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Warrior Cats Game Ideas/Possibilities

2024.06.09 17:12 A-R-U Warrior Cats Game Ideas/Possibilities

So I came across a post recently, where the person asked what we would want in a warrior's game, and it got me to remember a document I had made ages ago now regarding that. Now warning, this post is extremely long, and much of what I've written down probably isn't possible to achive (I'm no game develouper). But if you're curious, and find something you like on this list that's do-able, then feel free to run with it, cause I would love to see this in action. (Sorry for any weird spelling/grammar, this is my second language).
Character Creation:
Breed:
-Pureblood.
-Mixed between 2 (choose which trait you want from which breed).
-A specific breed with some minor differences/changes, due to mix breeding.
-A mix of several breeds (from 6 to 10 different breeds, choosing between which trait/look you want from which breed).
-Normal house cat (breeds unknown/unrecognizable/unimportant, free to choose whatever looks/traits from whatever breed).
Fur:
Patterns:
-Single color (with/without different areas with lightedarker markings).
-Single color, except for one, partly or fully, different colored body part.
-Two colors (choose where you want which color to be and the size and shape of the different colors).
-Tabby (choose if the markings are paler or darker in color compared to the main, solid one): Spotted, Classic, Mackerel, Ticked, Patched Tabby markings (in regards to the patched tabby, the player can choose where they want which color to be and the size and shape of the patched areas).
-Multi Colored: Tortoiseshell (bridled, patched), Calico (traditional, dilute, patched tabby). The player can choose where they want which color to be and the size and shape.
-Color Points: Lynx, Seal-Mink, Seal-Point, Seal-Solid.
Colors: Amber, light amber, smoke, black, blue, caramel, caramel 2, chocolate, lilac, cinnamon, fawn, light brown, red, ginger, cream, apricot, orange, white.
-Albino (half or full).
Choose realistic or unrealistic color patterns/combinations (unrealistic = the colors themselves are realistic ones that naturally show up in cats, but the colopattern combinations that can be mixed together aren’t).
Volume, Amount, Length, Appearance:
-Thick, dense, thin.
-Long, medium, short.
-Curly, glossy, wirehair, normal, fluffy.
-Extra fur around the neck, between toes and inside/on top of ears.
-Double layer coat.
-Hairless.
Build:
-Height: Small, big, normal, between small/normal and normal/big (a bar the player can slide to adjust the size).
-Shape: Skinny, lean, sturdy, muscular.
Looks:
Eyes:
-Color: Gray, yellow-gray, blue-gray, blue, blue-green, green, hazel, yellow, amber, orange, brown, red.
-In each: The same color in both eyes, complete heterochromia, sectoral heterochromia in both eyes, one eye with complete heterochromia and one with sectoral heterochromia.
-Shape: Almond, round, oval.
Nose:
-Shape: Flat, normal.
-Color(s).
Whiskers:
-Length.
-Shape: Straight, curly.
Legs:
Length: Hind legs can be longer than the front legs or all 4 can be of the same length.
Tail:
-Length.
-Look: Plump, feathery, thin, bushy or stumpy/bobbed.
-Tailless.
Ears:
-Size.
-Shape: Rounded, folded, floppy, loosely folded, curled (from 90 to 180 degrees), straight.
Shoulders:
-Size: Broad or normal.
Face:
-Shape: Flat (mild, moderate, profound, severe), round, triangle, square.
Scars: Choose the length, shape, how visible they are, where they are, the amount. (Some will show up after battle practice, and the others after fighting).
Mutation:
Face: Half the player character’s face is a darker color, the other half is a lighter one (the player can choose the two colors).
Paws:
-Split-foot (syndactyly).
-Extra number of toes - only front paws, or with back legs as well - , 4 to 7 on each (Polydactyly).
-Thumb-cat - 1 or more extra toes around the dew claw specifically - (Polydactyly).
Pelt: Vitiligo (players can choose between a spotted pattern, whole areas turning white, or both, and how much of the white color takes over).
Ears: Four ears.
Tail: Shortened and kinked (japanese bobtail gene), no tail (manx tailless gene).
Size: Dwarfism (dwarf cat gene).
Others:
-Missing body part.
-Reduced or complete loss of hearing or vision (one eaeye can also be completely gone - senses vice - while another is reduced, one eaeye can be gone/reduced while the other one is working, one ear and one eye each can be gone/reduced, and both eyes and both ears be gone/reduced. Although, I must admit, I have no idea how it would work gameplay vice if a character is completely blind and deaf, or has one eye/ear with reduced vision/hearing while the other 3 are completely gone).
Any missing/partly missing body part, mutation or reduced/complete loss of the senses will make the game harder and can cause the player character to go through a special training arc.
Other Choices:
Clan. (Player’s choice, or take an in-game test with the possibility of getting more than 1 clan as an answer - making the player a half-clan cat if they go with that, with the clan they got the highest percentage of being the clan the character is born in).
Blood ties: Full blooded, half-blooded cats (the player can choose what trait/skills they want from each clan. It will cause the player character to have a longer apprenticeship in order to prove the player character’s loyalty and dedication as gaining the trust of their fellow clanmates will be harder).
The half-clan option can lead to several different possible outcomes for the parents, the player character and siblings depending on how the player played the game and how well and how many in-game characters trust and like the player character unless the player chooses something specific. The player can also choose how far back in the family tree the half-clan blood runs and who (if only one) of the parents has it.
Family situation:
-If the player character’s parents live in different clans, if one of them moved to the other’s, if they’re still together and if they get along or not, if one or both of them found another mate, and if they end up switching clans at some point during the playthrough.
-Whether the player character grows up with their mother’s or father’s clan (if the parent’s lives in different clans. The game will provide the player character with a foster mother and siblings if the player chooses the father’s clan).
-If the player character grows up with siblings, and whether or not none, some of or all of their siblings live with the player character (if the parent’s live in different clans), and if the player character knows about their other siblings - and if the siblings knows about them, or only the siblings know - if they do live in different clans.
-The player can also choose if their character and clan knows or is unaware about the fact that they are half-clan (the player can also choose if only the clan or only the player character is aware/unaware of it).
-Parent(s) with half-blood (what traits they have from each clan, and if they’re in one of the clans they have blood ties to, or in one of the other three. If they are in one of the other clans this will give the player the opportunity to add traits from said third clan to their character, deciding how many/few traits the player character gets from each clan, as long as one of the player character’s other parent has blood ties to the third clan).
Most traits from=check off 6 boxes, some traits from=check off 4 boxes, few traits from=check off 2 boxes. In case of half-clans the player can check off 6 boxes from each side/clans, or remove some from one side and spend them on the other. If both parents have blood from the same clan, that clan/side has to be what the player character has the most filled out boxes from.
-What role the player character’s parents have (including being a medicine cat. The different roles affect how the player character is treated).
Character vice:
-Gender.
-The player character’s name (either the whole name or just the first part, in which case the second part will be given based on your dialogue choices/reputation and what specific skill(s) the player character excels at).
-Choose what the player wants their character to be honored for during the full name ceremony or have the game choose based on the player character’s game-play/performance (same with what lives the player character receives if they become clan leader).
Likes/Dislikes/Preferences, player character vice and npc vice:
-Fur color(s)/pattern, eye color, build, gender and personality regarding npc’s.
-Sayings/expressions.
-Rival clans.
-Other ranks within the clan.
-Half-clan cats.
-Places.
-Prey.
-Weather.
-Seasons.
How player character feels about:
-Rouges/loners/kittypets.
-The opposite gender.
-Different personalities.
These choices will affect the dialog options in the game.
After finishing the game the 1st time, the player will be able to go to the menu and choose one of the special powers mentioned in the series (maybe also some new ones) to give to your character. The player can also go into the menu and change it during the play-through if they want. And they can choose to play as a character from the Warriors series.
Possibly other choices:
-The personality of the player character’s parents (if they stay close or grow distant/cold towards the player character. What they feel about their former mate, if they still see the player character as their kit, or regret having them).
-The looks of the player character’s parents (unless they’re the foster family).
-The looks of the player character’s siblings (unless they’re the foster family).
-Number of siblings (unless they’re the foster family).
-The sibling’s names (unless they’re the foster family).
-The sibling’s genders (unless they’re the foster family).
-The personality of the siblings (unless they’re the foster family).
-The future position of the siblings (unless they’re the foster family).
-If the player character and the siblings are half-clan, what traits each of them got from the other clan(s).
-If the player character or one of the siblings are the player character’s parent’s favorite or if everyone gets equal attention/love (regardless if they’re the foster family or not).
-How the player character’s siblings feel about one another and the player character. Who’s their favorite sibling to hang out with, who they don’t get as well along with, if any (regardless if they’re the foster family or not).
-If the player character and the siblings are half-clan, what they feel about being half-clan, what they feel about the way the clan treats them and if they want to, and if they end up, switching clans.
-If one or both of the parents passes away and when (before birth, during your character’s kit-hood, as an apprenticeship, afteshortly after becoming a warrior), giving the player the possibility of being in a clan that mostly don’t trust the player character, with only the player character’s siblings for comfort if the player chose the “parents in different clans” option (if the player choose for both of the parents to pass away or the mom while the player character lives in their clan while the player character is a kit, the game will give the player a foster family).
-An option for it being certain and one for being uncertain about whether or not all of the player character’s siblings survive into adulthood/survive long enough to become elders, and whether or not the player character’s parent(s) survives long enough to become an elder.
-Having the option to start the second playthrough as a kittypet, loner or rogue (full, or part kittypet/rogue, kittypet/clan cat, rogue/clancat, lonekittypet, lonerogue, loneclancat). The player can choose if they encounter the clan through positive or negative reasons. Choose at what age the player character meets the clan. Choose whether the player character’s siblings, all of them or just some, choose to join the clan as well and if they choose to join the same or want to join a different clan.
-Choose which season (and possibly time of day/night) the player character is born in.
-A button that randomly picks every choice the player can make in the “Other Choices and Possibly other choices“ part (apart from the Character vice, Likes/dislikes/preferences and How player character feels about part of the list).
-A button that randomly picks every choice the player can make in the “Character vice, Likes/dislikes/preferences and How player character feels about” parts specifically.
-A button that randomly picks every choice the player can make in the “Character Creation” part.
-A button that randomly picks every choice the player can make in the “Mutation” part.
-A button that randomly picks every choice the player can make.
Every randomize button also gives the player the option to cross out boxes that they don’t want checked off, as well as check off boxes that they do want to specifically get chosen.
-A peace mode where the player can walk around and enjoy the territory without the risk of enemies/events, and possibly the other clan’s territories and camp, watching the in-game characters walk around, performing tasks and interacting with each other without the risk of getting attacked/hurt.
Game-play:
The Warrior Apprentice Path:
-Learn about the warrior code.
-Learn about the territory and its layout-how to use it to the player character’s advantage.
-Learn about predators and how to fight them or stay hidden from them.
-Look for, discover and learn about different tracks and track them.
-Learn about prey and how to detect, sneak up on and catch them as different prey requires different techniques.
-Learn where the borders are.
-Learn where scent marks are.
-Mark the territory.
-Learn to look for signs that someone has crossed the border and/or taken prey from the player character’s clan’s side.
-Master different battle techniques, learning when to attack and defend and what technique the player character can/should use when.
-Train and specialize in player character’s clan abilities:
ThundeShadow/SkyClan: Tree climbing.
ThunderClan: Moving/sneaking through heavy/thick undergrowth.
Shadow/Wind/RiveSkyClan: Sneaking in more open/exposed areas.
ShadowClan: Special night lessons.
RiverClan: Swimming and fishing lessons and fighting in water.
WindClan: Races and obstacle course.
SkyClan: Jumping/leaping lessons.
-Learn and detect the different scents of prey and predators, if it’s stale or fresh, and what kind of prey/predator it is, rivaling clans, dogs, two-legs and non-clan cats.
-Learn how to deal with cats waiting at the border.
-Collect moss and water.
-Fixing dens and nests.
-Removing ticks.
-Keep guard outside the player character clan’s camp (After the first playthrough the player can go into the menu and shorten the amount of time it will take).
-Learn about the important cats from rival clans (leader, deputy, medicine cat, medicine cat apprentice), their scent and their clan’s specialties and weaknesses, and how to best beat them.
-Protect the kits and elders during camp raids.
-Travel with the player character’s mentor to the Moonstone and survive in the area outside the player character’s clan territory (Scripted so that different things can happen on different trips, so two trips in a row is rarely the same. After the first playthrough the player can go into the menu and shorten the amount of time the journey will take).
-Race to the camp to warn the player character’s clan leader about surprise attacks, possibly outrunning a pursuer.
-Attend Gatherings and meet and mingle with other apprentices and make sure not to give anything important away.
-Train/fight against the player character’s fellow denmates while inside camp.
-Bring prey to queens and elders.
-Pass the warrior assignment (skippable).
After the first playthrough the player can choose from the menu to skip the parts where the player character learns about the territory, detecting/tracking/finding, prey and predators, hunting ,scent marks/borders, fighting/ battle techniques, cats waiting at the border and trespassers/signs of it, shortening the player’s time as an apprentice.
The Medicine Cat Apprentice Path:
-Learn about the medicine cat code.
-Learn about the territory and its layout-knowing where to find which herb and when they grow/are in season.
-Master basic battle techniques and when to use which.
-Attend Gatherings.
-Learn the scent of different herbs, predators and other cats and how to detect them.
-Learn the names of different herbs.
-Learn what the herbs look like.
-Learn what the different herbs do.
-Learn how to prepare different herbs.
-Learn how to make poultices.
-Learn what’s dangerous and not.
-Learn about different complications and stuff that can go wrong and what to do.
-Learn how to heal different wounds (keeping infection away), diseases and poisons.
-Learn to recognize symptoms for different diseases and keep it from spreading.
-Travel to the Moonstone (Scripted so that different things can happen on different trips, so two trips in a row is rarely the same. After the first playthrough the player can go into the menu and shorten the amount of time the journey will take).
-Receive dreams/warnings/prophecies/omens from StarClan.
-Learn to assist queens giving birth.
-Learn how to deal with different patients.
-Make sure the plants don’t get destroyed or rot.
-Assist and go over the player character’s clanmates after a battle.
After the first playthrough the player can choose from the menu to skip the parts where the player character learns about the different herbs, injuries, illnesses, territory, fighting, kitting, predators, detecting, poultices, complications, preparation and prevention, shortening the player’s time as an apprentice.
The Warrior Path:
-Pick up interesting news and whispers at Gatherings without getting detected.
-Stand guard duty at night and after the player character receives their full name (Skippable, but the player can also, after the first playthrough, go into the menu and shorten the amount of time those nights will take).
-Lead patrols and decide where to hunt.
-Report back to the leader about any events outside of camp.
-Become a mentor (the player can ask for a specific kit. Mentorship is partly skippable: ceremony - both for the player character’s apprentice apprentices and warrior ceremony and assignment, as well as teaching the player character’s apprentice about territory, detecting/tracking/finding, prey and predators, hunting ,scent marks/borders, fighting/ battle techniques, cats waiting at the border and trespassers/signs of it).
-Make sure the player character’s clan has enough prey.
-Help the player character’s clan through battles and harsh seasons.
-If the player wants to find a mate and start a family, name some of the kits and watch them grow into warriors or a medicine cat.
-Go to other clans in times of war and ask for assistance.
-Join a patrol led by the player character’s leader to another clan’s camp.
-Help find lost kits.
-Rush to help during a border fight.
-Deal with trespassing non-clan cats or predators.
-Perform escort missions.
-Do side quests like playing with kits, rebuild/enforce dens and the camp wall, help out friends within or outside the clan and learn about their past, dreams and secrets.
-Share tongue with the in-game characters.
-Build the player character’s reputation and popularity and increase the chances of them getting chosen as deputy.
-Take the player character’s apprentice to Gatherings and tell them about other cats.
-Take the player character’s apprentice to the Moonstone (Scripted so that different things can happen on different trips, so two trips in a row is rarely the same. After the first playthrough the player can go into the menu and shorten the amount of time the journey will take).
-Go on missions from StarClan.
-Guard any potionsoal prisoners.
The Deputy Path:
-Organize patrols (skippable, in which case the game will pick random npc’s).
-Report to and stand by the clan leader.
-Go on behalf of the clan leader to the gathering, or to deliver important messages to the other clans.
-Step in whenever the clan leader is away from camp.
Ceremony skippable.
The Leader Path:
-Go to the Moonstone and receive 9 lives (skippable, in which case the game will choose what lives the player character gets based on the actions they have taken and who they have supported).
-Choose the clan’s new deputy (skippable, in which case the game will pick the most suitable npc based on the in-game character’s personalities. But, the player can also have the game choose among only certain npc’s based on the player’s specific preferences, like: a cat that can challenge them, a cat that stands by them, a cat the player can teach/mold themselves, a cat that doesn’t need any guidance/help within the new role).
-Make decisions affecting just the player character’s clan or several.
-Get help and guidance from the medicine cat and elders.
-Travel to the other camps to discuss clan matters with that clan’s leader.
-Convince the npc’s about the decisions the player character made.
-Handle any negative feedback from the player character’s decisions, the player character’s popularity (both in the player character’s own and the other clans), and face any challenges about the player character’s leadership.
-Give reports at Gatherings (the player chooses how much they want to tell and what they want to hold back) and solve any possible outbursts.
-Listen to and decide what to do with rival clan cats or non-clan cats coming into the camp.
-Make sure the warrior code is being followed and punish rule breakers accordingly after hearing their explanation, if the player finds that necessary.
-Enter StarClan and receive tips, guidance, encouragement or comfort when the player character loses one of their 9 lives depending on what claimed one of their lives (skippable).
-Hold apprentice ceremonies and assign mentors (skippable, in which case the game will assign the newly made apprentice a mentor).
-Give warriors their full name and choose what to honor them for based on the reports from their mentors (skippable, in which case the game will choose a name based on the npc’s actions/personality).
-Guide and boost the warriors’ spirits during challenging/harsh times.
-Negotiate with rival clan leaders for the safe return of any imprisoned clanmates.
The Medicine Cat Path:
-Make sure there are enough herbs.
-Make sure the herbs are fresh.
-Keep as many of the player character’s clanmates as safe as possible during outbreaks and take precautions.
-Give advice to other medicine cats and/or pick up tips.
-Go to another clan and help their medicine cat (bringing herbs if necessary).
-Pick the herbs that might be needed before leaf-bare kicks in.
-Make sure the player character’s have enough herbs before a planned battle.
-Walk with the cats in StarClan, asking them for advice/guidance.
-Help elders and kits through leaf-bare.
-Make sure the player character’s clanmates get what they need in both herbs and knowledge before going on a long journey.
-Go to the Moonstone with the clan’s newly appointed leader (skippable).
-Get through a hard season with only a few herbs (be it having many different ones but few in numbers of each, many in numbers but few in types, or both few types and low in number.
-Race out of camp to help seriously injured clancats, cats who have accidentally eaten something poisonous, or queens giving birth too early.
-Break heavy news and comfort life changing, seriously injured or ill cats (or family members/mates of mentioned cats), and help train them back up again if recovery is possible/if they survive.
-Prepare fallen clanmates on their way to StarClan (skippable).
-Become the clan’s sole medicine cat (skippable).
-Train an apprentice and give them their full name based on their performance (skippable, in which case the game will choose a name based on the in-game character’s actions. Mentorship is partly skippable: ceremony - both for the player character’s apprentice apprentices and full medicine cat name ceremony, as well as teaching the player character’s apprentice about herbs, injuries, illnesses, territory, fighting, kitting, predators, detecting, poultices, complications, preparation and prevention).
-Help the player character’s clanmates keep faith in StarClan during times of crises.
-Join the player character’s clan leader and clanmates on trips to enemy camps as a show of peace/good faith.
-Share tongue with the in-game characters.
-Take the player character’s apprentice to Gatherings and tell them about other cats.
-Take the player character’s apprentice to the Moonstone every half moon (Scripted so that different things can happen on different trips, so two trips in a row is rarely the same. After the first playthrough you can go into the menu and shorten the amount of time the journey will take).
-Receive omens/prophecies/warnings, and find out which cat/event/clan it refers to.
Small side game:
-The player can play as the spirit of the player’s character, hunting and exploring StarClan or The Dark Forest.
-Get to meet and know the other clan cats the player might not have gotten a chance to in the main game.
-Look over the clan, the next generation in the player character’s family and how they’re doing.
-Visit the player character’s descendants in their dreams.
-Walk around the player character’s old clan camp, and its new members, invisible (and listen in on what kind of stories the player character’s predecessors are telling about them).
-Pass on prophecies/guidance/warnings/omens.
-Take part in meetings between fellow StarClan cats and decide what is best to do for the clans.
-Meet old, famous cats.
-Be part of the 9 cats that give a clan leader their extra lives (the player can choose what the life they give is for).
The Elder Path:
-Telling kits-possibly the player character’s grand or great-grand kits, stories about the player character’s life.
-Spend time and share tongue with the player character’s mate and/or fellow den mates that made it into their senior years.
-Roam freely through the territory whenever.
-Take fallen warriors to the burial place and help bury them.
-Based on the player character’s dialogue/options, the player character can either pass away during a raid on the camp, defending their clan members one last time, or pass away in their sleep during peaceful times.
-A cut scene plays out where the player character hears the voices of old clanmates calling them, and their spirit stands up and walks upwards towards the starry sky.
-As the camera goes from the ground to the sky (birdseye view), the player sees the player character’s clan leader give their speech about the player character at their vigil, and then after zooming further up, the player hears the player character’s clan leader informing the other clans of the player character’s passing during the next Gathering, before the player start playing as a StarClan/Dark Forest cat.
The Kit path:
-Spend some time exploring the camp, playing, make friends, practicing the hunter's crouch, leaping, surprise attacks and wrestling, meeting clanmates and listen to the elder’s stories (after the first playthrough the player can go into the menu and reduce the amount of time the player’s new character(s) spends as a kit).
-If the player character’s spend some time with a specific warrior the odds of that cat becoming the player character’s mentor increases.
-Go through the player character’s apprentice ceremony (skippable).
Playthrough:
-Starts with the player character’s opening their eyes for the first time.
-Encounter different cats outside the player character’s territory.
-During hunting or stealth/sneaking mode make sure not to step on or brush against anything that can make sound or move giving away the player character’s position.
-Make sure the wind is towards the player character, and keep to the shadows if possible.
-Activate a “scent mode”, where the player character gets to see everything in different colors, each color representing a scent (the amount of it telling how old or new it is).
-The player character’s get points based on how well the player character hunts, fights and helps out inside the clan, and if the player character’s do well enough the player character gets taken to Gatherings.
-Getting caught breaking the code will result in punishment.
-Stay a clan cat, switch clan, become a loner, rogue or kittypet (which can cause the player character’s to not end up in StarClan/The Dark Forest).
-The game ends with the player character joining StarClan or The Dark Forest after a lifetime (or 9).
-How your clanmates remember the player character will be based on the player’s choices, how well the player played, and how much they learned.
After the first playthrough the player can choose to start with their new character as a newly made apprentice or warrior (starting with the ceremony).
Other stuff in the game:
-Day/night and seasons cycle.
-Easy, normal, though, challenging and random mode. Makes it so that events such as outbreaks of different illnesses, different natural disasters, harsh/long seasons, prey shortage (and prey getting poisoned/contaminated), conflict/tension, invading forces (other clans/groups of cats/animals), low number of warriors/shortage of new kits being born, losing territory, two/three rival clans joining together to face off against your character’s clan, clanmate(s) trying to overthrow and take over leadership of the player character’s clan, and wars happen a specific amount of time within each mode.
Easy: 0-2 things.
Normal: 3-5 things.
Though: 6-8 things.
Challenging: 9-11 things.
Random lvl button: The game picks (same with the other randomize buttons, the player can cross out the challenge lvl the player doesn't want to be included).
Random events list: Allows the player to cross out events they don’t want to happen, and check off events they specially do want to encounter, before picking a lvl/clicking the random lvl button.
-The player character could end up being taken prisoner if they’re found sneaking around inside another clan’s territory. The player will either have to try to escape, or wait until their clan sacrifices something for the player character’s return.
-If the player character ends up getting too many punishments from getting caught breaking the warrior code too many times, the whole clan can grow to distrust, and eventually, even kick the player character out.
-If npc’s finds the player character on their territory alone often, that rival clan will be on a look out, more hostile/aggressive towards, and talk about/discuss the player character in a negative way during Gatherings (this could have a negative effect on a patrol if the player character is part of a patrol traveling to an enemy camp).
-If the player character has a good reputation, enemy warriors will respect and enemy apprentices might look up to and admire the player character and talk in an positive light and exited way about the player character at Gatherings (this could have a positive effect on a patrol if the player character is part of a patrol traveling to an enemy camp).
-Kits could end up playing pretend as the player character regardless of the distrust/trusted status.
-Follow an evil route and the player character could end up becoming a scary story that keeps disobedient kits inside their dens at night/inside their camp.
-Follow a good route and the player character could end up becoming a popular and exciting bedtime story for the kits.
Stuff that could possibly be different between each playthrough:
-Different cats could end up becoming mates and different she-cats can become queens (also resulting in different kits being born).
-Different characters could end up dying or be named deputy if the player character isn’t.
-Different cats could start off as leaders.
-Different cats could end up being leaders, medicine cats, medicine cat apprentices, and warrior apprentices could have different mentors.
-StarClan can send new, or no, prophecies/warnings.
-Npc’s could keep their personality/alliance throughout the playthroughs, or end up changing, depending on: If they fall in love with an outsider or rival clan member. Who they follow. If they have something against the leadethe way the leader leads the clan, or the player character. What happens to them throughout their lives.
-The leader could turn evil and try to prove the clan’s strength and glory through endless battles, try to drive off one of the other clans, or try to merge several clans into one (and this could be challenges the player character could end up facing if they become the leader).
-The medicine cat could lose faith in or be angry at StarClan, and use their powers/knowledge against the clan or to shatter other npc’s faith in StarClan.
It will be up to the player character to help prevent/solve these npc/leademedicine cat events. The player will have the option to choose if these specific events can happen or not during their different playthroughs.
-Different npc’s could end up trying to befriend, fall for and become rivals (both friendly and non friendly) the player character. This could give npc’s from a playthrough where they weren’t in focus/as important more depth/personality.
There could also possibly be a list over the different npc’s, where the player can cross off if a/some specific npc(‘s) should be more in focus/more important during their playthroughs, and what specific role that/those npc/’s will play.
If the player makes several characters, the player can see them in camp, and on the territory if they’re in the same clan, or during border patrols, Gatherings, attacks, or if they arrive in the player’s current character’s camp with their leader if they’re in different.
Controls:
-The view could be behind/over the shoulder, or through the player character’s eyes, or both switching freely.
-Fighting, battle training, tree climbing, fishing, swimming, leaping, pouncing on prey and obstacle course could be a combination of using the moving buttons and mouse or button clicking).
-The player can save and switch characters whenever they want.
DLC or Sequel:
-At a young age, the player character, and their siblings and mother spot a group of strange cats traveling from the mountains to the moorland and forest area not far from the two-leg place, where the player character’s family lives as loners.
-The player character’s mother makes sure the player character stays well away from them, as blood is suddenly being shed over newly made borders and the prey within, kin attacking kin over the right for space and having prey in their mouths.
-When the player character’s mother passes, the player character must make a choice. Try to survive on their own, or join this strange, rouge group of cats?
-Will the player character stay in the group or leave and try to fend for themselves?
-Does the player character switch alliances to a different group, or do they stay with the group that took the player character in when no one else might have had?
-Learn a new way of life and survival depending on where the player choose to live.
-Try to survive and get enough prey through leaf-bare as hostile strangers and hungry rivaling groups eye the player character’s prey.
-Help keep the campmates safe by helping them fight off intruders with the goal of chasing the player character’s group off.
-Get through harsh seasons and fight off dogs, foxes and badgers.
-Learn how to heal campmates with herbs or help them by training kits and gathering prey.
-Attend their meeting every full moon and learn their history (as a tribe or their personal one) and about the other groups.
-Find a mate, start a family, and fight to protect and keep them alive through storms and diseases.
-Watch them grow into independent adults and expand the family tree.
-Walk in the paw steps of the mysterious mountain cats and become a true wild cat and a part of the early 5 clans.
-A cut-scene at the end of the DLC/Sequel will play, showing the player’s 1st character, or the/one of the character(s) from the same clan the player character is in in this DLC/Sequel, from the main/1st game, as a kit in the nursery, being told a story about one of their earliest ancestors, the character the player just played, in modern ThundeShadow/Wind/RiveSkyClan.
submitted by A-R-U to WarriorCats [link] [comments]


2024.06.09 12:45 Danielfaris2001 Jepun membaca

Shared from https://www.facebook.com/share/UBkbT8WTeWfqu2dm/?mibextid=oFDknk
5 faktor Jepun boleh melahirkan masyarakat rajin membaca Negara Jepun termasuk dalam kumpulan rakyat yang paling kuat membaca di dunia. Selain negara Finland, Belanda, Sweden dan Australia.
  1. Pelajar sekolah wajib membaca selama 10 minit Bak kata pepatah melentur buluh biar dari rebung. Sejak di sekolah anak-anak Jepun sudah dididik untuk membaca selama 10 minit sebelum sesi pembelajaran dimulai. Ia berlaku secara berterusan pada setiap hari. Kebiasaan ini sudah berlangsung selama 30 tahun.
    1. Membaca secara percuma di kedai buku Kebanyakan kedai buku Jepun membiarkan pengunjung membaca buku secara percuma sambil berdiri, ini dipanggil tachiyomi. Pengunjung yang datang untuk membaca secara percuma, tidak membeli buku. Namun mereka turut menyumbang kepada jualan dengan membeli barang-barang lain dari kedai tersebut.
Berbeza dengan keadaan kedai buku di Malaysia. Kebanyakannya membalut buku dengan plastik lutsinar bagi mengelak daripada dibuka oleh pengunjung. Kadang-kala siap ada amaran bertulis DILARANG MEMBACA.
  1. Rancangan televisyen khas menjual buku Pernah tak tertengok rancangan CJ WOWSHOP dalam siaran TV? Rancangan sebegini memang banyak di Jepun dan ia khusus untuk penjualan buku.
Melalui rancangan ini penonton dapat melihat beberapa resensi buku yang ditayangkan dalam program tersebut. Penonton boleh memesan buku secara online jika berminat.
  1. Kedai buku yang sangat banyak Jumlah kedai buku di Jepun menyamai jumlah kedai buku di Amerika Syarikat. Sedangkan Amerika mempunyai keluasan 26 kali ganda berbanding Jepun. Kedai buku di Jepun tutup lebih lewat berbanding kedai-kedai lain.
Kebanyakan buku di Jepun diterbitkan dalam ukuran kecil, ringan, dan mudah dibawa kemana-mana. Buku-buku terjemahan dari bahasa asing juga boleh didapati dengan mudah.
  1. Ruang membaca awam Di Jepun terdapat sangat banyak kemudahan awam yang berbentuk ruang membaca yang sedia untuk digunakan pada bila-bila masa. Walaupun ramai orang zaman ini banyak meluangkan masa dengan telefon pintar, namun di Jepun majoritinya meluangkan masa dengan membaca buku atau komik untuk menghilangkan kebosanan.
Maka, tidak hairanlah jika negara Jepun pantas bangkit dari kejatuhan selepas kalah dalam perang dunia kedua. Walaupun mereka hancur teruk selepas pengeboman Hiroshima dan Nagasaki. Ini kerana mereka memiliki rakyat yang menyintai ilmu. Rakyat bukan beragama Islam, namun tindak tanduknya seolah-olah menyambut baik seruan Allah dari ayat pertama surah al-Alaq “IQRA!”
submitted by Danielfaris2001 to Ajar_Malaysia [link] [comments]


2024.06.09 03:36 fergewzen Akan kerja di luar negeri, apa aja yang perlu disiapin ya?

Halo komodos! gw tau disini banyak orang indonesia yang kerja/tinggal di luar negeri, nah gw (sendirian) dalam beberapa bulan bakal ke luar negeri (dengan 4 musim, gak berbahasa inggris) untuk kerja dan tinggal juga nih, tapi gw juga ada rencana bakal balik lagi tinggal di indonesia suatu saat (bisa jadi cuma 5 tahun di luar negerinya, terus balik). Nah gw ada beberapa pertanyaan (mungkin beberapa pertanyaan bodoh juga):
  1. nomor telepon/sim card yang di indonesia tetap dipasang kah? atau dikasihkan ke keluarga kah? atau dibiarkan nomornya hangus? (nomor ini kepake untuk banyak OTP dan untuk restore password berbagai akun)
  2. rencana pengen bawa PC, tapi PC itu berat banget (rencana bakal cuma bawa mobo, cpu, ram, memory, gpu, terus ditaruh di koper bagasi, gaakan disangka bom kan ya?), ada saran?
  3. surat2/dokumen2 asli penting, seperti KTP, ijazah, KK, SIM, etc. perlu dibawa kah? denger2 sekarang bea cukai ngeharusin kita selalu nyimpen struk/invoice pembelian barang yang nantinya akan dibawa ke indonesia, ini berarti untuk setiap barang yang dibeli di luar negeri dan dibawa ke indonesia, kita harus nyimpen struk/invoicenya gitu?
  4. untuk pakaian yang dibawa, idealnya bawa berapa pasang ya?
  5. karena belum digaji, tapi harus udah ke luar negeri duluan, gw perlu tuker IDR ke mata uang negara tujuan segimana ya? (misal yg penting nutupin biaya hidup sebulan, atau mungkin perlu lebih)
  6. adakah barang2 yang better untuk dibeli di indo? (mungkin bisa lebih murah, misal, jaket winter, sepatu winter, HP, payung, etc.)
  7. bahasa lokal negara tujuan harus sejago apa? di tempat kerja bakal full inggris, tapi di negara itu kebanyakan orang gabisa bahasa inggris, nah kira2 untuk bahasa lokalnya perlu belajar sampe segimana ya?
  8. barang2 yang wajib dibawa apa ya? yang gw pikir sangat wajib itu passport aja, ada yang lain gak ya?
Kalo punya jawaban hanya untuk beberapa pertanyaan juga ga masalah, kalo ada tips/trick juga boleh dong dikasih tau hehe. Makasih sebelumnya.
submitted by fergewzen to indonesia [link] [comments]


2024.06.08 18:05 One_Yard_1997 Pesawat terbang

Pesawat terbang ( Bahasa Inggris Amerika ) atau pesawat terbang ( Bahasa Inggris Persemakmuran ), secara informal pesawat , adalah pesawat bersayap tetap yang didorong ke depan dengan daya dorong dari mesin jet , baling-baling) , atau mesin roket . Pesawat terbang hadir dalam berbagai ukuran, bentuk, dan konfigurasi sayap . Spektrum luas kegunaan pesawat terbang mencakup rekreasi , transportasi barang dan orang, militer , dan penelitian . Di seluruh dunia, penerbangan komersial mengangkut lebih dari empat miliar penumpang setiap tahunnya dengan pesawat \1]) dan mengangkut lebih dari 200 miliar ton - kilometer \2]) kargo setiap tahunnya, yang berarti kurang dari 1% pergerakan kargo dunia. \3]) Kebanyakan pesawat terbang diterbangkan oleh seorang pilot di dalam pesawat tersebut, namun ada juga yang dirancang untuk dikendalikan dari jarak jauh atau dikendalikan oleh komputer seperti drone.
submitted by One_Yard_1997 to u/One_Yard_1997 [link] [comments]


2024.06.08 09:52 kimaseas Pengenalan Bahasa Pemrograman Python: Kenapa Harus Belajar?

Halo, Redditor! 🐍
Python adalah salah satu bahasa pemrograman yang paling populer dan serbaguna. Mengapa Anda harus mempelajarinya? Berikut beberapa alasan:
  1. Sintaks yang Mudah Dibaca:
    • Python memiliki sintaks yang sederhana dan mudah dibaca. Ini membuatnya cocok untuk pemula dan mempercepat proses pembelajaran.
  2. Komunitas yang Aktif:
    • Komunitas Python sangat besar dan aktif. Anda dapat dengan mudah menemukan tutorial, dokumentasi, dan solusi untuk masalah yang Anda hadapi.
  3. Banyak Modul dan Pustaka:
    • Python memiliki banyak modul dan pustaka yang memperluas fungsionalitasnya. Contohnya, NumPy untuk komputasi numerik, Pandas untuk analisis data, dan Flask untuk pengembangan web.
  4. Dukungan untuk Berbagai Platform:
    • Python dapat dijalankan di berbagai sistem operasi (Windows, macOS, Linux) dan platform (desktop, server, mobile).
  5. Aplikasi yang Beragam:
    • Python digunakan dalam berbagai bidang, termasuk pengembangan web, ilmu data, kecerdasan buatan, dan pengembangan game.
Jadi, jika Anda belum mempelajari Python, ini adalah saat yang tepat untuk memulai! 🚀
Semoga postingan ini menginspirasi orang lain untuk mempelajari Python. Jangan ragu untuk bertanya jika Anda ingin tahu lebih lanjut atau memiliki permintaan lain! 😊
submitted by kimaseas to u/kimaseas [link] [comments]


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submitted by No-Equivalent-3844 to u/No-Equivalent-3844 [link] [comments]


2024.06.08 01:14 justrest13 tutor dapet karma komen cek bawah

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2024.06.07 19:47 qrex269 Minta panduan dalam bentuk resource/step by step guide/saran buat mulai manage keuangan buat orang yang literasi finansial nya 0?

Halo semua, seperti yg gw post di title, mw minta sara/step by step guide/resource buat mulai memutarkan uang yang diluar pemakaian / bulan.
Konteks:
Benar2 buta dengan dunia finansial kayak saham / reksadana, dari dulu sampai sekarang tau nya ttng finance itu tabung duit sebanyak mungkin dan pakai duit sedikit mungkin. Penghasilan sebulan 45 jt nett, utk kebutuhan pokok per bulan(makan + listrik + internet + kos) itu sekitar 3.5 jt, buat dana kebutuhan tersier nya per bulan nya itu sekitar 3 jt. Nggak perlu biaya transportasi karena tidak punya kendaraan dan WFH. jd total pemakaian rata2 per bulan nya 6.5 jt. sisa dana 38.5 juta.
Total savings so far ada 550 juta sekarang, target akhir tahun minimal 700 juta, cuma ekspektasi gw bisa ada sekitar 750 jt. Rencana sih mw simpan 250 jt di tabungan dan pakai 500 jt nya buat mulai investasi(is this wise btw?)
Rencana mau mulai mencoba memutarkan uang di tahun depan dan mau pakai waktu sisa 6 bulan ini buat coba2 belajar dlu teori2 nya buat ilmu2 finansial(cara mengelola investasi dan pajak and so on, gw kurang jelas sih di bagian sini nya). Weekdays full kerja dari jam 5 pagi sampai malam jam 11 dan hari Sabtu biasa gw ada urusan lain, jadi mw pakai hari Minggu nya buat mulai belajar ttng hal2 finansial dari sekarang(bs spend about 3-6 jam di hari Minggu buat belajar).
Utk profil investasi lebih prefer yg low maintenance. Low risk & low return value gpp krn tujuan nya buat saat ini cuma buat belajar finance dengan cara coba2 dan jg gw gk punya banyak waktu utk nge manage investasi nya. Tujuan investasi nya buat skrg utk nge cover pengeluaran sebulan(gk harus 100% di cover) biar bisa nambah hasil penghasilan yang bisa ditabung. Poin ini open to suggestion, jd jgn sungkan utk rekomen, misal nya lebih baik ke high risk investment krn reason x, y and z.
Buat sekarang tidak ada rencana beli/nyicil kendaraan(jarang dipakai krn jarang keluar) dan rumah(belum ada rencana menetap). Asuransi ada BPJS dan yang diberikan oleh perusaahan tempat saya kerja skrg, jd nggk ada rencana buat tambah asuransi. Tidak ada rencana menikah/berkeluarga di 5 tahun kedepan.
Pertanyaan
  1. Apakah ada online resource(paid is fine, tp kalau ada yg gratis dan bagus ya yg itu aja wkwk) yang direkomendasikan ttng ilmu2 finance ini, baik ttng general finance dan how to invest, terutama yang nunjukin praktek nya kayak step by step buat beli saham dan reksadana for example? Dan juga resource nya sebaik nya yang relevan dengan keadaan di Indonesia yang sekarang(IE: cara nya setor deposito di bank berbasis Indonesia gimana, cara pindahkan uang dari hasil investasi ke tabungan, cara ngurus pajak nya sesuai peraturan di Indonesia). Sudah baca post ini: https://www.reddit.com/finansial/comments/tzh5y7/new_to_investment_here_are_some_guidelines_to/, dan no disrespect to OP yg bkin thread nya, tapi kayak nya yang gw lebih perlukan yg ada detailed guide /video contoh nya. Resource nya jg yg bahasa Inggris gpp
  2. Bagaimana cara nya mengetahui kalau platform yang kita pakai buat jual beli saham atau beli reksadana itu dpt dipercaya(buat transaksi keluar masuk for example)? Apakah cukup dengan pakai platform yang diawasi dengan OJK saja?
  3. Dengan situasi & kondisi saya sekarang, apakah ada tips yang bisa diberikan untuk nge manage dana tabungan saya sehingga bisa diputar dan menambah jumlah tabungan?
Buat sekarang itu dlu, kalau ada pertanyaan lebih paling bakal post di comment.
Thank you.
submitted by qrex269 to finansial [link] [comments]


2024.06.07 12:10 upthe_posh Up The Posh

Raih Skor Besar dengan UpThePosh: Tujuan Utama Anda untuk Berita Sepak Bola!
Apakah Anda seorang fanatik sepak bola yang mencari destinasi terpadu untuk segala hal tentang sepak bola? Kunjungi UpThePosh!
Baik Anda penggemar berat Liga Premier, La Liga, Serie A, Ligue 1, atau Bundesliga, UpThePosh menyediakan berita, sorotan, prediksi terkini, dan banyak lagi untuk Anda.
Di blog ini, kami akan menyelidiki mengapa UpThePosh harus menjadi sumber utama Anda untuk segala hal yang berhubungan dengan sepak bola.
i. Cakupan Komprehensif Liga Top
UpThePosh menyediakan liputan komprehensif tentang semua liga sepak bola top di seluruh dunia.
Dari pertandingan penuh drama di Sepak Bola hingga persaingan sengit El Clasico di La Liga, Anda akan menemukan analisis dan wawasan mendalam tentang setiap pertandingan, setiap pemain, dan setiap tim.
ii. Wawancara dan Fitur Eksklusif
Pernah bertanya-tanya apa yang terjadi di balik layar di klub Liga Inggris favorit Anda? UpThePosh memberi Anda wawancara eksklusif dengan para pemain, manajer, dan pejabat klub, memberi Anda gambaran unik tentang dunia sepak bola.
Baik mendengarkan pendapat para pencetak gol terbanyak musim ini atau mendapatkan wawasan dari pelatih legendaris, UpThePosh memberikan konten menarik yang membuat Anda ketagihan.
iii. Pembaruan Transfer Orang Dalam
Tetap terdepan dalam permainan dengan pembaruan transfer orang dalam UpThePosh. Baik itu penandatanganan blockbuster atau kesepakatan pinjaman yang mengejutkan, Anda akan menjadi orang pertama yang mengetahui semua berita transfer terkini dari dunia sepak bola.
Tim jurnalis kami yang berdedikasi bekerja sepanjang waktu untuk memberikan Anda informasi paling akurat dan terkini, memastikan Anda tidak ketinggalan informasi apa pun.
iv. Wawasan dan Legenda Sejarah
Sepak bola kaya akan sejarah, dan UpThePosh merayakan kekayaan warisan dari permainan yang indah.
Dari stadion ikonik seperti Camp Nou hingga pemain legendaris seperti Messi dan Ronaldo, kami menghadirkan wawasan dan kisah menarik yang memberi penghormatan kepada para legenda sepak bola.
Baik Anda penggemar berat atau baru mengenal olahraga ini, UpThePosh menawarkan harta karun berupa konten bersejarah yang akan memperkaya pengetahuan sepak bola Anda.
v. Fitur Interaktif dan Prediksi
Terlibatlah dalam aksi dengan fitur dan prediksi interaktif UpThePosh. Uji pengetahuan sepak bola Anda dengan kuis, jajak pendapat, dan trivia, atau tantang teman Anda untuk melihat siapa yang dapat memprediksi hasil pertandingan besar berikutnya.
Dengan UpThePosh, sepak bola bukan sekadar olahraga tontonan – ini adalah pengalaman mendalam yang menyatukan penggemar dari seluruh penjuru dunia.
vi. Keterlibatan Komunitas dan Media Sosial
Bergabunglah dalam percakapan dengan komunitas penggemar sepak bola UpThePosh yang dinamis di media sosial dan diskusikan Berita Olahraga. Terhubung dengan sesama penggemar, bagikan pemikiran dan pendapat Anda, dan rayakan suka dan duka permainan indah ini bersama-sama.
Baik itu Facebook, Twitter, atau Instagram, UpThePosh membuat Anda tetap terlibat dan terhibur dengan diskusi yang hidup, meme, dan konten di balik layar.
Kesimpulan
Di dunia di mana berita sepak bola berlimpah namun konten berkualitas sulit ditemukan, UpThePosh menonjol sebagai mercusuar keunggulan.
Dengan cakupan komprehensif, fitur eksklusif, dan platform interaktif, UpThePosh menawarkan pengalaman tak tertandingi kepada penggemar sepak bola yang membuat mereka datang kembali untuk menonton lebih banyak lagi.
Jadi mengapa menunggu? Raih skor besar dengan UpThePosh hari ini dan tingkatkan fandom sepak bola Anda ke tingkat yang lebih tinggi!
submitted by upthe_posh to u/upthe_posh [link] [comments]


2024.06.06 11:18 neoarmstrongcannon23 “pun” in BM

Im talking about the “pun” in “Ali pun dah makan”
I would like to check for its grammaticality in the following environments in colloquial Malay including bahasa pasar (not necessarily standard Malay taught in school)
(1) Can it be used at sentence-final position to mean “also”?
a. Ali dah datang pun. (Aside from abu, ali also came)
b. Ali dah makan durian pun. (Aside from eating pineapple, ali also ate durian)
(2) can it be used at sentence-medial or sentence-final to mean smtg like “even”?
a. Durian pun dia tak makan, dia tentu bukan orang Malaysia.
b. Dia tak suka durian pun, kenapa nak beri dia durian itu? (He dont even like durian)
(3) Can it be used like some sort of a universal quantifier?
a. Mereka semua pun dah datang. (No one left behind)
b. Mereka semua dah datang pun.
Are these examples acceptable in colloquial BM?
Thank you in advance! if the examples above doesnt sound natural or native, i would appreciate some correction too 🥲
Again, thank you a lot!
submitted by neoarmstrongcannon23 to bahasamelayu [link] [comments]


2024.06.06 05:46 Brief-Crew-1932 Hey komodos, apa hobi kalian saat ini? Cobalah bujuk OP untuk mencoba hobi kalian

Ane tau kalian kebanyakan sudah kepala 2 atau 3, dan tempat kerja itu sangat menguras tenaga sampai tidak ada waktu untuk melakukan hobi. Tapi mencoba hal baru adalah kegiatan yang sangat menarik, jadi apa hobi kalian saat ini?
Me first
Membaca light novel jepang translate bahasa inggris. Hobi ini dapat meningkatkan vocabulary inggris anda (mainly), mengetahui hal baru, atau sekedar mengikuti plot yang ada dalam LN tersebut. Minusnya hobi ini makan banyak waktu, translate jepang ke inggrisnya sedikit aneh, dan kadang cerita di dalam LN nya itu engga layak baca, padahal banyak yang rekomendasi.
edit : wah threadnya rame, ayo keluarkan semua hobi kalian disini
submitted by Brief-Crew-1932 to indonesia [link] [comments]


2024.06.05 09:49 ScratchFresh1880 TypeError: undefined is not an object (evaluating 'selected_texts[0]')

I keep getting this error for my code and have no idea why, i have trawled through and cannot seem to fix it. Oddly enough, it only and always occurs on the 80th trial of the main experiment chunk, all trials before that work fine so am unsure as to why it suddenly stops working here, can anyone assist?
Here is the code i think will be relevant, any mention of 'selected_texts' is in the below code
/*************
* Test *
*************/
import { core, data, sound, util, visual, hardware } from './lib/psychojs-2023.2.3.js';
const { PsychoJS } = core;
const { TrialHandler, MultiStairHandler } = data;
const { Scheduler } = util;
//some handy aliases as in the psychopy scripts;
const { abs, sin, cos, PI: pi, sqrt } = Math;
const { round } = util;
// store info about the experiment session:
let expName = 'sentence_similarity'; // from the Builder filename that created this script
let expInfo = {
'Prolific_ID*': '',
};
// Start code blocks for 'Before Experiment'
// init psychoJS:
const psychoJS = new PsychoJS({
debug: true
});
// open window:
psychoJS.openWindow({
fullscr: true,
color: new util.Color([0,0,0]),
units: 'height',
waitBlanking: true,
backgroundImage: '',
backgroundFit: 'none',
});
// schedule the experiment:
psychoJS.schedule(psychoJS.gui.DlgFromDict({
dictionary: expInfo,
title: expName
}));
const flowScheduler = new Scheduler(psychoJS);
const dialogCancelScheduler = new Scheduler(psychoJS);
psychoJS.scheduleCondition(function() { return (psychoJS.gui.dialogComponent.button === 'OK'); }, flowScheduler, dialogCancelScheduler);
// flowScheduler gets run if the participants presses OK
flowScheduler.add(updateInfo); // add timeStamp
flowScheduler.add(experimentInit);
flowScheduler.add(Location_setupRoutineBegin());
flowScheduler.add(Location_setupRoutineEachFrame());
flowScheduler.add(Location_setupRoutineEnd());
flowScheduler.add(WelcomPageRoutineBegin());
flowScheduler.add(WelcomPageRoutineEachFrame());
flowScheduler.add(WelcomPageRoutineEnd());
flowScheduler.add(consentRoutineBegin());
flowScheduler.add(consentRoutineEachFrame());
flowScheduler.add(consentRoutineEnd());
flowScheduler.add(Overview_pageRoutineBegin());
flowScheduler.add(Overview_pageRoutineEachFrame());
flowScheduler.add(Overview_pageRoutineEnd());
flowScheduler.add(RatingGridRoutineBegin());
flowScheduler.add(RatingGridRoutineEachFrame());
flowScheduler.add(RatingGridRoutineEnd());
flowScheduler.add(practice_trial2RoutineBegin());
flowScheduler.add(practice_trial2RoutineEachFrame());
flowScheduler.add(practice_trial2RoutineEnd());
flowScheduler.add(correct_mouse_beforeRoutineBegin());
flowScheduler.add(correct_mouse_beforeRoutineEachFrame());
flowScheduler.add(correct_mouse_beforeRoutineEnd());
const prac_trialsLoopScheduler = new Scheduler(psychoJS);
flowScheduler.add(prac_trialsLoopBegin(prac_trialsLoopScheduler));
flowScheduler.add(prac_trialsLoopScheduler);
flowScheduler.add(prac_trialsLoopEnd);
flowScheduler.add(TrialBeginRoutineBegin());
flowScheduler.add(TrialBeginRoutineEachFrame());
flowScheduler.add(TrialBeginRoutineEnd());
flowScheduler.add(correct_mouse_beforeRoutineBegin());
flowScheduler.add(correct_mouse_beforeRoutineEachFrame());
flowScheduler.add(correct_mouse_beforeRoutineEnd());
const ExperimentLoopScheduler = new Scheduler(psychoJS);
flowScheduler.add(ExperimentLoopBegin(ExperimentLoopScheduler));
flowScheduler.add(ExperimentLoopScheduler);
flowScheduler.add(ExperimentLoopEnd);
flowScheduler.add(EndPageRoutineBegin());
flowScheduler.add(EndPageRoutineEachFrame());
flowScheduler.add(EndPageRoutineEnd());
flowScheduler.add(quitPsychoJS, '', true);
// quit if user presses Cancel in dialog box:
dialogCancelScheduler.add(quitPsychoJS, '', false);
psychoJS.start({
expName: expName,
expInfo: expInfo,
resources: [
// resources:
{'name': 'Image/Image_NEXT.png', 'path': 'Image/Image_NEXT.png'},
{'name': 'Image/Image_Rating_grid.png', 'path': 'Image/Image_Rating_grid.png'},
{'name': 'Image/click.png', 'path': 'Image/click.png'},
{'name': 'Image/Image_response67.png', 'path': 'Image/Image_response67.png'},
{'name': 'Image/Image_response45.png', 'path': 'Image/Image_response45.png'},
{'name': 'Image/Image_response23.png', 'path': 'Image/Image_response23.png'},
{'name': 'Image/Image_response01.png', 'path': 'Image/Image_response01.png'},
{'name': 'Image/Image_NEXT.png', 'path': 'Image/Image_NEXT.png'},
{'name': 'Image/Image_Rating_grid.png', 'path': 'Image/Image_Rating_grid.png'},
{'name': 'Image/Image_response01.png', 'path': 'Image/Image_response01.png'},
{'name': 'Image/Image_response23.png', 'path': 'Image/Image_response23.png'},
{'name': 'Image/Image_response45.png', 'path': 'Image/Image_response45.png'},
{'name': 'Image/Image_response67.png', 'path': 'Image/Image_response67.png'},
]
});
psychoJS.experimentLogger.setLevel(core.Logger.ServerLevel.EXP);
var currentLoop;
var frameDur;
async function updateInfo() {
currentLoop = psychoJS.experiment; // right now there are no loops
expInfo['date'] = util.MonotonicClock.getDateStr(); // add a simple timestamp
expInfo['expName'] = expName;
expInfo['psychopyVersion'] = '2023.2.3';
expInfo['OS'] = window.navigator.platform;
// store frame rate of monitor if we can measure it successfully
expInfo['frameRate'] = psychoJS.window.getActualFrameRate();
if (typeof expInfo['frameRate'] !== 'undefined')
frameDur = 1.0 / Math.round(expInfo['frameRate']);
else
frameDur = 1.0 / 60.0; // couldn't get a reliable measure so guess
// add info from the URL:
util.addInfoFromUrl(expInfo);
psychoJS.setRedirectUrls('https://app.prolific.com/submissions/complete?cc=C175D7ZK', '');
psychoJS.experiment.dataFileName = (("." + "/") + `data/${expInfo["participant"]}_${expName}_${expInfo["date"]}`);
psychoJS.experiment.field_separator = '\t';
return Scheduler.Event.NEXT;
}
var displayedTexts = [];
var Location_setupClock;
var stimulus_onset_time;
var image_duration;
var exit_message_duration;
var fixation_cross_duration;
var x_1_prac;
var y_1_prac;
var x_2_prac;
var y_2_prac;
var x_1_main;
var y_1_main;
var x_2_main;
var y_2_main;
var feedback_square_width;
var response_feedback_time;
var win_pix_x;
var win_pix_y;
var a;
var b;
var text_x_loc;
var text_y_loc;
var trialnumber;
var alltrials_prac;
var alltrials;
var patch_1_set;
var Patch_1_loc;
var patch_2_set;
var Patch_2_loc;
var WelcomPageClock;
var text_setup;
var image;
var mouse;
var text_time;
var text_next;
var consentClock;
var text_17;
var image_14;
var key_resp_2;
var Overview_pageClock;
var text_setup22;
var mouse_2;
var image_2;
var RatingGridClock;
var image_8;
var text_grid;
var mouse_12;
var image_9;
var practice_trial2Clock;
var text_11;
var mouse_11;
var image_7;
var correct_mouse_beforeClock;
var mouse_8;
var text_53;
var center_square_3;
var code_8Clock;
var fixationClock;
var fixation_spot;
var practiceClock;
var text_14;
var mouse_14;
var image_11;
var text_16;
var polygon_2;
var response_screen_pracClock;
var mouse_5;
var response1disk;
var response3disk;
var response5disk;
var response7disk;
var text_2;
var most_different_1;
var most_similar_1;
var response_feedback_pracClock;
var text_3;
var text_4;
var TrialBeginClock;
var TrialBegin_2;
var image_4;
var mouse_4;
var codeClock;
var mainClock;
var text_15;
var mouse_15;
var image_12;
var text_15_copy;
var polygon;
var response_screenClock;
var mouse_9;
var response1disk_2;
var response3disk_2;
var response5disk_2;
var response7disk_2;
var text_9;
var most_different;
var most_similar;
var correct_mouseClock;
var trial_text_2;
var EndPageClock;
var end_text;
var text_5;
var key_resp;
var text_6;
var globalClock;
var routineTimer;
var image_next;
var mouse_16;
var text_18;
var _key_resp_allKeys = [];
var EndPageComponents = [];
async function experimentInit() {
// Initialize components for Routine "Location_setup"
Location_setupClock = new util.Clock();
// Run 'Begin Experiment' code from code_6
var displayedTexts = [];
stimulus_onset_time = 0.5;
image_duration = 0.15;
exit_message_duration = (stimulus_onset_time + image_duration);
fixation_cross_duration = exit_message_duration;
x_1_prac = 0;
y_1_prac = 0;
x_2_prac = 0;
y_2_prac = 0;
x_1_main = 0;
y_1_main = 0;
x_2_main = 0;
y_2_main = 0;
feedback_square_width = 0.03;
response_feedback_time = 3;
win_pix_x = psychoJS.window.size[0];
win_pix_y = psychoJS.window.size[1];
a = ((win_pix_y * 0.75) / 6);
b = ((win_pix_y * 0.75) / 3);
text_x_loc = 0.43;
text_y_loc = 0.4;
trialnumber = 0;
alltrials_prac = 5;
alltrials = 253;
patch_1_set = [];
Patch_1_loc = [];
x_1_prac = 0;
y_1_prac = 0;
patch_2_set = 0;
Patch_2_loc = 0;
x_2_prac = 0;
y_2_prac = 0;
var Experiment;
function ExperimentLoopBegin(ExperimentLoopScheduler, snapshot) {
return async function() {
TrialHandler.fromSnapshot(snapshot); // update internal variables (.thisN etc) of the loop
// set up handler to look after randomisation of conditions etc
Experiment = new TrialHandler({
psychoJS: psychoJS,
nReps: 253, method: TrialHandler.Method.SEQUENTIAL,
extraInfo: expInfo, originPath: undefined,
trialList: undefined,
seed: undefined, name: 'Experiment'
});
psychoJS.experiment.addLoop(Experiment); // add the loop to the experiment
currentLoop = Experiment; // we're now the current loop
// Schedule all the trials in the trialList:
for (const thisExperiment of Experiment) {
snapshot = Experiment.getSnapshot();
ExperimentLoopScheduler.add(importConditions(snapshot));
ExperimentLoopScheduler.add(codeRoutineBegin(snapshot));
ExperimentLoopScheduler.add(codeRoutineEachFrame());
ExperimentLoopScheduler.add(codeRoutineEnd(snapshot));
ExperimentLoopScheduler.add(fixationRoutineBegin(snapshot));
ExperimentLoopScheduler.add(fixationRoutineEachFrame());
ExperimentLoopScheduler.add(fixationRoutineEnd(snapshot));
ExperimentLoopScheduler.add(mainRoutineBegin(snapshot));
ExperimentLoopScheduler.add(mainRoutineEachFrame());
ExperimentLoopScheduler.add(mainRoutineEnd(snapshot));
ExperimentLoopScheduler.add(response_screenRoutineBegin(snapshot));
ExperimentLoopScheduler.add(response_screenRoutineEachFrame());
ExperimentLoopScheduler.add(response_screenRoutineEnd(snapshot));
ExperimentLoopScheduler.add(correct_mouseRoutineBegin(snapshot));
ExperimentLoopScheduler.add(correct_mouseRoutineEachFrame());
ExperimentLoopScheduler.add(correct_mouseRoutineEnd(snapshot));
ExperimentLoopScheduler.add(ExperimentLoopEndIteration(ExperimentLoopScheduler, snapshot));
}
return Scheduler.Event.NEXT;
}
}
async function ExperimentLoopEnd() {
// terminate loop
psychoJS.experiment.removeLoop(Experiment);
// update the current loop from the ExperimentHandler
if (psychoJS.experiment._unfinishedLoops.length>0)
currentLoop = psychoJS.experiment._unfinishedLoops.at(-1);
else
currentLoop = psychoJS.experiment; // so we use addData from the experiment
return Scheduler.Event.NEXT;
}
function ExperimentLoopEndIteration(scheduler, snapshot) {
// ------Prepare for next entry------
return async function () {
if (typeof snapshot !== 'undefined') {
// ------Check if user ended loop early------
if (snapshot.finished) {
// Check for and save orphaned data
if (psychoJS.experiment.isEntryEmpty()) {
psychoJS.experiment.nextEntry(snapshot);
}
scheduler.stop();
} else {
psychoJS.experiment.nextEntry(snapshot);
}
return Scheduler.Event.NEXT;
}
};
}
var code_8Components;
var predefinedOrder = [
["green", "red"],
["blue", "sad"],
["blue", "green"],
["excited", "red"],
["blue", "excited"]
];
var currentTrial = 0;
function code_8RoutineBegin(snapshot) {
return async function () {
TrialHandler.fromSnapshot(snapshot); // ensure that .thisN vals are up to date
//--- Prepare to start Routine 'code_8' ---
t = 0;
code_8Clock.reset(); // clock
frameN = -1;
continueRoutine = true; // until we're told otherwise
// update component parameters for each repeat
psychoJS.experiment.addData('code_8.started', globalClock.getTime());
// Run 'Begin Routine' code from code_11
// Ensure current trial does not exceed predefined order length
if (currentTrial >= predefinedOrder.length) {
console.error("Exceeded number of predefined trials.");
continueRoutine = false; // Stop if no more predefined trials are available
}
// Select stimuli for the current trial
var selected_texts = predefinedOrder[currentTrial];
// Display selected texts
text_14.setText(selected_texts[0]);
text_16.setText(selected_texts[1]);
// Log selected texts
psychoJS.experiment.addData('selected_text_1', selected_texts[0]);
psychoJS.experiment.addData('selected_text_2', selected_texts[1]);
// Increment trial counter for next iteration
currentTrial++;
// keep track of which components have finished
code_8Components = [];
for (const thisComponent of code_8Components)
if ('status' in thisComponent)
thisComponent.status = PsychoJS.Status.NOT_STARTED;
return Scheduler.Event.NEXT;
}
}
function TrialBeginRoutineEachFrame() {
return async function () {
//--- Loop for each frame of Routine 'TrialBegin' ---
// get current time
t = TrialBeginClock.getTime();
frameN = frameN + 1;// number of completed frames (so 0 is the first frame)
// update/draw components on each frame
function TrialBeginRoutineEnd(snapshot) {
return async function () {
//--- Ending Routine 'TrialBegin' ---
for (const thisComponent of TrialBeginComponents) {
if (typeof thisComponent.setAutoDraw === 'function') {
thisComponent.setAutoDraw(false);
}
}
psychoJS.experiment.addData('TrialBegin.stopped', globalClock.getTime());
// store data for psychoJS.experiment (ExperimentHandler)
_mouseXYs = mouse_4.getPos();
_mouseButtons = mouse_4.getPressed();
psychoJS.experiment.addData('mouse_4.x', _mouseXYs[0]);
psychoJS.experiment.addData('mouse_4.y', _mouseXYs[1]);
psychoJS.experiment.addData('mouse_4.leftButton', _mouseButtons[0]);
psychoJS.experiment.addData('mouse_4.midButton', _mouseButtons[1]);
psychoJS.experiment.addData('mouse_4.rightButton', _mouseButtons[2]);
if (mouse_4.clicked_name.length > 0) {
psychoJS.experiment.addData('mouse_4.clicked_name', mouse_4.clicked_name[0]);}
// the Routine "TrialBegin" was not non-slip safe, so reset the non-slip timer
routineTimer.reset();
// Routines running outside a loop should always advance the datafile row
if (currentLoop === psychoJS.experiment) {
psychoJS.experiment.nextEntry(snapshot);
}
return Scheduler.Event.NEXT;
}
}
var codeComponents;
var predefinedOrder = [
["yellow", "blue"],
["envy", "calm"],
["pink", "grey"],
["brown", "fear"],
["sadness", "calm"],
["blue", "joy"],
["black", "disgust"],
["red", "pink"],
["happiness", "green"],
["boredom", "purple"],
["green", "black"],
["yellow", "blue"],
["envy", "calm"],
["pink", "grey"],
["brown", "fear"],
["sadness", "calm"],
["grey", "envy"],
["anxiety", "yellow"],
["confusion", "orange"],
["purple", "joy"],
["orange", "anger"],
["sadness", "red"],
["happiness", "grey"],
["blue", "sadness"],
["joy", "purple"],
["black", "boredom"],
["green", "disgust"],
["brown", "calm"],
["pink", "yellow"],
["calm", "pink"],
["anger", "grey"],
["disgust", "happiness"],
["orange", "envy"],
["yellow", "brown"],
["blue", "confusion"],
["anxiety", "blue"],
["grey", "brown"],
["envy", "green"],
["red", "calm"],
["happiness", "yellow"],
["boredom", "disgust"],
["sadness", "green"],
["black", "confusion"],
["purple", "sadness"],
["joy", "orange"],
["pink", "red"],
["brown", "pink"],
["calm", "orange"],
["grey", "sadness"],
["blue", "green"],
["yellow", "disgust"],
["confusion", "black"],
["green", "yellow"],
["envy", "brown"],
["orange", "calm"],
["anxiety", "grey"],
["pink", "blue"],
["red", "black"],
["disgust", "boredom"],
["sadness", "blue"],
["happiness", "anxiety"],
["brown", "green"],
["calm", "disgust"],
["blue", "brown"],
["joy", "pink"],
["grey", "blue"],
["purple", "black"],
["anger", "yellow"],
["orange", "joy"],
["yellow", "anger"],
["green", "calm"],
["envy", "blue"],
["red", "happiness"],
["pink", "brown"],
["black", "joy"],
["disgust", "orange"],
["sadness", "purple"],
["happiness", "orange"],
["blue", "black"],
["grey", "joy"],
["anxiety", "red"],
["confusion", "green"],
["green", "pink"],
["envy", "sadness"],
["yellow", "pink"],
["calm", "brown"],
["brown", "disgust"],
["red", "sadness"],
["black", "pink"],
["joy", "grey"],
["purple", "orange"],
["orange", "yellow"],
["sadness", "black"],
["happiness", "purple"],
["blue", "orange"],
["grey", "green"],
["anxiety", "purple"],
["confusion", "happiness"],
["green", "red"],
["envy", "pink"],
["red", "green"],
["anger", "sadness"],
["brown", "yellow"],
["calm", "anxiety"],
["disgust", "brown"],
["pink", "anger"],
["black", "yellow"],
["joy", "disgust"],
["purple", "yellow"],
["orange", "brown"],
["sadness", "confusion"],
["happiness", "pink"],
["blue", "purple"],
["grey", "orange"],
["anxiety", "brown"],
["confusion", "grey"],
["green", "blue"],
["envy", "calm"],
["yellow", "orange"],
["calm", "purple"],
["brown", "blue"],
["red", "orange"],
["anger", "calm"],
["sadness", "happiness"],
["happiness", "red"],
["blue", "pink"],
["black", "purple"],
["disgust", "grey"],
["pink", "calm"],
["green", "orange"],
["envy", "grey"],
["yellow", "grey"],
["confusion", "pink"],
["anxiety", "orange"],
["purple", "green"],
["orange", "pink"],
["sadness", "yellow"],
["happiness", "disgust"],
// Add more pairs here to reach 253 pairs
];
var currentTrial = 0;
function codeRoutineBegin(snapshot) {
return async function () {
TrialHandler.fromSnapshot(snapshot); // ensure that .thisN vals are up to date
//--- Prepare to start Routine 'code' ---
t = 0;
codeClock.reset(); // clock
frameN = -1;
continueRoutine = true; // until we're told otherwise
// update component parameters for each repeat
psychoJS.experiment.addData('code.started', globalClock.getTime());
// Ensure current trial does not exceed predefined order length
if (currentTrial >= predefinedOrder.length) {
console.error("Exceeded number of predefined trials.");
continueRoutine = false; // Stop if no more predefined trials are available
} else {
// Select stimuli for the current trial
var selected_texts = predefinedOrder[currentTrial];
// Display selected texts
text_15.setText(selected_texts[0]);
text_15_copy.setText(selected_texts[1]);
// Log selected texts
psychoJS.experiment.addData('displayed_text_above', selected_texts[0]);
psychoJS.experiment.addData('displayed_text_below', selected_texts[1]);
// Increment trial counter for next iteration
currentTrial++;
}
// keep track of which components have finished
codeComponents = [];
for (const thisComponent of codeComponents)
if ('status' in thisComponent)
thisComponent.status = PsychoJS.Status.NOT_STARTED;
return Scheduler.Event.NEXT;
}
}
function codeRoutineEachFrame() {
return async function () {
//--- Loop for each frame of Routine 'code' ---
// get current time
t = codeClock.getTime();
frameN = frameN + 1; // number of completed frames (so 0 is the first frame)
// update/draw components on each frame
// check for quit (typically the Esc key)
if (psychoJS.experiment.experimentEnded psychoJS.eventManager.getKeys({keyList:['escape']}).length > 0) {
return quitPsychoJS('The [Escape] key was pressed. Goodbye!', false);
}
// check if the Routine should terminate
if (!continueRoutine) { // a component has requested a forced-end of Routine
return Scheduler.Event.NEXT;
}
continueRoutine = false; // reverts to True if at least one component still running
for (const thisComponent of codeComponents)
if ('status' in thisComponent && thisComponent.status !== PsychoJS.Status.FINISHED) {
continueRoutine = true;
break;
}
// refresh the screen if continuing
if (continueRoutine) {
return Scheduler.Event.FLIP_REPEAT;
} else {
return Scheduler.Event.NEXT;
}
};
}
function codeRoutineEnd(snapshot) {
return async function () {
//--- Ending Routine 'code' ---
for (const thisComponent of codeComponents) {
if (typeof thisComponent.setAutoDraw === 'function') {
thisComponent.setAutoDraw(false);
}
}
psychoJS.experiment.addData('code.stopped', globalClock.getTime());
// the Routine "code" was not non-slip safe, so reset the non-slip timer
routineTimer.reset();
// Routines running outside a loop should always advance the datafile row
if (currentLoop === psychoJS.experiment) {
psychoJS.experiment.nextEntry(snapshot);
}
return Scheduler.Event.NEXT;
}
}
submitted by ScratchFresh1880 to u/ScratchFresh1880 [link] [comments]


2024.06.05 02:08 CeptForHer Steelseries bricked my headset

Steelseries bricked my headset
Bought a pair of Arctics Pro Wireless around 2022, theyve been working great the past 2 years or so. About 2 weeks ago, i had them plugged into my PC to charge (as i have been doing for about a year since i got them), and they weren't working. So as in the past as this has happened, I opened GG, and it forced an update onto my headset.
The headset is now stuck with all its lights on whenever it has power (battery or plugged in), and does not update, does not pair, does not play audio. All i get is the orange dialog box of death in GG whenever i have them plugged in and open GG.
Yes, I tried uninstalling GG, and drivers, and tried different USB ports on my PC, powering the DAC externally, whatever i could find. Their support was of no use either, not listening to any of the actual problems I was facing, and instead take the easy way out of saying, "theyre out of warranty".
The only saving factor is that they still work as a normal set of headphones when plugged in with a 3.5mm (congrats steelseries, you met the bare minimum requirements for a headset!)
Im pretty much done with any product from this company after this abysmal experience, but this is my final cry for help if anybody has a way for me to fix this headset so i can use the wireless portion as intended, or am i SoL?
https://preview.redd.it/llb5l92ean4d1.jpg?width=3024&format=pjpg&auto=webp&s=01ce77737756e5238bb5bcc475ad862e142a4837
submitted by CeptForHer to steelseries [link] [comments]


2024.06.04 18:01 DTG_Bot Destiny 2 Update 8.0.0.1

Source: https://www.bungie.net/7/en/News/Article/destiny_2_update_8_0_0_1

Activities

Crucible

  • Competitive will now use the Blended “1-1-1" Special Ammo system in place of the Crates system. We will begin rolling this system out to other playlists soon.
  • Adjusted spawns on Altar of Flame and Dead Cliffs for Countdown Rush to improve match balance.
  • Updated Private Match screens to support expanded options and to improve usability.
  • Updated sound effects for rank promotion and defense toasts in Competitive to better convey success or failure.
  • Fixed an issue where Relic meter was not correctly progressing in Relic.
  • Fixed an issue where Private Match activity modifiers would display inaccurately.

    Shadowkeep

  • Fixed an issue in the mission Beyond where players would sometimes get stuck without the activity progressing them correctly.

    Warlord’s Ruin

  • Fixed an issue in Warlord's Ruin where the sound effect that occurs after a player is frozen by the tempest storm did not play correctly.

    Crota’s End

  • Fixed an issue preventing completion of the All for One challenge and associated Triumph.

    The Pantheon

  • Fixed an issue where The Pantheon emblems appeared in the General category rather than the Raids category in Collections.

    UI/UX

General

  • Added a gameplay subtitles option that displays the speaker's name before their dialog.
    • This option is off by default. To activate it, navigate to the Options menu and toggle it to on.
    • This feature does not affect cinematic subtitles.
  • Added Reputation Boost information for ritual activities to the Director.
    • Hovering over the Rituals nodes at the top of the Director (Vanguard Ops, Crucible, Gambit) will display when reputation boosts are active.
  • Fixed an issue where dungeon tracking stats were not displayed on emblems.

    Fireteam Finder

  • Improved placement and visuals of the Reselecting Activity button so players have better access to it.
  • Fixed an issue where Fireteam Finder lobbies for Crucible Labs weren't allowing the correct max number of players for the activity.
  • Fixed an issue where in some Fireteam Finder applications, player status was not displayed properly.

    Guardian Ranks/Journey Screen

  • Made visual and functional improvements to the Journey screen and Guardian Ranks icons.
  • Fixed an issue where the Cherished Guardian Rank objective displayed the incorrect Commendation score requirement.

    Quests

  • Added Milestones to the quest log.
    • Milestones will not count against a player's maximum quest/bounty capacity.
  • Tracked quests will be sorted to the top of their categories when the quest log is reloaded next.
  • Added an option to set a specific Quest tab as the default.
    • The default Quest tab will be the first tab opened when the quest log is loaded.
  • Added text to the Quest tooltip to communicate when a Quest is directly launchable from its Quest Details screen.

    Gameplay and Investment

Abilities

All Subclasses
  • All Super abilities now use the same damage-based recharge parameters.
    • Previously, energy gained through damage dealt and received was scaled based on the passive recharge rate of the Super, resulting in a broader delta between long-recharge Supers and short-recharge Supers than intended.
    • This will, for example, bring the real-world uptime of Ward of Dawn and Well of Radiance closer to the uptime of a Super like Arc Staff or Fists of Havoc.
Arc Subclasses
  • Arcstrider
    • Arc Staff:
      • Heavy palm strike attacks and heavy air slam blind enemies.
    • Disorienting Blow:
      • Decreased base cooldown time from 100 seconds to 90 seconds.
    • Tempest Strike:
      • Added additional damage resistance vs. PvE combatants when activated, lingering for a short duration after the attack.
  • Striker
    • Knockout
      • Increased bonus damage granted to powered melee attacks vs. PvE combatants from 25% to 50%.
      • Reworked healing behavior:
      • No longer unstuns health regeneration on melee defeats. Now instantly grants a chunk of healing that scales with the type of target defeated.
        • Player: 30 health points.
        • Minor combatant: 50 health points.
        • Major combatant: 75 health points.
        • Champion+ combatant: 100 health points.
    • Touch of Thunder
      • Lightning Grenade:
        • Now applies Jolt after the first damage event, rather than prior.
        • This means that the Jolt won't instantly pop on application, and attackers will need to either wait for the second lightning burst from the grenade or deal additional damage via other means to trigger the Jolt's chain lightning.
      • Storm Grenade:
        • Increased tracking travel speed when targeting PvE combatants by between 0.5 and 1 meters per second, increasing with the storm’s lifetime.
    • Thunderclap
      • Added additional damage resistance vs. PvE combatants when activated, lingering for a short duration after the attack.
      • Increased minimum damage vs. PvE combatants by 20%.
      • Increased maximum damage vs. PvE combatants by 33%.
      • Increased maximum damage vs. enemy players by 14%.
  • Stormcaller
    • Lightning Surge
      • Added additional damage resistance vs. PvE combatants when activated, lingering for a short duration after the attack.
      • This is intended to help players survive during the final lightning strike performance until the player returns to first person and can maneuver out of danger
    • Ball Lightning
      • Increased the final arming shape size by 30%.
      • Fixed an issue where the arming shape was offset upward, higher than the maximum damage range of the projectile’s detonation.
    • Chain Lightning
      • Increased secondary chain projectile’s base damage from 27 to 54.
  • Arc Grenades
    • Storm Grenade:
      • Increased damage vs. PvE combatants by 20%.
      • Touch of Thunder variant’s damage is unchanged.
    • Skip Grenade:
      • Increased damage vs. PvE combatants by 15%.
    • Arcbolt Grenade:
      • Increased damage vs. PvE combatants by 15%.
  • Arc Fragments
    • Spark of Recharge:
      • Ability regeneration bonus now persists until the player returns to full shields, rather than deactivating as soon as shields begin to recharge.
    • Spark of Beacons:
      • Now also triggers on defeating targets with Arc Power ammo weapons while amplified.
    • Spark of Frequency:
      • Now also grants 15 weapon stability on powered melee hit, in addition to its reload benefit.
Solar Subclasses
  • Solar General
    • Restoration
      • Restoration’s full-body visual effects now reduce their intensity while the player's Super is active.
    • Cure
      • Cure's healing now takes place over 0.1 seconds rather than instantly.
        • This change is unlikely to affect Cure's efficacy in a meaningful way but is primarily intended to improve the readability of Cure's heal in the middle of combat in the UI.
  • Gunslinger
    • Lightweight Knife
      • Now has 2 melee charges by default.
      • Increased throw animation speed by 33%.
      • Reduced suppression time between throws, so both knives can be thrown very quickly back-to-back.
      • The additional melee charge does not stack with Ophidia Spathe, due to the Exotic’s unique energy recharge behavior. We’ll be monitoring this and evaluating how things are playing once things go live.
    • Knock 'Em Down
      • Reduced internal cooldown on throwing knife refund from 1 second to 0.2 seconds.
    • Gunpowder Gamble
      • Fixed an issue where Gunpowder Gamble was unable to damage Strand Tangles.
    • Golden Gun - Marksman
      • Reduced strength of Orbs of Power created on precision hit as follows:
        • When hitting non-boss enemies, reduced strength from 0.75x to 0.5x of a normal Super Orb of Power.
        • When hitting boss enemies, reduced strength from 0.75x to about 0.4x of a normal Super Orb of Power.
        • When hitting boss enemies while Star-Eater Scales is equipped, reduced strength from 0.75x to about 0.35x of a normal Super Orb of Power.
  • Sunbreaker
    • Consecration
      • Consecration’s slam attack can now shatter Stasis crystals.
      • Ignitions generated by Consecration now deal 20% additional damage to PvE combatants.
      • Fixed an issue where Consecration’s slam attack was sometimes unable to damage floating combatants while they were grounded.
      • Fixed an issue where Consecration’s intended PvE damage resistance was not being applied.
    • Hammer of Sol
      • Increased projectile submunition count when Sol Invictus is not equipped as follows:
        • If the projectile detonates within the first 0.7 seconds of its lifetime, it now creates 4 shrapnel submunitions, up from 3.
        • If the projectile detonates after the first 0.7 seconds of its lifetime, it now creates 6 shrapnel, up from 5.
        • When Sol Invictus is equipped, only 3 shrapnel submunitions are created, regardless of flight time.
      • Shrapnel submunitions now deal additional damage when Sol Invictus is not equipped, with the damage increasing after the first 0.7 seconds of the projectile's lifetime.
  • Dawnblade
    • Heat Rises
      • Fixed an issue where throwing some grenades while Heat Rises was equipped would produce Void visual effects on the player's hands during the throw.
    • Well of Radiance
      • Now grants radiant for 8 seconds when players exit the Well of Radiance area.
      • Reduced player survivability while standing in the Well of Radiance aura.
        • Reduced healing per second from 100 to 50 health points, matching restoration x2.
        • Increased heal on cast from 40 to 300 health points.
        • Reduced damage resistance vs. non-boss combatants from 40% to 20%.
        • Reduced damage resistance vs. boss combatants from 40% to 10%.
        • Damage resistance vs. enemy players is unchanged.
      • Increased maximum Orbs of Power from defeating targets while in the player's Well of Radiance aura from 4 to 5.
    • Solar Grenades
      • Swarm Grenade
        • Increased tracking shape size from 4 meters to 6 meters.
        • Increased linger duration from 7-8 seconds to 10-11 seconds.
        • Increased damage vs. PvE combatants by 20%.
Void Subclasses
  • Void General
    • Fixed an issue where Volatile could fail to auto-detonate if the target was defeated by the damage event that applied the Volatile effect.
  • Nightstalker
    • Snare Bomb
      • Increased linger duration of smoke after detonation from 3 seconds to 5 seconds.
      • Now applies small damage over time to enemies in the smoke, which increases in strength the longer they remain in the smoke.
    • Trapper's Ambush
      • Increased linger duration of the smoke after detonation from 4.5 seconds to 6 seconds.
      • Now applies Snare Bomb’s damage over time to enemies caught in its smoke.
      • Fixed an issue where Trapper’s Ambush’s smoke effects could be obstructed by ground geometry.
    • Stylish Executioner
      • Stylish Executioner’s weaken effect can now be applied by Glaive melee attacks.
  • Sentinel
    • Shield Throw:
      • Increased maximum bounce count from 4 to 5.
      • Increased maximum lifetime from 3 seconds to 4 seconds.
      • Now increases its tracking shape size and strength after each bounce, increasing its ability to consistently find a new target.
      • Slightly increased gravity and decreased thrust speed with each bounce.
      • Increased damage vs. PvE targets by 20%.
    • Ward of Dawn:
      • Armor of Light:
        • Removed Armor of Light overshield. Ward of Dawn now immediately applies a full Void Overshield to the caster and allies that enter its dome.
        • Armor of Light now instead grants additional damage resistance to players inside the Ward of Dawn:30% vs. enemy players and 60% vs. enemy combatants.
        • Effective health of players inside the Ward of Dawn dome remains roughly the same as it was before vs. PvE combatants.
        • Effective health of players inside the Ward of Dawn is significantly lower than it was before vs.other players in PvP, and cannot be further increased by stacking Bastion Barricades inside the Ward to gain additional Overshield layers.
        • No longer provides Weapons of Light by default. This behavior has been moved to the benefits of Helm of Saint-14.
        • Allies near the Ward of Dawn dome now have Void Overshield trickled on over time, similar to the volume behind a Bastion barricade.
        • This trickle rate is reduced in PvP activities.
        • The Ward of Dawn caster can now generate additional Orbs of Power by defeating enemies with melee attacks in or near their Ward of Dawn dome. Up to a maximum of 5.
    • Offensive Bulwark
      • Can now only extend Void Overshield’s timer to its normal maximum duration, to prevent an issue where players could get into a bad timer state.
      • Now regenerates a small portion of the player's active Void Overshield with each melee defeat.
  • Voidwalker
    • Chaos Accelerant
      • Magnetic Grenade
        • Increased maximum intensity of physics knockback impulse by 10%.
        • Increased damage vs. PvE combatants by 20%.
        • Now passively decreases the player's Magnetic Grenade’s cooldown by 10% while Chaos Accelerant is equipped.
    • Pocket Singularity
      • Increased detonation damage vs. PvE combatants by about 50%.
    • Nova Bomb
      • Cataclysm variant:
        • Increased seeker count from 4 to 6.
        • Fixed an issue where seekers could impact the environment on creation.
      • Vortex variant:
        • Increased Vortex linger duration from 7 seconds to 10 seconds.
        • Fixed an issue where the linger visual effects were shutting off early.
    • Void Grenades
      • Suppressor Grenade
        • Damage radius now matches Suppression radius.
        • This does not meaningfully change the damage profile of the grenade but is intended to provide additional feedback to the player when they have successfully Suppressed a target.
      • Voidwall Grenade
        • Fixed an issue where the central damage volume was offset significantly lower than the left and right volumes.
    • Void Fragments
      • Echo of Instability
        • Can now be activated by defeating targets with Forerunner's The Rock grenade.
        • No longer displays its HUD buff text unless a Void weapon is readied.
Stasis Subclasses
  • Stasis General
    • New Frost Armor keyword:
      • You are fortified by layers of durable Stasis matter, reducing incoming damage. Frost Armor damage resistance grows stronger as the player gains additional stacks.
      • Reduces damage from PvE combatants by 4.5% per stack and from enemy players by 2% per stack.
    • Stasis Shatter
      • Increased base PvE shatter damage from 200 to 400.
      • Fixed an issue where bosses auto-shattering were being hit by two instances of shatter damage.
      • Fixed an issue where players in an active Super would show immune damage flyouts when automatically breaking out of Stasis freeze.
  • Revenant
    • Grim Harvest
      • Added new behavior:
        • While Grim Harvest is equipped, Stasis Shards grant a small amount of health and a stack of Frost Armor.
        • Large Stasis Shards from Grim Harvest grant more health and Frost Armor stacks.
      • Now has a standardized cooldown when a large number of Shards are created very quickly.
    • Winter's Shroud
      • Added new behavior:
        • Slowing targets briefly increases the player's class ability regeneration rate.
        • Bonus is reduced in PvP game modes.
        • Now grants PvE damage reduction when activated.
      • Touch of Winter
        • Coldsnap Grenade:
        • No longer chains an additional time while Touch of Winter is equipped.
        • Instead, seekers now duplicate when they freeze a target.
        • Second and third seeker chains now create a medium and large Stasis crystal respectively, rather than every chain creating a small crystal.
        • Glacier Grenade:
        • Added an additional Stasis crystal to the ring formation, increasing total count from 6 to 7.
        • Glacier Grenade ring now forms over 0.27 seconds, rather than instantly.
      • Silence & Squall
        • Increased Squall maximum travel speed by 10%.
        • Squall storm now slows down when any target is within its area of effect to reduce instances where it could overshoot its target.
        • Increased damage and slow tick rate vs. PvE combatants by about 40%, bringing its freeze time from approximately 0.8 seconds to ~0.5 seconds.
  • Behemoth
    • Tectonic Harvest
      • Added new behavior:
        • While Tectonic Harvest is equipped, Stasis Shards grant a small amount of health and a stack of Frost Armor.
        • Now creates a Stasis Shard when shattering a frozen target in addition to shattering Stasis crystals.
      • Now has a standardized cooldown when a large number of Shards are created very quickly.
    • Glacial Quake
      • Now automatically begins sprinting when the player throttles forward.
        • This change should make Shattering the player's Stasis Crystals significantly more intuitive in the heat of combat.
      • Increased on-cast Freeze impulse radius vs. PvE combatants from 6 meters to 8 meters.
    • Shiver Strike
      • Increased damage vs. PvE combatants by 10%.
      • Increased size of melee target search area cone by about 50%.
      • Increased maximum lunge tracking angular speed from 7 degrees per second to 21 degrees per second.
        • The end result of these changes is that Shiver Strike misses significantly less and is able to bend its lunge trajectory more to find a target within its search area.
    • Diamond Lance
      • Increased thrown Diamond Lance detonation radius from 3.5 meters to 5 meters.
      • Increased Diamond Lance slam detonation radius from 6.75 meters to 8 meters vs. PvE combatants.
      • Diamond Lance now shatters Stasis crystals on direct impact.
      • Reduced Diamond Lance pickup interaction time from 0.2 seconds to 0.1 seconds, matching Strand Tangles.
      • Increased Diamond Lance pickup interaction radius from 0.7 meters to 3 meters, matching Strand Tangles.
    • Cryoclasm
      • Removed sprint time requirement. Cryoclasm now goes on cooldown for 4 seconds after one extended slide.
  • Shadebinder
    • Glacial Harvest
      • Added new behavior:
        • While Glacial Harvest is equipped, Stasis Shards grant a small amount of health and a stack of Frost Armor.
      • Now has a standardized cooldown when a large number of Shards are created very quickly.
    • Iceflare Bolts
      • Increased maximum seekers created before going on cooldown from 5 to 7.
  • Stasis Fragments
    • Whisper of Rime reworked:
      • No longer grants a Stasis Shard Overshield when collecting a Stasis Shard.
      • Now increases the maximum duration and stack count of the player's Frost Armor.
    • Whisper of Chains reworked:
      • No longer grants passive damage resistance when near a Stasis crystal or frozen target.
      • Now grants a chance to create a Stasis Shard when defeating a target while the player have one or more stacks of Frost Armor.
    • Whisper of Fractures reworked:
      • No longer increases melee energy regeneration while surrounded by enemies.
      • Now grants a stack of Frost Armor when the player shatters any frozen target with a melee attack.
    • Whisper of Torment
      • Grenade energy gains are no longer dependent on the player's current health value. Base grenade energy regeneration amount per incoming damage event increased from 5% to 7%.
      • While the player has Frost Armor, energy per damage event increases from 7% to 12%.
    • Whisper of Chill - New Fragment:
      • Stasis weapon final blows have a chance to create a Stasis Shard.
    • Whisper of Reversal - New Fragment:
      • While the player has Frost Armor, dealing or receiving physical melee (i.e., not projectile melee) damage slows the player's victim or attacker.
Strand Subclasses
  • Strand General
    • Grapple Tangles
      • No longer fully refresh their duration when Grappled to.
      • Now increase their duration by a maximum of 5 seconds per Grapple, reducing to a maximum of 1 second added after 5 consecutive Grapples to the same Grapple Tangle.
    • Grapple Melee
      • Can no longer be activated after firing a weapon, similar to sprint-or-slide-activated melee abilities.
    • Tangles
      • Tangles will now be paired with the text "Pick Up Tangle" instead of only "Pick Up".
  • Threadrunner
    • Ensnaring Slam
      • Detonation volume vs. enemy players is now a cylinder with a 6.5-meter radius, rather than a sphere with an 8-meter radius.
        • This results in fewer instances of victims correctly attempting to counterplay by jumping but being caught by the Ensnaring Slam detonation high up in the air.
    • Threaded Specter
      • Arming shape vs. PvE combatants now grows more quickly, resulting in more responsive detonations when used in close quarters.
    • Threaded Spike
      • Reduced damage vs. enemy players from 79 to 70.
      • Catching a Threaded Spike no longer breaks invisibility.
  • Berserker
    • Into the Fray
      • Reduced melee energy regeneration scalar from 4x to 3x in PvE activities.
      • Unchanged in PvP activities.
    • Banner of War
      • Reduced maximum timer from 30 seconds to 24 seconds.
      • Melee, Glaive melee, and Super damage bonus now have diminishing returns with Synthoceps as follows:
        • Melee bonuses decreased from 1.4x to 1.15x.
        • Glaive melee bonuses decreased from 1.25x to 1.125x.
        • Super bonuses decreased from 1.4x to 1.2x.
      • Melee and Glaive melee damage bonuses now have diminishing returns with Wormgod Caress, too.
        • Melee bonuses decreased from 1.4x to 1.1x, based on stack count.
        • Glaive melee bonuses decreased from 1.4x to 1.05x, based on stack count.
    • Frenzied Blade / Bladefury
      • Reduced the forward offset for melee lunge target point from 0.4 meters to 0.18 meters.
        • This should reduce instances where attempting to lunge to a target while at very close range resulted in the character lunging backwards.
  • Broodweaver
    • Weaver's Call
      • Added new behavior:
        • Defeating a target with Strand damage now has a chance to generate a perched Threadling, with a higher chance of generation from defeating more powerful targets.
        • This damage can be from any source, including other Threadlings.
  • Strand Fragments
    • Thread of Warding
      • Reduced Woven Mail duration on Orb of Power pickup from 10 seconds to 5 seconds.
    • Thread of Propagation
      • No longer displays its HUD buff text unless a Strand weapon is readied. ###Exotic Armor
  • Exotic armor can now be upgraded after it has been fully masterworked, granting an Artifice mod slot.
    • This comes at the cost of an Exotic Cipher and 10,000 Glimmer.
  • Hunter
    • Renewal Grasps
      • Replaced generic damage resistance with Frost Armor:
        • On entering your Duskfield Grenade volume, you or allies gain a stack of Frost Armor.
        • About every 0.9 seconds, an additional stack of Frost Armor is granted, resetting the timer.
    • Triton Vice
      • Glaive projectile final blows now always trigger a detonation that matches the Glaive's damage type, even when the Glaive does not match the equipped subclass.
      • The surrounded effect provided by Triton Vice while wielding a Glaive now lingers on the player for five seconds after no longer being surrounded.
    • The Sixth Coyote
      • Now creates an Orb of Power from final blows after using a class ability in addition to its previous behavior.
        • This is implemented as the Exotic granting a free copy of the Reaper armor mod's effects.
    • Star-Eater Scales
      • Increased the Orbs of Power required to grant maximum benefits from 4 to 6.
      • Reduced the increased Super energy gained per Orb of Power when the Golden Gun is equipped from 2% down to 0.5%.
      • Fixed an issue where the Super damage boost for attacks that occur quickly after initial cast, such as Shadowshot at close range, was not always applied.
      • Fixed an issue where a player could maintain the damage bonus after removing Star-Eater Scales.
    • Foetracer
      • Now grants the bonus damage it inflicts on a target to weapons. The damage type also matches that of the ability used to damage that target, instead of always matching the equipped subclass.
    • Assassin's Cowl
      • Now requires the player to expend a melee charge (or defeat an enemy via a finisher) to activate.
    • Mask of Bakris
      • Now requires a Stasis Super to be equipped, instead of a Stasis subclass.
      • Re-enabled the "Light Shift" debuff in the HUD when a class ability is not recharging.
        • This is a cosmetic-only change to keep the cooldown visible even while not holding a weapon that benefits from its damage boost.
      • Fixed an issue where Mask of Bakris applied a Tier 2 damage buff instead of a Tier 4 and failed to display the time remaining on a certain Solar weapon.
        • Additionally, the Solar damage buff will now function in the Crucible.
    • The Bombardiers
      • Now triggers an effect based on the equipped Super element, instead of the equipped subclass.
    • Celestial Nighthawk
      • Fixed an issue where players could swap from Celestial Nighthawk to Knucklehead Radar after activating their Super and be granted the benefits from both Exotics.
    • Dragons Shadow
      • Now triggers its effects when the player uses Ensnaring Slam or the new Ascension Arc Aspect.
    • Liars Handshake
      • Counterpunch now does Arc damage instead of Kinetic.
  • Titan
    • Helm of Saint-14
      • Now causes the wearer's Ward of Dawn to apply the Weapons of Light buff to allies.
    • Ursa Furiosa
      • Now provides increased movement speed while guarding with the new Unbreakable Void Aspect.
      • Also grants Super energy for guarding with Unbreakable that scales based on the amount of incoming damage the shield absorbs.
    • Eternal Warrior
      • No longer requires an Arc subclass for Arc final blows to grant its escalating Arc weapon damage bonus.
    • Armamentarium
      • Now creates an Orb of Power from grenade final blows in addition to its previous behavior.
        • This is implemented as the Exotic granting a free copy of the Firepower armor mod's effects.
    • Khepri's Horn
      • Increased the damage from the Solar blast by 100% in PvE.
      • The Solar blast now Scorches each time it hits a target, instead of Scorching only once.
      • Khepri's Horn now benefits from Ember of Eruption and Ember of Ashes (+30 Scorch in PvE and +15 Scorch in PvP).
    • Synthoceps
      • Reduced the amount of time that Bionic Enhancements lingers after no longer being surrounded, from 8 seconds to 5 seconds. This duration is now visible as a timer on the buff.
    • Severance Enclosure
      • Now requires the player to expend a melee charge (or defeat an enemy via a finisher) to activate.
      • Its explosions now require line of sight to damage enemies. We also reduced the knockback intensity of these explosions, which will now launch enemies more consistently vertically.
    • Heart of Inmost Light
      • Now displays a single, consolidated status effect icon in the HUD to communicate its state, instead of the two to three it used before.
        • The functionality of the Exotic is unchanged.
    • One-Eyed Mask
      • Fixed an issue where the negative status effects applied to victims by One-Eyed Mask no longer persist after death.
    • Precious Scars
      • Now requires a weapon matching the equipped Super element, instead of the equipped subclass.
    • Hoarfrost-Z
      • Now requires a Stasis Super to be equipped, instead of a Stasis subclass.
    • Cadmus Ridge Lancecap
      • Now requires a Stasis Super to be equipped, instead of a Stasis subclass.
    • Lorely Splendor
      • Now requires a Solar Super to be equipped, instead of a Solar subclass.
    • No Back Up Plans
      • Now requires a Void Super to be equipped, instead of a Void subclass.
    • Path of Burning Steps
      • Now requires a Solar Super to be equipped, instead of a Solar subclass.
    • Hallowfire Heart
      • Now requires a Solar Super to be equipped, instead of a Solar subclass.
  • Warlock
    • Ballidorse Wrathweavers
      • Replaced Stasis Shard Overshield with Frost Armor.
      • Activating a Rift grants the player and nearby allies the maximum Frost Armor stacks when Frostpulse is equipped.
      • Activating a Winter's Wrath shatter attack grants nearby allies the maximum amount of stacks of Frost Armor. When Winter's Wrath ends, the player gains maximum stacks of Frost Armor.
    • Mantle of Battle Harmony
      • Now grants Super energy ranging between +1.5% and +4.5%, depending on the target type killed.
      • Removed the 2-second cooldown for the perk's activation.
      • Now requires a weapon matching the equipped Super element, instead of the equipped subclass.
    • Secant Filaments
      • Updated Secant Filaments to require a Void Super instead of a Void subclass.
      • Secant Filaments Empowering Rift will now reset a player's existing Devour buff duration back to 11 seconds when they enter it, in addition to its previous behavior.
      • Fixed an issue where Secant Filament's Overload Rift was removing anti-Champion capabilities granted by the artifact.
    • Sunbracers
      • Reduced the increased Solar Grenade duration from 4 seconds to 2 seconds.
      • Reduced its increased grenade recharge rate to allow a max of 4 grenades while the effect is active, down from 5.
      • Fixed an issue where Sunbracers would not remove the "Sunbracers Ready" buff from the player when they throw a grenade.
    • Cenotaph Mask
      • Multiple players using Cenotaph Mask can no longer trigger its effect using a single enemy target.
      • Cenotaph's target lock visual marker is now hidden for the Exotic's wearer and only appears to the wearer’s allies.
    • Verity's Brow
      • Now requires final blows with a weapon matching the player's grenade damage type, instead of one matching the equipped subclass.
    • Felwinter's Helm
      • Now requires the player to expend a melee charge (or defeat an enemy via a finisher) to activate.
    • Wings of Sacred Dawn
      • Updated its description to correctly indicate that its effects are only active with Dawnblade equipped, rather than all Solar Supers.
    • Contraverse Hold
      • Updated its description to clarify it only works with Void grenades charged with the Chaos Accelerant Aspect.
    • Chromatic Fire
      • Now triggers an effect based on the player's equipped Super element, instead of the equipped subclass.
    • Promethium Spur
      • Now works with any equipped Solar Super.
    • Sanguine Alchemy
      • Now requires a weapon matching the equipped Super element, instead of the equipped subclass.
    • Vesper of Radius
      • The ability for the shockwave to blind now requires an Arc Super to be equipped, instead of an Arc subclass.
    • Karnstein Armlets
      • Fixed an issue where Karnstein Armlet's visual effects were not functioning correctly.
    • Necrotic Grips
      • Updated Necrotic Grips description to note that it requires a melee and that it works against both combatants and players. ###Armor Mods
  • The Artifice mod socket icon has been updated to make it more distinct.
  • Removed the energy cost from raid-specific armor mods.
  • Updated all Harmonic armor mods to change their element based on the currently equipped Super, rather than subclass.
    • This behavior is also now explained in their descriptions.
  • A Strand Resistance mod has been added.
    • Additionally, Harmonic Resistance is now compatible with Strand.
  • Heavy Ammo Finder and Special Ammo Finder armor mods now persist their progress towards an ammo brick through death.
  • Heavy Ammo Finder and Special Ammo Finder armor mods no longer function in Crucible, and opposing-team kills will no longer grant Ammo Finder progress in Gambit.
  • Heavy Ammo Finder and Special Ammo Finder armor mods have had their kill requirements increased by 20% for Guardians in a fireteam.
    • Solo Guardian requirements are unchanged.
  • Fixed an issue where Orb of Power mods would not pick up Orbs when Super energy was full. Mods affected are:
    • Recuperation (Leg Armor Mod)
    • Better Already (Leg Armor Mod)
    • Innervation (Leg Armor Mod)
    • Invigoration (Leg Armor Mod)
    • Insulation (Leg Armor Mod)
    • Absolution (Leg Armor Mod)
    • Orbs of Restoration (Leg Armor Mod)
    • Powerful Friends (Helmet Armor Mod)
  • Fixed an issue where multiple copies of Empowered Finisher could be active at once in rare cases.
    • Additionally, corrected an issue where its tooltip did not describe it as having no stacking benefits. ###Other
  • Fixed an issue where older Solstice armor did not display the correct glow color when using a Strand or Stasis Super.

    Weapons

  • Updated Heavy, Adaptive, and Aggressive Burst weapon intrinsic names to match burst count across all weapon archetypes. Functionality is unchanged.
    • 2-burst: Heavy Burst
      • Includes Sidearms, Hand Cannons, and Pulse Rifles.
    • 3-burst: Adaptive Burst
      • Includes Sidearms, Linear Fusion Rifles, and Adaptive Pulse Rifles.
    • 4-burst: Aggressive Burst
      • Includes Pulse Rifles.
  • Removed the foundry name from the Veist Rapid-Fire, Häkke Precision, and Omolon Adaptive weapon intrinsics.

    Weapon Archetypes

  • Exotic Primary Weapons and Trace Rifles
    • Reduced damage bonus versus Minors from 40% to 30% (except Fighting Lion).
    • Exotic Primary Weapons and Trace Rifles benefit from the below damage buffs versus Minor combatants.
  • Increased base PvE damage versus all combatants.
    • Pulse Rifles: 20%
      • Exceptions: Graviton Lance and Revision Zero's Heavy Burst mode. (These both have an intrinsic PvE damage buff built in.)
    • Pellet Shotguns: 10%
      • Exceptions: Legend of Acrius, Tractor Cannon, Conditional Finality, and The Fourth Horseman. (These are all already performing as intended.)
    • Slug Shotguns: 9%
    • Fusion Rifles: 7%
      • Exceptions: One Thousand Voices. (This one was just buffed.)
    • Sniper Rifles: 7%
      • Exceptions: Izanagi's Burden's Honed Edge shots and Cloudstrike's storm. (These are both performing well.)
    • Glaive projectiles: 7%
    • Linear Fusion Rifles: 5%
  • Increased damage versus Minors (red bars)—this stacks with the base PvE damage increase.
    • Sidearms, Trace Rifles, Scout Rifles, and Bows: 20%
    • Auto Rifles and Pulse Rifles: 15%
    • For Pulse Rifles, this is in addition to the above buff, and Graviton Lance and Revision Zero's Heavy Burst mode are included.
      • I.e. Pulse Rifles will do 1.2 * 1.15 = 38% more damage to red bars.
    • Submachine Guns: 10%
    • Hand Cannons: 5%
  • Increased damage versus Major combatants (orange bars).
    • Trace Rifles: 20%
  • Increased damage globally, including PvP.
    • Machine Guns: 7%
    • Swords: 7%
  • With these damage increases, the following Spec mods have been retired:
    • Boss Spec, Taken Spec, Minor Spec, Major Spec, and Adept Big Ones Spec.
  • Scout Rifle
    • Updated the hip-fire reticle to better show accuracy and aim-assist state.
  • Hand Cannons
    • General
      • Reduced the screen shake dealt to players by Hand Cannon projectile impacts by 33% (does not affect flinch dealt to Combatants).
    • Heavy Burst
      • Reduced the base recoil of this sub-family to make them more stable.
    • Aggressives
      • Improved the stats of two Aggressive Hand Cannons that are returning in The Final Shape to be more competitive with our current offerings.
        • Crimil's Dagger (Iron Banner)
        • Stability: 23 to 31
        • Handling: 23 to 31
        • Magazine Size: 8 to 9
        • Airborne Effectiveness: 10 to 21
        • Something New (Solstice)
        • Stability: 27 to 30
        • Handling: 24 to 30
        • Magazine Size: 8 to 9
  • Sniper Rifles
    • Increased minimum reserves from 14 to 17 shots; maximum reserve is unchanged.
    • Changed the way flinch works when taking damage from players (this does not affect incoming damage from combatants).
      • Increased the screen shake duration by 25%.
      • Increased the screen shake intensity by 350%.
      • Reduced the camera roll by 25%.
  • Linear Fusion Rifles
    • Reduced firing animation kick and recoil for Adaptive Linear Fusion Rifles.
  • Kinetic damage type weapons
    • No longer deal bonus damage to bosses; damage to other combatant tiers is unchanged.
      • For example, a kinetic Sniper Rifle and a Stasis Sniper Rifle of the same subfamily will both deal the same damage to a boss.
  • Wave Grenade Launchers
    • The size of the wave is now affected by the blast radius stat. This will mostly impact the width of the wave, though the length and height will also be scaled.
      • The default display stat for the blast radius has been changed from 100 to 50 (where 50 represents the previous baseline—any stat over 50 will result in a larger wave segment than what was possible before).
    • Special ammo Wave – Frame Grenade Launchers overperform as add clear weapons in their current state, so we've pulled the length of the wave back a little.
      • Reduced the length of the waves from 22 meters to 15 meters (except for Dead Messenger).
  • Swords
    • Updated the Sword reticle to better indicate its charge state. When Sword energy is consumed, the amount of delay the Sword has before it begins to recharge now subtly appears in the reticle.
    • Fixed an issue where the Overwhelming Battlesong debuff from some missions would prevent Swords from recharging or losing energy while guarding.
    • Fixed an issue where unpowered caster Sword heavy attacks would not reset the Sword's energy recharge delay.
    • Fixed an issue where uncharged adaptive Sword heavy attacks cost the same amount of ammo as their charged counterparts. They now cost 1 ammo, same as other uncharged heavy attacks.
  • Rocket Sidearms
    • Added a slight delay to the detonation to allow perks to activate correctly if they required precision kills. ###Exotics
  • Non-precision based add clear-Exotic Primary weapons:
    • Reduced splash damage by 10% on the following weapons:
      • Sunshot
      • Trinity Ghoul
      • Polaris Lance
      • Graviton Lance
  • Rat King
    • Swapped the firing animation to the same one used by other auto-fire Sidearms.
  • Dead Man's Tale
    • Baseline:
      • Cranial Spike stacks now grant stability in addition to aim assist stat and range (+2 per stack).
      • Increased reload speed benefit of Cranial Spike stacks.
    • With catalyst, when hip-firing:
      • Slightly reduced accuracy benefits.
      • Increased magnetism falloff scale (1.6 to 1.7).
      • Increased baseline rate of fire from 130RPM to 140RPM.
      • Removed PvE-only damage buff that scaled with stacks of Cranial Spike and added a 15% damage bonus at maximum stacks of Cranial Spike.
  • Colony
    • Now spawns additional insectoid robots on final blows. More robots (up to five) spawn from tougher com
submitted by DTG_Bot to LowSodiumDestiny [link] [comments]


2024.06.04 18:01 DTG_Bot Destiny 2 Update 8.0.0.1

Source: https://www.bungie.net/7/en/News/Article/destiny_2_update_8_0_0_1

Activities

Crucible

  • Competitive will now use the Blended “1-1-1" Special Ammo system in place of the Crates system. We will begin rolling this system out to other playlists soon.
  • Adjusted spawns on Altar of Flame and Dead Cliffs for Countdown Rush to improve match balance.
  • Updated Private Match screens to support expanded options and to improve usability.
  • Updated sound effects for rank promotion and defense toasts in Competitive to better convey success or failure.
  • Fixed an issue where Relic meter was not correctly progressing in Relic.
  • Fixed an issue where Private Match activity modifiers would display inaccurately.

    Shadowkeep

  • Fixed an issue in the mission Beyond where players would sometimes get stuck without the activity progressing them correctly.

    Warlord’s Ruin

  • Fixed an issue in Warlord's Ruin where the sound effect that occurs after a player is frozen by the tempest storm did not play correctly.

    Crota’s End

  • Fixed an issue preventing completion of the All for One challenge and associated Triumph.

    The Pantheon

  • Fixed an issue where The Pantheon emblems appeared in the General category rather than the Raids category in Collections.

    UI/UX

General

  • Added a gameplay subtitles option that displays the speaker's name before their dialog.
    • This option is off by default. To activate it, navigate to the Options menu and toggle it to on.
    • This feature does not affect cinematic subtitles.
  • Added Reputation Boost information for ritual activities to the Director.
    • Hovering over the Rituals nodes at the top of the Director (Vanguard Ops, Crucible, Gambit) will display when reputation boosts are active.
  • Fixed an issue where dungeon tracking stats were not displayed on emblems.

    Fireteam Finder

  • Improved placement and visuals of the Reselecting Activity button so players have better access to it.
  • Fixed an issue where Fireteam Finder lobbies for Crucible Labs weren't allowing the correct max number of players for the activity.
  • Fixed an issue where in some Fireteam Finder applications, player status was not displayed properly.

    Guardian Ranks/Journey Screen

  • Made visual and functional improvements to the Journey screen and Guardian Ranks icons.
  • Fixed an issue where the Cherished Guardian Rank objective displayed the incorrect Commendation score requirement.

    Quests

  • Added Milestones to the quest log.
    • Milestones will not count against a player's maximum quest/bounty capacity.
  • Tracked quests will be sorted to the top of their categories when the quest log is reloaded next.
  • Added an option to set a specific Quest tab as the default.
    • The default Quest tab will be the first tab opened when the quest log is loaded.
  • Added text to the Quest tooltip to communicate when a Quest is directly launchable from its Quest Details screen.

    Gameplay and Investment

Abilities

All Subclasses
  • All Super abilities now use the same damage-based recharge parameters.
    • Previously, energy gained through damage dealt and received was scaled based on the passive recharge rate of the Super, resulting in a broader delta between long-recharge Supers and short-recharge Supers than intended.
    • This will, for example, bring the real-world uptime of Ward of Dawn and Well of Radiance closer to the uptime of a Super like Arc Staff or Fists of Havoc.
Arc Subclasses
  • Arcstrider
    • Arc Staff:
      • Heavy palm strike attacks and heavy air slam blind enemies.
    • Disorienting Blow:
      • Decreased base cooldown time from 100 seconds to 90 seconds.
    • Tempest Strike:
      • Added additional damage resistance vs. PvE combatants when activated, lingering for a short duration after the attack.
  • Striker
    • Knockout
      • Increased bonus damage granted to powered melee attacks vs. PvE combatants from 25% to 50%.
      • Reworked healing behavior:
      • No longer unstuns health regeneration on melee defeats. Now instantly grants a chunk of healing that scales with the type of target defeated.
        • Player: 30 health points.
        • Minor combatant: 50 health points.
        • Major combatant: 75 health points.
        • Champion+ combatant: 100 health points.
    • Touch of Thunder
      • Lightning Grenade:
        • Now applies Jolt after the first damage event, rather than prior.
        • This means that the Jolt won't instantly pop on application, and attackers will need to either wait for the second lightning burst from the grenade or deal additional damage via other means to trigger the Jolt's chain lightning.
      • Storm Grenade:
        • Increased tracking travel speed when targeting PvE combatants by between 0.5 and 1 meters per second, increasing with the storm’s lifetime.
    • Thunderclap
      • Added additional damage resistance vs. PvE combatants when activated, lingering for a short duration after the attack.
      • Increased minimum damage vs. PvE combatants by 20%.
      • Increased maximum damage vs. PvE combatants by 33%.
      • Increased maximum damage vs. enemy players by 14%.
  • Stormcaller
    • Lightning Surge
      • Added additional damage resistance vs. PvE combatants when activated, lingering for a short duration after the attack.
      • This is intended to help players survive during the final lightning strike performance until the player returns to first person and can maneuver out of danger
    • Ball Lightning
      • Increased the final arming shape size by 30%.
      • Fixed an issue where the arming shape was offset upward, higher than the maximum damage range of the projectile’s detonation.
    • Chain Lightning
      • Increased secondary chain projectile’s base damage from 27 to 54.
  • Arc Grenades
    • Storm Grenade:
      • Increased damage vs. PvE combatants by 20%.
      • Touch of Thunder variant’s damage is unchanged.
    • Skip Grenade:
      • Increased damage vs. PvE combatants by 15%.
    • Arcbolt Grenade:
      • Increased damage vs. PvE combatants by 15%.
  • Arc Fragments
    • Spark of Recharge:
      • Ability regeneration bonus now persists until the player returns to full shields, rather than deactivating as soon as shields begin to recharge.
    • Spark of Beacons:
      • Now also triggers on defeating targets with Arc Power ammo weapons while amplified.
    • Spark of Frequency:
      • Now also grants 15 weapon stability on powered melee hit, in addition to its reload benefit.
Solar Subclasses
  • Solar General
    • Restoration
      • Restoration’s full-body visual effects now reduce their intensity while the player's Super is active.
    • Cure
      • Cure's healing now takes place over 0.1 seconds rather than instantly.
        • This change is unlikely to affect Cure's efficacy in a meaningful way but is primarily intended to improve the readability of Cure's heal in the middle of combat in the UI.
  • Gunslinger
    • Lightweight Knife
      • Now has 2 melee charges by default.
      • Increased throw animation speed by 33%.
      • Reduced suppression time between throws, so both knives can be thrown very quickly back-to-back.
      • The additional melee charge does not stack with Ophidia Spathe, due to the Exotic’s unique energy recharge behavior. We’ll be monitoring this and evaluating how things are playing once things go live.
    • Knock 'Em Down
      • Reduced internal cooldown on throwing knife refund from 1 second to 0.2 seconds.
    • Gunpowder Gamble
      • Fixed an issue where Gunpowder Gamble was unable to damage Strand Tangles.
    • Golden Gun - Marksman
      • Reduced strength of Orbs of Power created on precision hit as follows:
        • When hitting non-boss enemies, reduced strength from 0.75x to 0.5x of a normal Super Orb of Power.
        • When hitting boss enemies, reduced strength from 0.75x to about 0.4x of a normal Super Orb of Power.
        • When hitting boss enemies while Star-Eater Scales is equipped, reduced strength from 0.75x to about 0.35x of a normal Super Orb of Power.
  • Sunbreaker
    • Consecration
      • Consecration’s slam attack can now shatter Stasis crystals.
      • Ignitions generated by Consecration now deal 20% additional damage to PvE combatants.
      • Fixed an issue where Consecration’s slam attack was sometimes unable to damage floating combatants while they were grounded.
      • Fixed an issue where Consecration’s intended PvE damage resistance was not being applied.
    • Hammer of Sol
      • Increased projectile submunition count when Sol Invictus is not equipped as follows:
        • If the projectile detonates within the first 0.7 seconds of its lifetime, it now creates 4 shrapnel submunitions, up from 3.
        • If the projectile detonates after the first 0.7 seconds of its lifetime, it now creates 6 shrapnel, up from 5.
        • When Sol Invictus is equipped, only 3 shrapnel submunitions are created, regardless of flight time.
      • Shrapnel submunitions now deal additional damage when Sol Invictus is not equipped, with the damage increasing after the first 0.7 seconds of the projectile's lifetime.
  • Dawnblade
    • Heat Rises
      • Fixed an issue where throwing some grenades while Heat Rises was equipped would produce Void visual effects on the player's hands during the throw.
    • Well of Radiance
      • Now grants radiant for 8 seconds when players exit the Well of Radiance area.
      • Reduced player survivability while standing in the Well of Radiance aura.
        • Reduced healing per second from 100 to 50 health points, matching restoration x2.
        • Increased heal on cast from 40 to 300 health points.
        • Reduced damage resistance vs. non-boss combatants from 40% to 20%.
        • Reduced damage resistance vs. boss combatants from 40% to 10%.
        • Damage resistance vs. enemy players is unchanged.
      • Increased maximum Orbs of Power from defeating targets while in the player's Well of Radiance aura from 4 to 5.
    • Solar Grenades
      • Swarm Grenade
        • Increased tracking shape size from 4 meters to 6 meters.
        • Increased linger duration from 7-8 seconds to 10-11 seconds.
        • Increased damage vs. PvE combatants by 20%.
Void Subclasses
  • Void General
    • Fixed an issue where Volatile could fail to auto-detonate if the target was defeated by the damage event that applied the Volatile effect.
  • Nightstalker
    • Snare Bomb
      • Increased linger duration of smoke after detonation from 3 seconds to 5 seconds.
      • Now applies small damage over time to enemies in the smoke, which increases in strength the longer they remain in the smoke.
    • Trapper's Ambush
      • Increased linger duration of the smoke after detonation from 4.5 seconds to 6 seconds.
      • Now applies Snare Bomb’s damage over time to enemies caught in its smoke.
      • Fixed an issue where Trapper’s Ambush’s smoke effects could be obstructed by ground geometry.
    • Stylish Executioner
      • Stylish Executioner’s weaken effect can now be applied by Glaive melee attacks.
  • Sentinel
    • Shield Throw:
      • Increased maximum bounce count from 4 to 5.
      • Increased maximum lifetime from 3 seconds to 4 seconds.
      • Now increases its tracking shape size and strength after each bounce, increasing its ability to consistently find a new target.
      • Slightly increased gravity and decreased thrust speed with each bounce.
      • Increased damage vs. PvE targets by 20%.
    • Ward of Dawn:
      • Armor of Light:
        • Removed Armor of Light overshield. Ward of Dawn now immediately applies a full Void Overshield to the caster and allies that enter its dome.
        • Armor of Light now instead grants additional damage resistance to players inside the Ward of Dawn:30% vs. enemy players and 60% vs. enemy combatants.
        • Effective health of players inside the Ward of Dawn dome remains roughly the same as it was before vs. PvE combatants.
        • Effective health of players inside the Ward of Dawn is significantly lower than it was before vs.other players in PvP, and cannot be further increased by stacking Bastion Barricades inside the Ward to gain additional Overshield layers.
        • No longer provides Weapons of Light by default. This behavior has been moved to the benefits of Helm of Saint-14.
        • Allies near the Ward of Dawn dome now have Void Overshield trickled on over time, similar to the volume behind a Bastion barricade.
        • This trickle rate is reduced in PvP activities.
        • The Ward of Dawn caster can now generate additional Orbs of Power by defeating enemies with melee attacks in or near their Ward of Dawn dome. Up to a maximum of 5.
    • Offensive Bulwark
      • Can now only extend Void Overshield’s timer to its normal maximum duration, to prevent an issue where players could get into a bad timer state.
      • Now regenerates a small portion of the player's active Void Overshield with each melee defeat.
  • Voidwalker
    • Chaos Accelerant
      • Magnetic Grenade
        • Increased maximum intensity of physics knockback impulse by 10%.
        • Increased damage vs. PvE combatants by 20%.
        • Now passively decreases the player's Magnetic Grenade’s cooldown by 10% while Chaos Accelerant is equipped.
    • Pocket Singularity
      • Increased detonation damage vs. PvE combatants by about 50%.
    • Nova Bomb
      • Cataclysm variant:
        • Increased seeker count from 4 to 6.
        • Fixed an issue where seekers could impact the environment on creation.
      • Vortex variant:
        • Increased Vortex linger duration from 7 seconds to 10 seconds.
        • Fixed an issue where the linger visual effects were shutting off early.
    • Void Grenades
      • Suppressor Grenade
        • Damage radius now matches Suppression radius.
        • This does not meaningfully change the damage profile of the grenade but is intended to provide additional feedback to the player when they have successfully Suppressed a target.
      • Voidwall Grenade
        • Fixed an issue where the central damage volume was offset significantly lower than the left and right volumes.
    • Void Fragments
      • Echo of Instability
        • Can now be activated by defeating targets with Forerunner's The Rock grenade.
        • No longer displays its HUD buff text unless a Void weapon is readied.
Stasis Subclasses
  • Stasis General
    • New Frost Armor keyword:
      • You are fortified by layers of durable Stasis matter, reducing incoming damage. Frost Armor damage resistance grows stronger as the player gains additional stacks.
      • Reduces damage from PvE combatants by 4.5% per stack and from enemy players by 2% per stack.
    • Stasis Shatter
      • Increased base PvE shatter damage from 200 to 400.
      • Fixed an issue where bosses auto-shattering were being hit by two instances of shatter damage.
      • Fixed an issue where players in an active Super would show immune damage flyouts when automatically breaking out of Stasis freeze.
  • Revenant
    • Grim Harvest
      • Added new behavior:
        • While Grim Harvest is equipped, Stasis Shards grant a small amount of health and a stack of Frost Armor.
        • Large Stasis Shards from Grim Harvest grant more health and Frost Armor stacks.
      • Now has a standardized cooldown when a large number of Shards are created very quickly.
    • Winter's Shroud
      • Added new behavior:
        • Slowing targets briefly increases the player's class ability regeneration rate.
        • Bonus is reduced in PvP game modes.
        • Now grants PvE damage reduction when activated.
      • Touch of Winter
        • Coldsnap Grenade:
        • No longer chains an additional time while Touch of Winter is equipped.
        • Instead, seekers now duplicate when they freeze a target.
        • Second and third seeker chains now create a medium and large Stasis crystal respectively, rather than every chain creating a small crystal.
        • Glacier Grenade:
        • Added an additional Stasis crystal to the ring formation, increasing total count from 6 to 7.
        • Glacier Grenade ring now forms over 0.27 seconds, rather than instantly.
      • Silence & Squall
        • Increased Squall maximum travel speed by 10%.
        • Squall storm now slows down when any target is within its area of effect to reduce instances where it could overshoot its target.
        • Increased damage and slow tick rate vs. PvE combatants by about 40%, bringing its freeze time from approximately 0.8 seconds to ~0.5 seconds.
  • Behemoth
    • Tectonic Harvest
      • Added new behavior:
        • While Tectonic Harvest is equipped, Stasis Shards grant a small amount of health and a stack of Frost Armor.
        • Now creates a Stasis Shard when shattering a frozen target in addition to shattering Stasis crystals.
      • Now has a standardized cooldown when a large number of Shards are created very quickly.
    • Glacial Quake
      • Now automatically begins sprinting when the player throttles forward.
        • This change should make Shattering the player's Stasis Crystals significantly more intuitive in the heat of combat.
      • Increased on-cast Freeze impulse radius vs. PvE combatants from 6 meters to 8 meters.
    • Shiver Strike
      • Increased damage vs. PvE combatants by 10%.
      • Increased size of melee target search area cone by about 50%.
      • Increased maximum lunge tracking angular speed from 7 degrees per second to 21 degrees per second.
        • The end result of these changes is that Shiver Strike misses significantly less and is able to bend its lunge trajectory more to find a target within its search area.
    • Diamond Lance
      • Increased thrown Diamond Lance detonation radius from 3.5 meters to 5 meters.
      • Increased Diamond Lance slam detonation radius from 6.75 meters to 8 meters vs. PvE combatants.
      • Diamond Lance now shatters Stasis crystals on direct impact.
      • Reduced Diamond Lance pickup interaction time from 0.2 seconds to 0.1 seconds, matching Strand Tangles.
      • Increased Diamond Lance pickup interaction radius from 0.7 meters to 3 meters, matching Strand Tangles.
    • Cryoclasm
      • Removed sprint time requirement. Cryoclasm now goes on cooldown for 4 seconds after one extended slide.
  • Shadebinder
    • Glacial Harvest
      • Added new behavior:
        • While Glacial Harvest is equipped, Stasis Shards grant a small amount of health and a stack of Frost Armor.
      • Now has a standardized cooldown when a large number of Shards are created very quickly.
    • Iceflare Bolts
      • Increased maximum seekers created before going on cooldown from 5 to 7.
  • Stasis Fragments
    • Whisper of Rime reworked:
      • No longer grants a Stasis Shard Overshield when collecting a Stasis Shard.
      • Now increases the maximum duration and stack count of the player's Frost Armor.
    • Whisper of Chains reworked:
      • No longer grants passive damage resistance when near a Stasis crystal or frozen target.
      • Now grants a chance to create a Stasis Shard when defeating a target while the player have one or more stacks of Frost Armor.
    • Whisper of Fractures reworked:
      • No longer increases melee energy regeneration while surrounded by enemies.
      • Now grants a stack of Frost Armor when the player shatters any frozen target with a melee attack.
    • Whisper of Torment
      • Grenade energy gains are no longer dependent on the player's current health value. Base grenade energy regeneration amount per incoming damage event increased from 5% to 7%.
      • While the player has Frost Armor, energy per damage event increases from 7% to 12%.
    • Whisper of Chill - New Fragment:
      • Stasis weapon final blows have a chance to create a Stasis Shard.
    • Whisper of Reversal - New Fragment:
      • While the player has Frost Armor, dealing or receiving physical melee (i.e., not projectile melee) damage slows the player's victim or attacker.
Strand Subclasses
  • Strand General
    • Grapple Tangles
      • No longer fully refresh their duration when Grappled to.
      • Now increase their duration by a maximum of 5 seconds per Grapple, reducing to a maximum of 1 second added after 5 consecutive Grapples to the same Grapple Tangle.
    • Grapple Melee
      • Can no longer be activated after firing a weapon, similar to sprint-or-slide-activated melee abilities.
    • Tangles
      • Tangles will now be paired with the text "Pick Up Tangle" instead of only "Pick Up".
  • Threadrunner
    • Ensnaring Slam
      • Detonation volume vs. enemy players is now a cylinder with a 6.5-meter radius, rather than a sphere with an 8-meter radius.
        • This results in fewer instances of victims correctly attempting to counterplay by jumping but being caught by the Ensnaring Slam detonation high up in the air.
    • Threaded Specter
      • Arming shape vs. PvE combatants now grows more quickly, resulting in more responsive detonations when used in close quarters.
    • Threaded Spike
      • Reduced damage vs. enemy players from 79 to 70.
      • Catching a Threaded Spike no longer breaks invisibility.
  • Berserker
    • Into the Fray
      • Reduced melee energy regeneration scalar from 4x to 3x in PvE activities.
      • Unchanged in PvP activities.
    • Banner of War
      • Reduced maximum timer from 30 seconds to 24 seconds.
      • Melee, Glaive melee, and Super damage bonus now have diminishing returns with Synthoceps as follows:
        • Melee bonuses decreased from 1.4x to 1.15x.
        • Glaive melee bonuses decreased from 1.25x to 1.125x.
        • Super bonuses decreased from 1.4x to 1.2x.
      • Melee and Glaive melee damage bonuses now have diminishing returns with Wormgod Caress, too.
        • Melee bonuses decreased from 1.4x to 1.1x, based on stack count.
        • Glaive melee bonuses decreased from 1.4x to 1.05x, based on stack count.
    • Frenzied Blade / Bladefury
      • Reduced the forward offset for melee lunge target point from 0.4 meters to 0.18 meters.
        • This should reduce instances where attempting to lunge to a target while at very close range resulted in the character lunging backwards.
  • Broodweaver
    • Weaver's Call
      • Added new behavior:
        • Defeating a target with Strand damage now has a chance to generate a perched Threadling, with a higher chance of generation from defeating more powerful targets.
        • This damage can be from any source, including other Threadlings.
  • Strand Fragments
    • Thread of Warding
      • Reduced Woven Mail duration on Orb of Power pickup from 10 seconds to 5 seconds.
    • Thread of Propagation
      • No longer displays its HUD buff text unless a Strand weapon is readied. ###Exotic Armor
  • Exotic armor can now be upgraded after it has been fully masterworked, granting an Artifice mod slot.
    • This comes at the cost of an Exotic Cipher and 10,000 Glimmer.
  • Hunter
    • Renewal Grasps
      • Replaced generic damage resistance with Frost Armor:
        • On entering your Duskfield Grenade volume, you or allies gain a stack of Frost Armor.
        • About every 0.9 seconds, an additional stack of Frost Armor is granted, resetting the timer.
    • Triton Vice
      • Glaive projectile final blows now always trigger a detonation that matches the Glaive's damage type, even when the Glaive does not match the equipped subclass.
      • The surrounded effect provided by Triton Vice while wielding a Glaive now lingers on the player for five seconds after no longer being surrounded.
    • The Sixth Coyote
      • Now creates an Orb of Power from final blows after using a class ability in addition to its previous behavior.
        • This is implemented as the Exotic granting a free copy of the Reaper armor mod's effects.
    • Star-Eater Scales
      • Increased the Orbs of Power required to grant maximum benefits from 4 to 6.
      • Reduced the increased Super energy gained per Orb of Power when the Golden Gun is equipped from 2% down to 0.5%.
      • Fixed an issue where the Super damage boost for attacks that occur quickly after initial cast, such as Shadowshot at close range, was not always applied.
      • Fixed an issue where a player could maintain the damage bonus after removing Star-Eater Scales.
    • Foetracer
      • Now grants the bonus damage it inflicts on a target to weapons. The damage type also matches that of the ability used to damage that target, instead of always matching the equipped subclass.
    • Assassin's Cowl
      • Now requires the player to expend a melee charge (or defeat an enemy via a finisher) to activate.
    • Mask of Bakris
      • Now requires a Stasis Super to be equipped, instead of a Stasis subclass.
      • Re-enabled the "Light Shift" debuff in the HUD when a class ability is not recharging.
        • This is a cosmetic-only change to keep the cooldown visible even while not holding a weapon that benefits from its damage boost.
      • Fixed an issue where Mask of Bakris applied a Tier 2 damage buff instead of a Tier 4 and failed to display the time remaining on a certain Solar weapon.
        • Additionally, the Solar damage buff will now function in the Crucible.
    • The Bombardiers
      • Now triggers an effect based on the equipped Super element, instead of the equipped subclass.
    • Celestial Nighthawk
      • Fixed an issue where players could swap from Celestial Nighthawk to Knucklehead Radar after activating their Super and be granted the benefits from both Exotics.
    • Dragons Shadow
      • Now triggers its effects when the player uses Ensnaring Slam or the new Ascension Arc Aspect.
    • Liars Handshake
      • Counterpunch now does Arc damage instead of Kinetic.
  • Titan
    • Helm of Saint-14
      • Now causes the wearer's Ward of Dawn to apply the Weapons of Light buff to allies.
    • Ursa Furiosa
      • Now provides increased movement speed while guarding with the new Unbreakable Void Aspect.
      • Also grants Super energy for guarding with Unbreakable that scales based on the amount of incoming damage the shield absorbs.
    • Eternal Warrior
      • No longer requires an Arc subclass for Arc final blows to grant its escalating Arc weapon damage bonus.
    • Armamentarium
      • Now creates an Orb of Power from grenade final blows in addition to its previous behavior.
        • This is implemented as the Exotic granting a free copy of the Firepower armor mod's effects.
    • Khepri's Horn
      • Increased the damage from the Solar blast by 100% in PvE.
      • The Solar blast now Scorches each time it hits a target, instead of Scorching only once.
      • Khepri's Horn now benefits from Ember of Eruption and Ember of Ashes (+30 Scorch in PvE and +15 Scorch in PvP).
    • Synthoceps
      • Reduced the amount of time that Bionic Enhancements lingers after no longer being surrounded, from 8 seconds to 5 seconds. This duration is now visible as a timer on the buff.
    • Severance Enclosure
      • Now requires the player to expend a melee charge (or defeat an enemy via a finisher) to activate.
      • Its explosions now require line of sight to damage enemies. We also reduced the knockback intensity of these explosions, which will now launch enemies more consistently vertically.
    • Heart of Inmost Light
      • Now displays a single, consolidated status effect icon in the HUD to communicate its state, instead of the two to three it used before.
        • The functionality of the Exotic is unchanged.
    • One-Eyed Mask
      • Fixed an issue where the negative status effects applied to victims by One-Eyed Mask no longer persist after death.
    • Precious Scars
      • Now requires a weapon matching the equipped Super element, instead of the equipped subclass.
    • Hoarfrost-Z
      • Now requires a Stasis Super to be equipped, instead of a Stasis subclass.
    • Cadmus Ridge Lancecap
      • Now requires a Stasis Super to be equipped, instead of a Stasis subclass.
    • Lorely Splendor
      • Now requires a Solar Super to be equipped, instead of a Solar subclass.
    • No Back Up Plans
      • Now requires a Void Super to be equipped, instead of a Void subclass.
    • Path of Burning Steps
      • Now requires a Solar Super to be equipped, instead of a Solar subclass.
    • Hallowfire Heart
      • Now requires a Solar Super to be equipped, instead of a Solar subclass.
  • Warlock
    • Ballidorse Wrathweavers
      • Replaced Stasis Shard Overshield with Frost Armor.
      • Activating a Rift grants the player and nearby allies the maximum Frost Armor stacks when Frostpulse is equipped.
      • Activating a Winter's Wrath shatter attack grants nearby allies the maximum amount of stacks of Frost Armor. When Winter's Wrath ends, the player gains maximum stacks of Frost Armor.
    • Mantle of Battle Harmony
      • Now grants Super energy ranging between +1.5% and +4.5%, depending on the target type killed.
      • Removed the 2-second cooldown for the perk's activation.
      • Now requires a weapon matching the equipped Super element, instead of the equipped subclass.
    • Secant Filaments
      • Updated Secant Filaments to require a Void Super instead of a Void subclass.
      • Secant Filaments Empowering Rift will now reset a player's existing Devour buff duration back to 11 seconds when they enter it, in addition to its previous behavior.
      • Fixed an issue where Secant Filament's Overload Rift was removing anti-Champion capabilities granted by the artifact.
    • Sunbracers
      • Reduced the increased Solar Grenade duration from 4 seconds to 2 seconds.
      • Reduced its increased grenade recharge rate to allow a max of 4 grenades while the effect is active, down from 5.
      • Fixed an issue where Sunbracers would not remove the "Sunbracers Ready" buff from the player when they throw a grenade.
    • Cenotaph Mask
      • Multiple players using Cenotaph Mask can no longer trigger its effect using a single enemy target.
      • Cenotaph's target lock visual marker is now hidden for the Exotic's wearer and only appears to the wearer’s allies.
    • Verity's Brow
      • Now requires final blows with a weapon matching the player's grenade damage type, instead of one matching the equipped subclass.
    • Felwinter's Helm
      • Now requires the player to expend a melee charge (or defeat an enemy via a finisher) to activate.
    • Wings of Sacred Dawn
      • Updated its description to correctly indicate that its effects are only active with Dawnblade equipped, rather than all Solar Supers.
    • Contraverse Hold
      • Updated its description to clarify it only works with Void grenades charged with the Chaos Accelerant Aspect.
    • Chromatic Fire
      • Now triggers an effect based on the player's equipped Super element, instead of the equipped subclass.
    • Promethium Spur
      • Now works with any equipped Solar Super.
    • Sanguine Alchemy
      • Now requires a weapon matching the equipped Super element, instead of the equipped subclass.
    • Vesper of Radius
      • The ability for the shockwave to blind now requires an Arc Super to be equipped, instead of an Arc subclass.
    • Karnstein Armlets
      • Fixed an issue where Karnstein Armlet's visual effects were not functioning correctly.
    • Necrotic Grips
      • Updated Necrotic Grips description to note that it requires a melee and that it works against both combatants and players. ###Armor Mods
  • The Artifice mod socket icon has been updated to make it more distinct.
  • Removed the energy cost from raid-specific armor mods.
  • Updated all Harmonic armor mods to change their element based on the currently equipped Super, rather than subclass.
    • This behavior is also now explained in their descriptions.
  • A Strand Resistance mod has been added.
    • Additionally, Harmonic Resistance is now compatible with Strand.
  • Heavy Ammo Finder and Special Ammo Finder armor mods now persist their progress towards an ammo brick through death.
  • Heavy Ammo Finder and Special Ammo Finder armor mods no longer function in Crucible, and opposing-team kills will no longer grant Ammo Finder progress in Gambit.
  • Heavy Ammo Finder and Special Ammo Finder armor mods have had their kill requirements increased by 20% for Guardians in a fireteam.
    • Solo Guardian requirements are unchanged.
  • Fixed an issue where Orb of Power mods would not pick up Orbs when Super energy was full. Mods affected are:
    • Recuperation (Leg Armor Mod)
    • Better Already (Leg Armor Mod)
    • Innervation (Leg Armor Mod)
    • Invigoration (Leg Armor Mod)
    • Insulation (Leg Armor Mod)
    • Absolution (Leg Armor Mod)
    • Orbs of Restoration (Leg Armor Mod)
    • Powerful Friends (Helmet Armor Mod)
  • Fixed an issue where multiple copies of Empowered Finisher could be active at once in rare cases.
    • Additionally, corrected an issue where its tooltip did not describe it as having no stacking benefits. ###Other
  • Fixed an issue where older Solstice armor did not display the correct glow color when using a Strand or Stasis Super.

    Weapons

  • Updated Heavy, Adaptive, and Aggressive Burst weapon intrinsic names to match burst count across all weapon archetypes. Functionality is unchanged.
    • 2-burst: Heavy Burst
      • Includes Sidearms, Hand Cannons, and Pulse Rifles.
    • 3-burst: Adaptive Burst
      • Includes Sidearms, Linear Fusion Rifles, and Adaptive Pulse Rifles.
    • 4-burst: Aggressive Burst
      • Includes Pulse Rifles.
  • Removed the foundry name from the Veist Rapid-Fire, Häkke Precision, and Omolon Adaptive weapon intrinsics.

    Weapon Archetypes

  • Exotic Primary Weapons and Trace Rifles
    • Reduced damage bonus versus Minors from 40% to 30% (except Fighting Lion).
    • Exotic Primary Weapons and Trace Rifles benefit from the below damage buffs versus Minor combatants.
  • Increased base PvE damage versus all combatants.
    • Pulse Rifles: 20%
      • Exceptions: Graviton Lance and Revision Zero's Heavy Burst mode. (These both have an intrinsic PvE damage buff built in.)
    • Pellet Shotguns: 10%
      • Exceptions: Legend of Acrius, Tractor Cannon, Conditional Finality, and The Fourth Horseman. (These are all already performing as intended.)
    • Slug Shotguns: 9%
    • Fusion Rifles: 7%
      • Exceptions: One Thousand Voices. (This one was just buffed.)
    • Sniper Rifles: 7%
      • Exceptions: Izanagi's Burden's Honed Edge shots and Cloudstrike's storm. (These are both performing well.)
    • Glaive projectiles: 7%
    • Linear Fusion Rifles: 5%
  • Increased damage versus Minors (red bars)—this stacks with the base PvE damage increase.
    • Sidearms, Trace Rifles, Scout Rifles, and Bows: 20%
    • Auto Rifles and Pulse Rifles: 15%
    • For Pulse Rifles, this is in addition to the above buff, and Graviton Lance and Revision Zero's Heavy Burst mode are included.
      • I.e. Pulse Rifles will do 1.2 * 1.15 = 38% more damage to red bars.
    • Submachine Guns: 10%
    • Hand Cannons: 5%
  • Increased damage versus Major combatants (orange bars).
    • Trace Rifles: 20%
  • Increased damage globally, including PvP.
    • Machine Guns: 7%
    • Swords: 7%
  • With these damage increases, the following Spec mods have been retired:
    • Boss Spec, Taken Spec, Minor Spec, Major Spec, and Adept Big Ones Spec.
  • Scout Rifle
    • Updated the hip-fire reticle to better show accuracy and aim-assist state.
  • Hand Cannons
    • General
      • Reduced the screen shake dealt to players by Hand Cannon projectile impacts by 33% (does not affect flinch dealt to Combatants).
    • Heavy Burst
      • Reduced the base recoil of this sub-family to make them more stable.
    • Aggressives
      • Improved the stats of two Aggressive Hand Cannons that are returning in The Final Shape to be more competitive with our current offerings.
        • Crimil's Dagger (Iron Banner)
        • Stability: 23 to 31
        • Handling: 23 to 31
        • Magazine Size: 8 to 9
        • Airborne Effectiveness: 10 to 21
        • Something New (Solstice)
        • Stability: 27 to 30
        • Handling: 24 to 30
        • Magazine Size: 8 to 9
  • Sniper Rifles
    • Increased minimum reserves from 14 to 17 shots; maximum reserve is unchanged.
    • Changed the way flinch works when taking damage from players (this does not affect incoming damage from combatants).
      • Increased the screen shake duration by 25%.
      • Increased the screen shake intensity by 350%.
      • Reduced the camera roll by 25%.
  • Linear Fusion Rifles
    • Reduced firing animation kick and recoil for Adaptive Linear Fusion Rifles.
  • Kinetic damage type weapons
    • No longer deal bonus damage to bosses; damage to other combatant tiers is unchanged.
      • For example, a kinetic Sniper Rifle and a Stasis Sniper Rifle of the same subfamily will both deal the same damage to a boss.
  • Wave Grenade Launchers
    • The size of the wave is now affected by the blast radius stat. This will mostly impact the width of the wave, though the length and height will also be scaled.
      • The default display stat for the blast radius has been changed from 100 to 50 (where 50 represents the previous baseline—any stat over 50 will result in a larger wave segment than what was possible before).
    • Special ammo Wave – Frame Grenade Launchers overperform as add clear weapons in their current state, so we've pulled the length of the wave back a little.
      • Reduced the length of the waves from 22 meters to 15 meters (except for Dead Messenger).
  • Swords
    • Updated the Sword reticle to better indicate its charge state. When Sword energy is consumed, the amount of delay the Sword has before it begins to recharge now subtly appears in the reticle.
    • Fixed an issue where the Overwhelming Battlesong debuff from some missions would prevent Swords from recharging or losing energy while guarding.
    • Fixed an issue where unpowered caster Sword heavy attacks would not reset the Sword's energy recharge delay.
    • Fixed an issue where uncharged adaptive Sword heavy attacks cost the same amount of ammo as their charged counterparts. They now cost 1 ammo, same as other uncharged heavy attacks.
  • Rocket Sidearms
    • Added a slight delay to the detonation to allow perks to activate correctly if they required precision kills. ###Exotics
  • Non-precision based add clear-Exotic Primary weapons:
    • Reduced splash damage by 10% on the following weapons:
      • Sunshot
      • Trinity Ghoul
      • Polaris Lance
      • Graviton Lance
  • Rat King
    • Swapped the firing animation to the same one used by other auto-fire Sidearms.
  • Dead Man's Tale
    • Baseline:
      • Cranial Spike stacks now grant stability in addition to aim assist stat and range (+2 per stack).
      • Increased reload speed benefit of Cranial Spike stacks.
    • With catalyst, when hip-firing:
      • Slightly reduced accuracy benefits.
      • Increased magnetism falloff scale (1.6 to 1.7).
      • Increased baseline rate of fire from 130RPM to 140RPM.
      • Removed PvE-only damage buff that scaled with stacks of Cranial Spike and added a 15% damage bonus at maximum stacks of Cranial Spike.
  • Colony
    • Now spawns additional insectoid robots on final blows. More robots (up to five) spawn from tougher com
submitted by DTG_Bot to DestinyTheGame [link] [comments]


2024.06.01 16:08 ungratefulbatsard Apakah pembaca novel juga termasuk dalam kasta "minim literasi" ?

Apakah pembaca novel juga termasuk dalam kasta
https://preview.redd.it/ce691974uy3d1.jpg?width=3241&format=pjpg&auto=webp&s=77a9b62a60d52220a3a58b2011cd99838b4e0dd5
baru2 ini gue lagi pengen baca novel dan tertarik sama novelnya The Witcher karena banyaknya berita Henry Cavill keluar dari Netflix 'The Witcher' dan digantiin sama Liam Hemsworth, jadi karena gue juga udah hapal character Geralt of Rivia dari game The Witcher 3 (best game i've ever played, after RDR2 of course), jadi gue beli lah novel nya, dan agak kaget karena ga ada translate bahasa indonesia, jadi beli yang bahasa inggris, dan untung bahasa inggris nya masih bisa diterima (I heard Silmarillion by JRR Tolkien is a hell of a book because the english he used is from another world) jadi masih bisa enjoy dan dimengerti.
sambil baca2 novel gue juga mikir, 'gue baca novel kaya gini apakah gue termasuk dari 0,001% orang dengan minat baca versi UNESCO, atau gue kudu baca buku pelajaran dulu biar masuk kedalam kelompok 0,001%, lol'. karena gue juga orangnya pilih2 genre kalo masalah novel, seperti karyanya Dan Brown (don't worry, gue udah baca novelnya Angels & Demons, the lost symbol waktu SMA dulu).
submitted by ungratefulbatsard to indonesia [link] [comments]


2024.06.01 15:14 WhyHowForWhat Double standard macam apa yang pernah kalian jumpai dari pembaca buku komik dan novel?

Warning: Mungkin opini gua bakal triggering buat bbrp orang karena apa yang gua anggap double standard itu topik yang sensitif.
Gua lagi mendokumentasikan baca novel Sister, I'm the Queen of This Life. Ceritanya soal Ariadne De Mare yang ngulang waktu buat ngubah hidup dia yang awalnya shit di TL 1 jadi lebih baik. Sangkin bagusnya gua baca novel nya di Yonder app hp karena di manhwa nya JAUH banget ketinggalannya dengan novel. Gua sangat recommend baca ini bila kalian suka:
  1. Regresi
  2. Intrik politik dari level kecil ampe kerajaan yang banyak.
  3. Semua karakter flawed dan standar lu sama mereka lebih rendah dari lobang liang lahat, yang bener2 baik cmn Male Lead nya doang itu pun dia ada flaws nya. Semua orang sono ranged from gray to very dark in terms of its moral.
  4. Outplay dari tiap karakter sana sini buat lepas dari rencana lawan mereka.
  5. 1 orang bener2 bisa musuhan sama semua orang, hampir susah buat nyari orang yang setia bahkan side character nya bisa punya permasalahan mendetail sendiri dengan chara lain.
  6. Suka slow burn, ya ini pelan banget dan masih on going.
  7. Ada unsur sihir, takdir, dsb tapi masih lebih grounded.
Anyway back to topic. Salah satu villainess nya bernama Isabella ini bener2 luar biasa dan di tier yang gaakan pernah gua maafin seumur hidup gua. Dosa dia terlalu banyak buat dimaafin dan parahnya dia ini gaada rasa penyesalan sedikitpun pas ngelakuin itu karena semuanya harus berputar untuk dia. Kalo ga percaya, lu bisa ke link ini buat liat sendiri dan gua jamin bakal nambah terus (ato bisa aja ada yang kelewat ga di list) sebelum dia mati. Nah ada scene dmn mahluk ini yang udhlah numpang dirumah orang dah gt bener2 ga tau diri (bbrp dosa dia di link itu berjalan pas dia numpang di rumah orang btw). Nah karena ulah dia sendiri (I'm skpping the process bcs its a spoiler territory), dia ini jadi dilempar ke tahanan bawah tanah. Nah demi nyelametin diri dia sendiri, dia terpaksa tidur sama budak dia (oh si Isabella banyak nge hina si budak btw) yang nawarin buat nyelametin dia. Terus gua baca komentar nya yang bahasa inggris semua, lu pada mau tau apa tanggepan mrk? More or less, walopun dia udh ngebunuh anak orang, dia ga pantes di gituin sama budaknya. I mean, WTF IS THAT? Apa karena dia perempuan? Mereka ini (perhaps yang komentar gt western audience? Idk bisa aja bukan but still) mental gymnastic ato gmn? Itu kan dia tidur sama si budak karena ulahnya sendiri, kalo dia anteng2 aja gabakal dia kayak gt. Gua masih dendam sama dia yang tanpa rasa bersalah apapun ngebunuh Arabellayang masih kecil dan gua harus merasa kasihan sama mahluk yang setan aja bisa takut? Not a fucking chance. Terus lucunya di chapter selanjutnya, ada yang nyesel ngerasa kasihan sama Isabella like wtf ngapain kasihan sama orang kayak gini yang bahkan anak sendiri yang dia lahirin aja bisa beneran lupa anjiiiiir.
Anyway, ada yang punya pengalaman serupa?
submitted by WhyHowForWhat to indowibu [link] [comments]


2024.05.31 10:33 DevarDavis22 Blaze 3: Demonic Arc 3: Soul Snatchers⁵

Blaze 3: Demonic Arc 3: Soul Snatchers⁵
Last time the Soul Snatchers forged a war on mankind. Meiji was telling a story about Bosu and the Soul Snatchers. More years later. He met more Soul Snatchers. He thought if he could get them to side with him, things would be looking good. He was no longer weaker but stronger than Kissiske and could feel it. He never fought Kissiske again but had a face to face with him and his Dark Phantoms against the Soul Snatchers. Kissiske wanted to make a truce and become one but Bosu turned it down. His reason was that he thought Kissiske was playing him and was going to screw him in the end. So it never happened. Bosu knew about the Kyklos Guards but never saw them in person. He thought his group would mop the foor with the Kyklos Guards. Would be a dominant team. Because there was enough Soul Snatchers, there will be more souls. Bosu wanted to test them. He had all of them battle each other and Shi was the strongest. Suiko had great potential to. He whipped the Soul Snatchers into shape. He started to see them flourish. He saw Kissiske failed and didn't want the same fate. He basically picked up where Kissiske left and failed at. He wanted to go to the Surface World and take over unlike Kissiske. Story over. This time he's more powerful.
Meiji" You see when he keeps eating, he starts going crazy. He's even gotten bigger. It'll be harder for us to communicate with him. Every soul he's eaten, is able to come out of his stomach. Anybody killed, can't come back. I'm sorry." Draum" Thank you for that information." While their backs are turned, Shi kills Meiji. Draum" Why did you do that for? You heartless bastard! He was your comrade for god sakes." Shi" He's no comrade of mine. Giving away our info to the enemy. Even though at this point it's useless. I'll fight you then. How about it?" A Spirit Cannon was launched. Shi" Okay! Who did it? Come on out(he looks around)." MaXx " Hey! Yeah you. Over here asshole? You're going to be fighting me. You think I'm afraid?" Shi" Bring it on!" MaXx uses his Dark Seal Form. Full form. Dark Aiga. He has become stronger than or equal to Shi. How will everybody prevail against the Soul Snatchers? 6 strong Soul Snatchers left. MaXx's Dark Seal Form wears off and he is right back where he started. On the losing end again. Note. Demons have different color blood. Soul Snatchers are green.
Suddenly a glow occurs in the air. A large portal is seen. The spirit beings are here at last. God Spyro" Sorry we're late. There was this miscalculation. But we're here now." King Spiro" Better late than never." Now the battlefield has a greater challenge. God Spyro has a Spirit Guardian uniform on. He has only six people in his team. He is the head of the Spirit Guardians or the general. His team is called the Alpha Team. The higher ups. They are used for special cases. Uniform jackets are white with black outline. T-shirts are black and pants are blue. All teams have the same color pants. Shoes are the team's color and has a black stripe. Except for God Spyro's team. Shoes are white with a black stripe. The women have a different design for the side of the jacket. Earlier in Blaze 1, I said that Spyro wore a red uniform but it is false. Red outline. Outline matches the t-shirt color. Team: King Spiro(Lieutenant General), Akahiro Daichi(Major General/ male), Tadashi Kimura (Brigadier General/ male), Queen Kaori Yoshida Atahata(kah-or- e)(Colonel) and Yukio Nakamura(Majomale/short). Only one female. Spiro and Maniya are there as well. Yukio is up and going to fight Jenmei. Yukio" This is going to be my pleasure. I'm going to enjoy this." Jenmei" You seem overconfident" Yukio" Oh there's a reason why." Yukio has blonde hair. Eyepatch on left eye. Has a beard connecting with his sideboards.
Yukio uses simple attacks. Hand to hand combat. Jenmei is dominating the battle. Jenmei" You must not be one of the strong ones?" Yukio" Hey don't talk about my skills like that. Besides I was joking." He uses a two handed Spirit Cannon. Green color. She moves but the Soul Snatchers in the background get taken out. Great damage. He summons Hinge #98: Prometheus. A large blade. Jenmei" A little man with a big blade. Be careful with it" Yokio uses a blade combo. Jenmei uses her blade to even the odds. Yukio begins to hear a vibration sound. Yukio" It is getting distracted. Whatever that noise is." He gets cut. Jenmei" Try to pay attention. Will ya." She laughs which is rare for her. A different sound is heard. Yukio" There's something fishy about these sounds I keep hearing. They must be her specialty. Even so, how do I stop it? There has to be a way." While talking, she attacks. Jenmei" What's the matter? Am I giving you some trouble?" Yukio" My vision is getting blurry. I won't see her attacks. If I eliminate my vision and hearing, I might have a chance against her. I'll try." He covers his ears. He can actually see her which is strange. He is able to attack.
Jenmei" How could you figure it out? He beat my Illlusion Sound Bite. Time to regroup." She uses an Illusion Mind Bite, Mind Controller and other mind abilities. She used the illusions on Eyashi and Phil. Yukio ends up getting free from the mind games. She sees Yukio off guard and tries to take advantage. Yukio puts his blade in ground. Jenmei makes it closer but gets caught in Prometheus' finisher. Great Firewall Barrier. Wherever he puts it, a wall of fire will burn anything in its path. She is dead. 5 strong Soul Snatchers left. Yukio" Serves her right. This is what happens when you mess with a Spirit Guardian." A flashback shows her life. Spyro and Maniya are fighting regular Soul Snatchers. Spyro isn't paying attention. Spyro's 1st Lt, Kitoro Kuujo appears and strikes. He is black with black dresds and has a low voice. Spyro" Thanks!" Kitoro" Just doing my job." Next fight. Kaori is next. She is taking on Daigo. He isn't that smart and sounds like he's stupid. A little on the chunky side. However, he's pretty strong in physical attributes. Daigo" Look at the nice lady. What's your name?" Kaori" I'm Kaori. The Queen of the Spirit World." Daigo" It's a pleasure to meet you. My name is Daigo."
Eventually, Kaori upsets him and he showed a tremendous strength boost. His voice even changed to a more serious tone. Kaori begins to see what's going on. He returns to his regular self. Acting like he didn't know what he did. Kaori" It seems he has a problem maintaining himself. He can't focus." Daigo smashes the ground repeatedly. The ground shakes and tears. Kaori said something that upsetted him. Daigo" You're being mean again." He chunks a piece of the ground at her and at full force. Great speed went behind it and connected. Daigo" I'm sorry! I didn't mean to." When he gets mad, he gets stronger. Kaori uses Special Queen Cannon(Spirit Cannon/sounds like Special Beam Cannon). Has a different look and is purple. It starts off as a combo. It puts a hole inside Daigo. Daigo" You put a hole in me. Now you're going to pay!!!" He screams to the top of his lungs in anger. He transforms into a more larger and deadlier form. He has a different power this time. Explosion power. He stumps the ground and multiple of explosions go off.
Kaori summons Hinge #53: Medusa. She tries cutting him but won't. She says positive things and it actually works. She catches him and uses, Now Gaze. Medusa's finisher. He turns into stone and she breaks him. Daigo is dead. A flashback of his life is shown. 4 strong Soul Snatchers left. Kaori's has one braid in the back. Next fight. Tadashi is up and is taking on Masako. He is big and strong. Has brown hair. The tallest Spirit Guardian as of now. Has a dark brown beard. He's getting an upper hand on Masako early on. He hits her so hard, she becomes gooey. Tadashi" This is going to be difficult. I can't even do any damage to her. What can I do?" Masako" Just as I thought. He'll never get out of this one. Watch him struggle." Tadashi uses his Spirit Cannon but it only made her in more pieces. Red color and is wavy/medium in size. He summons Hinge #63: Perseus. A large blade. Tadashi" Time to get serious now!" Masako" As if it matters. You spirit beings taking out our people. I won't be next." Ending. Masako sticks to his back. Tadashi uses an ability that freezes his body along with hers. He releases the technique.
She tries her power but isn't working. Masako" What is this!?" He uses his finisher. Aegis shield of Perseus. During Greek weapon finishers, the symbol of person will appear. His blade glows and becomes Aegis. He begins to charge and spears her. Masako is dead. Flashback shows her life. The Spirit Guardians aren't waiting to fight. They are fighting at the same time. 3 strong Soul Snatchers left. Next fight. Akahiro is up and is taking on Jimmu. He is big and strong. Has a light blue hair color. Mustache. Dragon marking on left side of his face. Akahiro" I want you to know this. You could either surrender or continue. The choice is yours." Jimmu" Now why would I surrender? I hadn't gotten the chance to test myself." Akahiro" I just happened to be the strongest spirit being in the Spirit World without including Lord Spyro and King Spiro. And my rank is Major General. And again there are only 2 people who outrank me. Those two are the lord and the Spirit World(he pointed at them). All of this means you have no chance at winning." Jimmu" Wow. That was a mouthful. I'm glad you got it out." Akahiro summons his bow and uses it. He has a great accuracy. He doesn't miss target spots.
He hasn't missed a single hit. He's on defense. Akahiro" I feel sorry for you. I don't miss." Jimmu uses Killer Instant . Used hand signs. Allows Akahiro to not use any previous moves. Doesn't know about it yet. He can't shoot arrows anymore. He uses a small sized Spirit Cannon. When hit, it gets bigger. It wears off and Akahiro continues to use arrows. He summons Hinge #67: Kratos. A Mornimg Star Weapon. A club type weapon with spikes on the ball part. He twirls it around and shows off his strength. Jimmu" Hey you're pretty good with that." Akahiro" I'll show you more." Jimmu uses his second ability. Krazy Feet. Grants the person speed on their feet. Feet has spirit energy. It wears off and Akahiro uses his finisher. Strength and Power: Mighty Smash. He hits the ground so hard, it breaks. Jimmu's body splits and shatters because of the impact. The ground is no more. Akahiro" Woops. Think I overdid it a little. Well, shouldn't have fought me. Warned him." Jimmu is dead and a flashback shows his life. 2 strong Soul Snatchers left.
Sid does something cool with his blade. He gets on it and rides it like a surfboard. He shoots flames out of the blade. Trying to keep his balance. Surfing Blade. Next fight. King Spiro is up and is battling Suiko. He has a mustache and beard combo. King Spiro has his blade ready. Suiko" I know about that blade of yours. With static and paralyzing power." King Spiro" Well then. I'll just have to avoid using it then." King Spiro does a 2 handed blast Spirit Cannon. Suiko uses her power and stops it. Freeze(pause) Ray. Her fingers shoot out a beam. Whatever it hits will become still. You'll be able to Command that person like a controller. She pauses King Spiro then rewinds him. He manages to break free somehow. She uses her final Technique. Hypnosis. King Spiro gets caught in it. Suiko" Now you're finished! I've finally got you." King Spiro transforms into his Veronimusha Form. Body has static around it. Hair is frizzy and sticking up. He doesn't pick up his blade. His speed has increased. He appears behind her at lightning speed and touches her gently. She is paralyzed then gets shocked and Suiko is dead. Static is much stronger. Flashback shows her life. There is only one left. Shi is still fighting the others. The Soul Snatchers are officially dead. The Spirit Guardians are waiting.
God Spyro challenges Shi. Has long beard. Shi" It's about time. Some real competition. Those other guys bored me." God Spyro" You better not disappoint me. I expect good from you. You're the last one." Shi" Of course. I am the strongest." Rundown: God Spyro uses an extra large Spirit Cannon with one hand. He summons Hinge #2: Zeus' Wrath. His summoning has lightnig effect. Lightning style blade. Shi uses his blade. Uses lightning style(with or without the blade). He reaches into beard and grabs Hinge #1: Shinoji. He cuts into the air(on ground) where Shi is standing. The Soul Snatchers get cut in half and not Shi. This is a lesson. Shinoji's special is it can cut through the thickest and strongest items/objects. Is made of about 3 swords in one and is very heavy. uses his Tiger God Fist. Shi uses Eye Of The Storm. Allows his eyes to know his opponents move. Has a time limit. Last ability is 100 Styles. Will be able to copy and use styles. Can use the style when they want to. He uses God Spyro's Tiger God Fist and much more. Bosu appears in the area. Bosu" I'm getting hungry. You know what to do." Shi" Yes sir." He eats the souls.
Bosu" I won't be needing your help. You're dismissed." His tube stabs him then eats his soul. Everyone does not know what is going on. 20 tubes appear and sucked out everybody's life. The Soul Snatchers are even gone. Sid, Phil and Fasha's too. That's right. When the main character's soul is taken, that's how you know it's getting serious. I went there. Bosu magically disappeared. The Spirit Guardians were holding back. The fights were getting shorter and shorter. It is too late to have the fights in details.There are only four survivors. God Spyro, King Spiro, Eyashi and Zushi. Spyro didn't survive. God Spyro" It seems we're the last beings here. We have to put an end to this little war." King Spiro" It's up to us to find the boss and take him out." Zushi" Yes. Understood." Eyashi" Be on our way." They split up in two's. Eyashi and Zushi spot Bosu first. He walks around wondrously. He looks confused. Eyashi" Remember what that Soul Snatcher said about the souls. Zushi" Yeah but how are we going to pull that off? He's huge." Zushi tries to sneak hin but he catches her. He stumps the ground and it caves in. He sees Eyashi and Zushi. Bosu" Still alive?"
Eyashi" Hey Zushi. Do you hear that? I can hear Phil and the others." Zushi" Yeah I can hear them." Bosu bends over and screams in pain while holding his stomach. Zushi's" He can't hold the souls anymore. He's just like a large soul. When souls keep eating and getting bigger, they usually explode. He's much bigger. Eyashi" Look he's starting!" Bosu charges his body but Zushi prevents him from continuing. Bosu" You look tasty!" He swallows Zushi whole. Eyashi" Zushi!" Eyashi charges at at his fastest speed. He delivers a punch so hard; he spits out Zushi and he catches her. Eyashi" It's time." Zushi" Whenever you're ready. Eyashi you're on the wrong side." Eyashi" Oh yeah. It's been a minute. Double." Zushi" Raika." Both say" Buster!" They are forming the Dual Raika or Double Raika Buster while running. It connects and all of the souls come rushing out. Life is back in the world. Eyashi and Zushi sees Bosu. On the ground. Bosu" Thank you for freeing me from this cycle. Good luck with your journey."
He dies. Eyashi and Zushi weren't expecting this from Bosu. God Spyro and King Spiro thank them . A Spirit Guardian appears named Quainga Stogona. Brown hair and goatee. He uses a device that fixes damages. He uses it on the other places as well. Earth is truly in peace now. Some demons have two color eyes. Kissiske's eyes were red(left) and orange(right). While on earth, demons have pink colored skin when they're in disguise. Eyashi has closed two back to back Arcs but this time with Zushi. The word close means when the main villain is defeated. When the main villain is defeated, there will be extra things to do despite being finished. It let's me help other characters out. The masters were the main characters of the last arc. I was being fair with my characters and gave Eyashi a lot of screen time. He was even the main character of the Arc. Eyashi isn't the only person who is going to close an Arc. This is why I like Blaze 3. When my characters are fighting, they have a variety of moves to use rather than the same technique. Also the fights have a pattern where they start off without weapon then it'll be introduced but not all of the time.
The Soul Snatcher's names came from Japanese emperors and emperoress except for Shi and Bosu. The Spirit World's name come from a game called Tak and the Power of Juju. I was trying to find an S word like in Soul Society. Tried making Blaze too much like Bleach but the name Spirit World was a cool name. Morph comes from the game Ape Escape 3. You catch monkeys with a net and they have other gadgets to. They had transformations called Morph. The Shinoji was used by 3 previous gods. Character rant. There were way too many characters at one time. Team Earth had too many members. I didn't know how to utilize so many characters. I should've started them off with their original 5(including Corroshi) members then have them get more along the way. I should have did the original story where Geo was supposed to be trapped then found. Geo was going to ask them to find the others. I didn't give the characters enough scenes or dialogs. What would this character say to that character? During the meetings, I didn't know who would talk. Those were the issues. Black Widow appeared late and had minimum appearances. I had big plans for Black Widow but I don't know what happened.
Other things: Fasha challenges Eyashi to a game of Mahjong. He accepts and the streak is on the line. It is a close game but Fasha has won and the streak is over. Fasha has gained a little streak of her own. Next. Sid will challenge Phil and Fasha. They want to see who's master is Superior. Phil is the victor. Team Blaze works on their charging attacks. Sid's lightning is getting stronger and he is getting better with his Reaper Sajettus. He creates a brand new move. Spit Lightning Attack. Works with fire(combined together). Team Blaze works on color elements. Fasha learns Ice Morph. She has a form now. At school. Korr is sitting next to Cumi and finds her attractive and talks to her. They're set to go out. A demon begins to stalk her. She gets this vision of the demon and knows where it is. Korr appears and saves Cumi just in time. He's finishes the demon. He explains his powers. The next night Cumi is able to see souls and it freaks her out. She goes to see Korr and he comforts her. Cumi has psychic power. I finally found somebody for Cumi. Black Widow gets a new leader. The 501st leaader. Odd number. They must be careful. Mayuni is doing much better. The others are as well. It is a female leader.
Haden masters purple lightning. A mysterious being is spawn from dark smoke. Has a black samurai armor. Geo sees it taking out people and tries to stop it but is no match. Domay has finally mastered red wind. Team Earth gets into a dispute. Geo and Eyon begin to butt head. The others are having a trouble cooperating. Corroshi steps in and wants them to practice with Team Blaze because of their leadership. Eventually they get better. Team Earth enters the Lightning Blaze Tournament and win. 2012 winners. Trios tournament. CJ is at a flower shop. A demon appears and backs her to the corner. It is going to kill her. She flinches and says leave me alone. Flowers comes from her hands. She uses it and the demon flees. Now she has power just like the others. The demon returns but Team Blaze kills it. She explains her power. Now she can really train with the others and she does. CJ tells her family. New Team Blaze member. This was a good and fun Arc. Hopefully the next Arc will be better. Blaze 3: Arc 3: Soul Snatchers over.
submitted by DevarDavis22 to u/DevarDavis22 [link] [comments]


2024.05.30 13:39 ajeb22 Community Sharing - Now is probably the best time to start playing Yugioh in Indonesia

Community Sharing - Now is probably the best time to start playing Yugioh in Indonesia
Bikin tulisan ini karena lg gabut siapa tau bisa ngembangin Komunitas
  1. Apa itu Yugioh?
Harusnya orang2 udah tau lah ya kartun kita zaman kecil ini, yugioh adalah permainan kartu anak2 yang seringnya dimainkan oleh orang dewasa karena termasuk kompleks. Yang membuat yugioh berbeda dengan card game lain adalah permainan yugioh sangat cepat karena hampir tidak ada limit jumlah play yg dilakukan dengan satu turn, dan jumlah kartu yg sudah mencalai belasan ribu sehingga banyak combo yg dapat kamu lakukan
  1. Bagaimana kondisi komunitas Yugioh di Indonesia?
Yugioh di indonesia baru official sejak tahun lalu (april 2023) dan sekarang kondisinya masih terus berkembang. Jumlah player resmi yg tercatat ada sejumlah 1000 player dan player aktif ada at least 256 terbukti dari kmrn (foto 4) tournament yg diadakan berkuota 256 orang dan slot turnamennya langsung penuh dalam kurun waktu 1 jam
Sayangnya halangan terbesar untuk berkembangnya komunitas ini adalah karena indonesia terlalu luas dan tidak semua daerah bisa ada komunitas atau toko official
  1. Kenapa sekarang waktu mulai terbaik?
Pertama-tama yugioh di indonesia dibagi 2 format, Format Asia English dimana kamu harus bermain dengan kartu OCG (istilah untuk kartu yg dirilis di asia) bahasa inggris dan OCG JP yg dimana kamu bisa bermain dengan kartu bahasa jepang maupun inggris
Di Format Asia English konami baru saja merilis product bernama deck salamangreat sanctum (foto 2), yg dimana dengan membeli 3 produk ini dan membuat dengan dari situ maka decknya sudah cukup kuat untuk turnamen sehingga cocok untuk pemula. Format ini lebih newbie friendly karena kartunya bisa terbaca (bahasa inggris) dan card pool yg lebih sedikit. Sayangnya produk ini lagi sold out dimana2 jadi mesti nunggu restock katanya minggu dpn
Di Format JP konami akan merilis tactical try deck tgl 8 nanti (foto 1 & 3), yg ini lebih bagus lagi karena cukup dengan membeli 1 maka decknya sudah siap main di turnamen lengkap dengan kartu pendukungnya. Ada juga tuh 1 deck waifu (live twin, deck vtuber x phantom thief) buat kalian pencinta waifu. Kekurangan di format ini adalah kartunya rata bhs jpn jadi mesti hafal/rajin tanya lawan dan pemainnya rata2 udah veteran
  1. Bagaimana cara bergabung
Untuk komunitasnya sendiri paling aktif di FB, bisa cari Yugioh Duelist Indonesia (YDI) situ isinya rata2 sih jual beli tp ga masalah kalau mau tanya2. Untun cara tempat paling deket dengan kalian ada aplikasi namana Neuron ada di play store, disitu kalau pilih region indonesia kalian bisa liat2 mana toko terdekat dengan kalian dan kapan turnamen diadakan. Tinggal datang pas ada turnamen dan bilang aja ke judge (biasanya dia ikut turnamennya) kalian pingin bljr main dan rata2 sih friendly kok mau ngajarin (ya mereka makin banyak orang main makin banyak dpt duid jd pasti seneng jg)
submitted by ajeb22 to indowibu [link] [comments]


2024.05.28 22:45 B_Huij Negative Lab Pro frustrations - batch processing questions

Can someone having success help me out here? I am using NLP on my Mac, v3.0.2 and LR Classic v13.3. I'm new to NLP.
I am processing scans from a roll of Vision3 250D which was developed at home in ECN-2 chemistry. The negatives look normal. Density is normal. Mask color is normal. This was fresh film and I have no reason to believe the film itself has any issues.
What I'd like to do is batch process things. So I have 36 scans from the roll, all with a bit of border around them. Here is my workflow. Hopefully someone can point out where I've gone wrong.
  1. Insert strip of film into scanner (Nikon CoolScan 4000, being controlled via VueScan).
  2. Preview frame 1. Select the image area + a bit of film border as the crop area. "Lock Exposure."
  3. Set media type to "Image", output to 48-bit RGB, with a bit of infrared cleaning, RAW DNG output, and the "Raw save film" selected.
  4. Scan the roll to produce essentially untouched (other than dust removal) RAW files.
  5. Import into Lightroom.
  6. Select all photos and go to File > Plugin Extras > Update VueScan/Silverfast DNGs.
  7. Following instructions, I now go to Metadata > Read Metadata from Files and confirm.
  8. The appearance of my negatives has now changed slightly in the Library module of LR, and the "Profile" of each image is now set to "Negative Lab v2.3."
  9. Set white balance by sampling the clear film border (between frames area) and sync this WB setting across all frames using LR sync tool. This has largely removed the orange cast of the mask from my negatives (they all look pretty... whitish).
  10. Crop all negatives to remove film border entirely.
  11. Select the first frame and convert with NLP. Not using border buffer, and keeping all default settings for pre-saturation and whatnot.
  12. No matter what I do, everything looks super warm. I am getting far better results if I skip the "set LR white balance using film border" step and let the negative scans look like orange negative scans when I convert them with NLP.
  13. Okay, I've tuned the sliders and settings in NLP so I'm very happy with the result of the one frame I've converted. Apply. (I am not currently spitting out a TIFF positive)
  14. Here's where I'm confused - I'd love to apply everything (visible settings and invisible conversion profile that was generated when NLP analyzed the first frame I converted) to the rest of the frames. Documentation for NLP refers to a "sync scene" feature, but I am not finding any such feature, and this feels like old/out of date documentation for previous versions.
  15. I now select all of the frames in the folder, with the first one being converted and the rest still being unconverted negatives. Open NLP. As soon as I try to move around between images with the arrow buttons in the NLP dialog box, I get An internal error has occurred. ?:0: attempt to perform arithmetic on field 'whitePointOrigin' (a nil value)
  16. My assumption is that because those images are not converted yet, trying to apply settings to them is not working properly, though I could be totally off base in my interpretation of that error message.
So the questions:
  1. Why is white balancing in LR on a film border between the "load Vuescan DNG RAW" step and the actual converting, in accordance with NLPs instructions, producing terrible color balance, but not doing that is producing excellent color balance? I suppose it doesn't matter, since I'm happy to just continue skipping that step and getting good results.
  2. How do I actually take ALL of the settings I applied during and after the conversion, using NLP sliders and tools, from my first frame, to the rest of the roll? Or am I forced to convert all of them first (which includes analyzing them each individually) before NLP will allow me to try and sync settings?
submitted by B_Huij to AnalogCommunity [link] [comments]


2024.05.26 06:20 anoncat1997 Figg Creation [Long Post]

Figg Creation [Long Post]
Hello~! ฅ^•ﻌ•^ฅ
I can't sleep so I'm trying to tire myself out by writing a little 'guide' of sorts of how I personally create figgs (basically sleepy rambles).
I'm definitely not as skilled at making figgs as other creators that I admire and whom are more well-known in the community, but I'm better at it than I used to be when I started. And, after much trial and error (perhaps one could even call it 'experience'), I think that I can give some good enough advice, albeit nothing too revolutionary (it's more so something that could hopefully help newer users who aren't familiar with bot creation). After all, we do already have multiple very helpful resources that I learned from myself, but I just wanted to explain the way that I put those resources to good use, how I personalize them, and give any other advice that might be relevant.
Without further ado, let's start with the:
🟣 𝐏𝐞𝐫𝐬𝐨𝐧𝐚𝐥𝐢𝐭𝐲 section of figg creation.
For singular characters, I usually use the Leo Sunshine template provided by the site:
[character("Name") { Nickname("") Species("") Age("_ years old") Features("Eye color" + "Hair color" + "Hair style" + "Skin color" + "Etc, as many features as you think are relevant" + "Other defining features like sharp teeth, scars, animal/monsteunusual features, etc" + "Even extra things like make-up, tattoos, piercings, etc") Body("_cm tall" + "_ foot _ inches tall" + "Body type" + "Sometimes specific parts that I want to draw attention to, like big hands or defined abs, etc" + "Sometimes NSFW traits, like details pertaining to the figg's genitalia and such") Mind("" + "" + "" + "" + "" + "" + "") Personality("" + "" + "" + "" + "" + "" + "") Loves("" + "" + "" + "" + "" + "") Hates("" + "" + "" + "") Description("" + "" + "" + "" + "" + "" + "" + "") }]
And here's how I work through these sections in the template:
  • Features and Body: You can add as much or as little as you want in these sections.
I usually prefer to use my tokens in other sections (see "Character Limit" at the bottom), so I tend to just describe the eye and hair color in the Features section, and the height (as in tall or short) and the body type in the Body section. But there are figgs whom I describe in more detail if I intend them for certain purposes where I'd like the figg to draw more attention to their body or if there are specific features that I particularly like or consider relevant and want them to be mentioned more often during roleplay.
When I have a figg who's non-human, for example a fish-man or an anthropomorphic cat baron, I reinforce this fact in the Body section. So, I'd write something like this in the Body section "[Character Name] is a fish-man whose body is mostly humanoid, except for some distinct fish-man features" and I list/describe those features in the Features section. This can help the figg understand more about what you've put in the Species section and why it has those features, as well as perhaps how much control they are supposed to have over them (which you can always reinforce and/or detail upon in the Description section).
  • Mind vs Personality: The way I go about it is that the Mind section is for the figg's thoughts and the Personality section is how the figg interacts with other people (or more accurately, usually with user). But none will truly work perfectly unless you describe the way that the two sections interact with each other, which you can add in the Description section.
For example, you can have a figg who is "Shy" (so, you'd add it in the Mind section) but they act "Confident" (so you'd put it in the Personality section). But the figg might not accurately portray it how you envisioned, unless you describe it in the Description section, adding something like "[Character Name] is internally very shy but they manage to put up a confident front when talking to people". You can even add some backstory as to how they managed to gain this confidence and what body language might give away the way they actually feel inside (so, things to flesh out the character and give more flavor to the roleplay).
  • Description: This section can be used for any information that cannot be explained in simple adjectives or things which simply don't fit in any other section. It can contain backstory elements, perhaps what their relationship with user is, what their goals are, lore, etc. And, as I've mentioned above, it's a good section to reinforce or detail upon previously mentioned features, attributes, and the like.
My personal advice is to write it in third person, add the figg's name and the pronouns that they use. This is a good way to make sure that the figg doesn't get confused, such as mistaking this information as not being theirs, either taking the information as being user's or even making the figg prone to acting out as user. An example of how I consider it best to be written is "[Character Name] is a kind person who's been hurt a lot, so she's now very cautious of strangers".
🟣 The Leo Sunshine template is quite simple and easy to use, but it's also very 𝐜𝐮𝐬𝐭𝐨𝐦𝐢𝐳𝐚𝐛𝐥𝐞 to better fit your needs or if you notice that perhaps things don't work out exactly how you want during testing. Here are some extra sections that I sometimes add in such situations:
  • History or Backstory: If I want to describe very specific events that happened in the figg's past and how it affected the figg, perhaps to better explain some of their current behavior. So, something like: "[Character Name] grew up in an orphanage and learned to fend for themselves from a young age, making them hyper-independent".
  • Family: To write out the names of their family members, who they are to the figg, and what their relationship is like with the figg. So, something like: Family("[Mother's Name] is [Character's Name]'s mother who always takes care of him and who taught him how to be a gentleman" + "[Father's Name] is [Character's Name]'s father who supports him financially and taught him how to drive" + "etc").
  • Outfit: Where you can describe what the figg is wearing, including clothes, jewelry and anything of the sort. You can even add weapons that they might be hiding/having on them, or any items that they might perhaps have in their purse/backpack, etc. For the latter things, you could of course even just add a section called Inventory.
  • Sexuality: To express the gendes that the figg is attracted to, the body type/s that they prefer, perhaps that they might not experience any such attraction at all, perhaps that they might only prefer romance, perhaps that they might not have any interest in any of it, perhaps that they are questioning, etc.
  • Sexual Traits: I sometimes divide the NSFW traits into this category, rather than putting it all together in the Body section of the template. I just sometimes worry that the figg might mention anything inappropriate about their body in normal conversation (since I don't often make figgs with the sole purpose of NSFW), so it can help to make this distinction to avoid any mishaps.
  • Abilities: When I have a character with superpowers, or abilities that are specific to their species, or anything similar that might require some extra bit of explanation to make sure that the figg will portray it properly, I section it off. I mainly do it as to not crowd the Description section of the template but I've also noticed that if I add the Abilities as their own section, the figg tends to only use them when relevant. While if I add them in the Description section of the template, the figg can fall into the habit of using them more (or too) often. So, that's one thing that you can keep in mind when deciding how to go about it, the frequency with which you want your character to use their powers. And if you want your character to use their powers in very specific instances, you can always add something along the lines of "[Char Name] uses their fire superpower to intimidate people" for example. But I usually like to let the figg decide when to use their abilities, since it makes it more unpredictable and fun to me.
  • Kinks: This idea was presented in the comment section below. I usually give my NSFW figgs a broad idea of what they would be like intimately and a general hint at what they are into, but I've never given them something more specific before because I prefer seeing what new things the figg might come up with depending on how our conversations go. But I've been messing around with adding actual kinks to some figgs I'm working on and it turns out that this can also be quite fun! One big advice that I'd give to anyone trying it out is to be a bit more specific when describing the kink. Figgs can definitely pick up on what you mean if you just add the name of the kink, but never to the full extent that you might be envisioning. You can be as detailed as you want, but you can also just give a more general idea of what you mean - perhaps a general description of what the kink entails to stir the figg in the right direction. It's also a good idea to make sure to add whether they like those things being done to them or if they like doing those things to someone, maybe both. ;)
  • Relationships: It's a bit like the Family section, but instead you can add things like friends, enemies, acquaintances, even their relationship with user. The way I write it is also the same as Family, so: Relationships("[Friend's Name] is [Character's Name]'s best friend who's always there for him and whom he hangs out with almost every day" + "[Enemy's name] is [Character's Name]'s academic rival who he always competes with and who he often gets in arguments with" + "[Teacher's Name] is [Character's Name]'s English teacher who he admires for their understanding and supportive nature" + "{{user}} is [Character's Name]'s best friend who they met in kindergarten and who they kept in touch with ever since" + "etc").
  • Setting and/or Location: Setting would be something like "Medieval" or "Futuristic" where you'd describe more about the world that you're envisioning, such as the technology that they have available, the mentality of the people in that world, perhaps different kingdoms, etc. And Location would be the specific place where they are, such as a specific town, perhaps specific establishment (hotel, bar, park, house, etc). You can, of course, add these in the Scenario part of the figg creation, but I personally usually reserve that section for other purposes which I will also mention later on.
  • Habits/Quirks/Chat behavior - Honestly, the name of the section doesn't really matter but, based on my testing and what usually works best for me, here's how I typically use them:
Habits is where I usually add the figg's speech pattern, whether it'd be the length I expect their messages to be or the fact that they are bilingual and tend to mix words from another language in their speech. So, something like: Habits("{{char}} will write long and descriptive message" + "{{char}} will describe the new locations when {{user}} or {{char}} moves to a new location" + "{{char}} always includes French words into his dialogue" + "etc"). This section can include whatever type of speech pattern you desire, however you expect the figg's messages to look like, and anything of the sort. This section is best paired with good Example Dialog and Greeting Message (will explain more later on).
Quirks is where I add specific actions that I want the figg to do often (so what one would actually consider a habit by definition). For example, that they tend to fidget with the strap of their watch when they are nervous.
Chat behavior is where I add if I want something extra to happen throughout the interaction. For example, I might want random events to happen, such as potential enemies attacking or the weather taking a change for the worst. Of course, you can also add this in the Scenario, if it's a specific story line that you want to happen. But I usually put it here if it's more of an easter egg that I want to happen randomly or under specific circumstances. Do test out what wording works best for you, however, because it might sometimes not do it at all or do too much of it.
And, again, all these extra things can be put as either Habits/Quirks/Chat behavior regardless of their nature, because sometimes the speech pattern works better as Chat Behavior rather than Habits for example. Can't explain why but trial and error taught me that only testing can really tell you what works best.
Another thing to note is that I almost always write these sections with {{char}} instead of using the figg's name. It's just (you guessed it) what's worked best for me.
  • Ethnicity: which I usually add to further reinforce bilingual figgs. It just helps the figg understand why they know that language and why they'd be prone to use it often. You could, of course, even reinforce it in the Description/Backstory - for example, by adding that they worked abroad for a while and that's where they learned this language. Whatever you find most suitable for your character.
  • Occupation: I like giving this to my figgs because it gives them a good idea of where they stand in the world. I even add it to younger figgs (Example: "Senior in high school"), but mostly to my older figgs (Example: "Carpenter"). It's a fun little extra thing to flesh out your characters, but it also gives the figg an idea of what their skills are!
And with all these extra sections that I sometimes add, a more customized template could look like this:
[character("") { Nickname("") Species("") Gender("") Age(" years old") Sexuality("") Ethnicity("") Occupation("") Features("" + "") Body("" + "") Sexual Traits("" + "") Abilities("" + "") Kinks("" + "" + "") Outfit("" + "" + "") Mind("" + "" + "" + "" + "" + "" + "") Personality("" + "" + "" + "" + "" + "" + "") Loves("" + "" + "" + "" + "" + "") Hates("" + "" + "" + "") Description("" + "" + "" + "" + "" + "" + "" + "") Habits("" + "") Quirks("" + "") Chat behavior("") Backstory("" + "" + "") Family("" + "" + "") Relationships("" + "" + "") Setting("" + "" + "") Location("") }]
You can also delete or add whatever section/s you think might suit your needs better, such as deleting "Chat behavior" or adding maybe an extra section for "Hobbies". I've seen some wonderful creators even add "Fears", perhaps you could add "Phobias". You can add whatever you feel necessary if you notice that writing it out in the other sections doesn't bring a satisfactory result or if it's simply easier for you to have a template sectioned that way.
Just test things out and you'll find out what works best for you~! You'll notice that I'm going to say this a lot, because some sections work perfectly sometimes just the way they are, while sometimes I have to change their name and/or wording entirely. I cannot explain why, but it's just the way it is. There's a lot of trial and error when creating figgs, especially if you want them to behave in very specific ways and have very specific backstories, etc.
Another thing to note is that no specific template will work all the time. I've some figgs which have very similar concepts, so you'd expect that they'd be the same at their core, but I've ended up having to use different templates and wording for each of them. Some people even write their figgs in prose without any template at all, some just copy-paste things from the wiki, and there are so many more creative and perhaps easier ways to make figgs. Do, check it all out in the relevant posts that we have available in the sub FAQ mentioned at the beginning of my post.
🟣 The 𝐒𝐜𝐞𝐧𝐚𝐫𝐢𝐨 part of figg creation.
You can use the Scenario for a multitude of purposes in a multitude of ways:
  • You can use it to make sure that the figg has a clear idea of where they are - as in the setting and/or location.
I usually use it this way if my figg is supposed to mainly stay or outright be stuck in a specific place, such as school, work, park, bar, prison, etc. Depending on your needs, you can just write "{{char}} is locked in a prison cell" or "{{char}} is at work in the office". You can add more details as to why they are there, how long they're supposed to be there, anything relevant to your story that you prefer to put here instead of in the Personality part of the figg creation. And you don't have to worry about this making the scenario too stationary because the figg will play along if you want to move the location. And with the new improved memory, I've noticed that it keeps good track of where you are (of course, it also depends on the model that you're randomly paired up with at the beginning of the chat).
And, like I mentioned before, this could also be the place where you write the lore of your setting, if you have anything special in mind. So, all the details that I explained in the Setting section above.
  • You can use it to give the figg an extra reminder of how the story started, so that it won't forget how the figg met {{user}} and to reinforce that it's an important event. It can just be something as simple as "{{char}} bumped into {{user}} at school and he fell in love with {{user}} at first sight" or it can be as detailed as you'd like.
  • You can use it to stir the conversation in a specific direction. This is how I use it most often. You can write exactly what the figg has planned for {{user}}. For example, you can describe that they're planning to take {{user}} on a date, perhaps that they're planning to do their best to play as many pranks on {{user}} as possible, anything you might want the story to be about. Again, it can be as simple or as detailed as you desire.
For example, in my most recent figg, I wrote a very detailed description of a mysterious location that I want my figg to take {{user}} to, as well as how the figg will interact with {{user}} once they're there. But, just like before, you don't have to worry about the figg being stuck on this idea. All my chats (outside of testing) with this particular figg have been before we ever get to the location and I kept stirring the conversation in other directions than what was intended, and it performed very well.
Do remember, however, that testing is the rule of thumb (this phrase is very amusing to my currently sleep deprived brain for some reason, thumbs are oddly funny). As good as figgs are at playing along with the Scenario and even building upon it, they sometimes need specific wording to function right. I don't think there's a reason why they get so fussy sometimes, but it just happens and you've to be patient with them.
My personal advice is to write the Scenario in prose and use {{char}} and {{user}}. But you can try many ways to see what works best for you! There's no one way to create figgs after all.
As for a character limit for the Scenario, I don't know if there is one. The longest Scenario I wrote was of 1841 characters and it still performed as intended without any hiccups.
🟣 The 𝐄𝐱𝐚𝐦𝐩𝐥𝐞 𝐃𝐢𝐚𝐥𝐨𝐠𝐮𝐞 part of figg creation.
I don't use it often, to be fair, usually when I want to make sure that the figg will follow a specific speech or roleplay pattern.
  • Speech pattern: If I want a figg to have an accent, be bilingual, or follow any sort of particular speech pattern, I just write out a lot of ONLY dialogue without any roleplay in the Example Dialog. So, for example, if I wanted to have a figg add Italian words to their sentences, I'd add phrases like:
"Good morning, amore mio." "Ciao, my name is Marco. Come stai? I come from Italia, but live here in the US!" "Mia nonna taught me how to make authentic Italian pizza." "I know, right? Che stronzo. How the hell did he even get into business with us in the first place?" "I'm telling you, he was such a coglione. Couldn't tell a good deal from a bad deal to save his life. We were basically regalando him the money." "Oh dio, che bellezza!"
I add both short sentences and longer ones to ensure that the figg can behave accordingly in any type of conversation, whether you're being casual or you're getting more serious.
I also use this method of adding only sentences for characters from pre-existing media, like fandoms and such. I just copy-paste quotes from their wiki page or painstakingly re-watch the episodes and transcribe it all myself because I tend to like side characters that aren't as popular :'D.
The only "downside" that can arise from only putting sentences in the Example Dialog is that you have to make sure that your Greeting Message has the kind of roleplay that you're expecting out of your figg because the figg would otherwise be prone to ONLY speak in sentences without roleplay or have very minimal roleplay.
A fun fact about this kind of usage of the Example Dialogue is that you can use it to include things that you weren't able to add in the Personality part of the figg creation (aka in the template) perhaps due to the character "limit". For example, for my vampire characters, I added how they feel about being a vampire in their Description but I went in depth about how they express it to others in the Example Dialog. Figgs can pick up on the ideologies and opinions that are written here and even get a general idea of what kind of person they're supposed to be. It blew my mind when I realized that! Because it was like discovering a "cheat code" to add extra flavor to the character, despite the character limit.
Do keep in mind that if you add too much Example Dialog, it can end up causing the figg to directly spout those sentences word by word and to be too stuck in the dialogue that you put in. I don't know what the limit is exactly but I keep mine under 2000 characters (I'm realizing that this is overall the magic number for every section).
  • Roleplay pattern: I sometimes have figgs whose Greeting Message I want to be more vague and short (either to entice the user to explore or simply because I want the scenario to be as neutral as possible). But I do like my figgs to give longer replies; so, to ensure that, I add Example Dialog using the same 'template' given in the example box on the site. Like this:
https://preview.redd.it/dpok0bmnap2d1.png?width=735&format=png&auto=webp&s=8db04a69ce0cb617292690d637fe78ecc28d45e8
I always use "" to indicate dialogue and ** to indicate action/roleplay because I just don't want the AI to get confused otherwise, but you can of course do what works best for you.
I will add more about the usage of this kind of Example Dialog below, as it's quite relevant and helpful to the creation of figgs that aren't just a singular character.
🟣 𝐌𝐮𝐥𝐭𝐢𝐩𝐥𝐞 𝐂𝐡𝐚𝐫𝐚𝐜𝐭𝐞𝐫𝐬.
Just like everything else, there is no one way to write multiple characters but here's what's worked for me so far:
  • I either free form it (which is my personal preferred way to write multiple characters figgs or RPG style figgs). I just write all the information with only "" + "". Example:
"{{char}} will roleplay as two characters: Andy and Carl" + "Andy is a bit of a prankster and he's always laughing" + "Carl is more reserved and a goodie-two-shoes" + "Andy has orange hair and wears baggy clothes" + "Carl wears perfectly tailored suits that are always clean and in pristine condition" + "They both love to spend time with their best friend, {{user}}" + "etc"
  • Or I break it down in other ways in templates, examples:
Description("{{char}} will roleplay as two characters: Andy and Carl" + "They both love to spend time with their best friend, {{user}}" + "etc") Andy("Andy is a bit of a prankster and he's always laughing"+ "Andy has orange hair and wears baggy clothes") Carl("Carl is more reserved and a goodie-two-shoes" + "Carl wears perfectly tailored suits that are always clean and in pristine condition" + "etc")
So, in the above template, the Description section is reserved for the things that the two characters share in common, some shared backstory, how I want the story to unfold, etc. And then a description of each individual character in separate sections as their Names.
  • Another template I've used is:
Chat behavior("{{char}} will roleplay as two characters: Andy and Carl" + "They both love to spend time with their best friend, {{user}}" + "etc") Description("Andy is a bit of a prankster and he's always laughing" + "Carl is more reserved and a goodie-two-shoes" + "Andy has orange hair and wears baggy clothes" + "Carl wears perfectly tailored suits that are always clean and in pristine condition")
In this template, you add in the Chat Behavior section what would have been in the Description section in the first template. And in the Description section of this template, you add the descriptions of the characters.
  • A recent template I've used is:
Description("" + "" + "") Characters("" + "" + "")
And here's an example of it filled out:
Description("{{char}} will narrate a themed birthday party for {{user}}'s 30th birthday" + "The theme of the party is a 1920’s Mafia themed ball" + "{{char}} will roleplay as various guests of the party" + "All guests will always be present and active, enjoying the party and interacting with each other or with {{user}}") Characters("Elizabeth Henstridge, the British actress who starred in the ABC superhero action drama series 'Agents of S.H.I.E.L.D.'" + "Elizabeth Henstridge is {{user}}'s girlfriend" + "{{user}}'s friends: Danny Gibson, Jason O’Connor, Hannah Haygarth, Tim Bishop" + "Elizabeth’s Agents of S.H.I.E.L.D castmates: Chloe Bennett, Ian De Caestecker, Henry Simmons, Clark Gregg, Ming Na Wen, Brett Dalton, Adrianne Palicki, Nick Blood" + "The cast of voice actors from the Dungeons & Dragons weekly web series 'Critical Role': Matthew Mercer, Marisha Ray, Sam Riegel, Ashley Johnson, Taliesin Jaffe, Laura Bailey and Travis Willingham")
So, a Description section where you put the overall expectations of how you want the figg to behave, and then a Characters section where you put all the characters that you want to be present. My advice is to flesh out as much of the characters as you can. It can even be something simple like adding adjectives on how you expect the specific character to behave towards you (aka {{user}}). So, for example, I'd enhance the girlfriend part by adding "Elizabeth Henstridge is {{user}}'s loving and playful girlfriend", just to give the AI some pointers of what to do with this character. And I'd individually go through all of the characters to add this kind of description. So, at the very least something like "Danny Gibson is {{user}}'s loyal and trusted friend who talks to him about their shared interests, like [insert interest]" + "Jason O'Connor is {{user}}'s fun friend who's the life of the party" + "etc".
  • Some extra advice that I've noticed can work (albeit not every time) is to properly include more information about the characters if they are famous people or from existing shows/fandoms. Chances are that the AI can take information from the internet to fill in some gaps and/or get lore about the world they're supposed to come from. Hence why I went on Wikipedia to Google these shows and actors to better explain who they are - or better yet, what terms the AI can search for to find more information about them.
  • The most important thing I'd say, is to have a good Greeting Message which describes the setting, perhaps a hint at the intended goals/expectations, the vibe, etc. And, if you have multiple characters like here, include all of them in the Greeting Message so you can reinforce it in the AI that you want all of them to be active participants and how you want it to look. Some people prefer to have the characters speak with their name in front of the dialogue, while others prefer to have the name in the roleplay for example. And if you include all the characters in the Greeting Message, it's easier for the AI to keep track of them (at least from what I've noticed). They might sometimes fall in the background and not be directly mentioned (which is realistic to how a real group setting would be imo) but you can always go interact with those characters yourself and the AI will pick up on who they're supposed to be from, obviously the Personality, but also from the Greeting Message.
In all of them, you can add as many characters as you'd like. And, as you can see, no one template will always work, so you can always customize the templates with different names for the sections and you can word things differently when filling them out.
Another important thing is to include all characters in the Greeting Message to give the AI an idea of how you want to portray the interactions and that you want all of them to be active participants. You can certainly have characters pop in at different times during the story but that requires even more trial and error.
How you'd go about making characters appear during specific times is to perhaps write something like "When {{user}} enters the Green Room, they will be greeted by Character A" + "When {{user}} enters the Yellow Room, they will be greeted by Character B" etc. Or perhaps it can even go something like "If Character A and Character B will start fighting, Character C will come into the room to break off the fight". These are just some ideas. You can either add this directly into the template or even in the Scenario part of figg creation. And to get the best results, I'd suggest reinforcing this behavior with some Example Dialog.
So, let's say that you've put "When {{user}} enters the Green Room, they will be greeted by Character A" + "When {{user}} enters the Yellow Room, they will be greeted by Character B" in your free form/template/scenario. In the Example Dialog, you could add something like:
https://preview.redd.it/dj3oodoqap2d1.png?width=732&format=png&auto=webp&s=9b621e486808fd30ee243722dfe558b6dda883a4
Or for something like my other example "If Character A and Character B will start fighting, Character C will come into the room to break off the fight":
https://preview.redd.it/c1imgkvrap2d1.png?width=722&format=png&auto=webp&s=72d64cdec5f227d3fa5b5dc6ad655048e7827be0
🟣 Last but not least, the most impactful part of figg creation (in my opinion), the 𝐆𝐫𝐞𝐞𝐭𝐢𝐧𝐠 𝐌𝐞𝐬𝐬𝐚𝐠𝐞. This is the part that the figg seems to adhere to the most, both in information and the way it behaves. The figg always does its best to mimic the writing style in the Greeting Messages (sometimes even m**ore so than the Example Dialog). *
My advice when writing the Greeting Message is to keep it solely from the figg's point of view, as to avoid them roleplaying as the User in their responses. This isn't as much of a concern if you have good Example Dialog; however, I don't always add Example Dialog and I usually only add phrases without roleplay since I set the roleplaying style in the Greeting Message, so I mainly use the Example Dialog for speech patterns.
If you like to write from the User's POV to set the scene and you don't want to deal with the Example Dialog, you can add it in the Description part (not the one in your template, the one in the figg creation process at the top - since this part isn't supposed to affect the figg), to keep the Greeting Message solely from the figg's POV but not compromise on your preferred method of telling the story.
I also want to add a few extra things:
🟣 Character limit: I recommended keeping the Personality part of figg creation (so, where you'd have your template) under 2000 characters.
Small sleepy digression: I say this based on my own testing that drove me crazy when I started using figgs because I was too ambitious and wanted to write the character's entire lore and world building in the Personality. Speaking of this memory that seems so long ago, I am still beyond impressed by how quickly the devs upped their character limit after I made that post!! They're always on a speedrun to improve the quality of this incredible platform. They never cease to amaze me! It was also my first time creating bots, and I've been passionate about it ever since (currently at 169 figgs on my main account and 34 on my strictly NSFW account - not as many as others even in total but still quite a few). It's my new favorite way to channel my creativity~! Can you tell? ;P
🟣 Testing: Before I publish my figgs, I always make them Invite-only (so I pick the option "Anyone with the link" under Visability in the figg creation) and I chat with them and Edit things in the figg creation as I go until I'm satisfied.
The way I test my figgs is not only with my own account but also in Incognito mode. I've noticed that the figg sometimes acts differently if I'm not interacting with it from my own account for some reason, so I do it both ways to get a full idea of how it performs (the difference is not as big as it used to be in the past, but it's still good to check just in case). And if you have friends who might be interested in testing your figgs out for you, that's always the best since they can put them through some very unexpected scenarios. My friends usually bonk my figgs in the head or such silly things, so it's funny (and unexpectedly insightful) to see how the figgs react.
The only way to really get it right is to not get discouraged and keep trying until you get to a point that you're sufficiently satisfied with. Try out every resource that you can find, try wording things differently, ask for help, take a break, do whatever is best for you.
And I think that this concludes my little pointless 'guide' of sorts. It's things that I've probably commented about before and things that I'm sure other creators have also said, but I just wanted to put it all together. If it's of help to anyone, then I'm happy. If not, then I'm sorry for taking up space on the sub, lol. ;u;
Edit: I hate the screenshots, they stick out like a sore thumb but Reddit was messing up the formatting of the Example Dialog and I need it to be accurate to how it's supposed to be written. It kept adding the "\" symbol throughout sentences for some reason, as well as not writing things on a new line like I typed it. \sigh**
Edit Edit*: I've added some extra things about Multiple Character creation - an extra template, extra advice on how to make use of the Greeting Message to make the Multiple Characters work better + a fun fact about how the AI can pull information from the internet for popular characters from fandoms.*
I also want to add something that I think can be quite useful. I was helping a fellow figgling who prefers to use AI chatbots as an aide to create their figgs, and I'm not familiar with many other platforms, so I decided to take a look at the existing helpers on Figgs instead since that's what I'm used to and understand best. And, oh my goodness, I was absolutely blown away when I tried out Hyu for the very first time. Freiser (her creator) is an absolute genius!
🟣 Hyu, a figg designed to help you create figgs.
I'd say that you do need to have a bit of knowledge and experience with creating figgs yourself before making proper use of her, but she's amazing once you get the hang of it.
Here's an example of a chat I had with her to get an idea. Keep in mind that I did give her a more difficult task, so there are a few things that I'd have to rework myself. The Description part is something that I'd rework myself, since the one she gave is more like a Scenario or even Greeting Message. But I actually think that if I spent more time with Hyu, I could even write out prompts/messages to her explaining how I want the Description to be and I'd get her to directly help me make it. So, she's definitely worth checking out.
I might update this with more examples of how one could use Hyu or any of the other helpers on Figgs.
Edit Edit Edit: I added an extra little section that you can add to your template called "Occupation".
Edit Edit Edit Edit: I added a couple of extra sections that you can add to the template (Abilities and Kinks) for singular character creation; I added a tiny bit more to the Greeting Message; I added how I make RPG style figgs in the comment section because I've reached the character limit in the post. ;-;
submitted by anoncat1997 to FiggsAI [link] [comments]


2024.05.24 02:40 Soundwave815 Lost: Circle Series Finale Now Available!

Lost: Circle Series Finale Now Available!
Today is the 14th anniversary of the Lost series finale, so what better day than this to bring to a close LOST: Circle? That's right, the SERIES FINALE of Lost: Circle is now available! LOST: Circle Series Finale Now Available.
This blog post also details the roadmap for the future of this project, just because the series is 'finished airing' doesn't mean the fun is quite over yet!
Thank you so much to everyone who has reached out over the years and I would absolutely love to hear from some of you in the comments your thoughts on the series no matter how far you are. And if you have yet to start, there's no better time! Please feel free to reach out to me directly in a DM for a link to the series, or check out the Lost: Circle Website for more contact information.
If you are new to Lost: Circle here is a breakdown of the projects aims and features!
Lost: Circle is a brand new, complete chronological fan edit of lost that tells the story through the lens of experience. This adheres to the cardinal time travel rule of lost Whatever Happened Happened. This means that the time travel moments the characters experience will happen when they happened to that person. So on day 108+ after the crash. Not towards the beginning of the narrative.
Featuring:
-The complete canon of Lost told across 80 brand new episodes
-All on-screen opening credits have been removed for seamless scene by scene viewing
-10+ HOURS of additional music from Michael Giacchino and many other amazing artists
-Additional or alternative musical montages
-New shot by shot color grading on the entire series to bring the footage from multiple seasons in line with each other. Removed orange tint on Nigeria, Tunisia, and Iraq set scenes.
-End credits sequences from scratch to credit the entire cast and crew of a given episode
-All of the foreign language dialog that didn't have subtitles on it (IE. a lot of Jins on island dialog for example) has been translated and subtitles have been created and added.
-No split-screen in any of the episodes
-The Missing Pieces (only available in stereo) have been remixed from stereo into 5.1 using AI audio processors to lift elements from a sound mix.
-All episodes are presented in 1080p 5.1 surround, upon completion of the last season a 4k HDR remaster will begin!! I will also re-release the original cut of lost in this manner when the LOST: CIRCLE one is complete!
And so much more!! I've spend countless hours on every aspect of this edit and I think the results have turned out pretty great!! The feedback I've received thus far has been so enthusiastic and I'd like to thank everyone who has reached out!!!
Okay enough with the boring stuff lets get to some clips!!
Season 5 Trailer
The Crash - Season 1 Finale Clip
The Crash Aftermath - Season 2 Premiere Clip
Season 2 Episode 3 - Second Chance - Shambala Sequence
Season 2 Episode 6 - B-6-12 - Ending Montage (Extended I Shall Not Walk Alone Sequence)
Season 2 Episode 12 - The City of Luil - Boone Makes Contact with the Tailies, Dies.
Season 2 Episode 12 - The City of Luil - Ending Sequence (Life and Death)
Season 3 Episode 1 - Little Gidding - Opening Montage (Make Your Own Kind of Music Extended)
Season 3 Episode 1 - Little Gidding - Jack Goes Down the Hatch
Season 3 Episode 2 - Dig Down
Nigeria Color Grade Comparison
Jack Attacks Achra
There are a couple more clips on my Youtube channel!
https://i.redd.it/spqxw9jrw92d1.gif
submitted by Soundwave815 to lost [link] [comments]


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