-based coalescing?
submitted by jesho to Compilers [link] [comments]


2024.05.04 06:44 GlipglopX I heard Feudal Japan was good but I keep getting my butt kicked.

I heard Feudal Japan was good but I keep getting my butt kicked.
What do I need to take this baby to the next level?
submitted by GlipglopX to cuecardgameAvid [link] [comments]


2024.04.26 19:01 RPerene Dai Sentai Goggle V Review

Goggle V is a series that I see panned by the fandom as boring or uninteresting. I was in the middle of a slow watch of Dynaman and intended to just hit the first two Super Sentai before moving on to something newer in my watch through. After J.A.K.Q. I realized that it would not be impossible to catch up to Dynaman and just have the first seven shows polished off. This is how I found myself in a race to watch what many people to consider to be the worst of Showa with very little time to do so. Spoilers to follow and as always, I look forward to your thoughts about the show.

Overview:
  • In an endless sea of Showa, Goggle V came at the perfect time in the race against myself. Not only did I like it, but from the first episode I found it to be a fresh and new experience that kept me going during the worst of the slog. Goggle V allowed itself to be fun and silly in new ways while still maintaining the façade of seriousness that I expect from every show.
  • The rangers have gymnastic equipment instead of weapons. As long as we suspend our disbelief, it’s awesome! The moment I saw that hula hoop, I knew that I was in for a great time. Some shows have individualized weapons and some have team weapons. Goggle V has the distinction of both where each ranger has their own personal weapon, but the entire team can switch to all of one type with appropriate color coding. Speaking of, we once again have rangers whose surnames begin with their color.
  • I can’t help but wonder if they started out intending to only have three rangers again. The mecha is operated only by Red, Blue, and Yellow, which will eventually become the default three-member team. It is interesting to note though that Black is the second in command and pilots the Goggle Caesar with Pink. It is almost as if Toei was listening to my ideas for Misa and the Chief in Sun Vulcan and put their spin on it. Obviously they didn’t since this happened over 40 years ago, but still. It is nice to see someone back then thinking how I do today.

Heroes:
  • Ken’ichi Akama (GoggleRed)
    • Akama is powered by a ruby and represents the lost city of Atlantis. His weapon is a rope which is somehow functionally different from Miki’s ribbon. It is also the least useful or interesting of the weapons. It is reminiscent of the Red Bute from Gorenger, one of many references contained within.
  • Kanpei Kuroda (GoggleBlack)
    • Junichi Haruta has the distinction of playing the first Black Ranger in Super Sentai. Much like Kenji Ohba, he comes to a face role having previously been the suit actor for Spade Ace and Vul Eagle II, which makes him the second most frequently appearing Red suit actor in the first 15 series. This experience as a suit actor also makes him one of the few to actually be his own suit actor and do his own stunts out of suit. As always, this broadens the capabilities of the action team and leads to some fun out of suit sequences.
    • Because he is doing his own stunts and winding up in more complicated positions out of suit he winds up looking like such a badass. Even the slideshow during the finale focuses on him twice as long as the rest of them. Of note is an episode where Kuroda loses his memory and has to rely on his skills to avoid enemy fire, not knowing that he can even transform. I believe that this is the point where he picks up mahjong tiles to use as shurikens, something that will continue throughout the rest of the series.
    • Perhaps as a nod to the fact that he is a black ranger taking the spot that would normally go to green, he his gemstone is an emerald. He is also supposedly supposed to represent the Asian civilization of Angkor Wat. He carries juggling clubs which are the only ones that actually look like weapons, furthering his badass status.
  • Saburou Aoyama (GoggleBlue)
    • As he is Blue, he has a sapphire on his forehead and represents Ancient Egypt. His hula hoop is probably my favorite of the weapons. They just do so many fun and stupid things with it.
    • In a later episode he has a semi-failed attempt at inventing jetpacks. The episode itself is inconsistent on that front. His prototype explodes at the beginning and the plot is resolved by him figuring out what he needs and making the jetpack work. But then it is exploding again at the end. Very few shows have rangers who can fly, but I like to think of this as a Gorenger reference. It was hard not to shout “Birdie!” every time they ignited the machine.
  • Futoshi Kijima (GoggleYellow)
    • Kijima has an Opal in his helmet and represents the ancient civilization of Mu. Outside of that he is an extended homage and reference to the original Kiranger. As that was one of my favorite rangers, I am pleased with the honor that this pays to Baku Hatakeyama. I covered his financial troubles and suicide in my Gorenger review, and I feel that it is worth updating my thoughts here. It only took 5 years after the end of the show (4 after Hatakeyama’s death) to go from Kiranger damaging one man’s career and life to another man paying homage in another 50 episode series. I’m not sure if this is heartwarming or sad.
    • Kijima has an episode where he tries to reconnect with his long lost father. That episode is both heartwarming and sad, as both men wind up lying to themselves and each other to avoid the heartbreak looming over them. It is an intensely emotional story that we don’t normally see this early in the franchise.
    • His weapon is a dodgeball, which given that this is the 1980s actually makes this the most weapon like weapon, over Black’s beat sticks.
  • Miki Momozono (GogglePink)
    • Miki is the youngest of the team with a diamond on her forward and supposedly themed after the Inca civilization. Her weapon is a gymnastics ribbon, which is one of the most fun among the group—especially when everyone on the team gets one. She spends an episode changing costumes throughout, which is always one of my favorite tropes. She makes a good prince.
    • Her suit actor is Michihiro Takeda who also played DenziPink and Pink5. Of spectacular note is that he was the Action Director for most of the shows from Flashman to Goseiger (missing only Zyuranger, Magiranger, and Go-Onger). I have spoken at length in my reviews of the 90s stuff about my love for the individualized choreography of each show. Now I know who to thank.
    • She gets trapped and chained up inside of a picture book. The detailed set as well as the imagery of her tied up reads like it is somebody’s hyper-specific fetish.
  • Computer Boys and Girls
    • Unlike most Sentai, Goggle V doesn’t have a single mentor (sorry Dr. Hongo, you don’t count). Instead, the show has an individual mentor for each ranger, something that is repeated again in King Ohger. Here though, the mentors come in the form of spandex clad children who are really good at computers. Each one hand picked one of the rangers with use of their computer skills. All of the kids have smaller previous or future rolls in Sentai but two stand out: Hidenori Iura would later appear in several episodes of Bioman while Hanae Sugimoto played one of the regular kids who hung around the Denzimen.
    • The youngest of the kids gives an amazing performance in the final episodes of the series. After the base is destroyed he has to wander about, crying and devastated at the thought that everyone else is dead. It is very effective, one of the darkest moments of in Sentai, and I don’t understand how people don’t like this show.

Villains:
  • Dark Science Empire Deathdark is the most stacked enemy team so far at it’s beginning with a Leader, two Generals, and two Scientists. The scientists, Dr. Zazoriya and Dr. Iguana, have a rivalry between the two over who can build the better robots/monsters and are the silliest of the group. I can’t help but wonder if they were unpopular, because they were just dusted by a new Commander character that is introduced a third of the way through the series. It’s weirdly brutal for a Sentai, especially one this old.
  • Similar to Battle Fever J, the MotW and the giant version for the robo fight are not the same thing. Instead of growing, the generals send out a robot that revives the MotW, who then pilots the robot. Early on, it’s actually a completely different design from the small monster. I wasn’t surprised when they abandoned that idea early on. After the first few giant robots, the show transitions to a robot based on the smaller monster. This robot takes the original suit and adds two things: a forehead dome from where the MotW will pilot, and cool robot pants that are shared across all of the robot costumes.
  • Towards the end of the series Mazurka is tricked into infiltrating Goggle V’s base and destroying it. What she doesn’t know is that the destruction is to come at the hands of a bomb she doesn’t know is inside of her. Ultimately, Deathgiller has to check up on her and the whole thing is one of the harshest fates to befall a Sentai general. It is a pretty dark way to go.
  • Grand Marshal Desmark
    • Oh hai, Commander-in-Chief Golden Mask.

Gripes:
  • The ancient civilizations that each one is associated with doesn’t really come into play outside of the initial declaration in the first episode. Some of the gemstones are mentioned nearly every episode, but others rarely are.

Favorite Bits:
  • There is a type of episode that comes up every so often in Sentai. It involves the rangers and/or enemies rotating through several different genres of costume and filming style over the course of a single action scene. In Episode 9, Goggle V has one of the weirdest and best examples of this that I have seen.
  • Opening: “Goggle Red!” clap-clap “Goggle Black!” clap-clap “Blue, Yellow, Pink!”Ending: “One!” snap “Two!” snap “Three!” snap “Four!” snap “Goggle Goggle Go!”Claps in the opening; snaps in the ending—I am a simple man.
  • Episode 41 gives us a security guard (and father) who steals a super suit from Deathdark and becomes a superhero to impress his son. It’s a cute episode that is otherwise unremarkable save for the fact that the suit is cut and colored like a low-budget Ultraman cosplay. It’s wonderful.
  • Episode 28 introduces us to a crybaby shark monster. The monster cannot help but breaking down in tears every time he thinks of all the sad things the rangers have done to all his monster friends. The regular generals think that makes the monster terrible and wimpy, but it was actually Deathmark’s plan the entire time. And it actually does work.
  • Kin Oomae has played many large angry men in Sentai, most notably as Demon King Banriki in Denziman. Here he has a more tender role as an evil masked wrestler who is actually not evil and instead dresses as Santa Clause to help needy children. “Hell Mask” is wanted by Deathdark because he accidently stole the gemstones they need for their super weapon. He cannot let his identity be exposed though so as not to dispel the illusion of either character he plays.
submitted by RPerene to supersentai [link] [comments]


2024.04.18 14:38 Tycho_Jissard MS-ISAC CYBERSECURITY ADVISORY - Oracle Quarterly Critical Patches Issued April 16, 2024 - PATCH NOW

MS-ISAC CYBERSECURITY ADVISORY
MS-ISAC ADVISORY NUMBER: 2024-042
DATE(S) ISSUED: 04/17/2024
SUBJECT: Oracle Quarterly Critical Patches Issued April 16, 2024
OVERVIEW: Multiple vulnerabilities have been discovered in Oracle products, the most severe of which could allow for remote code execution.
SYSTEMS AFFECTED:
  • Autonomous Health Framework, versions prior to 23.11.1, prior to 24.2
  • Management Cloud Engine, version 24.1.0.0.0
  • MySQL Cluster, versions 7.5.33 and prior, 7.6.29 and prior, 8.0.36 and prior, 8.2.0 and prior, 8.3.0 and prior
  • MySQL Connectors, versions 8.3.0 and prior
  • MySQL Enterprise Backup, versions 8.0.36 and prior, 8.3.0 and prior
  • MySQL Enterprise Monitor, versions 8.0.37 and prior
  • MySQL Server, versions 8.0.36 and prior, 8.2.0 and prior, 8.3.0 and prior
  • OPatch, versions prior to 12.2.0.1.42
  • OPatchAuto, versions prior to 12.2.0.1.42
  • Oracle Access Manager, version 12.2.1.4.0
  • Oracle Agile PLM, version 9.3.6
  • Oracle Agile Product Lifecycle Management for Process, version 6.2.4.2
  • Oracle Application Testing Suite, version 13.3.0.1
  • Oracle Banking APIs, versions 19.1.0.0.0, 19.2.0.0.0, 21.1.0.0.0, 22.1.0.0.0, 22.2.0.0.0
  • Oracle Banking Branch, versions 14.5.0.0.0, 14.6.0.0.0, 14.7.0.0.0
  • Oracle Banking Cash Management, versions 14.5.0.0.0, 14.6.0.0.0, 14.7.0.0.0
  • Oracle Banking Deposits and Lines of Credit Servicing, version 2.12.0.0.0
  • Oracle Banking Digital Experience, versions 19.1.0.0.0, 19.2.0.0.0, 21.1.0.0.0, 22.1.0.0.0, 22.2.0.0.0
  • Oracle Banking Enterprise Default Management, versions 2.7.0.0.0, 2.12.0.0.0
  • Oracle Banking Liquidity Management, versions 14.5.0.0.0, 14.6.0.0.0, 14.7.0.0.0, 14.7.0.3.0
  • Oracle Banking Loans Servicing, version 2.12.0.0.0
  • Oracle Banking Origination, versions 14.5.0.0.0, 14.6.0.0.0, 14.7.0.0.0
  • Oracle Banking Party Management, version 2.7.0.0.0
  • Oracle Banking Platform, versions 2.7.0.0.0, 2.12.0.0.0
  • Oracle Banking Virtual Account Management, versions 14.5.0.0.0, 14.6.0.0.0, 14.7.0.0.0
  • Oracle BI Publisher, versions 7.0.0.0.0, 12.2.1.4.0
  • Oracle Big Data Spatial and Graph, version 3.0.5
  • Oracle Business Intelligence Enterprise Edition, versions 7.0.0.0.0, 12.2.1.4.0
  • Oracle Coherence, versions 12.2.1.4.0, 14.1.1.0.0
  • Oracle Commerce Guided Search, version 11.3.2
  • Oracle Commerce Platform, versions 11.3.0, 11.3.1, 11.3.2
  • Oracle Communications Billing and Revenue Management, versions 12.0.0.4-12.0.0.8, 15.0.0.0
  • Oracle Communications BRM - Elastic Charging Engine, versions 12.0.0.4-12.0.0.8, 15.0.0.0
  • Oracle Communications Cloud Native Core Binding Support Function, versions 23.4.0-23.4.2
  • Oracle Communications Cloud Native Core Console, version 23.4.0
  • Oracle Communications Cloud Native Core Network Data Analytics Function, version 24.1.0
  • Oracle Communications Cloud Native Core Network Exposure Function, version 23.4.1
  • Oracle Communications Cloud Native Core Network Function Cloud Native Environment, versions 23.2.0, 23.3.1, 23.4.0
  • Oracle Communications Cloud Native Core Network Repository Function, version 23.4.1
  • Oracle Communications Cloud Native Core Network Slice Selection Function, versions 23.2.0, 23.3.0
  • Oracle Communications Cloud Native Core Policy, versions 23.4.0-23.4.2
  • Oracle Communications Cloud Native Core Security Edge Protection Proxy, versions 23.3.0, 23.4.0
  • Oracle Communications Cloud Native Core Service Communication Proxy, versions 23.1.0, 23.2.2, 23.3.0, 23.4.0
  • Oracle Communications Cloud Native Core Unified Data Repository, versions 22.4.0, 23.1.0, 23.2.0, 23.3.2
  • Oracle Communications Diameter Signaling Router, version 9.0.0.0
  • Oracle Communications Element Manager, versions 9.0.0-9.0.2
  • Oracle Communications Fraud Monitor, versions 5.0, 5.1, 5.2
  • Oracle Communications Network Integrity, version 7.3.6.4
  • Oracle Communications Offline Mediation Controller, versions 12.0.0.1-12.0.0.8
  • Oracle Communications Operations Monitor, versions 5.0, 5.1, 5.2
  • Oracle Communications Service Catalog and Design, version 8.0.0.1.0
  • Oracle Communications Session Report Manager, versions 9.0.0-9.0.2
  • Oracle Communications Unified Inventory Management, versions 7.4.0-7.4.2, 7.5.0, 7.5.1
  • Oracle Communications User Data Repository, version 14.0.0.0.0
  • Oracle Communications WebRTC Session Controller, versions 7.2.0.0.0-7.2.1.0.0
  • Oracle Data Integrator, version 12.2.1.4.0
  • Oracle Database Server, versions 19.3-19.22, 21.3-21.13
  • Oracle Documaker, versions 12.6, 12.7
  • Oracle E-Business Suite, versions 12.2.3-12.2.13
  • Oracle Enterprise Data Quality, version 12.2.1.4.0
  • Oracle Enterprise Manager Base Platform, version 13.5.0.0
  • Oracle Enterprise Manager for Fusion Middleware, version 13.5.0.0
  • Oracle Essbase, version 21.5.4.0.0
  • Oracle Financial Services Revenue Management and Billing, versions 2.8.0.0.0, 2.9.0.0.0, 2.9.0.1.0, 3.0.0.0.0, 3.1.0.0.0, 3.2.0.0.0, 4.0.0.0, 5.0.0.0
  • Oracle FLEXCUBE Private Banking, version 12.1.0.0.0
  • Oracle Fusion Middleware MapViewer, version 12.2.1.4.0
  • Oracle Global Lifecycle Management NextGen OUI Framework, version 12.2.1.4.0
  • Oracle GoldenGate, versions 19.1.0.0.0-19.22.0.0.240124, 21.3-21.13
  • Oracle GoldenGate Stream Analytics, versions 19.1.0.0.0-19.1.0.0.8
  • Oracle GoldenGate Studio, version 12.2.0.4.0
  • Oracle GoldenGate Veridata, versions 12.2.1.4.0-12.2.1.4.230922
  • Oracle GraalVM Enterprise Edition, versions 20.3.13, 21.3.9
  • Oracle GraalVM for JDK, versions 17.0.10, 21.0.2, 22
  • Oracle Healthcare Data Repository, versions 8.1.0.0, 8.1.1.0, 8.1.2.0, 8.1.3.0, 8.1.3.2, 8.1.3.4
  • Oracle Hospitality Cruise Shipboard Property Management System, versions 20.3.3, 20.3.4, 23.1.0, 23.1.1
  • Oracle Hospitality Simphony, versions 19.1.0-19.5.4
  • Oracle HTTP Server, versions 12.2.1.4.0, 14.1.1.0.0
  • Oracle Hyperion Infrastructure Technology, version 11.2.16.0.0
  • Oracle Identity Manager, version 12.2.1.4.0
  • Oracle Identity Manager Connector, version 12.2.1.3.0
  • Oracle Internet Directory, version 12.2.1.4.0
  • Oracle Java SE, versions 8u401, 8u401-perf, 11.0.22, 17.0.10, 21.0.2, 22
  • Oracle Life Sciences Empirica Signal, versions 9.1.0.53, 9.2.0.53
  • Oracle Managed File Transfer, version 12.2.1.4.0
  • Oracle Middleware Common Libraries and Tools, versions 12.2.1.4.0, 14.1.1.0.0
  • Oracle Outside In Technology, versions 8.5.6, 8.5.7
  • Oracle Retail Assortment Planning, versions 15.0.3, 16.0.3
  • Oracle Retail Customer Management and Segmentation Foundation, version 19.0.0.9
  • Oracle Retail Integration Bus, versions 14.1.3.2, 15.0.3.1, 16.0.3, 19.0.1
  • Oracle Retail Merchandising System, versions 14.1.3, 15.0.3, 16.0.3, 19.0.1
  • Oracle Retail Sales Audit, versions 14.1.3.1, 15.0.3.1, 16.0.3, 19.0.1
  • Oracle Retail Service Backbone, versions 14.1.3.2, 15.0.3.1, 16.0.3, 19.0.1
  • Oracle Retail Xstore Point of Service, versions 19.0.5, 20.0.4, 21.0.3, 22.0.1, 23.0.1
  • Oracle SD-WAN Edge, version 9.1.1.7.0
  • Oracle Smart View for Office, version 11.2.16.0.0
  • Oracle SOA Suite, version 12.2.1.4.0
  • Oracle Solaris, version 11
  • Oracle Solaris Cluster, version 4
  • Oracle StorageTek Tape Analytics (STA), version 2.5
  • Oracle TimesTen In-Memory Database, versions prior to 22.1, prior to 22.1.1.19.0, prior to 22.1.1.23.0
  • Oracle Transportation Management, versions 6.5.2, 6.5.3
  • Oracle Utilities Application Framework, versions 4.3.0.3.0-4.3.0.6.0, 4.4.0.0.0, 4.4.0.2.0, 4.4.0.3.0, 4.5.0.0.0, 4.5.0.1.1, 4.5.0.1.2
  • Oracle Utilities Network Management System, versions 2.3.0.2, 2.4.0.1, 2.5.0.1, 2.5.0.2, 2.6.0.0, 2.6.0.0.4, 2.6.0.1
  • Oracle VM VirtualBox, versions prior to 7.0.16
  • Oracle Web Services Manager, version 12.2.1.4.0
  • Oracle WebCenter Content, version 12.2.1.4.0
  • Oracle WebCenter Enterprise Capture, version 12.2.1.4.0
  • Oracle WebCenter Portal, version 12.2.1.4.0
  • Oracle WebLogic Server, versions 12.2.1.4.0, 14.1.1.0.0
  • Oracle ZFS Storage Appliance Kit, version 8.8
  • OSS Support Tools, versions 2.12.44, 2.12.45, 23.1.23.1.17, 24.1.24.1.16
  • PeopleSoft Enterprise CRM Client Management, version 9.2
  • PeopleSoft Enterprise HCM Benefits Administration, version 9.2
  • PeopleSoft Enterprise PeopleTools, versions 8.59, 8.60, 8.61
  • Primavera Gateway, versions 19.12.0-19.12.18, 20.12.0-20.12.13, 21.12.0-21.12.11
  • Primavera P6 Enterprise Project Portfolio Management, versions 19.12.0-19.12.22, 20.12.0-20.12.21, 21.12.0-21.12.18, 22.12.0-22.12.12, 23.12.0-23.12.2
  • Primavera Unifier, versions 19.12.0-19.12.16, 20.12.0-20.12.16, 21.12.0-21.12.17, 22.12.0-22.12.12, 23.12.0-23.12.3
  • Siebel Applications, versions 24.2 and prior
RISK: Government:
  • Large and medium government entities: High
  • Small government entities: High
Businesses:
  • Large and medium business entities: High
  • Small business entities: High
Home users: Low
RECOMMENDATIONS: We recommend the following actions be taken:
  • Apply appropriate patches or appropriate mitigations provided by Oracle to vulnerable systems immediately after appropriate testing. (M1051: Update Software)
    • Safeguard 7.1: Establish and Maintain a Vulnerability Management Process: Establish and maintain a documented vulnerability management process for enterprise assets. Review and update documentation annually, or when significant enterprise changes occur that could impact this Safeguard.
    • Safeguard 7.2: Establish and Maintain a Remediation Process: Establish and maintain a risk-based remediation strategy documented in a remediation process, with monthly, or more frequent, reviews.
    • Safeguard 7.4: Perform Automated Application Patch Management: Perform application updates on enterprise assets through automated patch management on a monthly, or more frequent, basis.
    • Safeguard 7.5 : Perform Automated Vulnerability Scans of Internal Enterprise Assets: Perform automated vulnerability scans of internal enterprise assets on a quarterly, or more frequent, basis. Conduct both authenticated and unauthenticated scans, using a SCAP-compliant vulnerability scanning tool.
    • Safeguard 7.7: Remediate Detected Vulnerabilities: Remediate detected vulnerabilities in software through processes and tooling on a monthly, or more frequent, basis, based on the remediation process.
    • Safeguard 12.1: Ensure Network Infrastructure is Up-to-Date: Ensure network infrastructure is kept up-to-date. Example implementations include running the latest stable release of software and/or using currently supported network-as-a-service (NaaS) offerings. Review software versions monthly, or more frequently, to verify software support.
    • Safeguard 18.1: Establish and Maintain a Penetration Testing Program: Establish and maintain a penetration testing program appropriate to the size, complexity, and maturity of the enterprise. Penetration testing program characteristics include scope, such as network, web application, Application Programming Interface (API), hosted services, and physical premise controls; frequency; limitations, such as acceptable hours, and excluded attack types; point of contact information; remediation, such as how findings will be routed internally; and retrospective requirements.
    • Safeguard 18.2: Perform Periodic External Penetration Tests: Perform periodic external penetration tests based on program requirements, no less than annually. External penetration testing must include enterprise and environmental reconnaissance to detect exploitable information. Penetration testing requires specialized skills and experience and must be conducted through a qualified party. The testing may be clear box or opaque box.
    • Safeguard 18.3: Remediate Penetration Test Findings: Remediate penetration test findings based on the enterprise’s policy for remediation scope and prioritization.
  • Vulnerability scanning is used to find potentially exploitable software vulnerabilities to remediate them. (M1016: Vulnerability Scanning)
    • Safeguard 16.13: Conduct Application Penetration Testing: Conduct application penetration testing. For critical applications, authenticated penetration testing is better suited to finding business logic vulnerabilities than code scanning and automated security testing. Penetration testing relies on the skill of the tester to manually manipulate an application as an authenticated and unauthenticated user.
  • Apply the Principle of Least Privilege to all systems and services, and run all software as a non-privileged user (one without administrative rights) to diminish the effects of a successful attack. (M1026: Privileged Account Management)
    • Safeguard 4.7: Manage Default Accounts on Enterprise Assets and Software: Manage default accounts on enterprise assets and software, such as root, administrator, and other pre-configured vendor accounts. Example implementations can include: disabling default accounts or making them unusable.
    • Safeguard 5.4: Restrict Administrator Privileges to Dedicated Administrator Accounts: Restrict administrator privileges to dedicated administrator accounts on enterprise assets. Conduct general computing activities, such as internet browsing, email, and productivity suite use, from the user’s primary, non-privileged account.
    • Safeguard 5.5: Establish and Maintain an Inventory of Service Accounts: Establish and maintain an inventory of service accounts. The inventory, at a minimum, must contain department owner, review date, and purpose. Perform service account reviews to validate that all active accounts are authorized, on a recurring schedule at a minimum quarterly, or more frequently
  • Remind all users not to visit untrusted websites or follow links/open files provided by unknown or untrusted sources. (M1017: User Training)
    • Safeguard 14.1: Establish and Maintain a Security Awareness Program: Establish and maintain a security awareness program. The purpose of a security awareness program is to educate the enterprise’s workforce on how to interact with enterprise assets and data in a secure manner. Conduct training at hire and, at a minimum, annually. Review and update content annually, or when significant enterprise changes occur that could impact this Safeguard.
    • Safeguard 14.2: Train Workforce Members to Recognize Social Engineering Attacks: Train workforce members to recognize social engineering attacks, such as phishing, pre-texting, and tailgating.
  • Use capabilities to prevent suspicious behavior patterns from occurring on endpoint systems. This could include suspicious process, file, API call, etc. behavior. (M1040 : Behavior Prevention on Endpoint)
    • Safeguard 13.2 : Deploy a Host-Based Intrusion Detection Solution: Deploy a host-based intrusion detection solution on enterprise assets, where appropriate and/or supported.
    • Safeguard 13.7 : Deploy a Host-Based Intrusion Prevention Solution: Deploy a host-based intrusion prevention solution on enterprise assets, where appropriate and/or supported. Example implementations include use of an Endpoint Detection and Response (EDR) client or host-based IPS agent.
  • Use capabilities to detect and block conditions that may lead to or be indicative of a software exploit occurring. (M1050: Exploit Protection)
Safeguard 10.5: Enable Anti-Exploitation Features: Enable anti-exploitation features on enterprise assets and software, where possible, such as Microsoft® Data Execution Prevention (DEP), Windows® Defender Exploit Guard (WDEG), or Apple® System Integrity Protection (SIP) and Gatekeeper™.
REFERENCES:
Oracle: https://www.oracle.com/security-alerts/cpuapr2024.html
submitted by Tycho_Jissard to k12cybersecurity [link] [comments]


2024.04.16 00:03 Volfox Help with shaders and particles

Hey everyone, I don't make a lot of posts on reddit but I need some help. I'm new to Godot but I've worked on Unity and Unreal. Is there any way to access shader parameters from particle systems? Something like custom vertex streams from Unity's shuriken system? I'd like to make a dissolve shader that works with a curve through the particle system. Building shaders isn't a problem with the visual node system I'm used to but I can't find anything on accessing parameters through the particle system. I'm working with 2d particles by the way. I did notice I could also create a visual shader for particles but those are all new nodes to me and I'd rather not build it from scratch. I can read simple code but I'm not well versed in it so the more I can do through visual shaders, the better.
submitted by Volfox to godot [link] [comments]


2024.04.15 15:27 Sotumney Roboquest - The Arsenal Update is LIVE!

Roboquest - The Arsenal Update is LIVE!

Hello Guardians!

The Arsenal Update is now live and available!

https://preview.redd.it/bajgfw7s8nuc1.png?width=1500&format=png&auto=webp&s=bc0287f9653ad745b9b2a8ed45ecc33e5a01c396
The Arsenal update is free and is the first real content update of the year following our roadmap.
https://preview.redd.it/0jfjy8ot8nuc1.png?width=1920&format=png&auto=webp&s=ea8a8b1ff80b6f47801ae5d39d651c07e3f801b6
We've put together a video to give you a quick overview of the highlights of this update, you can find it here:
Roboquest - The Arsenal Update Highlights
https://preview.redd.it/5br63lva9nuc1.png?width=700&format=png&auto=webp&s=751412d28ca450df57f445a2cf87f4162d202de0

Highlights

Here are the highlights of the Arsenal update!

New Weapons

We've added 9 brand new weapons to the game. Some of them are homages to the things we love (and that fit Roboquest) and others are just designs we felt were missing. • Missile Battery - We had a minigun, but we didn't have a ROCKET minigun. • Rapier - En garde! • Sling Gun - And the stone goes boom! • Minion Box - Rise my minions! • Mini Cricket - We liked that gun from a famous movie with aliens. Such boomer times. • Gauss Rifle - Pro Quake players, anyone? • Bee Cannon - A mysterious vacuum that shoots bees. • Boomerang - Whoosh in and whoosh out. • Shuriken - For all the robot-ninja mains out there (you know who I'm talking about).

New Friend Bots

Two new friendly robots are coming!
Willy Wonder and Burger Bill.
Willy Wonder is a kind and swormy merchant who can upgrade your weapons' rarity (granting them access to more affixes) at the cost of Powercells. In addition, he also has access to all sorts of perfumes to grant 1 additional affix to your weapons.
Willy Wonder has to be unlocked through a Basecamp upgrade. Look at that handsome fella!
https://i.redd.it/plc0bnhe9nuc1.gif
The second one is Burger Bill. He's been voted Employee of the month for more than a century now, so you'll be in good care with him.
Burger Bill doesn't do anything in particular for you. But he runs the Training Range.
Unfortunately, he's been missing recently, and as a result, the Training Range is closed!
https://preview.redd.it/951qaf4g9nuc1.png?width=1904&format=png&auto=webp&s=cfd7595607da79c2f0210642cc4748a41e6962ab
Help find him! If not for him, do it at least so you can enjoy his company!

Training Range

We added a Training Range in the Basecamp.
https://preview.redd.it/y6kukxrh9nuc1.png?width=1919&format=png&auto=webp&s=3275a6b3be5d62f4b67182c87f4d3569c726d30d
Initially, you only have access to Punching-Bot (to measure your DPS).
But once you've found Burger Bill, he will bring back its former glory to the Training Range and you will be granted access to: • A Weapon Vending Machine to spawn any weapon you have the card of • A Soda Machine to upgrade your weapon • A Shooting Range with little dummy targets and a banger soundtrack

New Resource

The Crystal Powder is a new resource that can only be found at the end of Corrupted Levels you've already completed.
And NO, it's NOT Jarate!
Upgrading a weapon from Epic to Fantastic at Willy Wonder's shop will require a Crystal Powder.
We hope this addition will incentivize you to update your route when progressing through the game, effectively promoting a more varied game experience.

New Build

We've implemented a new keyword in this update: "Summon".

Look at them go!
Various effects in the game now directly reference Summon and the action of "Summoning".
That means that you now have options to opt-into builds that directly reinforce and grant new bonuses to your army of minions!
In addition, all the multiplayer-only items now trigger off your wonderful "summons".

Quality of Life

Finally we added a bunch of new options to toggle certain UI elements and other quality-of-life changes.
https://preview.redd.it/tvfwq45t9nuc1.png?width=700&format=png&auto=webp&s=e1f8c911d90039cf65e33f436716b239910aa8b5
And that's it for the highlights of this patch!
If you want to read the full patch-note, read on down below.

The Arsenal Update is live and available now so we hope you're ready to kick some metal ass!


Full 1.2 Update Changelog

https://preview.redd.it/4mm80s67anuc1.png?width=700&format=png&auto=webp&s=24f8408d83043c9c681a09a06b7c0862244204c8
New resource: Crystal Powder • Crystal Powder can be acquired at the end of levels containing a Corrupted Crystal you've already claimed • Crystal Powder is used to increase a weapon's rarity from Epic to Fantastic in the new friendly robot Willy Wonder (view in the Friendly Robots section later) • New keyword: Summon • Summoning is the action of deploying allies like drones, decoy, sentry turrets and everything else that is tagged as Summon in its description • Several ingame elements such as Perks and Items grants bonus effects to your Summons • Reworked several parts of the code to make sure your summons apply your additional effect like "marking burns"

Classes

• Several perks have been reworked to now include the Summon keyword

Weapons

General

New weapons: • Missile Battery - We had a minigun but we didn't have a ROCKET minigun. • Rapier - En garde! • Sling Gun - And the stone goes boom! • Minion Box - Raise my minions! • Mini Cricket - We liked that gun from a famous movie with aliens. Such boomer times. • Gauss Rifle - Pro Quake player, anyone? • Bee Cannon - A mysterious vacuum that shoots bees. • Boomerang - Whoosh in and whoosh out. • Shuriken - For all the robot-ninja mains out there (you know who I'm talking about). • The damage of summons deployed by alt-fires has been increased by 15% per weapon level to 20% per weapon level • Overall increase of the explosion radius for all weapons (detailed below)

Alt-Fire

• Increased Bayonet base damage from 60 to 72 and healing cell bonus drops from 2 to 3

Affixes

• Updated the number of shots required to trigger Volatile • Increased Buckshot trigger chance from 15% to 20% • Increased Puncture damage bonus from 50% to 75% • Decreased Cadence firerate bonus from 15% to 10%Fragmentation reworked, now works as Buckshot but sends a volley of explosive projectiles
Developers' Note: Fragmentation always felt awkward and a bit misplaced due to its graphical implementation and its projectile speed. Replacing it with something that propels several projectiles similar to its origin weapon will probably feel better overall and works best for us in terms of balancing and implementation. Beware Kaboom Buckshot!
New affixes: • Echo - Additional Ricochet and Ricochet damage • Interceptor - Bonus damage against flying enemies • Big-Game - Bonus damage against elites, goliaths and bosses • Uproot - Bonus damage against turrets • Eraser - Bonus damage against marked enemies • Haste - Bonus movespeed while in hand • Leader - Bonus summon damage • Piñata - Chance to drop several healing-cells on takedown

Balance Changes

Junk Rifle

Alternative Fire • Projectile speed increased from 4000 to 4250

Thumper

Primary Fire • Damage decreased from 57.0 to 56.0 • Firerate decreased from 2.22/s to 2.08/s • Explosion radius decreased from 1.9m to 1.6m

Flare Gun

Primary Fire • Explosion radius increased from 2.3m to 2.4m

Elephant Gun

Primary Fire • Explosion radius increased from 0.9m to 1.0m

Dragoon Mortar

Primary Fire • Explosion radius increased from 2.3m to 2.4m

Torpedo Rifle

Primary Fire • Explosion radius increased from 0.7m to 1.0m

Comet Cannon

Primary Fire • Damage increased from 50.0 to 53.0 • Impact force decreased from 62.0 to 56.0 • Explosion radius increased from 1.0m to 1.4m • Energy cost increased from 8.0 to 10.0

Beluga Cannon

Primary Fire • Damage decreased from 53.0 to 50.0 • Explosion radius increased from 1.8m to 2.2m

Volcano Rifle

• Can no longer roll the Bounce affix
Developers' Note: This felt more like a nerf to the weapon to roll this affix than anything else, so hey, we're removing it from its pool 'cause affixes gotta be fun!
Primary Fire • Explosion radius increased from 1.0m to 1.2m

Junk Beam

Primary Fire • Damage decreased from 18.0 to 8.5 • Firerate increased from 7.69/s to 15.38/s • Energy cost decreased from 2.5 to 1.25

Hurricane Rifle

Primary Fire • Damage increased from 10.5 to 11.0

Mammoth Minigun

Primary Fire • Damage decreased from 11.0 to 10.5

Ram Shotgun

Primary Fire • Damage decreased from 10.5 to 8.0 • Firerate increased from 2.5/s to 2.77/s

Gorilla Bolter

Primary Fire • Damage decreased from 46.0 to 44.0 • Critical ratio increased from 1.25 to 1.5

Buffalo Cannon

Primary Fire • Explosion radius increased from 2.1m to 2.2m

Pulsar Rifle

Primary Fire • Explosion radius decreased from 1.1m to 0.8m • Projectile speed increased from 4500 to 6000

Shark Sniper

Primary Fire • Damage increased from 96.0 to 98.0

Kangaroo Sentry

Alternative Fire • Increased summon sentry base damage from 4 to 7 • Action duration decreased from 0.55 to 0.25

Gadgets

• Increased Grappling Hook cooldown from 4s to 5s • Increased Hero Cape maximum bonus damage from distance traveled from 200% to 300%

Items

• All multiplayer-only items now also trigger off being nearby a friendly summon and can now be looted in single player • Hourglass damage bonus increased from 25% to 30%Magnet now marks nearby enemies instead of shocking them
Developers' Note: In addition, we changed its icon color, because, y'know, it no longer shocks.
Cheese jetpack bonus duration increased from 1.5s to 2sPhone Charger now also increases your summon health • Heart Necklace now also increases your armor if a summon is nearby • Candle now only increases burn damage (moved the explosion part on a new item)
Developers' Note: The "burn or explosion" part of the description was always confusing for players so we're splitting that into two items.
• Removed Walkie Talkie from the game
Developers' Note: This was the last "multiplayer-only" effect remaining and we didn't find an interesting enough alternative to it work.
New items: • Chestnut - Your bonus armor increases Hero Cape damage • Ocarina - Increases summon damage and reduces your damage • Onion - Increases summons firerate • Transformer Toy - Summons a drone to fight alongside you permanently • Potatoe - Increases explosion damage • Ball and Chain - Increases Grappling Hook damage and its cooldown

Basecamp

• Added a Training Range to the Basecamp • Training Range: Punching-Bot - To try out your DPS • Training Range: Weapon Vending Machine - To spawn any weapon you have the card of • Training Range: Weapon Upgrader - To upgrade weapons from the Vending Machine • Training Range: Shooting Range - To have fun while waiting for your brobot • Training Range: Some of these elements are unlocked once you completed Burger Bill's quest • Added an interface breaking down all the stats of a weapon in the Museum • Added a hit animation for Bosses in the Museum • Added an idle animation for Bosses in the Museum • Updated the Elite Punk picture in the Museum

Workshop

• Removed Rolling Foot from the upgrades, added its 5% bonus movespeed to character's base movespeed • Chronosphere moved to previous Rolling Foot slot • Loot Hoarder moved to previous Chronosphere slot • Added a new upgrade to unlock Willy Wonder to the previous Loot Hoarder slot

Friendly Robots

New friendly robot: Willy WonderWilly Wonder is unlocked with a basecamp upgrade • Willy Wonder is a friendly bot that belongs to Max's Crew and can appear in safe areas of the levels • Willy Wonder can increase your weapons rarity and grant them additional affixes • New friendly robot: Burger Bill • A quest has been added in relation to Burger Bill, completing it will unlock the full Training Range at the Basecamp • Lottery Luke will now appear in multiplayer for both players if at least one of them has unlocked it

Enemies

• Increased base health of Goliath Cruiser from 660 to 720

Levels

• Replaced the Goliath Destroyer by a Goliath Cruiser in Fields
Developers' Note: While it is fun to have some kind of "bouncer" to mark the beginning of the second act, this one was taking its job a tad too seriously.
• Reworked many safe areas to be able to include Willy Wonder • Reduced the number of Security Pods in Haven City by approximately 33.3% • Added more random chunks (variations) to Haven City and the final stage

Quality of Life

• Added several quality of life settings: • Show Items - To show or hide the icon list of all the items you've equipped • Show Gadgets - Same than above for Gadget icon list • Show Perks - Same than above for Perk icon list • Show Compass - To show or hide the compass locator indicating enemy presence around you • Show Damage Counter - Displays a counter below the minimap displaying how many damage you've dealt this run • Reverse X Axis - For those of you [strike]weird[/strike] unique enough to play with reverted X axis • Hybrid Control - Playing with both a gamepad and mouse/keyboard should now work properly • You can now use Colon, Comma, Exclamation and Period in the keybinds settings

Interface

• Entirely reworked the localization for German, Korean, Simplified Chinese and Traditional Chinese • Added Dutch (I did that, u/Sotumney!) and Farsi to the game's languages • Added Starbreeze to the game's bumpers
Developers' Note: Don't worry, nothing has changed internally :D

Optimization

• Optimized UI rendering • Optimized loading of VFXs and SFXs

Bug Fixes

• Speculative Fix: Players failing to play with each other should now be able to, regardless of their platforms.
Developers' Note: We're sorry for the time it takes us to fix those issues. We're trying our best and we hope this round of fixes will do the trick. If not, we'll be on the hunt again. Keep that Feedback button ready when it happens!
• You will no longer be stuck in Haven City after unlocking the door while your brobot disconnects • Fixed an issue where Rover enemies wouldn't disappear for the client player • Vsync no longer reactivates itself automatically upon game restart • Fixed an issue displaying the remaining stack of alt-fire despite having the setting to show them disabled • Status effects UI will no longer remain permanently on screen after activating screenshot mode while being under their effects • Aim Assist now works properly even with very high or low field of view values (this should also fix the UEVR aiming bugs!) • The Gotta Catch Them All achievement will unlock the next time you open the Museum if you have everything unlocked but the game previously failed to detect it
That's all for this update. We hope you enjoy our Arsenal update!

And as always Happy badbot bashing :D

submitted by Sotumney to Roboquest [link] [comments]


2024.04.10 16:48 MightyKalot Code Promo Wyylde : 15 Jours Offerts, vrai ou pas ?

Code Promo Wyylde : 15 Jours Offerts, vrai ou pas ?

Décroche Ton Pass Gratuit 15 jours pour Wyylde : Mythe ou Réalité ?

À la Quête des Codes Promo Wyylde

Tu es tombé sur le bon spot. Si tu cherches un code promo Wyylde pour 15 jours gratuits, tu veux probablement explorer le monde épicurien de Wyylde sans plonger directement dans l'abonnement. Je suis là pour partager avec toi tout ce que tu dois savoir sur cette quête. Allons-y !

🎁 Wyylde cadeau : 7 jours d'essai avec le code PROMO LEMONDE7J. Libertinage, plaisir et découvertes !


https://preview.redd.it/sf4llmxzzntc1.png?width=1141&format=png&auto=webp&s=c2452c77c2ad915bb263894890c0a0506156232e

Qu'est-ce que Wyylde ?

Avant de foncer tête baissée, parlons un peu de Wyylde. C'est le réseau social destiné aux adultes à la recherche de nouvelles expériences libertines. Avec une communauté active et ouverte d'esprit, Wyylde se positionne comme un espace sécurisé pour explorer sa sexualité. Libertinage, échangisme, et bien plus : tout est possible sur Wyylde.

La Vérité sur les Codes Promo Wyylde

Le Saint Graal : Le Code Promo de 15 Jours

Tu l'as vu partout, mais est-ce que ça existe vraiment ? Je te le dis direct : les offres peuvent varier. Wyylde propose parfois des essais gratuits ou des réductions, mais ils sont souvent temporaires ou exclusifs à certaines occasions. Reste à l'affût !

Comment Trouver Ces Codes ?

  1. Inscris-toi à la newsletter : Wyylde envoie régulièrement des offres exclusives à ses abonnés.
  2. Réseaux sociaux et forums : Des fois, des âmes charitables partagent un code promo trouvé ou reçu.
  3. Événements spéciaux : Wyylde aime gâter ses utilisateurs pendant les fêtes ou des événements spéciaux.

🎁 Wyylde cadeau : 7 jours d'essai avec le code PROMO LEMONDE7J. Libertinage, plaisir et découvertes !


https://preview.redd.it/00rkxon50otc1.png?width=1419&format=png&auto=webp&s=135db999ac01e5a80abeaeacb7acca3e5be2f418

Maximiser Ton Expérience Wyylde Sans Code Promo

Ne t'arrête pas à l'absence de code. Voici comment profiter au maximum de Wyylde :
  • Complète ton profil : Plus il est complet, plus tu attires de contacts intéressants.
  • Participe activement : Les forums et les chats sont tes amis pour rencontrer des gens ouverts d'esprit.
  • Utilise les filtres de recherche : Pour trouver ce que tu cherches, plus vite.

FAQ : Tout ce que Tu Veux Savoir sur Wyylde

Q : Wyylde est-il sécurisé ?A : Absolument. Wyylde prend la sécurité et la confidentialité très au sérieux, avec des vérifications et un système de modération actif.
Q : Puis-je vraiment rencontrer des gens sur Wyylde ?A : Oui, si tu es actif et respectueux, tu pourras faire des rencontres intéressantes.
Q : L'abonnement vaut-il le coup ?A : Si tu cherches à explorer le libertinage dans un cadre sécurisé, l'abonnement offre de nombreux avantages et fonctionnalités qui valent l'investissement.

Conclusion : Wyylde et les Codes Promo

En résumé, même si trouver un code promo Wyylde pour 15 jours gratuits peut être comme chercher une aiguille dans une botte de foin, l'expérience Wyylde vaut la peine d'être explorée. Avec ou sans code, l'aventure que tu cherches t'attend peut-être déjà sur Wyylde. Alors, prêt à plonger dans le monde du libertinage avec ou sans code promo ? L'aventure t'attend.
"
submitted by MightyKalot to RencontresEnLigne [link] [comments]


2024.04.10 13:54 TechTalksWeekly All Python conference talks from 2023 ordered by the number of views

Hello python 👋! Back in January, I've compiled a list of the most watched PyCon talks from 2023. I've received tons of positive feedback via DM, upvotes, and comments, so I decided to put together another compilation.
This time around, I've gathered not only PyCon, but all Python 2023 talks across +100 conferences (here's the list) that include PyCon (all locations), PyData (all locations), EuroPython, Conf42, and many more to give you a complete overview of the landscape. The list is gigantic and includes over 850 talks!
What's more, I've created a Google Sheets version of this post that gives more convenient sorting and filtering options.
If it turns to be useful, don't forget to share the list with friends / colleagues!
  1. "Tutorials - Mario Munoz: Web Development With A Python-backed Frontend: Featuring HTMX and Tailwind"+12k views ⸱ 02h 26m 00s
  2. "Thomas Bierhance: Polars - make the switch to lightning-fast dataframes"+11k views ⸱ 00h 29m 49s
  3. "Mariatta Wijaya: Welcome to PyCon US 2023"+11k views ⸱ 00h 29m 29s
  4. "Scaling Python for Machine Learning: Beyond Data Parallelism • Holden Karau • GOTO 2023"+10k views ⸱ 00h 39m 19s
  5. "Tutorials - Matt Harrison: Getting Started with Polars"+10k views ⸱ 02h 14m 28s
  6. "Keynote Speaker - Ned Batchelder"+7k views ⸱ 00h 47m 02s
  7. "Gábor Szárnyas - DuckDB: The Power of a Data Warehouse in your Python Process"+7k views ⸱ 00h 55m 27s
  8. "Talks - Samuel Colvin: How Pydantic V2 leverages Rust's Superpowers"+6k views ⸱ 00h 45m 55s
  9. "Delta-rs, Apache Arrow, Polars, WASM: Is Rust the Future of Analytics?"+6k views ⸱ 00h 31m 03s
  10. "Tutorials - Simon Willison: Data analysis with SQLite and Python"+5k views ⸱ 02h 45m 54s
  11. "Talks - Hynek Schlawack: Subclassing, Composition, Python, and You"+5k views ⸱ 00h 45m 42s
  12. "Writing Python Bindings for C++ Libraries: Easy-to-use Performance - Saksham Sharma - CppCon 2023"+5k views ⸱ 01h 01m 30s
  13. "Pedro Holanda - DuckDB: Bringing analytical SQL directly to your Python shell"+5k views ⸱ 00h 29m 31s
  14. "Tutorials - Lisa Carpenter: How to create beautiful interactive GUIs and web apps"+5k views ⸱ 01h 58m 05s
  15. "Tutorials - Reuven M. Lerner: Comprehending comprehensions"+5k views ⸱ 02h 17m 33s
  16. "Keynote Speaker - Guido van Rossum"+5k views ⸱ 00h 30m 51s
  17. "PyData Heidelberg #11 - TimeSeries Forecasting & LLM Langchain"+4k views ⸱ 02h 39m 06s
  18. "Keynote Speaker - James Powell"+4k views ⸱ 00h 25m 43s
  19. "Use Spark from anywhere: A Spark client in Python powered by Spark Connect"+4k views ⸱ 00h 56m 58s
  20. "Cython 3 – Python at the speed of C — Stefan Behnel"+4k views ⸱ 00h 31m 15s
  21. "Patrick Blöbaum: Performing Root Cause Analysis with DoWhy, a Causal Machine-Learning Library"+4k views ⸱ 00h 44m 38s
  22. "Max Mergenthaler and Fede Garza - Quantifying Uncertainty in Time Series Forecasting"+4k views ⸱ 00h 37m 25s
  23. "Talks - Bruce Eckel: Rethinking Objects"+4k views ⸱ 00h 32m 06s
  24. "Rust for Python data engineers — Karim Jedda"+4k views ⸱ 00h 27m 30s
  25. "Matt Harrison - An Introduction to Pandas 2, Polars, and DuckDB PyData Global 2023"+4k views ⸱ 01h 22m 15s
  26. "Tutorials - Ted Patrick: Writing Serverless Python Web Apps with PyScript"+3k views ⸱ 02h 55m 29s
  27. "Tutorials - Trey Hunner: Intro to Python for Brand New Programmers"+3k views ⸱ 02h 16m 41s
  28. "Dr. Thomas Wiecki: Bayesian Marketing Science - Solving Marketing's 3 Biggest Problems"+3k views ⸱ 00h 30m 35s
  29. [**"Gaël Varoquaux: Prepping Tables for Machine Learning Gets Easier PyData Südwest]"**+3k views ⸱ 00h 57m 54s
  30. "Talks - Reuven M. Lerner: Generators, coroutines and nanoservices"+3k views ⸱ 00h 26m 28s
  31. "Talks - Brett Cannon: Python's syntactic sugar"+3k views ⸱ 00h 31m 11s
  32. "Bruno Vollmer: BLE and Python - How to build a simple BLE project on Linux with Python"+3k views ⸱ 00h 29m 40s
  33. "Vasileios Mourtakos - A data engineering framework in Python"+3k views ⸱ 00h 35m 55s
  34. "Talks - Eric Snow: A Per-Interpreter GIL: Concurrency and Parallelism with Subinterpreters"+3k views ⸱ 00h 30m 29s
  35. "Talks - Łukasz Langa: Working Around the GIL with asyncio"+2k views ⸱ 00h 44m 26s
  36. "Hajime Takeda - Media Mix Modeling:How to Measure the Effectiveness of Advertising"+2k views ⸱ 00h 30m 37s
  37. "Tutorials - Mike Müller: The How and Why of Object-oriented Programming in Python"+2k views ⸱ 02h 45m 34s
  38. "Shahriyar Rzayev: Building Hexagonal Python Services"+2k views ⸱ 01h 29m 50s
  39. "Performance tips by the FastAPI Expert — Marcelo Trylesinski"+2k views ⸱ 00h 24m 59s
  40. "Solving Multi-Objective Constrained Optimisation Problems using Pymoo — Pranjal Biyani"+2k views ⸱ 00h 44m 23s
  41. "Carsten Binnig: Towards Learned Database Systems"+2k views ⸱ 00h 43m 34s
  42. "Talks - Brandt Bucher: Inside CPython 3.11's new specializing, adaptive interpreter"+2k views ⸱ 00h 23m 01s
  43. "Carl Kadie - A Perfect, Infinite-Precision, Game Physics in Python PyData Seattle 2023"+2k views ⸱ 00h 36m 26s
  44. "From crontab to celery with no regrets by Marco Pavanelli"+2k views ⸱ 00h 32m 03s
  45. "Talks - Al Sweigart: An Overview of the Python Code Tool Landscape 2023"+2k views ⸱ 00h 26m 58s
  46. "Reinventing Machine Learning with Transformers and Hugging Face by Keynote speaker Julien Simon"+2k views ⸱ 01h 08m 52s
  47. "Empower your Spring Applications with Python Features on GraalVM by Johannes Link @ Spring I/O 2023"+2k views ⸱ 00h 53m 00s
  48. "Marysia Winkels - Data Storytelling through Visualization"+2k views ⸱ 00h 30m 57s
  49. "What polars does for you — Ritchie Vink"+2k views ⸱ 00h 27m 45s
  50. "Beyond Toy Datasets: Timeseries Forecasting for Real Business Problems - Robert Haase"+2k views ⸱ 00h 33m 55s
  51. "PyData Online - An AI assistant for football analytics - Petar Veličković (Google DeepMind)"+2k views ⸱ 01h 02m 40s
  52. "Talks - Mark Shannon: How we are making CPython faster. Past, present and future."+2k views ⸱ 00h 29m 11s
  53. "JIm Dowling - Build a production ML system with only Python on free serverless services"+2k views ⸱ 01h 22m 35s
  54. "Writing a Python interpreter from scratch, in half an hour — Tushar Sadhwani"+2k views ⸱ 00h 43m 38s
  55. "Dominika Basaj & Barbara Rychalska - Creating behavioral profiles of your customer"+2k views ⸱ 00h 26m 55s
  56. "Stephan Sahm: Accelerate Python with Julia"+2k views ⸱ 01h 27m 14s
  57. "Why Delta Lake is the Best Storage Format for Pandas Analyses"+2k views ⸱ 00h 28m 25s
  58. "Tutorials - Geir Arne Hjelle: Introduction to Decorators: Power Up Your Python Code"+2k views ⸱ 02h 21m 20s
  59. "Jeroen Overschie - How to create a Devcontainer for your Python project 🐳"+2k views ⸱ 00h 36m 01s
  60. "Wesley Boelrijk - Lowering the barrier for ML monitoring"+2k views ⸱ 00h 36m 53s
  61. "Talks - Dan Craig: Testing Spacecraft with Pytest"+2k views ⸱ 00h 30m 12s
  62. "Keynote Speaker - Margaret Mitchell"+2k views ⸱ 00h 42m 29s
  63. "Talks - Moshe Zadka: pyproject.toml, packaging, and you"+2k views ⸱ 00h 30m 06s
  64. "Tutorials - Juhi, Dana: Intro to Hugging Face: Fine-tuning BERT for NLP tasks"+2k views ⸱ 02h 09m 52s
  65. "Tutorials - Patrick Arminio: Build a production ready GraphQL API using Python"+2k views ⸱ 02h 23m 14s
  66. "Ryan Curtin - Lightweight, low-overhead, high-performance: machine learning directly in C++"+2k views ⸱ 00h 43m 10s
  67. "Python with Spark Connect"+2k views ⸱ 00h 33m 27s
  68. "David Qiu - Jupyter AI — Bringing Generative AI to Jupyter PyData Seattle 2023"+1k views ⸱ 00h 39m 29s
  69. "Polars: A highly optimized dataframe library Matt Harrison Conf42 Machine Learning 2023"+1k views ⸱ 00h 20m 31s
  70. "Nico Kreiling: Raised by Pandas, striving for more: An opinionated introduction to Polars"+1k views ⸱ 00h 29m 47s
  71. "Jiang et al. - Automated Machine Learning & Tuning with FLAML PyData Seattle 2023"+1k views ⸱ 01h 21m 54s
  72. "Alexander CS Hendorf: 5 Things about fastAPI I wish we had known beforehand"+1k views ⸱ 00h 32m 31s
  73. "Duarte Carmo - MLOps for the rest of us- A poor man's guide to putting models in production"+1k views ⸱ 00h 26m 04s
  74. [**"Ines Montani (spaCy) - Large Language Models from Prototype to Production PyData Südwest]"**+1k views ⸱ 00h 39m 55s
  75. "Robin Raymond: Rusty Python - A Case Study"+1k views ⸱ 00h 28m 47s
  76. "Tutorials - Leah Berg, Ray: Feature Engineering is for Everyone!"+1k views ⸱ 02h 16m 35s
  77. "Giles Weaver & Ian Ozsvald - Pandas 2, Dask or Polars? Tackling larger data on a single machine"+1k views ⸱ 00h 16m 22s
  78. "Talks - Glyph: How To Keep A Secret"+1k views ⸱ 00h 26m 19s
  79. "Maximilian M. - SHAPtivating Insights: unravelling blackbox AI models"+1k views ⸱ 00h 35m 02s
  80. "Vahan Huroyan - Recent Developments in Self-Supervised Learning for Computer Vision"+1k views ⸱ 00h 36m 25s
  81. "Lucas Durand - Building an Interactive Network Graph to Understand Communities PyData Seattle 2023"+1k views ⸱ 01h 26m 14s
  82. "Big PyData BBQ #5: LLMs feat. Ines Montani (spaCy) & Alejandro Saucedo (Zalando)"+1k views ⸱ 03h 48m 21s
  83. "Stop using print! Understanding and using the "logging" module — Reuven M. Lerner"+1k views ⸱ 00h 29m 32s
  84. "Joris Van den Bossche & Patrick Hoefler: Pandas 2.0 and beyond"+1k views ⸱ 00h 37m 07s
  85. "Structured output with large language models / Uri Goren (Argmax)"+1k views ⸱ 00h 25m 09s
  86. "PyData Chicago April 2023 Meetup Design and Analysis of (Backtest) Experiments with R and Python"+1k views ⸱ 00h 50m 19s
  87. "Sponsor Presentation - Python & Bloomberg: An Open Source Duo"+1k views ⸱ 00h 57m 08s
  88. "Soumith Chintala - Keynote: AI & the stuff built for AI - are they actually useful for data science?"+1k views ⸱ 00h 31m 54s
  89. "The Future of Microprocessors — Sophie Wilson"+1k views ⸱ 00h 56m 45s
  90. "Jia Yu - How Apache Sedona is Revolutionizing Geospatial Data Analysis PyData Seattle 2023"+1k views ⸱ 00h 46m 12s
  91. "Lightning Talks - April 21, 5pm"+1k views ⸱ 01h 04m 16s
  92. "How to Leverage the Full Potential of LLMs for Your Business with Langchain - Leon Ruddat"+1k views ⸱ 00h 34m 40s
  93. "Jay Chia & Sammy Sidhu: Daft - The Distributed Python Dataframe for Complex Data"+1k views ⸱ 00h 23m 01s
  94. "Talks - A. Jesse Jiryu Davis: Consistency and isolation for Python programmers"+1k views ⸱ 00h 24m 23s
  95. ""Python deployment with Docker and Poetry" - Cristian Heredia (PyBay 2023)"+1k views ⸱ 00h 12m 24s
  96. "Peterson & Qin - Contextual Multi-Arm Bandit and its applications to digital experiments PyData"+1k views ⸱ 00h 44m 54s
  97. "Tutorials - Ron Nathaniel: How To Troubleshoot and Monitor Applications using OpenTelemetry"+1k views ⸱ 02h 01m 57s
  98. "Keynote Speaker - Python Steering Council"+1k views ⸱ 00h 20m 42s
  99. "An unbiased evaluation of environment management and packaging tools — Anna-Lena Popkes"+1k views ⸱ 00h 43m 14s
  100. "Vincent Gosselin - Turning your Data/AI algorithms into full web apps in no time with Taipy"+1k views ⸱ 00h 38m 18s
  101. "Malte Tichy - Knowing what you don’t know matters- Uncertainty-aware model rating"+1k views ⸱ 00h 30m 05s
  102. "Talks - Andrew Godwin: Reconciling Everything"+1k views ⸱ 00h 30m 16s
  103. "Vincent Warmerdam - Bulk Labelling Techniques"+1k views ⸱ 00h 32m 55s
  104. "Hugo Bowne-Anderson - Full-stack Machine Learning and Generative AI for Data Scientists"+1k views ⸱ 01h 28m 30s
  105. "J.J. Allaire - Keynote: Dashboards with Jupyter and Quarto PyData NYC 2023"+1k views ⸱ 00h 40m 15s
  106. "Alejandro Saucedo - Industrial Strength DALLE-E:Scaling Complex Large Text & Image Models"+1k views ⸱ 00h 28m 07s
  107. "Subclassing, Composition, Python, and You — Hynek Schlawack"+1k views ⸱ 00h 44m 59s
  108. "Tutorials -Zac Hatfield-Dodds, Ryan Soklaski: Introduction to Property-Based Testing"+1k views ⸱ 01h 31m 20s
  109. [**"Furkan M. Torun - Become a Data Storyteller with Streamlit! PyData Prague 2023-11-20]"**+1k views ⸱ 00h 23m 26s
  110. "Anna-Lena Popkes: An unbiased evaluation of environment management and packaging tools"+1k views ⸱ 00h 43m 53s
  111. "PyData Chicago March 2023 Meetup Monte Carlo with QMCPy for Vector Functions of Integrals"+1k views ⸱ 00h 46m 35s
  112. "James Powell - Simple Simulators with pandas and Generator Coroutines PyData NYC 2023"+1k views ⸱ 01h 21m 43s
  113. "Polars is the Pandas killer / Igor Mintz (Viz.ai)"+1k views ⸱ 00h 21m 46s
  114. "Diving into Event-Driven Architectures with Python — Marc-André Lemburg"+1k views ⸱ 00h 30m 59s
  115. "Using Embeddings and Deep Neural Networks as a technique for AutoML Demand Forecasting PyData SW"+1k views ⸱ 00h 36m 06s
  116. "Leland McInnes - Data Mapping for Data Exploration PyData Seattle 2023"+1k views ⸱ 00h 38m 16s
  117. "Eduardo Blancas - Using embedded SQL engines for plotting massive datasets on a laptop"+1k views ⸱ 00h 27m 00s
  118. "Large Language Models: From Prototype to Production — Ines Montani"+1k views ⸱ 00h 40m 20s
  119. "Tutorials - Pavithra Eswaramoorthy, Dharhas Pothina: Data of Unusual Size: Interactive Visualization"+1k views ⸱ 03h 06m 45s
  120. "Moritz Meister - Data Validation for Feature pipelines: Using Great Expectations and Hopsworks"+1k views ⸱ 00h 27m 40s
  121. "Inge van den Ende-Leveraging conformal prediction for calibrated probabilistic time series forecasts"+1k views ⸱ 00h 31m 33s
  122. "Nick Sorros - A Tour of Large Language Models"+1k views ⸱ 00h 46m 38s
  123. "Thomas Frauholz: From notebook to pipeline in no time with LineaPy"+1k views ⸱ 00h 43m 17s
  124. "EuroPython 2023 Opening Session"+1k views ⸱ 00h 20m 58s
  125. "Optimizing Ad Conversions with DS / Yael Kiselman (DigitalTurbine)"+1k views ⸱ 00h 51m 44s
  126. "Harizo Rajaona - A Tour of the Many DataFrame Frameworks"+1k views ⸱ 00h 34m 59s
  127. "Andrei Alekseev - Why does everyone need to develop a machine learning package?"+1k views ⸱ 00h 28m 07s
  128. "Ties de Kok - Going beyond ChatGPT: introduction to prompt engineering & LLMs PyData Seattle 2023"+1k views ⸱ 00h 59m 56s
  129. "PyData Boston Sept session 1: Mike Woodward - Data sci done wrong: how/why scientists make mistakes."+1k views ⸱ 00h 27m 14s
  130. "Joe Cheng - Shiny: Data-centric web applications in Python PyData Seattle 2023"+1k views ⸱ 00h 43m 56s
  131. "Tutorials - Cheuk Ting Ho: Power up your work with compiling and profiling"+1k views ⸱ 01h 33m 02s
  132. "Talks -Algorithmic ideas, engineering tricks, and trivia behind CPython's new sorting algorithm"+1k views ⸱ 00h 29m 39s
  133. "Talks - Dawn Wages: Supercharge your Python Development Environment with VS Code + Dev Container"+1k views ⸱ 00h 31m 01s
  134. "Egor Romanov - Performance of Vector Databases"+1k views ⸱ 00h 43m 09s
  135. "Alexander CS Hendorf - Ten Years of Community Organizer PyData NYC 2023"+1k views ⸱ 00h 42m 41s
  136. "Talks - Nicholas H.Tollervey, Paul Everitt: Build Yourself a PyScript"+1k views ⸱ 00h 39m 28s
  137. "Emil Rijcken - FuzzyTM: a Python package for fuzzy topic models"+1k views ⸱ 00h 28m 12s
  138. "Nikolas Markou - Artificial Intelligence for Vision: A walkthrough of recent breakthroughs"+1k views ⸱ 00h 42m 10s
  139. "Would Rust make you a better Pythonista? — Alexys Jacob"+1k views ⸱ 00h 47m 23s
  140. "Simon Pressler: Getting started with JAX"+1k views ⸱ 00h 29m 49s
  141. "Sponsor Presentation - How to build stunning Data Science Web applications in Python"+1k views ⸱ 00h 54m 10s
  142. "Pavel Pleskov - All about ML competitions!"+1k views ⸱ 01h 03m 13s
  143. "Laszlo Sragner - Code Smells in Data Science: What can we do about them? PyData London 2023"+1k views ⸱ 00h 39m 19s
  144. "Talks - Jodie Burchell: Vectorize using linear algebra and NumPy to make your Python code fast"+1k views ⸱ 00h 28m 32s
  145. "Comparing Elixir and Python when working with Simple Neural Networks - A. Neto & L. C. Tavano"+1k views ⸱ 00h 38m 11s
  146. "Talks - Valerio Maggio: Pythonic functional (iter)tools for your data challenges" ⸱ +1k views ⸱ 00h 32m 38s
  147. "Topaz Gilad - Classification Through Regression:Unlock the True Potential of Your Labels"+1k views ⸱ 00h 28m 13s
  148. "Running Python packages in the browser with Pyodide — Roman Yurchak"+1k views ⸱ 00h 27m 49s
  149. "J.J. Allaire - Publishing Jupyter Notebooks with Quarto PyData Seattle 2023"+1k views ⸱ 00h 40m 47s
  150. "ipyvizzu-story- a open-source tool to build create+share animated data stories w/ python in jupyter"+1k views ⸱ 01h 25m 54s
  151. Due to Reddit post length limit, see the remaining talks in this post or google sheet.
submitted by TechTalksWeekly to Python [link] [comments]


2024.04.09 15:18 MPGameDev After losing the entire source code I've rebuilt my mod, Soul's Shurikens, for 1.20.1

A while ago I made my first ever mod for minecraft called Soul's Shurikens which adds shurikens with varying abilities to Minecraft. The mod gained a modest 2.7k downloads which I was very impressed with as a first time mod. As life goes, my work got busy and life got in the way of modding.
After numerous updates to Minecraft I decided to take a look at the mod again and see if I could update it from its 1.16.5 state. Lo and behold, after moving on from my PC I realised the source code for the mod was gone. After days on end of remaking the mod I now have a more polished version which I am quite proud of.
After this I have learned my lesson regarding version control and GitHub and have taken every precaution possible to preserve my source code.
If you would like to give it a try ill leave the link below, if you do please let me know what you think. Whether it be balancing, new additions or bug reporting I'd love to hear it.
Soul's Shurikens
submitted by MPGameDev to feedthebeast [link] [comments]


2024.04.09 14:56 MPGameDev After losing the entire source code I've rebuilt my mod, Soul's Shurikens, for 1.20.1

A while ago I made my first ever mod for minecraft called Soul's Shurikens which adds shurikens with varying abilities to Minecraft. The mod gained a modest 2.7k downloads which I was very impressed with as a first time mod. As life goes, my work got busy and life got in the way of modding.
After numerous updates to Minecraft I decided to take a look at the mod again and see if I could update it from its 1.16.5 state. Lo and behold, after moving on from my PC I realised the source code for the mod was gone. After days on end of remaking the mod I now have a more polished version which I am quite proud of.
After this I have learned my lesson regarding version control and GitHub and have taken every precaution possible to preserve my source code.
If you would like to give it a try ill leave the link below, if you do please let me know what you think. Whether it be balancing, new additions or bug reporting I'd love to hear it.
Soul's Shurikens
submitted by MPGameDev to MinecraftMod [link] [comments]


2024.04.09 14:42 MPGameDev After losing the entire source code I've rebuilt my mod, Soul's Shurikens, for 1.20.1

A while ago I made my first ever mod for minecraft called Soul's Shurikens which adds shurikens with varying abilities to Minecraft. The mod gained a modest 2.7k downloads which I was very impressed with as a first time mod. As life goes, my work got busy and life got in the way of modding.
After numerous updates to Minecraft I decided to take a look at the mod again and see if I could update it from its 1.16.5 state. Lo and behold, after moving on from my PC I realised the source code for the mod was gone. After days on end of remaking the mod I now have a more polished version which I am quite proud of.
After this I have learned my lesson regarding version control and GitHub and have taken every precaution possible to preserve my source code.
If you would like to give it a try ill leave the link below, if you do please let me know what you think. Whether it be balancing, new additions or bug reporting I'd love to hear it.
Soul's Shurikens
submitted by MPGameDev to ModdedMinecraft [link] [comments]


2024.04.08 04:57 NoSneezePlz Update: Bloons TD 6 v42.0 - Update Notes!

Update: Bloons TD 6 v42.0 - Update Notes!
https://preview.redd.it/qh5gbetg76tc1.png?width=1680&format=png&auto=webp&s=386afeffbbc5e263cb70931345db48af25796148

42.0 - Update Notes!

Available now for iOS, Android, Steam and Windows please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up.
Update Video

Key New Features

  • Accolades and Player Revenue Share
    • We are so excited to bring the success of BTD6 back to players and share revenue with players who are helping in making the game more awesomer!
    • The system allows players to gift player creators with animating Accolades that will follow their map or challenge wherever they are seen in game.
    • The initial 12 Accolades express a variety of positive reactions to inspiring content, such as Smart, Tricky, Beautiful, Fun, Masterpiece, and more!
    • At launch and for the foreseeable future we’ll be sharing 35% of the Accolade purchase price with the player creator, which means 50% if they are also a content creator and you are using their Creator Code. This is an industry leading share amount, which we aim to maintain; after the platform fees, Ninja Kiwi and Nexus.gg have the smallest shares of these purchases, as they truly are meant for the player creators.
    • Revenue share is available on platforms with IAP systems. We’ve tried to make Accolades receivable wherever possible, but we must restrict this to players who register with Nexus according to their terms and to players on non-subscription platforms. We are looking for solutions for subscription players but this will take significant time.

New Awesome

  • New Hero Skin, the Gentlemonkey Gadgeteer Geraldo! Geraldo was a challenge to find the time for a skin with so much more custom art required compared to our normal hero roster but he’s finally, fancily here
  • New Map, Castle Revenge! Longstanding fans of BTD will notice something familiar here. We love bringing our classic content forward and not just because we are nostalgic saps but because they have great play value. This one hails from both BTD5 and BTD Battles, but with a dynamic flourish that we hope gears you up to earn all of the badges!
  • New Quests
    • Multi-stage story based Bloonarius quest - prepare to be slimed!
    • Royal Tank Academy trial: discover Captain Churchill’s strengths and abilities
    • One Stop Pop Shop trial: discover Geraldo’s strengths and abilities
    • Phayze One Experiment Quest: if you enjoyed the Party Bloon Quest we have another infinite scaling Quest Boss to challenge you. This version includes unique round mechanics tied to the Boss.
  • New Trophy Store Items
    • Heroes: Corvus Owl pet - darkly adorbs!
    • Monkeys: Engineer Palbot pet - mechanically adorbs!
    • Bloons: Nightcap Bloons decal
    • Game & UI: CatEzili avatar, Boss Phayze avatar, Super Chill Banner
  • New CT Team Store items
    • Base Props: Junk Tower
  • Big Map Editor Additions!
    • Implemented a Removable/Interactable state for props through the props UI; this can be done by linking together the new Interactable Area to different special props, available from the Areas Menu (at the bottom) and the new Interactable prop menu with the Hammer icon
    • Added new category for Interactable props (look for the Hammer icon tab); these add animating flavor when Interactable layers are removed, but they can also be used as props (but with only limited animation)
    • New items: Responding to the many requests for cityscape elements, we took existing assets from maps like high finance alongside some new stuff to make building the city of your dreams a possibility! The construction supervisor just radioed in saying there are over 60 new construction props with which to build, plus new Paths, Stamps, and Terrain to match!

Game Changes / Additions

  • Map search is now also available for co-op lobby map selection
  • Map ‘Gizmos’ are now influenced by Challenge Editor 'removable cost rate'
    • This includes items such as: Workshop Conveyor Belt / Track Extensions, Dark Dungeons Statue & the Polyphemus Eye mechanic.
  • While we like giving players lots to choose from as early as possible, we’ve seen feedback that the current hero unlock flow can feel overwhelming with all Monkey Money unlockable heroes becoming available immediately at account level 10. To address this, we are spacing this period out with a few different groupings of Hero unlocks and holding back some of the more complex Heroes until account level 35.
    • Level 15 heroes: Churchill, Benjamin, Pat Fusty
    • Level 25 heroes: Sauda, Ezili, Etienne, Adora
    • Level 35 heroes: Psi, Brickell, Geraldo, Corvus
  • Added 'cash spent' to the Victory Screen summary
  • PC players request to have many niche things hotkeyed, but unfortunately these are often too niche for us to take up valuable real estate with limited keyboard space. To enable players to take this into their own hands we have added a new advanced section of default unbound hotkeys to cover more heavily situational use cases. None of these hotkeys will work by default, but if you find any to sound useful they can be manually bound in order to enable them. We are interested in hearing your feedback on more things that make sense to fit in this list.
  • Cycling upgrades menu in challenges now skips past towers that are banned (yay!)
  • Individual stages of Quests can now be replayed without resetting the entire Quest

Bug Fixes & General Changes

  • [Map Editor] Duplicate prop button no longer allows users to exceed the prop limit
  • [Map Editor] In progress maps at prop limit no longer allow +1 prop after loading saves
  • [Map Editor] Erasing stamps now correctly restores the ‘prop limit’ spent on them
  • [Map Editor] Resolved small graphical errors with asphalt path
  • Ranked boss and Battlemode boss challenge should now have the same starting cash
  • Resolved audio being triggered the background screens in some other places in the UI
  • Resolved an issue in co-op sometimes visually displaying other player towers as upgradable to you
  • Resolved some overlay display issues that occurs in some resolutions
  • Paragon cost slider no longer exceeds limits in least cash challenges
  • ‘Retry Last Round’ should no longer be available on the first round of quests
  • When users ‘Confirm’ entry of a Creator Code, the game should now keep the dialog open until server communications have either confirmed or rejected the creator code
  • Resolved a number of softlocks that could occur
  • Resolved a number of UI issues
  • Swapped some frame based timings to real world timings so the game can run smoother on specific refresh rates that were not easily divisible by 20. Our lead coder assured me this sentence made sense.

Event bug fixes

  • Players should not be able to modify Odyssey crew after sharing to the Content Browser
  • Fixed inconsistency in the ‘Upgrade Restricted’ red stripe through tower upgrades

Map Specific Fixes

  • Resolved an issue where Blons could be played through co-op
  • Resolved a crash that could occur loading some saves on Glacial Trail
  • Lych should no longer drain the Frozen status on Glacial Trail - sheesh!

Tower Specific Fixes

Dart Monkey
  • 4xx Juggernaut’s bonus damage to fortified targets now works across crosspaths
Ice Monkey
  • Resolved another arctic wind crash (polyphemus style)
Sniper Monkey
  • Resolved a case in which the Supply Drop ability could fail to trigger other Supply Drops
Monkey Sub
  • Resolved an issue where Retry Last Round removed the submerge option from Sub
  • Flanking Maneuvers MK now applies to the Sub Paragon
  • Submerge toggle now has cooldown art
Heli Pilot
  • MOAB Shove no longer ignores the children of the target it is shoving
Ninja Monkey
  • xx3 Flash Bomb should no longer fail to stun targets if damage is externally buffed
Druid
  • x5x Spirit of the Forest Track Vines now do not display over invincible/covered track sections (like Dark Castle trees, or on the new Castles Revenge map)

Hero Specific Fixes

Quincy
  • Resolved an issue with the Quincy Spec Ops Drop In placement animation
Geraldo
  • Resolved an issue where Geraldo’s subtowers would be immune to freeze on Glacial Trail after Geraldo is sold
  • Geraldo’s Lv16 Nail Mine should now save correctly
  • Geraldo should now restock inventory correctly when leveled immediately from 18 to 20
Corvus
  • Corvus - Optimisation Pass improving general performance
Platform Specific fixes
  • [Android] - Resolved a game freeze occurring on devices with a Exynos Chipset - this was affecting a number of players, so hope you are now back up and popping!
  • [PC] Alternate send round hotkey (Race Hotkey) now sends round in Sandbox
  • [PC] Mentioned in more detail above; new advanced hotkeys section
  • [Vision Pro] Resolved a number of various crash fixes around different parts of the game
Balance Changes

Tower Balance

Many towers in the game still have low tier Damage Over Time mechanics that have not been scaled at all or particularly well, so this update we went over some of these cases to bring forward more Damage Over Time use.
Dart Monkey
Players have found Spike-o-pult’s lower range to sometimes cause issues leading into Juggernaut due to very specific placement being required to aim the attack on this path and how that aiming changes along with increased range, while quite a niche problem we feel it’s fair enough to match the range across these upgrades to address this concern.
  • 3xx Spike-o-pult range increased from 32 > 36.8
  • 4xx Juggernaut range remains unchanged at 36.8
Bomb Shooter
In efforts to bring more player control the MOAB Assassin ability will now follow tower target priority to determine its targets, although note it will still never target non-moabs. As a mainly AoE path Fortification will always be a powerful weakness unless the bonus was to be far more than double effectiveness, we feel in hindsight it was never a good idea to try and counter that weakness on this path, instead we’re going to lean more into the raw cheap AoE damage output that this path specializes in and players can deal with fortification on their own with the leftover cash from this price reduction.
  • x4x MOAB Assassin ability follows target priority instead of Strong
  • xx5 Bomb Blitz price reduced from $35,000 > $28,000
  • xx5 Bomb Blitz attack cooldown reduced from 1.5s > 1
  • xx5 Bomb Blitz damage reduced from 6 > 3
  • xx5 Bomb Blitz no longer deals bonus damage to Fortified
Ice Monkey
Embrittlement is cheap and balanced by its limited range and rate making it difficult to apply to very many targets with reliable frequency, however Super Brittle is far more expensive but still faces these same struggles. Feels fair for the cost to increase its attack rate further.
  • 5xx Super Brittle attack cooldown reduced from 2.16s > 1.8s
Sniper Monkey
Bouncing Bullets still feels decent enough at some points, however we feel it’s too difficult to save up into to justify the current power level. We’re shuffling prices to allow this upgrade to come online sooner while keeping the path at the same value for higher tiers as these still offer additional income support that they are balanced around. Additionally we think the T5 sniper changes for improving sniper farming QoL was a step in the right direction, however we want to take it further and work this way directly from the T4 Supply Drop.
  • x3x Bouncing Bullet price reduced from $2,800 > $2,400
  • x4x Supply Drop price increased from $7,200 > $7,600
  • x4x Supply Drop now triggers other supply drops when one is used
Monkey Sub
As currently nothing else ever happens with the main attack beyond T2 on the top path we want to give Energizer a little more power here to promote reason to un-submerge, although knowing how well this attack scales in terms of buffability we’re starting off with a careful amount to not take this too far.
  • 5xx Energizer main dart attack damage increased from 1 > 5
  • 502 Energizer airburst attack damage increased from 1 > 5
Monkey Buccaneer
General improvements made to higher tier DoT applications for Buccaneer. The pierce from bottom crosspath seems to be better after destroyer currently, so this also acts as some crosspath balancing for Flagship. Middle path buccaneer continues to attack with its initial 1 damage projectile that never gets upgraded but the Cannons are very much intended to be a ‘replacement’ upgrade to this main attack, so we are finally disabling that dart along with improving the damage of grapes for the T3 & T4 on this path so the lower tiers can save into Pirate Lord better.
  • 420 Aircraft Carrier damage over time increased from 2 > 4
  • 520 Carrier Flagship damage over time increased from 2 > 9
  • x3x Cannon Ship main dart attack disabled
  • x3x Cannon Ship Grape damage increased from 1 > 2
  • x4x Monkey Pirates Grape damage increased from 2 > 3
  • x4x Monkey Pirates damage over time increased from 2 > 4
  • 024 Flavoured Trades damage over time increased from 2 > 4
  • 025 Trade Empire damage over time increased from 2 > 9
Heli Pilot
The blowback rate of Special Poperations is being increased to reflect the previous changes upgrading downdraft to support chinook and bring up more lategame value in the support capabilities of this path. Comanche Commander’s value soared recently with buffs along with the recent Geraldo subtowers bugfix which solidified it as a strong lategame dps, and given the powerful synergies right now the current price feels far too low for what is now a solid pick for any map; we feel this may not be enough of a nerf but wish to hold off until v43 for further changes to be considered with this synergy.
  • x5x Special Poperations downdraft attack cooldown reduced from 0.15 > 0.075
  • xx5 Comanche Commander price increased from $32,000 > $35,000
Mortar Monkey
We’re feeling quite happy about the overall state of mortar compared to how it has fared in the past, however the Burny Stuff crosspath is still very hard to justify on middle mortar so along with other DoT attacks in this update we’re trying out a slight increase to damage over time across this path.
  • 032 Heavy Shells burn damage over time increased from 1 > 2
  • 042 Artillery Battery burn damage over time increased from 1 > 3
  • 052 Pop & Awe burn damage over time increased from 1 > 5
Wizard Monkey
Wizard is feeling effective across the board with nice use cases across each path so there was hesitation about making changes. Nevertheless we felt there were important changes here with DoT in mind, so there’s now new scaling on the Dragon’s Breath attack improving damage over time on higher upgrades and a for-fun change to the projectile count assisting in spreading flames to many targets. We understand we are affecting current balance but it’s done in the name of fun and for Wizard fans.
  • x4x Dragon’s breath damage over time increased from 1 > 2
  • x4x Dragon’s breath attack now ‘fires’ (hehe) 2 projectiles
  • x4x Dragon’s breath attack pierce reduced from 4 > 3
  • x4x Summon Phoenix ability projectile speed increased from 350 > 450
  • x5x WLP’s Dragon’s Breath attack damage over time increased 1 > 10
  • x5x WLP’s Dragon’s Breath attack now fires 3 projectiles
  • x5x WLP’s Dragon’s Breath attack damage reduced from 6 > 2
  • x5x WLP’s Dragon’s Breath attack pierce reduced from 50 > 15
Super Monkey
We lowered the price of Tech Terrors to keep them ‘unchanged’ with Robo’s recent balancing, however in hindsight Robo is still too powerful and Tech Terrors themselves were already good enough that they really should’ve taken the hit along with Robo. Instead as they have risen in power even more, both of these upgrades are being properly nerfed now with a compensatory price buff to Anti-Bloon instead (hopefully not groundhogging to where Anti-Bloon becomes far too powerful and more changes are needed in v43)
  • x3x Robo Monkey price increased from $7,000 > $7,500
  • x4x Tech Terror no longer slightly increases attack speed
  • x4x Tech Terror price increased from $18,000 > $25,000
  • x5x Anti Bloon price reduced $90,000 > $80,000
Ninja Monkey
Bottom path Ninja never does anything with the main shuriken projectile past the xx1 upgrade leaving it inconsequential on higher tiers. Given that Flash Bombs can feel lacking without heavy support, we’re trying out a change that makes Flash Bomb Ninja scale better with attack speed and pierce as something of a combo-attacker. Overall, this feels pretty ‘right’ for ninjas and more importantly it’s cool and sometimes that’s what matters most.
  • xx3 Flash Bomb main Shuriken attack deals more to stunned Bloons +3
  • xx4 Sticky Bomb main Shuriken attack deals more to stickied targets +3
  • xx4 Sticky Bomb damage reduced from 500 > 450
  • xx5 Master Bomber main Shuriken attack deals more to stunned Bloons +9
  • xx5 Master Bomber main Shuriken attack deals more to stickied targets +9
  • Paragon main Shuriken attack deals more to stunned Bloons +15
  • Paragon main Shuriken attack deals more to stickied targets +15
Alchemist
As groups of Berserker Brew seem proportionally too good compared to upgrading to Stronger Stimulant in some cases, we are slightly shifting price down into T3, keeping the total price of Stronger Stimulant the same but adding up more if choosing to spam T3 Brews. Back to improving damage over time, Lead to Gold currently deals a large damage increase to Leads but only on the main impact of the attack. I’m sure you can see where we’re going with this.
  • 3xx Berserker Brew price increased from $1,250 > $1,300
  • 4xx Stronger Stimulant price reduced from $3,000 > $2,950
  • xx3 main attack damage over time now also deals bonus to Leads +9
Druid
Same as the sniper, group triggering these spam abilities that require no timing other than ‘as soon as possible once off cooldown’ feels like a good quality of life change for those wishing to play alternate farming methods.
  • x4x Jungle’s Bounty now triggers all available Jungle’s Bounty abilities when one is used
Banana Farm
Banana Central’s current level of buffability for a single tower makes it quite exceptional of a cash producer right now so it is increasing in cost. Players have made it clear that for Boss Events the current cooldown on IMF Loan regularly puts it into a position where timing is frustratingly tight in order to maximize profits when farming with banks, so we’ve agreed to loosen up on this cooldown to help with this issue. Finally, the Banana Salvage crosspath is also being increased in cost to reflect the current huge value granted to it with sellback metas where it is used.
  • 5xx Banana Central price increased from $100,000 > $115,000
  • x4x IMF Loan cooldown reduced from 90 > 85s
  • xx2 Banana Salvage cost increased $200 > $400
  • xx3 Marketplace cost reduced from $2,900 > $2,700
Beast Handler
When first creating Beast Handler we balanced the T1-3 upgrade costs with a goal of creating a decision point between spending free playable space to save on cash or spending more cash to save on playable space. However in practice though some people have come on board with spending their playable space as a resource for more power; actual interest is much more divided between maximizing cost efficiency of these merges or simply using different towers. Given that spam of lower tier handlers already comes with the advantage of allowing them to be repositioned over a larger area, we’re changing our approach with a full cost rebalance across most T1-3 upgrades for exactly equal cost per point of merged beast power, instead leaving the nuance around understanding higher value merges & footprint advantage to depend more on discounts.
  • 1xx Piranha price increased from $160 > $170
  • 2xx Barracuda price reduced from $875 > $850
  • 3xx Great White Shark price reduced from $2,950 > $2,075
  • x2x Adasaurus price reduced from $945 > $890
  • x3x Velociraptor price reduced from $2,600 > $2,170
  • xx1 Gyrfalcon price increased from $190 > $210
  • xx2 Horned Owl price reduced from $960 > $940
  • xx3 Golden Eagle moab penalty increased from 29 > 44
  • xx3 Golden Eagle damage reduced 2 > 1
  • xx3 Golden Eagle damage range reduced 4 > 2
  • xx4 Condor damage remains 2
  • xx4 Condor damage range remains 4

Hero Balance

Quincy
Quincy’s Storm of Arrows feels a little more like a downpour of wet pool noodles once Super Ceramics & especially their Fortified variants come around. However instead of making a drowning Quincy skin to pair with Lifegurd Brickell we are granting a large bonus to Ceramic Damage for the ability around the point you’ll need to deal with these.
  • Lv18 Storm of Arrows deals bonus damage to Ceramics +18
  • Lv20 Storm of Arrows deals bonus damage to Ceramics +24
Gwendolin
Looking back over her kit, we noticed that we’ve never improved the actual attack itself for Gwen’s Heat it Up. Allowing her to be juiced up with high attack speed in order to spam these supercharged bursts of damage sounds fun and cool, so while noting that this will also increase the uptime of her buff we’re removing the limiter on her Heat it Up rate and pumping up its damage tenfold.
  • Lv4 Heat it Up now has pierce of 100
  • Gwen’s attack rate levels (Lv12, 15, 18) no longer reduce Heat it Up frequency
  • Lv12 Heat it Up damage increased from 3 > 10
  • Lv15 Heat it Up damage increased from 3 > 20
  • Lv18 Heat it Up damage increased from 3 > 30
Obyn Greenfoot
Playing on ‘growth’ with his nature theme we’re allowing Obyn to sustain a long-lasting army of Brambles across multiple rounds, and we are doubling Obyn’s buff to Jungle Druid range to hopefully make it significant enough to enable druids much more power for a mid-late farming setup.
  • Lv3 Brambles cooldown reduced from 35 > 30
  • Lv3 Brambles round duration increased from 1 > 5
  • Lv5 Range buff for x3x druids increased from 20% > 40%
Benjamin
Benjamin’s value as a farming hero is majorly tied to how much more efficient he is at Lv1 than base farms and at a lower cost, whereas his higher levels of cash generation are quite inconsequential. Given this along with his early game snowball being a general balance concern, we're lowering the base cash generation to not be so overwhelming but also pumping up cash generation into his higher levels so he brings a lot more to the table later.
  • Lv1 cash generation reduced from $100 > $80
  • Lv2 cash generation reduced from $150 > $120
  • Lv8 cash generation remains unchanged at $250
  • Lv11 cash generation increased from $300 > $1,000
  • Lv15 cash generation increased from $500 > $2,500
  • Lv17 cash generation increased from $800 > $5,000
Ezili
Ezili has a good anti-camo build, however as her totem cant be used in CHIMPS and her main attack never upgrades to de-camo DDTs this means she is never able to de-camo DDTs when playing in CHIMPS even though her totem easily counters them in the base game. While we don’t have any concerns with some heroes being relegated more as ‘non-chimps’ heroes, we felt no reason not to solve this simple issue by allowing her main attack to upgrade to counter DDTs as well.
  • Lv16 Main attack can now de-camo DDTs
Corvus
Haste is a combo-only spell with little value on its own without buffing other spells - so we’re making it much cheaper to realistically combo more often without being such a large mana drain. Storm is a little too effective both at AoE cleanup and also single target, so the rate is being reduced slightly
  • Lv3 Haste cost reduced from 75 > 50
  • Lv8 Storm attack cooldown increased from 0.1 > 0.12
Higher levels of Corvus feel they have far too much mana which leads to difficult to maintain and less interesting spam of spells, so we’re lowering the range in which Spiritual Balance grants bonus mana recovery
  • Lv8 Corvus mana gain curve decay start point 40% > 25%
  • Lv8 Corvus mana gain curve decay end point 80% > 65%
The cycle of Recovery into Nourishment over and over to maximize XP earnings while never having corvus attack ruins the fun of actually playing this hero, so we’re ending this.
  • Recovery spell no longer applies cooldown reduction to Nourishment
We wanted to avoid passive stall mana gain with Corvus initially, however in order to grant a little bit more leeway for co-op splits or general bad placement, we are allowing Corvus to passively generate a little mana over time while Bloons are spawning but reducing the mana gain from popping Haunted Bloons
  • Lv1 Haunt mana gain per layer reduced from 8 > 5
  • Lv1 Corvus passively recovers 1mana /s so long as Bloons are spawning
Relic Knowledge Balance
We’ve included slight tweaks for a few relic knowledge. Many of these relics are having slight number increases as they seem to have low value across all tile types (relics with low usage only on some tile types have not received changes as they still have value in niche cases), Restoration maximum barrier size is being reduced slightly as it too effectively acts as a complete camo counter in many cases while also providing benefits against non-camo Bloons.
  • Hero Boost: Hero XP multiplier increased from 15% > 20%
  • Broken Heart: Bonus damage to Regrow increased from 1 > 2
  • Going the Distance: Range bonus increased from 20% > 30%
  • Fortifried: Bonus damage to fortified increased from 1 > 2
  • Restoration: Maximum barrier reduced from 200 > 150
We want to do more with relics in the future, though these can be trickier to do much balance with without adding additional functionality as most of them only modify a single variable, but feedback here is appreciated.
If you’ve made it this far we just wanted to mention that the issues mentioned at the top of the bug fixes allowing players to exceed the prop limit didn’t actually allow you to submit the map afterwards, so hope no one read through that then tried to submit some crazy map before updating!
Looking Forward
  • We’ve deepened team discussions about all of the topics raised in the Update 41 notes, and we’re so pleased to make player revenue sharing a reality this early in the year. As always, we’ll be looking for your feedback on the player creator system, and we’ll be thinking about improvements in platform coverage and any specific additions needed to better support the Game Editor and mods system later in the year. We continue to enjoy the experimental and story-related elements of the Quests system, and it’s generating more room for great ideas all across the team to quickly turn into live gameplay. We have one surprise that will happen before Update 43, so we’ll talk about that once live, and until then here is the latest news on key content that we’ve already mentioned.
    • PlayStation: We were on track for early April launch but did have issues to fix from our submission, so we are back in the pipe and very close to launch. Stay tuned to Ninja Kiwi social feeds, where we’ll post the date as soon as that is locked in.
    • Console Updates: We are shifting our priorities as stated in Update 41, as we have heard loud and clear from Xbox players that they are frustrated to be so far behind the other platforms. Once PlayStation is out, our next priority will be a content update for Xbox and PlayStation, focusing on maps, Heroes, and other content that can come forward without substantial input reworks (meaning substantially different UI and controls like Contested Territory, Corvus’ spellbook, and more complicated interactive maps like Polyphemus). We are going to try to bring as much forward as possible, but we will err on the side of leaving a few more complicated elements out of the update in favor of getting a huge chunk of content in the hands of very patient Console supporters. We are still keen to get Switch into development after this content update.
    • Jetpack Hero is planned for Update 43 and Mermonkey Tower for Update 44. These are both in progress and looking to add super fun play mechanics - fitting well with the other Monkeys but also standing out as quite unique.
    • Boss Rush Team Event is in development for Update 43 but there is a heap of backend to all multiplayer and Team related systems, so we will shift this back if needed.
    • Game Editor: Not much to report on this other than we are further defining the core architecture of the system to be future proof, and we’ve had initial conversations with existing BTD6 modders and we’re further defining the scope of the initial launch this month, so stay tuned on this.
  • Enjoy the update and thanks as always for your reactions, thoughts, and feedback. We’re always looking to blend our instincts and ideas with the fantastic feedback we’ve come to expect (and massively respect) from our more awesomer community.
submitted by NoSneezePlz to btd6 [link] [comments]


2024.04.07 21:02 7Restless7Gambler7 Scaling Mitsuki: Why he’s stronger than you think

His Sage transformation is so powerful that he was able to blitz Orochimaru before he even entered the Ninja academy https://imgur.com/a/Trnyaop With his base level only being that of a Chunin at this point, the potency of his transformation must be far greater than any other use of Sage mode in the series
In TBV, he was able to physically restrain Boruto who needed FTG to escape his grip https://imgur.com/a/t6UpvzG Boruto has physical strength comparable with Code who is stronger than Jigen https://imgur.com/a/K0pyEqR
Boruto then uses Purple Lightning, a jutsu more powerful than Chidori, to counter Mitsuki’s attacks https://imgur.com/a/nwbRsNU Boruto can amp his sword slashes with chakra to boost cutting power and yet still needed to use Purple Lightning to counter Mitsuki https://imgur.com/a/4sxEmaG If he didn’t need to do this, then he simply wouldn’t have, and just used basic sword attacks like he did against the Claw Grime instead https://imgur.com/a/J43gkaW
Mitsuki could deflect Boruto’s shuriken which should also be imbued with chakra just like his sword https://imgur.com/a/J8Aisio
Mitsuki creates clones that are instantly in Sage mode from the moment they are summoned https://imgur.com/a/4km64A8 This is a greater feat of Senjutsu control than that of Naruto, who still needs to take the time to enter Sage mode and have his clones build up Nature energy, despite long since surpassing Minato and Jiraiya in his mastery over Sage mode https://imgur.com/a/WhVbBDH
Boruto enhances his sword with lightning jutsu again to take down Mitsuki’s clones, which should be weaker than his original body https://imgur.com/a/9m7VRrv This means they’re strong enough to not be taken down with basic chakra enhanced sword attacks
Mitsuki’s Snake Lightning jutsu is powerful enough to clash evenly with Boruto’s Thunderbolt jutsu https://imgur.com/a/4ob9G9D Databook 3 states that when ninjutsu clash, the weaker of the two will be pushed back https://imgur.com/a/ssTujtQ But this did not happen with Mitsuki’s Snake Lightning which means it scales to Boruto’s Lightning ninjutsu
Mitsuki can perceive and react to Boruto’s speed, despite Boruto saying that he wouldn’t go easy on him https://imgur.com/a/CqHnguu This would mean that Boruto is only holding back killing intent and not his general power level. If he really could have blitzed Mitsuki, then he would have done so and ended the fight immediately. Since Mitsuki can keep up with his speed, this means that Mitsuki’s own speed is top tier since V2 Jigen was blitzing Naruto and Sasuke, and Boruto scales above Jigen
In conclusion, SM Mitsuki is a top tier Otsutsuki level fighter
submitted by 7Restless7Gambler7 to NarutoPowerscaling [link] [comments]


2024.04.05 14:43 citrusfruitt NOTORIOUS (Tales of Tarlo, Part Two)

NOTORIOUS (Tales of Tarlo, Part Two)
Hey guys! I thought I'd share my first-ever playthrough of Notorious, a sci-fi tabletop roleplaying game for one player. You take on the role of a Nomad, a notorious bounty hunter who works for the Nomad's Guild in a war-torn galaxy. You'll accept contracts to track down targets, dead or alive (but no disintegrations!), and face off against hostiles and rivals. Succeed and earn credits and infamy, but fail and face the consequences of the Guild's code. This is the continuation of Tarlo's story. Click here for Part One

https://preview.redd.it/4za1zam2pnsc1.png?width=1280&format=png&auto=webp&s=dc1ef06f743dc416755bb19a6bf93b27097691db

Part Four

A twist of morning light revealed an unexpected sight in the labyrinthine alleys near the Maw. Tucked amongst overflowing bins and crumbling brickwork stood a peculiar statue. It depicted a graceful warrior, their flowing robes a stark contrast to the grimy surroundings. The statue felt ancient, as if it had witnessed the rise and fall of empires in this forgotten corner. Beside it lay a broken shuriken launcher, its jagged teeth a grim reminder. A tremor of unease ran through Tarlo. This weaponry mirrored the brutal tools of their past, instruments of punishment wielded by the very cult they'd fled.
Shaking off the unwelcome memories, Tarlo pressed on, eventually arriving at a small outpost buzzing with activity. The Red Moon Syndicate held sway here. Razor's Edge, the syndicate's bar, was a haven of dim lights and long shadows. Crimson hues bled from flickering neon signs, casting an unsettling glow on dusty screens that scrolled with cryptic messages. Within, a volatile mix of syndicate thugs and down-on-their-luck scavengers huddled together, each wary of the others. Tarlo weaved through the tense atmosphere, seeking information on his target.
Their inquiries were met with blank stares and nervous glances. Zane remained elusive, but Tarlo's presence, and likely Glitch's too, did not go unnoticed. A hulking brute, her form augmented with cybernetic enhancements, stood sentinel by the door. Her menacing glare swept the room, heavy footsteps sending shivers down spines. This imposing figure was the picture of unwavering vigilance, ensuring order and snuffing out any potential trouble before it could spark.
As Razor's Edge settled into the rhythm of the late hours, a scrap of paper materialized in Tarlo's pocket, delivered with a silent brush. "Zane's mine first. Lay off his bounty." An address scrawled. Thirst for information trumping the warnings, Tarlo plunged out into the neon-drenched underbelly. The clatter of their boots echoed across a hulking metal bridge, leading them face-to-face with a formidable foe.
Magdalena, a human Nomad with a name that sent a jolt through Tarlo's memory. A ghost from their past, a former ally who had infiltrated the Mystic Order as a spy, extracting secrets for reasons unknown. Her allegiance remained a tangled web. The air crackled with unspoken hostility as Magdalena launched into a vicious attack, fueled by her deadly martial arts skills and a concealed blade. With Glitch's unwavering support, Tarlo prevailed, but victory wasn't without its bite. Mercy, a rare commodity in this concrete jungle, found its way into their actions. They spared Magdalena, the fight momentarily forgotten when a searing streak of light tore through the sky. An escape pod, its emergency beacon a desperate cry for help, plummeted towards the bridge. It slammed into the unforgiving metal, perilously close to the edge. With the scent of scorched metal heavy in the air, Magdalena seized the opportunity and vanished into the night.
Tarlo, body aching and spirit weary, retreated to the familiar, albeit unsettling, embrace of Razor's Edge. A heavy metal tankard, cold and reassuring in their grasp, awaited them. Inside thrummed a concoction known as the Jackhammer, rumored to be a potent mix of crushed gears and engine coolant. A potent antidote for the day's turmoil, guaranteed to numb the senses and leave a metallic echo on the tongue. As they downed the drink in a single, burning gulp, Tarlo knew the hunt for Zane was far from over. The night, however, offered a fragile respite, a chance to gather their thoughts and steel themselves for the battles yet to come.

Part Five

The city outside, battered by the relentless war, mirrored the turmoil within. Skeletons of once-majestic skyscrapers, their windows vacant black holes reflecting the crimson glow of neon signs, clawed at the polluted sky. War's brutal hand had stripped these structures bare, leaving them uninhabitable husks. The vibrant underbelly, once a symphony of electric hues, sputtered erratically. Many signs remained permanently extinguished, a chilling testament to the city's lost vibrancy.
A sliver of hope pierced the gloom when Tarlo stumbled upon Spark of Rebellion. A modest settlement run by a fledgling faction, The New Uprising. Buildings cobbled from salvaged materials and pre-fab structures stood in defiance of the surrounding decay. There, fate brought them face-to-face with LL, a Pellucid member of the uprising. Her eyes, filled with a loathing for the ongoing war. A stark contrast to the harsh realities of the city, LL harbored a surprising past. In her homeworld, she was a celebrated lightscale racer, a daredevil who zipped across vast crystal formations. Her voice, when she spoke of those races – competitors hurtling along light beams refracted off the facets, fueled by adrenaline and camaraderie – held a wistful longing.
The quietude of Spark of Rebellion was shattered by the arrival of a hulking Gnol named Arvo. A roadmap of vicious encounters etched itself onto Arvo's form, gruesome scars left by past enemies. With a smirk, Arvo revealed Magdalena's capture. Torture had loosened her tongue, and their location was no longer a secret.
Arvo's next words struck a deeper blow. Zane's audacious attempt to eliminate the Syndicate leader had backfired spectacularly. A stray shot, a testament to Zane's recklessness, had crippled the city's main power grid, plunging entire districts into chaos. Arvo's scoff was almost worse – the devastation was dismissed as a mere inconvenience. It became heartbreakingly clear – Zane's ruthless pursuit of power had unleashed devastation on countless innocents.
Rage simmered beneath the surface as Tarlo engaged Arvo in a brutal melee. Blows were exchanged, sweat mingled with grime, and the metallic tang of blood filled the air. Glitch, ever the loyal companion, joined the fray. Finally, with a decisive crackle of energy from Tarlo's electrostaff, the Gnol brute crumpled.
Victory tasted bittersweet. Time was of the essence. They patched themselves up with grim efficiency, adrenaline masking the throbbing pain. Staying in Spark of Rebellion wouldn't be safe; who knew who else Zane had in his clutches? With a heavy heart and a steely resolve, Tarlo gathered their supplies. The hunt for Zane had taken a dark turn, leading them deeper into the Iyama's underbelly.

Part Six

A pack of scavengers materialised on hover-bikes, circling Tarlo and Glitch with practiced ease. Relief washed over them – just a territorial patrol. These weren't enemies, but locals banding together to control the lucrative salvage trade. Their turf was theirs, and they fiercely defended it, ensuring the spoils of the wasteland remained in their clutches. They intercepted and decrypted communications, gleaning valuable intel on rival factions and potentially, Zane's whereabouts.
Tarlo's pulse quickened. This might be the break they needed. The leader, his voice gravelly from years spent breathing recycled air, offered a cryptic clue about Zane in exchange for a hefty sum of scavenged tech. After weeks spent scouring the planet, Tarlo had accumulated more than enough. The deal was struck. Their destination: The Scroungehold.
A sprawling network of makeshift stalls and tents crammed into the underbelly of a decaying megastructure, the Scroungehold buzzed with chaotic energy. Flickering chem-lamps cast an eerie glow on mountains of scavenged goods, where hagglers bartered with gusto and the rhythmic clang of recycled metal filled the air. There, amidst the cacophony, they encountered Bargain Bob, a human with a silver tongue and an eye for profit. Every inch the shrewd businessman, Bob peddled his wares with charm, always on the lookout for a lucrative deal.
Hope surged through Tarlo. Bob, with a sly grin, mentioned seeing Zane browsing rare patches for a new jacket at a nearby antique stall. The target was close. The hunt was far from over, but for the first time in a long while, a glimmer of victory flickered on the horizon.
A wave of disbelief washed over Tarlo as their eyes landed on Zane. This couldn't be real. Zane, the spiritual leader of their youth, a revered figure from a past they thought long buried, stood before them. The weight of betrayal pressed down on Tarlo. Why was Zane here, tangled in this web of violence?
A cruel smile played on Zane's lips. He reveled in Tarlo's shock, using their past as a weapon. They felt their resolve weaken, their emotions manipulated for Zane's gain. But Tarlo wouldn't be broken. Zane revealed his plan - a rebellion. He sought a coup within the Red Moon Syndicate, a daring move that threatened to cripple their entire operation. Zane, it seemed, wasn't the monster Tarlo feared. He despised the Syndicate's brutality and aimed to seize control, steer it on a different course.
Further twists emerged. Zane informed them of the client's true intention – to capture him and sell him back to the Syndicate for an even steeper price. This revelation solidified Tarlo's resolve. They would complete the job, but on their own terms. The fight erupted in a chaotic ballet of flashing blades and crackling energy. A shuriken, a glancing blow, sent a searing pain through Tarlo's arm.
Suddenly, the sting of a chem-storm filled the air. A torrent of toxic chemicals rained down on the Scroungehold, forcing everyone to scramble for cover. Zane, momentarily stunned by Tarlo's shock rifle, was a fleeting target. In the ensuing chaos, a heavily modified scavenger, their body a patchwork of makeshift gear, became collateral damage, caught in the crossfire.
With a final surge of power, Tarlo unleashed a potent electrical pulse from their shock rifle. It slammed into Zane, disrupting his nervous system, causing instant paralysis. He crumpled to the ground, a prisoner of his own body. The fight was over.
Exhausted but victorious, Tarlo and Glitch navigated their way back to Razor's Edge. Zane, a limp figure slung over their shoulder, was delivered to the hulking brute by the door. As they dropped him unceremoniously at her feet, Tarlo ordered another Jackhammer – a well-deserved reward after the day's ordeal. The metallic tang of the drink promised a brief respite, a chance to numb the aches and grapple with the unexpected truth about Zane. The lines between good and bad had blurred once again, leaving Tarlo to question everything they thought they knew.
submitted by citrusfruitt to Solo_Roleplaying [link] [comments]


http://swiebodzin.info