Fill in map of australia

Australia

2008.01.26 21:58 Australia

A dusty corner on the internet where you can chew the fat about Australia and Australians.
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2008.03.20 07:13 Gardening, Plants, and Agriculture.

A place for the best guides, pictures, and discussions of all things related to plants and their care.
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2013.12.06 13:08 skafaceXIII Cars Australia

A subreddit for discussing cars in Australia.
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2024.05.19 00:48 Numerous-Term967 Thank you T1 and P2

last week, I in my hubris decide to answer sos calls on helldive. I pick out my loadout for a bug geo survey, ac sentry, orc strike, beagle 500, and my trusty airburst launcher. Double check that i have the fire breaker, grenade pistol and stuns equipped. All good time to drop in.
Land in at the start of the mission just me and host. Game starts to fill out, i call in my stuff and start getting mauled by stalkers. New recruits are dropping like flys. 20 reinforce down to 9 before the man left for civ life. New guys join and all of a sudden were down 2 reindforce and everyone is gone. I am now host. I drop an sos because the stalkers are everywhere 2 nests on the map and im in a bug breqch patrol loop. People join and leave for 10 minutes straight until...
T1 drops in to hear me screaming at him to turn his mic on and that i have ptsd, he replys with "pardon?". I tell him that hes the only person in 12 people to stay and amswer me i tell him ive been abandoned on a desolit world, but i will not give up. He says to me, "ok lets do it!"
And by Brash's cape we did. 4 stalker nests cleared, seaf artillery online, and near full map clear. Greatest ive ever felt gamimg is completing that mision.
I say to you T1 and P2. The harder the world the greater the honor. Thanks for fighting at my side
submitted by Numerous-Term967 to Helldivers [link] [comments]


2024.05.19 00:31 atsica_astrae [Online][5e][Bi-Weekly Wednesday 6PM CST][LGBTQ+] Looking for One More Player for Dark Fantasy Homebrew Campaign

Hey everyone! I am looking for one more player to join a group I am putting together with some friends for a new campaign. I am looking for a fun, friendly player with an interest in roleplaying. The playtime would be every other Wednesday at 6 PM CST for roughly 4 hours, and we will be starting in June!
It is a 5e homebrew campaign set in a dark, high-fantasy world full of mystery, monsters, and tragedy with a focus on roleplay (quick synopsis below). Players will be starting at level 4. I can’t stress enough that if you prefer heavy combat and constant dungeon crawling, this is not the game for you. The campaign will still have combat, but the ratio is somewhere around 65% RP to 35% combat. I ask that all players write a backstory and elements of everyone’s backstories will find their way into the campaign itself. Because there is a roleplay focus, I ask that players make an effort to roleplay their characters, but we are all laid back, joke around, and break character, and we don’t expect everyone to be on all the time.
I have three other players and you will be the fourth and final of our group. Our ages range from late 20s to late 30s, so ideally I would like to find a player that is close to our age group. We use Discord for voice and Foundry VTT for our tabletop.
I have been playing various TTRPGs for about 14 years and I have been DMing 5e for about 6. I am friendly and laidback, and I do my best to be fair, open, and flexible, so if have something you want to suggest or need to talk about, I’m always open to listen.
Lastly, I am looking for a player that will be respectful of the other people at the table. This is an LGBTQ+ friendly group, and everyone is welcome. The group does not tolerate racism, sexism, homophobia, transphobia or other forms of bigotry and attacks on others will not be tolerated. Just be nice and a decent human being, and there shouldn’t be any issues.
Synopsis: Zul’Tara is a complex realm filled with magic, mystery, and untold secrets. Centuries ago the world was enveloped in a magical shroud known as “The Veil” that filtered the sun's light and cast the land into shadow. Its appearance triggered multiple catastrophes and forever altered Zul’tara and its inhabitants. Monster attacks have become more frequent, things that once only roamed at night move throughout the day, friendships and allegiances have shifted, and wars are regularly waged.
People are trying to live ordinary lives despite all the destruction and chaos. Recently a small town has begun to experience attacks with increased frequency from creatures that are stronger than they are used to. People are afraid to go out beyond the town’s walls, resources are dwindling, and they are taking on more casualties with each subsequent attack. At this rate, the town and its people could be wiped off the map. They have sent out a desperate plea to anyone willing to protect the town and eliminate the problem once and for all. Are you up to the challenge?
If you are interested in joining our game, please fill out the application here: https://forms.gle/K5T7cUKR1NWN3zuF9
As long as the application is open you can still apply, and I will update the thread once I’ve found someone!
Thanks!
submitted by atsica_astrae to lfg [link] [comments]


2024.05.19 00:26 Zeddblidd Twister (1996)

2024-190 / Zedd MAP: 84.08 / MLZ MAP: 86.88 / Score Gap: 2.80
Wikipedia?wprov=sfti1#Plot) / IMDb / Official Trailer / Our Collection
If I’ve never said this out loud before now ((shrug)), I’m just going to go ahead and say it now: I sincerely (sincerely) didn’t like 90s cinema during the last decade of the 20th century. I grew up during the gritty realism of 70s New Hollywood and came of age during the devil-may-care fun of the 80s. Something shifted gears in the 90s and it just didn’t jive with my sensibilities.
If I’m being honest, there was a push for big budget blockbusters and I’m nearly always on my back foot when Hollywood emphasizes flash over storytelling. It’s always been part of the cycle and I just figured, “Hey - movies are for everyone, its just time for those sorts of movie lovers.” I joked about it - if you like loud music punctuating every second of action on screen - 90s cinema is for you.
From IMDb: Two storm chasers on the brink of divorce must work together to create an advanced weather alert system by putting themselves in the cross-hairs of extremely violent tornadoes.
If I’m being even more honest, we didn’t get to the movies very often either - we worked 2, sometimes 3 jobs, always 60+ hours a week. Modesto, CA had lost all its vital industries by then and the only thing out there for the likes of Mrs. Lady Zedd and I were low-paying service sector jobs. So, yeah - we were working our asses off, just to be poor. Movies were an expense we could hardly afford. This ladies and gentleman, is exactly how bias can form: I don’t like the things I can’t afford or have time for anyway.
Bias sucks the roof right off the top of honesty, and unless your personal philosophy revolves around brutal self-honesty, reflection, and rooting out hypocrisy, your personal biases will run unnoticed and unchecked - no bueno if you’re going to spend your time watching, ranking, and writing about the movies. Fortunately, my personal philosophy revolves around brutal self-honesty, reflection, and rooting out hypocrisy.
Here it is: I’m sorry 90s Cinema, I certainly was operating from a place of personal bias - not so much in the past decade or so - but certainly prior to that. While I was always willing to roll the dice on 60s, 70s, and 80s motion pictures - I often left your offerings on the shelf. I hope you see I’ve made strides in amending that and the trend, overall, in my collecting has been more even handed. Was your incidental orchestration too numerous and too loud? Yes - but that’s ok. Just my opinion, and - as my great and wise Great Grandpappy very well might have said, “opinions are like assholes, everybody’s got one and most of them stink.”
What’s (honestly) happened over the last four or five years is, I’ve gained an appreciation for 90s films that was nearly absent during the decade itself. Part of it has to do with seeing the scope of movies like Jurassic Park, Twister, or Armageddon (for instance) and recognizing part of what I hadn’t liked (the movies changed) was, in retrospect, a good thing. The medium was evolving, growing, and filling new spaces. I was the one stuck in the past.
After I became disabled and suddenly had a lot of time on my hands, I did a lot of exploring through all genres and film eras and just this, alone, chipped away at my old biases. I learned so much movie history that I brought to bear on other films - it changed how I saw them. Enhanced my appreciation, across the board.
Watching Twister in 1996, I was full of “that doesn’t look right” and eye-rolls for flying cows and scenes with trucks driving through houses. While I still register these simple crowd-pleasing visuals for what they are, I can also feel the chemistry between our leading stars, understand the drive of the characters, love the resolution of conflict, enjoy the “disaster film” aspects.
MLZ says she just needed this movie, today. There’s something to watching a movie as therapy after you’ve come through a bumpy patch. We’re all safe and sound but we can see the look on Little Miss Zedd and her husband’s faces. They’re glad to be here with us but also, really, just want things repaired so they can go on home. It could be days or weeks - we just don’t know. I did the only thing I could think of: get them safe and comfortable, buy a tv and player for the spare room, hand over movies and tv I know will be that needed distraction.
You all know, movie on can mean many things. It’s equal parts laughs and good feelings when things are going your way / therapy, distraction, and communion when it’s not. We said 2024 was going to be bumpy, we said we’re here to be a safe corner - you’ll never truly know how much it means to us that you, our cinematic siblings, provide that for us right back. Take care of each other - check your personal bias - and above all…
Movie On :]
submitted by Zeddblidd to 500moviesorbust [link] [comments]


2024.05.19 00:23 PrincessBunnylicious How to unlock the Crow-zooka:

A friend at school told me that if you beat this game 3 times with an S Rank and fill all 3 save slots with unique runs in each, all ending in an S Rank in less than an hour each. You can start a new save file that will add the oh so-coveted Memo #33 in a random location on the map once you collect every other memo in the game. And once you obtain the final Memo, Memo #33 will tell you a series of inputs you can press on your D-Pad, which upon doing so, will play a jingle to indicate that you have now unlocked the Crow-zooka.
submitted by PrincessBunnylicious to CrowCountry [link] [comments]


2024.05.18 23:39 ahawk_one D2 Timeline of Events and Vex...

So with The Final Shape looming, it's got me thinking about storylines and stuff, and something occurred to me that I can't seem to resolve on my own. Hope ya'll can help me out.

A Loose Timeline

  1. Traveler shows up in Sol
  2. Humans travel to Mars to meet the Traveler
  3. Traveler comes to Earth and bestows a Golden Age upon humanity
  4. Near the close of the Golden Age, two prominent characters emerge, Clovis Bray and Maya Sundaresh
    1. Maya heads a research team for Ishtar Collective, primarily based on Venus, studying allegedly ancient Vex ruins and structures that seem to defy laws of time and space. Namely the Citadel, although they are also aware of the existence of the Vault of Glass
    2. Clovis is the namesake and head of the Clovis Bray corporation which is dedicated to pushing the limits of human potential at any cost. Often studies dangerous and unknown phenomena and artifacts found on the Moon and Europa, with little regard for the safety of his workers or test subjects. Clovis and his family created the Warmind Rasputin and the Exo’s.
  5. On Venus, Maya and her team discover the scope of Vex simulation power through the simulations a small Vex is running about her and her team. With the help of Rasputin, they are able to “rescue” their simulated copies, and then disperse those into the Vex net to explore and study it.
    1. These copies are released into the Citadel, which is on Venus near the Vault of Glass
  6. On Europa, Clovis discovers an ancient dark artifact that emits a power he calls “Clarity” which he uses to ultimately perfect the Exos by combining Clarity with Vex Mind Fluid and putting this inside the bodies of Exos.
    1. Vex mind fluid is harvested from a Vex world called Volantis, on the other side of the portal in the Glassway strike
  7. Prior to this, Clovis’s corporation comes into possession of an item called the K1 Artifact. Found on the moon. It induces nightmares and insanity in people near it. It seems to be of the Darkness, possibly of the Witness or Nezerac, but it predates the arrival of either in Sol.
    1. But Clovis does recognize it and Clarity as being part of the same thing, the same network, etc.
  8. Witness comes to Sol with the Veil to attempt to enact its Final Shape
    1. For some reason, the Veil is not with the Witness, but is with Nezerac aboard Nezerac’s Pyramid
  9. Not sure of the exact order, but during this invasion the following things happen:
    1. Savathun defeats Nezerac, and takes the Veil from his ship to hide it away on Neptune
      1. (Why Neptune?)
    2. Mara Sov and the crew of her ship are caught in the crossfire and transported to a place that would become the Distributary
    3. Nezerac’s ship ends up on Luna
      1. (or was it always there?)
    4. The Witness seemingly abandoned its plans for some reason, and fled the system
    5. The Traveler released Ghosts out into the world who would raise Lightbearers
    6. At some point at or shortly after this failed invasion, the Witness attempts to recreate the Veil in the Black Garden.
      1. The Vex are involved but something doesn’t add up here.

Now For the Stuff That Doesn't Add Up

  1. What is Clarity and what was the K1 artifact?
  2. Both were in Sol seemingly LONG before the Collapse, which means long before the Traveler showed up, which means long before the Witness or any of it’s disciples would have visited Sol.
    1. The moon was formed when an asteroid collided with Earth. Is it possible that in Destiny’s universe, this collision contained things like K1?
    2. Why would Clarity be on Europa of all places, and why does Clarity breath when the other statues that resemble Clarity are still?
  3. The Black Heart doesn’t make sense in this timeline even before the arrival of the Witness to the cannon.
  4. Setting aside the Witness for a moment (just pretend it doesn’t exist for now)
    1. Going by D1 lore, it is the source of the Primeval Minds
    2. Primeval Minds were meant to bring forth the powers of the Vault of Glass
    3. The Vault of Glass may exist outside of time and space (is this true?), but even still, on Venus there are Ishtar records of it, as well as geo maps I believe that show it going down far underneath the surface of Venus.
    4. This means that it was there during the Golden Age, but we don’t know for how long
    5. If the Black Heart is what prevents the Traveler from healing, yet seemingly had no effect prior to that then that means one of two things:
    6. Either the heart was constructed after the Traveler went dormant
    7. Or the heart was inert or unable to affect the Traveler until after it went dormant
    8. Either way, the Traveler going dormant at a specific point in time was required for the relationship between the Primeval Minds and the Vault to become possible.
    9. If this was the plan all along, the Vex would have needed to be able to predict the actions and the intent of both the Traveler and the Black Fleet, which were both known to be paracausal forces
    10. If this wasn’t the plan, and was instead opportunistic action taken by the Vex, why did they add the Vault to Venus prior to any of this happening?
    11. This also does not provide insight into what the Black Garden is or why a Black Heart would grow there, or why Vex would be there.
  5. If we bring the Witness back in, then some of this makes sense.
    1. The Witness seeking a copy of the Veil uses the Black Garden and apparently the Sol Divisive to construct it.
    2. This occurs after the Witness loses the Veil during the Collapse.
    3. But it does not answer where the Sol Divisive came from or what the Black Garden is.
    4. It also does not explain why the Witness would try to use the Vex to create the Heart, because a being this old and well traveled will have known the Vex limitations when it comes to paracausal simulation and construction.

What is so important about Sol for the Vex?

They can build a planet sized computer literally anywhere, out of anything. So why build their sensitive prediction engines near the Traveler and the Vanguard? For my purposes, we're going to skip the obvious gameplay related needs and focus on story reasons. Why is this happening in the story?
  1. There are only three places where we see Vex that the Traveler has not also touched
  2. Europa - They came through Clovis's portal and largely went dormant after the war there.
  3. Neptune - They are apparently there for the Veil and later for Soteria
  4. The Moon - They come through the Garden Portal when we complete the Shadowkeep campaign
    1. There are some Vex structures around the portal, but otherwise their influence on the Moon seems limited to small physical patrols of Sol Divisive Vex
  5. Additionally there are four I know of that are not available or contaminated by Vex in game, but that we have accounts of
    1. Oryx's Throne World - Much like Europa, the Vex were only there because Crota opened a door too their space and let them in
    2. Volantis - The place Clovis's portal opens to
      1. Possibly the same place Crota accessed?
    3. The Leviathan -
      1. A mind that supposedly ran the Nessus planet computer was sucked into the Leviathan (so much for it's predictive powers...
      2. The Menagerie had Vex as well, but I don't remember if they came from Nessus with the Eater of Worlds boss, or if they were captured by Calus prioafter that.
    4. The Dreaming City - Season of the Wish they are in the city, in the tunnels created by Riven
  6. What's interesting is that, of the places the Traveler HAS NOT touched, and where they are still present, Neptune is the only one where they are doing much of anything that isn't wholly reactive to other beings disturbing their stuff.
  7. All other locations where we encounter the Vex, the Traveler also touched first
    1. Mercury
    2. Venus
    3. Earth
    4. Mars
    5. Io
    6. Nessus
  8. So the Vex seem to have a pattern of showing strong interest in converting worlds the Traveler has also altered. They also seem very interested in the Veil.
    1. Oryx’s Throne World is also a place that keenly interested them, when Crota let them in. And it is also a paracausal location filled with beings that utilize paracausal power.
    2. Despite Clarity being present on Europa, and having a known interaction with Vex Mind Fluid, the Vex there are still mostly asleep.
    3. Same in terms of the Moon where there are known Darkness artifacts as well as a whole Pyramid, an entrance to Crota’s Throne World, and a number of Hive running around. But they are not active there in force anymore
  9. And even though they seem to end up in other types of places, they don’t seem to do much there unless provoked.
  10. The Vex have known the location of the Veil for some time, yet the Witness doesn’t. This means that either the Sol Divisive doesn’t know either, or they withheld that information somehow for some reason.
  11. We don’t know what the Black Garden is yet.
    1. D1 frames it around the Black Heart, but as we can see that doesn’t even make sense by D1’s timeline
    2. D2 expands the framing through GoS and season of Undying. The Garden is it’s own thing, and the heart was added and removed later.
    3. Regardless, the Vex pattern of strong interest in converting things the Traveler has also altered, suggests to me that the Garden was probably also altered by the Traveler at some point
  12. So it seems like the Vex are either obsessed with the Traveler, or they are obsessed with things the Traveler has converted for some reason. And that seems to be why we find they're big dangerous computation engines and stuff like that here in Sol, and why they don't just build them literally anywhere else.
    1. And while yes they do seem to build stuff elsewhere, those things just don't seem to do much. And we can tell because they haven't just built an infinite forest off in the Andromeda Galaxy somewhere where NOTHING could ever disrupt it and they could compute endlessly. Even the Valut of Glass, the seat of their most arcane and powerful frames, is close to the current location of the Traveler.
But why? Why do they follow it? Why do they care what it does? Why do they build their stuff near it? I still don't know...
submitted by ahawk_one to DestinyLore [link] [comments]


2024.05.18 23:32 AutoModerator A peek at some Mod only statistics, Weekly Discussion thread, Sub updates, Emujical and Top Posts

A peek at some Mod only statistics, Weekly Discussion thread, Sub updates, Emujical and Top Posts
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submitted by AutoModerator to australian [link] [comments]


2024.05.18 22:55 Moiian How cool would Warframe be if it had something similar to galactic conquest from Helldivers 2?

To those unfamiliar, Helldivers is a top-down co-op shooter which "story" is driven entirely by the community through a galactic conquest. There are 4 factions: Bugs, Cyborgs, Illuminate and you, the Helldivers (players).
In the conquest map, the Helldivers (or in this case, the Tenno) are placed at the center and have the option to take on missions in sectors against any faction as individuals by themselves or with 3 other players.
When a mission is completed, it "liberates" a small number percentage of the sector. Each mission that is done by every player or group of players in said sector contributes to it's liberation in a community effort.
Once every sector is liberated, the Helldivers face a final boss for that faction, which again is a community effort. Once the final boss is defeated, the sectors reset and the cycle starts over again. Think of it like a much more complex Fomorian attack or Shadow Debt event.
I was thinking about how amazing this would be if a mechanic like this were added to Warframe. It really feels like you're contributing to something big when participating in the likes of this. It could also work quite well into Warframe's lore where the Grineer, Corpus, and Infestation are active threats in the Sol system.
It's a very big suggestion that will require a lot of work, but I think it would make Warframe a whole lot better.
As someone who plays both, it's a concept that could be taken into account for Warframe and changed in ways to make it work. Put simply, the first thought that came to mind was, "we already have invasions, which sort of fill that niche."
But...
Among the biggest issues plaguing the game right now, one is clearing nodes as a new player. I don't want to ramble too much about the issue because I'm hoping Starchart 3.0 addresses this issue (but after seeing the latest WIP, I don't have my hopes up).
After a new player finishes the tutorial quest and they're dumped into Warframe, they begin clearing out nodes on Earth & Mercury. Or at least, they should... some players forget about clearing the starchart altogether.
But the players that do start on clearing the nodes will be very unlikely to encounter other players unless they pass onto a node that has an alert, boss, or other 'reason' for players to gather there. Otherwise, nodes are mostly empty once cleared with no reason for players to return to them at all, leaving new players clearing out an insanely large amount of nodes alone, repeating monotonous and sometimes difficult missions without any help or fun from other players (it's not just a case of 'help' or difficulty in co-op, it largely impacts fun factor too).
So, moving forward. A direct copy/paste of the Helldivers system wouldn't be very good, but a good system would give:
  1. All players (but especially experienced players) a reason to replay nodes in earlier planets (hopefully the drastic number of nodes gets reduced with Starchart 3.0) which in turn helps new players have a good time instead of feeling 'alone' in the galaxy. (Maybe there could be matchmaking based on your loadout's conclave score, or stronger loadouts scaled down, so fully decked out Tenno don't clear a mission faster than new Tenno can even traverse the tileset).
  2. All players (but especially newer ones) a feeling of fighting towards a common goal, like they're contributing towards something. Invasions could have been this, but instead Invasions are a case of "okay time to get my three runs and forget about it." And right now, most new players get dumped out of Vor's prize and told that they can now do as they please, but it doesn't give them much sense of purpose. Maybe this isn't such a big deal, but to some it could be.
  3. An interesting metagame that progresses as people contribute, over days or weeks at a time, but won't punish players who decided to do something else.
In Helldivers, that 'War' metagame is the entire game, but for Warframe there's so much more. Void, Conclave, Raids, Sorties, Syndicate missions, just the general farming, and much much more. Players may want to be focusing entirely on these things, but shouldn't be 'left out' for not participating in the metagame.
Because if they are, then there needs to be a minimum requirement of participation, and to require them to do something in a metagame like this would just be adding another checkbox to their to-do list... which doesn't create a meaningful 'global goal' for everyone.
What it does is creates the Invasion system all over again. An interesting metagame/global system would reward everyone for fighting towards a common goal, much like the Fomorians (except in that case, the reward is not losing a relay).
It would need to be an interesting, but not over the top reward, since it'll be a global bonus for everyone. Maybe it could trigger a double resource period in the game, or unlock a 1cr cosmetic that can only be used for a limited time (global event of ruining the Grineer?
Everyone gets the Vanquished Banner for a limited time). Maybe even conferring global buffs and bonuses to everyone, like having all enemies marked on the minimap or increased power efficiency. The possibilities are endless.
Man, that is a wall of text, but my mind is running wild... Can you imagine?
The above content was sourced from a post made eight years ago. I find these points very interesting.
How cool would Warframe be if it had something similar to galactic conquest from Helldivers? Warframe • 8 yr. ago
submitted by Moiian to Warframe [link] [comments]


2024.05.18 22:41 rss77777 International Roaming Observations

I'm a helium mobile fan. Running both a CBRS radio and indoor WiFi hotspot. I visited a few European countries and here are my results with the International Roaming option ($15).
Venice got some 5G and H+ coverage. 53 MB down, 2MB on a few random speed tests. Croatia got H+ coverage - 4 MB down/2 MB up on speed test. Montenegro - 5G Coverage - 8MB down/11MB up on speed test. Athens, Nafpilion, and Corfu Greece - got 2G/ Edge coverage. Speed tests failed. Useless in all Greek locations and islands visited.
H+ stands for High Speed Packet Access, which is a 3G term. All I really needed data for was for Google Maps and it worked fine in Venice, Croatia, and Montenegro. For Greece I wound up downloading a Sally ESIM. I paid $4.49 for 1GB prepaid data access that was available for 3 days.
Texting seemed to always work fine. Voice worked for all test calls I made to UK, Greece, Australia. Some test calls to US failed (rang 4 times then dropped).
So net net, next time I travel outside of the USA, I will buy the $15 Helium International Roaming plan and always have an ESIM as a plan B.
submitted by rss77777 to HeliumMobile [link] [comments]


2024.05.18 22:21 ohshitgorillas Matplotlib button not responding

I'm trying to write some basic mass spec data reduction software, and I'm running into an issue with a Matplotlib button not responding.
The button should allow the user to toggle between two different plots, but as it stands, the button does nothing at all and I'm really scratching my head as to why.
Any help would be greatly appreciated.
import matplotlib.pyplot as plt import matplotlib.backends.backend_tkagg as tkagg import tkinter as tk from matplotlib.widgets import Button def qc_manual(filtered_data, figure, canvas): def update_plot_colors(axes, lines_to_analyze): for ax in axes.flat: for line in ax.lines: analysis = lines_to_analyze.get(line) line.set_color( 'blue' if analysis.active and analysis.analysis_type == 'lineblank' else 'gray' # inactive ) line.set_marker('o' if analysis.active else 'x') # toggle the 2/40 amu data def on_click(event, filtered_data, axes, lines_to_analyze, canvas): # clear the lines and axes from the bottom right plot axes[1, 1].clear() for line in list(lines_to_analyze.keys()): if line in axes[1, 1].lines: del lines_to_analyze[line] title = axes[1, 1].get_title() new_title = '2 amu - All Data' if '40 amu - All Data' in title else '40 amu - All Data' axes[1,1].set_title(new_title) for analysis in filtered_data: # filter data for active indices mass = '2 amu' if new_title == '2 amu - All Data' else '40 amu' x = analysis.time_sec y = analysis.raw_data[mass] line_color = 'blue' if analysis.active else 'gray' line_marker = 'o' if analysis.active else 'x' if new_title == '2 amu - All Data': line, = axes[1,1].plot(x, y, marker=line_marker, linestyle='-', picker=5, color=line_color, zorder=2) else: line, = axes[1,1].plot(x, y, marker=line_marker, linestyle='-', picker=5, color=line_color, zorder=2) lines_to_analyze[line] = analysis # recreate the button toggle_button_ax = axes[1, 1].inset_axes([0.75, 1, 0.25, 0.1]) figure.toggle_button = Button(toggle_button_ax, 'Toggle 2/40 amu') figure.toggle_button.on_clicked(lambda event: on_click(event, filtered_data, axes, lines_to_analyze, canvas)) # formatting axes[1,1].set_title(new_title) update_plot_colors(axes, lines_to_analyze) canvas.draw() lines_to_analyze = {} # dictionary to map lines to analyses for efficient lookup for ax, (mass, title) in zip(axes.flat, [ ('4 amu', '4 amu - Gas Standards'), ('4 amu', '4 amu - Blanks'), ('3 amu', '3 amu - All Data'), ('40 amu', '40 amu - All Data') ]): for analysis in filtered_data: # formatting line_color = 'blue' if analysis.active else 'gray' line_marker = 'o' if analysis.active else 'x' x = analysis.time_sec y = analysis.raw_data[mass] # draw the data line, = ax.plot(x, y, marker=line_marker, linestyle='-', picker=5, color=line_color, zorder=2) # store the line and analysis in the dictionary lines_to_analyze[line] = analysis # formatting ax.set_title(title) # create a button to toggle between 40 amu and 2 amu toggle_button_ax = axes[1, 1].inset_axes([0.75, 1, 0.25, 0.1]) figure.toggle_button = Button(toggle_button_ax, 'Toggle 2/40 amu') figure.toggle_button.on_clicked(lambda event: on_click(event, filtered_data, axes, lines_to_analyze, canvas)) # update the plot update_plot_colors(axes, lines_to_analyze) plt.tight_layout() canvas.draw() filtered_data_list = [] for i in range(5): # replace 5 with the number of analyses you want filtered_data = type('filtered_data', (object,), {'raw_data': {}, 'time_sec': [], 'analysis_type': 'lineblank', 'active': True}) filtered_data.time_sec = [10, 20, 30, 40, 50, 60, 70, 80, 90, 100] filtered_data.raw_data['4 amu'] = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10] filtered_data.raw_data['2 amu'] = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10] filtered_data.raw_data['3 amu'] = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10] filtered_data.raw_data['40 amu'] = [2, 4, 6, 8, 10, 12, 14, 16, 18, 20] filtered_data_list.append(filtered_data) # setup the main window, figure, and canvas root = tk.Tk() figure = plt.figure() figure.set_size_inches(12, 8) axes = figure.subplots(2, 2) canvas = tkagg.FigureCanvasTkAgg(figure, master=root) canvas.get_tk_widget().pack(side=tk.TOP, fill=tk.BOTH, expand=True) canvas.draw() qc_manual(filtered_data_list, figure, canvas) root.mainloop() 
submitted by ohshitgorillas to learnpython [link] [comments]


2024.05.18 22:19 HildebertTheCraven How hard is it to win with Shield Bros & Swordlances when throwing, close range two handers and most meta builds are banned? (Day 150 Monolith)

Swordlances and Shield Bros (that actually attack) have gotten a lot of criticism in the BB community, but how bad are they really?
I wanted to find out, so I did a run where I banned most of the meta builds, as well as throwing weapons and close range two handers. I also banned gunners, qatal duelists, mace duelists and cleaver duelists. I also banned berserk and killing frenzy as I wanted to experience the stamina system without relying on berserk recover.
Reach weapons were allowed as their damage is more in line with other weapons. Possibly a mistake though, as they circumvent the weirdness of the stamina system.
Standard pure defense tank builds and normal banner builds were allowed, in order to keep the test focused on the performance of the other builds. Sword duelists were allowed as a filler option for bros without the stamina to do anything else, flail duelists were allowed for guys with bad melee skill.
This started off as a challenge run but it turned into more of a build testing experiment as the off meta builds turned out to be strong enough that it wasn't really much harder than a normal run (until the end). So I fought certain battles multiple times for testing purposes, but still let bros die normally.
Team composition:
4 Attacking Shield Bros, 4-6 frontline Swordlances, 1 Normal Banner, 1 Normal Tank, rest filler in the form of sword duelists & flail duelists. One Shield Bro was also a spearman. Two Swordlances were semi ranged units with around 46 ranged skill and carried crossbows so enemy parties with weak ranged would advance normally. Exact builds in pics.
Team Part 1
.
Team Part 2
Results:
This team actually had a relatively easy time with most fights, getting in ~215 fights by day 149 and finding / buying 33 famed items while only finding a few champions and only buying a few good items. Core bros from early in the game hit level 15. I am not a speed runner or super high fight density player, so that's a decent result for me, which indicates the team was actually surprisingly strong.
Builds:
Frontline Swordlance:
This made up the bulk of my damage. While swordlance has gotten a lot of criticism, frontline swordlance just seems like a good tempo build for most of the game. Aside from gunners, it's simply the easiest way to AOE without requiring high stats or good armor. You can use a daytaler with mediocre starting stats for swordlance, while AOEing with a two hander requires a much better recruit who can survive a fair amount of enemy contact.
Winning against large numbers of humanoid enemies in early high tier camps is largely based on morale checks and getting fearsome procs. Using AOE abilities is a good way to get fearsome procs. Obviously it clears out weaker enemies and that lowers the morale of stronger enemies. But the damage doesn't really fall off too badly until you get to the most heavily armored enemies. It's even fine vs Chosen as you can use the increased reach and mobility to focus fire and get in multiple AOEs and stay out of trouble. Maybe vs later Chosen camps past day 150 that would become more difficult.
In general, with pathfinder + polearm you almost always get at least one attack in and you can focus fire very easily, while keeping your damage bros safe, which goes a long way in terms of tempo compared to other builds that have more dead turns.
Swordlance is also good against beasts like Lindwurms as many beast fights seems to favor the strategy of walk forward, hit with reach weapon, walk out of attack range. You can just AOE the lindwurms down while your damage bros are perfectly safe.
Is it better than Javelins? Probably not, javelins are OP, but it uses a much easier to obtain recruit type and it does have advantages in some fights compared to javelins, as in many of the more risky mid game camps the enemy likely has more range than you, forcing you to advance. Swordlance can simply walk right up to the walls and reap away, while throwers have trouble setting up throwing lanes and one range attackers get clogged up and can't attack.
Swordlance can also invest in a full set of defenses and survivability perks. (That's why it's "Frontline Swordlance".) It doesn't have to waste a scarce backline spot but can safely take contact from even Chosen temporarily, as long as it's not getting swarmed by them. So the more relevant comparison is Swordlance vs Dodge Quickhands. In that comparison Swordlance seems to have a lot of advantages while the disadvantages are minor (especially since in a normal run you can just keep a two handed axe as backup.)
Swordlance damage only really became a problem vs masses of uncontrolled, heavy armor enemies, like if you fight all the Ancient Undead at the same time in Monolith (more on that later). However, in normal fights Ancient Honor Guards aren't challenging due to predictable AI and by day 150 Orc Warriors are still in relatively small numbers and are easily controlled and their morale is easily broken. I guess if you played super late swordlance might start to struggle in some larger camps.
Swordlance build: Poleshield:
Stole this build from this subreddit, thanks! Most of the time he plays as a normal swordlance, but he has the option to swap to a heater shield when he gets stuck in melee and needs the defense. Start with swordlance out, swing (5 ap), swap to shield (4 ap). End turn. Next turn, wait with relentless as shield stays out, swap to swordlance at the end and swing (4 ap + 5 ap). Next turn you will go before slower enemies so you can swing again and put your shield up for the rest of the turn. Most swings hit while shield is up. For most of the game this wasn't needed very often and he instead used a 4 ap weapon as a sidearm so he could dump his stamina into damage as quickly as possible. He tries to stay out of trouble so he doesn't need the shield. However on Monolith or in dangerous situations the shield option did come in handy. One polearm swing per turn isn't great damage, but with AOE it's not horrible and the shield does a lot to keep them alive until they can get out of trouble (can reach 50 defense with dodge). It's also helpful to have the shield out when you use recover.
Swordlance build: Fake Ranged Tempo Poleshield:
If you aren't going to build ranged units, you probably want a couple of fake ranged units, otherwise enemies with minor ranged abilities (like orc young with javelins) won't walk up to you as they normally do. Just take a mediocre ranged recruit with high based ranged skill and get him up to 46 ranged skill, then put the rest of the stats in melee. Start the fight with a crossbow in hand so it's loaded. The AI treats it as a normal ranged unit and will advance normally. You still have to advance if they have a lot of ranged so it's the same as normal runs. He can actually hit quite often with his crossbow vs certain enemies. Bags and belts performed great on these guys but duelist was for a specific weapon and probably shouldn't be taken normally. One died but he had similar stats.
Shield Bros:
While four shield bros that attack plus a tank and a tank banner (who usually just stands there holding the banner) is overkill (or uhh underkill) in terms of low damage defensive units, the shield bros performed surprisingly well in terms of tempo, even though I was never able to find an ideal candidate for a battleforged hammer + shield bro.
In a normal run it often takes a quite a long time to find candidates who can hit a stat line like 85/35 at level 11 to qualify as fatigue neutrals, which means that you can end up with a team full of nimble damage dealers with few defense bros aside from the tanks. That delays your ability to shift to optimal tactics, where the front line is made up of high defense high armor bros who take most of the enemy attacks, while the damage dealers stand in safer positions and try to only get attacked by one enemy at a time.
A unit who wouldn't quite measure up as a fatigue neutral can be made into a Shield Bro instead and he'll have plenty of defense to fill a front line spot and stand up against 3 enemies or more, while still contributing some damage over time.
Probably the most desirable attacking shield bro is a battleforged hammer shield bro, but that only works with high fatigue backgrounds, I didn't get the right recruits for that so I was forced to compromise on my shield bro builds.
Shield Bro Build: Fatigue Neutral Iron Lungs:
Stamina management is a huge problem without access to two handed weapons. Getting attacked by a lot of enemies quickly uses up a lot of stamina and only a small percentage of recruits can have enough stamina to tank in battleforged armor and still swing two times per turn. I never really found many skilled recruits with a high stamina pool like that.
Battleforged is still essential though. Bros with iron lungs can be fatigue neutral and swing certain weapons twice per turn, every turn. Normally that's limited to cleavers and swords, but if you get famed weapons you can expand the list of one handed fatigue neutral weapons. I was lucky enough to get famed weapons for these two, although they were not great ones.
Defensively, these guys performed better than the numbers indicate as they didn't take any bleeds, injuries or fearsome checks. And while their defense is only in the mid 50s with shield, that still makes them significantly tankier than a normal fatigue neutral. Their damage is pretty bad but it adds up in the course of long fights, so I think you'd lose tempo in most fights if you substituted pure defensive tanks. In Monolith they could survive for many rounds tanking up to 7 ancient undead at a time, which nimble or nimbleforged bros could not handle.
With recruiter retinue it makes sense to check a lot of guys for traits anyway and this can be a high impact way to use some guys with iron lungs and mediocre stats. It's a bit niche but I would consider using this build in a normal run, especially if I got an appropriate famed weapon and didn't need a duelist. One of these guys started as a 55*/2* Iron Lungs Daytaler, his performance as a damage sponge + damage over time was solid in this build, but as a duelist he'd have been mediocre and used up a lot of tools. In this run more damage was needed, but in a normal run there is usually a shortage of high defense forged units.
Shield Bro Build: Hammer Shield
One handed Hammer still performs well even without double grip or duelist. Destroy armor still does a lot of armor damage on the appropriate enemies and the regular attack will always proc fearsome, which often means he can simply walk up to an orc warrior or chosen and rout him with a couple hits, while having 60 defense.
This run didn't really maximize the strengths of the hammer shield bro, ideally he'd be a high stamina background in forged armor and he'd be paired with high damage teammates like a barbarian two handed axe that just need a little armor softening.
Nimble and nimbleforged are definitely fine for large camps at 150 days of scaling and earlier but if the late game camps scale to the point where he has no choice but to be focus fired by many high damage enemies, then you'd want a forged bro instead. Mine started to run out of steam when fighting both undead groups at once in Monolith. Still, this is a build I would routinely consider adding to the line up. Another great reason to build this is that Nimble Hammer Shield combines well with Spear + Shield, which is great for mid game tempo.
Shield Bro Build: Spear Specialist
Spear specialist performs a similar role to the indomitable tank, but becomes available earlier. Due to the way the AI works he can often hold off as many as 4-6 enemies for several turns. The spear specialization perk is very valuable as you can continue to refresh spearwall even while tanking another enemy, often you can arrange it so the only available spot for an enemy to attack is next to the spearman, causing several enemies to waste their turns trying to move in. Two handed enemies like chosen and berserkers are particularly crippled as they can only move one tile and attack, so you either force them to waste their turn by moving, or if they walk into spearwall they lose their turn if the spearman hits even once. The spearman singlehandedly increases the number of camps that will be profitable for your team. Spear combines well with shield and hammer in the classic Spear Hammer Shield Build from early BB, giving you something to do when you are done spearwalling. Will build again.
Weaknesses and Monolith:
I did multiple Black Monolith fights for testing purposes.
https://preview.redd.it/tgvvrj14881d1.png?width=1779&format=png&auto=webp&s=a58156df46337efd136bccea6564799c81e2abf2
I'm aware of two strategies for Monolith, with one being significantly easier than the other.
The "Speedrun" strategy (seen in Shringshring's video here https://www.youtube.com/watch?v=Ayh35O9mLUw&t=8429s) involves splitting the undead into two groups by running the tank to the top left corner of the map, while the rest of the team retreats towards the bottom left corner of the map. The fight plays out as two separate fights with a break in between. It is reliable if you move like he does, the necrosavants may attack if your team spreads out too much though. Even if you only move a little bit though, it's enough to split the undead as long as the tank makes it to the corner.
The other strategy is the "Normal" or "Hard Mode" strategy for Monolith, where the tank runs approximately 4 hexes towards the top of the map and the team retreats approximately two hexes to the left. The fight starts sooner and it is possible for the tank to die relatively quickly. You need either a good tank to last a long time or a good amount of damage, otherwise you can end up facing both undead groups at the same time. This is the more difficult strategy but high damage late game teams with good tanks can handle it fine.
The Shield Bro + Swordlance team doesn't have any problem with Monolith with the speedrun strategy. It's true that the swordlances feel a bit weak against the ancient honor guards, but there isn't excessive pressure on the team so it can take the time to set up good AOEs with swordlances, weaken armor with hammer bros and focus fire. It plays out like two normal fights back to back.
However, when trying to brute force both Ancient Dead groups with the "Hard Mode" strategy, the team finally starts to show its weakness. The team takes 20 to 21 rounds to beat Monolith using this strategy. That's much slower than normal for Monolith. The Battleforged fatigue neutral shield bros performed well, surviving for many rounds while getting hit by up to 7 ancient honor guards at a time, but having the fight take so long leaves more time for things to go wrong and win rate on Monolith was probably only about 60% with this strategy, as there was a risk of the tank going down early. This could have been reduced with a better tank and/or more potions. Fighting both undead groups + necrosavants all at once was too much for the team to overcome reliably. Swordlances ran out of stamina and got stuck in non optimal positions for AOE, hammers were not able to eliminate Honor Guards quickly enough on their own. It may also have been a mistake to go from 5-6 Swordlances in most normal fights to only 4 in the Monolith, by benching the faked ranged for newly trained high defense bros, as there was a real lack of damage for the "Hard Mode" strategy.
While there isn't much reason to do the "Hard Mode" strategy instead of the "Speedrun" strategy, this still hints at a weakness that might show up in certain extremely highly scaled camps late in the game, like very late sea of tents. Just not enough damage vs armor, plus tons and tons of armored enemies pushing in too fast, getting in contact with vulnerable nimble units. However the amount of orc warriors that spawned in early game Sea of Tents were no problem at all, swordlance guys could just keep a tier 2 hammer in the pocket and easily rout them with fearsome after routing the young and berserkers.
Finally, fighting both undead groups at once illustrated some problems with the stamina system in this game as it relates to 4ap weapons. I left the sword duelist option available for filler bros with lower stamina who couldn't do anything else. Normally the build performed fine, however when there was an extremely high density of enemies and the sword duelist was getting attacked a lot he quickly ran out of stamina and could rarely regain enough to swing twice. He could either use recover, which was never needed in any other fight, or he could stand there and swing only once like an idiot. I gave them reach weapons for just this reason, but it was kind of a crutch to play around this imbalance of the stamina system, that's why two handed weapons are so good after all. In the Speedrun strategy when the undead were split into two groups, the sword duelists had no problems as they could take positions where only small numbers of enemies could swing at them.
Conclusion:
The meta builds exist for a reason of course, but the Devs generally did a great job balancing this game and you can definitely make a lot of non-meta builds work. Sometimes they even feel quite strong. However, when designing your non-meta builds keep in mind the imbalances with the stamina system. For a tanky character with a high stamina pool who uses high stamina cost moves, like the Hammer Shield Bro, taking a turn to recover doesn't feel too bad. But pathfinder based 4 ap builds that don't use much stamina in normal fights can find their offense shut down if they let a lot of enemies swing at them. That kind of limits the value of high defense and high durability on this kind of unit and makes me want to avoid putting 4 ap weapons on them, even though it seems more thematic than giant two handed weapons.
submitted by HildebertTheCraven to BattleBrothers [link] [comments]


2024.05.18 22:17 ohshitgorillas Matplotlib button not responding

I want to add a button that will allow the user to toggle one of four plots between two different data sets, however, the button fails to respond.
The button should call the function which should update the plot... I'm really scratching my head as to why it doesn't. Can anyone shed some light on this?
import matplotlib.pyplot as plt import matplotlib.backends.backend_tkagg as tkagg import tkinter as tk from matplotlib.widgets import Button def qc_manual(filtered_data, figure, canvas): def update_plot_colors(axes, lines_to_analyze): for ax in axes.flat: for line in ax.lines: analysis = lines_to_analyze.get(line) line.set_color( 'blue' if analysis.active and analysis.analysis_type == 'lineblank' else 'gray' # inactive ) line.set_marker('o' if analysis.active else 'x') # toggle the 2/40 amu data def on_click(event, filtered_data, axes, lines_to_analyze, canvas): # clear the lines and axes from the bottom right plot axes[1, 1].clear() for line in list(lines_to_analyze.keys()): if line in axes[1, 1].lines: del lines_to_analyze[line] title = axes[1, 1].get_title() new_title = '2 amu - All Data' if '40 amu - All Data' in title else '40 amu - All Data' axes[1,1].set_title(new_title) for analysis in filtered_data: # filter data for active indices mass = '2 amu' if new_title == '2 amu - All Data' else '40 amu' x = analysis.time_sec y = analysis.raw_data[mass] line_color = 'blue' if analysis.active else 'gray' line_marker = 'o' if analysis.active else 'x' if new_title == '2 amu - All Data': line, = axes[1,1].plot(x, y, marker=line_marker, linestyle='-', picker=5, color=line_color, zorder=2) else: line, = axes[1,1].plot(x, y, marker=line_marker, linestyle='-', picker=5, color=line_color, zorder=2) lines_to_analyze[line] = analysis # recreate the button toggle_button_ax = axes[1, 1].inset_axes([0.75, 1, 0.25, 0.1]) figure.toggle_button = Button(toggle_button_ax, 'Toggle 2/40 amu') figure.toggle_button.on_clicked(lambda event: on_click(event, filtered_data, axes, lines_to_analyze, canvas)) # formatting axes[1,1].set_title(new_title) update_plot_colors(axes, lines_to_analyze) canvas.draw() lines_to_analyze = {} # dictionary to map lines to analyses for efficient lookup for ax, (mass, title) in zip(axes.flat, [ ('4 amu', '4 amu - Gas Standards'), ('4 amu', '4 amu - Blanks'), ('3 amu', '3 amu - All Data'), ('40 amu', '40 amu - All Data') ]): for analysis in filtered_data: # formatting line_color = 'blue' if analysis.active else 'gray' line_marker = 'o' if analysis.active else 'x' x = analysis.time_sec y = analysis.raw_data[mass] # draw the data line, = ax.plot(x, y, marker=line_marker, linestyle='-', picker=5, color=line_color, zorder=2) # store the line and analysis in the dictionary lines_to_analyze[line] = analysis # formatting ax.set_title(title) # create a button to toggle between 40 amu and 2 amu toggle_button_ax = axes[1, 1].inset_axes([0.75, 1, 0.25, 0.1]) figure.toggle_button = Button(toggle_button_ax, 'Toggle 2/40 amu') figure.toggle_button.on_clicked(lambda event: on_click(event, filtered_data, axes, lines_to_analyze, canvas)) # update the plot update_plot_colors(axes, lines_to_analyze) plt.tight_layout() canvas.draw() filtered_data_list = [] for i in range(5): # replace 5 with the number of analyses you want filtered_data = type('filtered_data', (object,), {'raw_data': {}, 'time_sec': [], 'analysis_type': 'lineblank', 'active': True}) filtered_data.time_sec = [10, 20, 30, 40, 50, 60, 70, 80, 90, 100] filtered_data.raw_data['4 amu'] = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10] filtered_data.raw_data['2 amu'] = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10] filtered_data.raw_data['3 amu'] = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10] filtered_data.raw_data['40 amu'] = [2, 4, 6, 8, 10, 12, 14, 16, 18, 20] filtered_data_list.append(filtered_data) # setup the main window, figure, and canvas root = tk.Tk() figure = plt.figure() figure.set_size_inches(12, 8) axes = figure.subplots(2, 2) canvas = tkagg.FigureCanvasTkAgg(figure, master=root) canvas.get_tk_widget().pack(side=tk.TOP, fill=tk.BOTH, expand=True) canvas.draw() qc_manual(filtered_data_list, figure, canvas) root.mainloop() 
submitted by ohshitgorillas to pythonhelp [link] [comments]


2024.05.18 22:10 Califunkia93 First EDC thoughts and tips

Hello everyone, this is my first EDC. I loved day 1 so far, it was a lot of fun, but I did notice things. Some are good and bad. For reference I'm a male, 30 years that went completely solo.
  1. Wear comfortable shoes! - I can't stress enough how important this is, by the time I had to emigrate back to south brown lot, my feet felt like they were run over by a tractor.
  2. Which brings me to my next point. If i don't have an official EDM shuttle next year, I'm not going. It's literally that bad. It's an insanely far walk, has no seating and my shuttle was an hour late, leaving me to be chum for the nearby bugs while I debated if I should just throw my shoes away.
  3. People are really friendly and social until it gets crowded. I was already sprouted and given 2 little ducks by random people. The crowd is awesome, but once it starts getting packed, prepare to get pushed around. A lot.
  4. Use the insomniacs app to streamline what set you want to see. It'll sort it by time and place where the DJs will be for the day.
  5. Bring a hydration pack and ask for 2 cups of ice when you buy waters. Fill it up and keep your water cold all night. I must've drank like 8 liters
  6. Reception is terrible but I was able to send and receive messages here and there under the kinetic fields owls.
  7. A lot of tents have 2 lines and people don't realize it so if you see someone behind a tent that doesn't have a line, it usually means you'll get first dibs.
  8. Screenshot the map from insomniac app. I had to help a few people find things cause they didn't have a map.
  9. Go to Walmart and get a little fan you can charge. I have one that hangs on my neck and I'm sure it's what kept me from heatstroke
  10. My most important tip. Get the eargasm plugs! I was able to hear everything clearly and I have absolutely no ringing in my ears right now. And spend the extra bit for the cord. It's very worth it
But overall it's been a very fun experience, thank you to everyone that came up and talked to me and gave little trinkets. Say hi if you see me. I may look like I'm in my own little world (cause I am) but I'm friendly. I'm a black guy and I'll be wearing a playboy hat (only one I brought) with a blue mushroom sprout and all black and white outfit tonight. Probably at your local bench haha
submitted by Califunkia93 to electricdaisycarnival [link] [comments]


2024.05.18 22:02 constellation-hours [M4M] FICTION - an academic of the occult receives a letter from a disgruntled herbalist

In the sanctuary of your office, bathed in the soft glow of morning light, a mound of correspondence patiently awaits your perusal. The sea of mundane white envelopes is nothing out of the ordinary, but an emerald letter in golden script somewhere in there catches your eye. The return address bears the seal of the Royal Apothecary, an institution unknown to you, situated in the remote town of Jabuticaba—a name you have only ever encountered on maps, and it is addressed to you directly, a professor and researcher who has been working at the University of Mykon for over twenty years. With a measured hand, you unfurl the envelope.
Sir—
I write to convey a matter of grave concern, one that has regrettably eluded your attention since the publication of your dissertation entitled “the potential of elemental alchemy in mineral extraction” back in January. I am sincerely outstanded that a shadow hasn’t been cast upon your career and standing. I am therefore led to believe the academic standards of University of Mykon have gone down in the past thirty years since I last was an overseas student. In an ideal world, I would trust that, following your resignation, the vacant post would swiftly be filled by a learned and forward-thinking scholar, one who actually champions the cause of progressive sciences, thus illuminating the path for the minds of tomorrow. Yet, I am all too aware of the political machinations that often dictate the course of academia, where adherence to antiquated principles of elemental alchemy prevails within the hallowed halls of your establishment.
The oversight in question is no trifling matter. In your report, you assert that our continent lacks the requisite climatic and soil conditions for the growth of hyperaccumulative plants such as mimilus pangiens and mormine baratensis, therefore making it impossible to perform phytomining to extract metals from the soil. You advocate instead for the practice of elemental alchemy to obtain these vital compounds, a notion that I find preposterous. I write to you now surrounded by these very plants you claim are impossible to grow without the rarest of conditions, flourishing in abundance no more than 300 leagues from where you teach. The former blooms resplendent with its crimson tears and cadmium skirt, while the latter, though in nascent stages, has expanded its network of roots significantly. You may wonder at my methods, but I assure you, the truth lies within the realm of possibility.
That during your entire research process you ended up overlooking the vast network of exceptional herbalists active and thriving in all corners of our rich civilization is tragedy. That this omission also went unnoticed amidst the rigors of peer review is comedy.
I assure you, under different circumstances, I would not concern myself with the written ramblings of amateurs, fictionists, or charlatans who roam the corridors of your institution. It is not my duty to lead the willful pighead towards enlightenment, nor do I relish the prospect of engaging in fruitless endeavors. However, fate has intervened in the form of a promising protegee of mine, who, through diligent scholarship, earned a prestigious placement at your university. Imagine my astonishment upon her return, then, bearing your treatise, which to my dismay is now part of the national syllabus.
It is not with much of a heavy heart that I contemplate the necessity of addressing the errors that have crept into your research on phytomining. Were it not for the endearing praise and admiration bestowed upon you by my impressionable yet brilliant protegee, whose judgment I trust despite the fable quality of the tales she shares of your teachings, I would be compelled to raise my quill in defiance and expose these discrepancies to the discerning eyes of the intellectual community. Let this instead be a fair warning to do your due diligence and rectify the shortcomings of your life’s works.
With concern and scruple,
N.H. Al-Tamimi
submitted by constellation-hours to penpals [link] [comments]


2024.05.18 21:59 constellation-hours [M4M] An academic of the occult receives a letter from a disgruntled herbalist

In the sanctuary of your office, bathed in the soft glow of morning light, a mound of correspondence patiently awaits your perusal. The sea of mundane white envelopes is nothing out of the ordinary, but an emerald letter in golden script somewhere in there catches your eye. The return address bears the seal of the Royal Apothecary, an institution unknown to you, situated in the remote town of Jabuticaba—a name you have only ever encountered on maps, and it is addressed to you directly, a professor and researcher who has been working at the University of Mykon for over twenty years. With a measured hand, you unfurl the envelope.
Sir—
I write to convey a matter of grave concern, one that has regrettably eluded your attention since the publication of your dissertation entitled “the potential of elemental alchemy in mineral extraction” back in January. I am sincerely outstanded that a shadow hasn’t been cast upon your career and standing. I am therefore led to believe the academic standards of University of Mykon have gone down in the past thirty years since I last was an overseas student. In an ideal world, I would trust that, following your resignation, the vacant post would swiftly be filled by a learned and forward-thinking scholar, one who actually champions the cause of progressive sciences, thus illuminating the path for the minds of tomorrow. Yet, I am all too aware of the political machinations that often dictate the course of academia, where adherence to antiquated principles of elemental alchemy prevails within the hallowed halls of your establishment.
The oversight in question is no trifling matter. In your report, you assert that our continent lacks the requisite climatic and soil conditions for the growth of hyperaccumulative plants such as mimilus pangiens and mormine baratensis, therefore making it impossible to perform phytomining to extract metals from the soil. You advocate instead for the practice of elemental alchemy to obtain these vital compounds, a notion that I find preposterous. I write to you now surrounded by these very plants you claim are impossible to grow without the rarest of conditions, flourishing in abundance no more than 300 leagues from where you teach. The former blooms resplendent with its crimson tears and cadmium skirt, while the latter, though in nascent stages, has expanded its network of roots significantly. You may wonder at my methods, but I assure you, the truth lies within the realm of possibility.
That during your entire research process you ended up overlooking the vast network of exceptional herbalists active and thriving in all corners of our rich civilization is tragedy. That this omission also went unnoticed amidst the rigors of peer review is comedy.
I assure you, under different circumstances, I would not concern myself with the written ramblings of amateurs, fictionists, or charlatans who roam the corridors of your institution. It is not my duty to lead the willful pighead towards enlightenment, nor do I relish the prospect of engaging in fruitless endeavors. However, fate has intervened in the form of a promising protegee of mine, who, through diligent scholarship, earned a prestigious placement at your university. Imagine my astonishment upon her return, then, bearing your treatise, which to my dismay is now part of the national syllabus.
It is not with much of a heavy heart that I contemplate the necessity of addressing the errors that have crept into your research on phytomining. Were it not for the endearing praise and admiration bestowed upon you by my impressionable yet brilliant protegee, whose judgment I trust despite the fable quality of the tales she shares of your teachings, I would be compelled to raise my quill in defiance and expose these discrepancies to the discerning eyes of the intellectual community. Let this instead be a fair warning to do your due diligence and rectify the shortcomings of your life’s works.
With concern and scruple,
N.H. Al-Tamimi
submitted by constellation-hours to fictitious_letters [link] [comments]


2024.05.18 21:55 kcy6095 [Academic Repost] Effect of an Actor’s Physical Appearance in Film (participants need to be 16 or older, and must be living in white-majority countries. Eg)Europe, the United States, Canada, Australia, New Zealand, and etc. )

Hi, my name is Chaeyoung Kim.
https://uva.fra1.qualtrics.com/jfe/form/SV_0HQn9xmnClId0DY
I am currently an Entertainment Communication master's student at the University of Amsterdam. I am writing a thesis about the effect of an actor’s physical appearance in film. The survey will take around 10 minutes. Your answers will be anonymized and will be used only for research purposes and will not be shared with anyone else. To participate you must be aged 16 and older. Also, you must be living in White-majority countries such as Europe, the United States, Canada, Australia, New Zealand, and etc. If you meet these criteria, please fill out my survey as your insight is important. Thank you!
submitted by kcy6095 to SurveyExchange [link] [comments]


2024.05.18 21:53 kcy6095 [Academic Repost] Effect of an Actor’s Physical Appearance in Film (participants need to be 16 or older, and must be living in white-majority countries. Eg)Europe, the United States, Canada, Australia, New Zealand, and etc. )

Hi, my name is Chaeyoung Kim.
https://uva.fra1.qualtrics.com/jfe/form/SV_0HQn9xmnClId0DY
I am currently an Entertainment Communication master's student at the University of Amsterdam. I am writing a thesis about the effect of an actor’s physical appearance in film. The survey will take around 10 minutes. Your answers will be anonymized and will be used only for research purposes and will not be shared with anyone else. To participate you must be aged 16 and older. Also, you must be living in White-majority countries such as Europe, the United States, Canada, Australia, New Zealand, and etc. If you meet these criteria, please fill out my survey as your insight is important. Thank you!
submitted by kcy6095 to SampleSize [link] [comments]


2024.05.18 21:52 alexkon3 2024 Dungeons & Dragons first look and interview & The Art Of The New Dungeons & Dragons by Game informer

Tho I saw the link posted here because of the Aasimar reveal I thought we might discuss the two articles from game informer about "one DnD":
https://gameinformer.mydigitalpublication.com/publication/?i=821673
tldr of the article posted by u/Juls7243 over at /onednd
TLDR (pages 11-17)
Intro:
  • DnD developers are preparing a revision that is "fully compatible" with 5e.
Changing Times:
  • Tumultous period - licensing issues, challenges to get enough print copies, departure of division president Cynthia William.
  • These were juxtaposed against the success of Baldur's Gate 3, success of the 2023 movie release, and an evergrowing landscape of podcasts
  • New books are "far more than a window dressing" and do represent the team addressing all the lessons they've learned and heard from fan's over the last 10 years
New Approaches
  • First time that the lead designers of the new edition, were the lead designers of the previous one.
    • This enables the designers to flesh things out in a way that has never been done before
    • Designers know the detailed nuances of what they did/why a decade ago; they know what to preserve and what to change
  • Value Proposition: Better Organized, New Content, reworks of classes/backgrounds, addition of bastions, weapon masteries, and more
A Picture's Worth
  • A new intent to "help players contextualize and understand the content they're reading..."
  • The PHB includes 12 pictures (1 of each class) and 48 pictures of each subclass hoping to inspire players to pick one that inspires them
For the Players
  • Unlike previous edition that jumped right into character creation, the opening chapter is about playing the game and is filled with footnotes
  • The new version contains a RULES GLOSSARY (YES!!)
  • Bulk of book focuses on character creation
    • 75 feats (including origin creation ones)
    • 16 backgrounds (Hermit, Merchant, Noble... etc)
    • Species now replaces Race - (design team had to explain many time that race was not referring to human races, thus changed term for clarity). Aasimar, Goliath, and Orcs are present.
  • Equipment now contains weapons with weapon mastieries (Vex, Nick, etc).
  • Expanded tool list, and more details on crafting things like potions and scrolls
  • Spell list comes from 2014 PHB AND spells from other books.
    • Tasha's Bubbling Caldron will be in the PHB
  • Book is not written around the pretense of being in the Forgotten Realms, and is more realm agnostic and embraces Planescape, Spelljammer, Greyhawk etc.
Behind The Screen
  • Goal for DMG - make it an "indispensable resource in and out of play". The new DMG will "show not tell"
    • Will contain half page first draft adventure design for DMs to springboard off of
  • Book is a "tool box for ideas" and not only has magic items in it, but sample maps, and guidelines on encounter design
  • Bastion System will be an optional set of rules in the DMG - it has the goal of "give the players something at home they care about"
  • Full LORE GLOSSARY explaining key players across DnDs history
  • Details the world of Greyhawk (OG gameworld by Garry Gygax) as a template world for DMs to utilize
Monstrous Option
  • Biggest ever - 500 monsters - 75 brand new ones
  • Every single stat block has been changed
  • Monsters have the same CR as 5e - for backwards compatibility
  • Monster have "expanded families" to help the building out of ecosystems
  • Added a high CR vampire called "the Nightbringer" so that vampires can be used in higher level campaigns allowing for "clearer narratives"
  • Addition of "epic titan level" monsters that are on-par with the tarrasque
    • New monster: "Blob of annihilation" - a gelatinous cube that can eat an entire town (SO cool)
  • Large addition of NPCs of given themes - Bandits, Pirates, Mage etc that can be dropped in with no prep-work and a large spread of power levels.
The Monster Manual looks especially juicy. 500 Monsters compared to the 300 in 5th edition is amazing. The new ones look fun especially the giant Gelatinous cube. Wonder what all the 75 are going to be. I guess they will throw a lot of the monsters from previous publications in there like for example the gem dragons?
The other Article posted by Game Informer was about the Art of "One DnD"
https://www.gameinformer.com/2024/05/14/the-art-of-the-new-dungeons-dragons
Somethin thats also very exciting to me personally is again the talk about the new Monster Manual.
The 10 original Chromatic and Metallic Dragons were redesigned to better portray their biome and character. The designs for the Red and imo especially the Bronze Dragon look phenomenal in my opinion.
The art in the new core books has a chief goal of helping to further an understanding of the game. Spells are often shown being cast. Art for character backgrounds shows a possible place your hero could have come from. It even extends to the visuals of creatures in the Monster Manual. “There's a lot of mindfulness about the mixture; to pick the monster design accurately to the stat block,” says art director Emi Tanji. “If it's a creature that does slashing damage or something like you want to make sure we see claws. And you want to make sure if the art has shows something that's like a stinger, but there's nothing in the stat block – that would be weird, right?”
I wonder if that means that they made new art for all 500 monsters.
What are your thoughts. I actually think most of this stuff sounds quite exciting for a change tbh.
submitted by alexkon3 to dndnext [link] [comments]


2024.05.18 21:41 Slep1k Grand Theft Auto: San Andreas (How would you rate this game?)

Grand Theft Auto: San Andreas (How would you rate this game?)
This is my experience with the story mode. Keep in mind that it differs from person to person and you shouldn’t compare yours with that of the others. ⬇️
💟 (Phenomenal) ✅ (Very Good) ✴️ (Good) ⛔️ (Bad)
STORY 💟
Storytelling 💟 - Starting with the low life gangsters and rising to the top of the world, just to be reminded where you came from. - Each mission has its own storyline, be it a simple job, a date, a well planed heist or a complex robbery. - Tenpenny vs CJ was a good battle, way too stretched and way too one sided though. Only the final mission had the chips turned upside down. - The Driver game by Reflections was played by nearly everyone during some cutscenes, funny how all of them sucked at it, myself included.
Characters 💟 - CJ was a good character. Way too vulnerable in my opinion. Everyone from the start of the game was pushing him around, using him, not taking him seriously, and what’s even worse, even by the end, I didn’t feel any power emanating from him. - Tenpenny and Samuel L. Jackson’s performance made this game a thousand times better. The lines, calmness, just two fucks given, a real motherfucker! - Catalina and Claude, yeah, Claude from GTA III made a cool presentation of how crazy women can be. She kept calling CJ throughout the game and expressing her love in a weird manner. - Sweet was a dumb fool. Having an opportunity to get out of the hood and live the life, he chose to stay within it and remain a low life, dragging everyone with him. - Big smoke was all talk and didn’t appear on screen for too long, which was a good thing. His whole part in this game was very confusing and didn’t provide any meaningful input. - Woozie was my favourite. Even when blind, he always knew that whichever path he followed, it would lead him to HIS destination.
Setting 💟 - The whole California vibe was incredible. - Starting with the low life hoods, then moving towards the unknown forests, deserts, and finally reaching the big city with all the casinos. - Los Santos was super detailed and didn’t lack any of its vibe.
Pacing ✴️ - Somewhat good. Starting slow, then blasting through a variety of missions, and finally ending with a well balanced pace. - Some missions are badly stretched and lack the fast travel option. - Driving around for 10 minutes just to arrive at your destination and failing due to a technical flaw in the game’s design is the most painful thing you can endure, even Souls games didn’t give me that much grief.
GAMEPLAY ✅
Controls ✅ - Enjoyable but very confusing at the start. Coming from GTA III & Vice City, this was a heavy change. - The auto aim works wonders, although sometimes it’s better to use manual. - Cars feel very good and you can actually improve their skill and controls. - Boats are very enjoyable with the quick turns and acceleration. - Helicopters and planes have a heavy feel, each one with a different control and feeling. Some buttons like the R3 to retract the wheels are wrong.
Mechanics 💟 - Starting with the gang territories, they were frustrating. Each one was confusing to acquire and by the end, a chore. - Like in Vice City there were properties which you acquired by completing missions with the usual cash reward. I so wished there was a taxi one which gave you the fast travel option. - There were some missions hunting bikers for cash and doing different jobs. - The gym for muscle growth, dating, driving, lung capacity and more, all of these had their meter to fill and felt like a chore. The flying and driving schools were cool though.
Exploration 💟 - Impressive for a game made in 2004. So many different buildings which weren’t marked on the map that you could enter. - Based on 3 huge islands there were a whole lot to explore. Starting with collectibles which provide special rewards, hidden weapons, cars, planes, and more. - The map was so huge that you could get lost within a city, sometimes the map was the only way you could escape.
Missions/Events ✅ - I loved each of them, but I hated their length. Some start and end very quickly, while the others have crazy long distances and make your finger hurt by pressing X for too long. - The diversity, pain and fun you had in each of them was a colourful experience. - Starting with the hood, the simplicity, and finishing with the casino heists, which required some crazy feats. For reference, the jet hijack was hilarious.
Difficulty ✴️ - Way harder than expected. The missions in themselves aren’t hard, it’s their longevity. - Advancing into a mission for 20 minutes just to fail due to the lack of health items is very painful. - The last mission was made by sadistic fucks. I think it went on for longer than an hour, and if you fail, you get to experience it all over again. The game was way too rushed if you ask me. - Very hard and incredibly frustrating, that’s what I’m going with.
SOUND DESIGN 💟
Surround Sound 💟 - I loved it. Each interaction, cutscene, music, cars, planes, everything was synched together delivering a beautiful experience. - Sometimes characters would fall behind and you’ll hear them as if it was real life. The distance was felt, effects made you exited, voices created feeling, all around great.
Sound Effects 💟 - Incredible for such a game. As soon as you start, you can feel each car’s engine, people talking to each other, planes flying on top of your head, police chasing criminals and so on. - CJ hurting, people dying, cars getting blown or destroyed, gunfire, tires, so many details that I can’t even write them all down.
Voice Acting 💟 - The game delivered some movie quality acting right here. I was so hyped when I hear S. L. Jackson, he really carried. - Each character had his own accent and personality. Transferring emotions through the screen is hard in a movie, let alone a video game, and this one delivered.
Music 💟 - Each to their own. There’re a whole bunch of radio stations from which you can choose your favorite one. I for once didn’t have a favorite, because each one was perfect in its own way.
VISUALS ✅
Fidelity 💟 - Astronomical achievement. I can’t believe this game came on a DVD and had these amazing details. - The field of view was short indeed, but on such a big scale, texture streaming was impressive. Even when flying through the city, it somehow kept up with the pace.
Performance ✴️ - I wouldn’t go as far as good, but I’d give it an acceptable vote. - Most of the time the frame rate was below 30 with terrible screen tearing and freezes. I do understand though, the game had revolutionary details.
Textures 💟 - Every single thing in Los Santos is incredibly detailed. You could stop by some houses in the wild and admire their design, pick a variety of cars while destroying them and wonder how they did it, look at NPCs in the world and follow their actions. - Each location is well made and doesn’t lack anything really, Rockstar’s craft is on another level.
Effects 💟 - From fires spreading through the wild, sandstorms, rain, waves and much more, such a cool vibe. - Flying around through the clouds and foggy cities was such a great experience!
COMBAT 💟
Flow 💟 - Good progression through enemies. Each one has a health bar, some can be killed with headshots or running them over. - The gore and head explosions are cool. I wish there was total body dismemberment though. - Free aiming is difficult at times, until you get the sensitivity right.
Diversity 💟 - Starting with a normal car run over, then a knife in the neck, a silent shot to the skull, 30 shots to the body, even if already dead, a snipe to the genitals, a rocket to a chopper, a jet with missiles and much more. - So many creative ways to kill people that one can just wonder.
Enemy Variety ✅ - A bunch of gangsters, police, swat, bosses and more, the game has incredible NPC development. - Most of them have the same weapons and make your life harder, but overall very cool.
Weapons 💟 - Super fun and a whole lot of them. The dildo had me cracking. The ability to kill people with that thing already gave this game a 10/10! - Choppers have mini guns and rockets, same as jets but these have an auto aim system as well.
Stealth 💟 - I love stealth in games and this one didn’t disappoint. The way CJ sneaks behind enemies and delivers the final blow with that sweet sound effect is very pleasing. - Most missions have a choice, either sneak or go guns blazing.
DRIVING ✅
Flow ✴️ - Good driving around enjoying a beautiful landscape while listening to some great songs. - The problem lies in NPCs. They occasionally drive into you and cause mayhem. Other than that, they have no sense of awareness. You can sit at a light waiting for it to go green, and they will just honk at you endlessly while passing you aggressively. - Cars have weight and it shows, what I mean is how quickly they get upside down. Not to mention the fact that a car will always blow up if it does so, right?
NPCs ⛔️ - Dumb and critically aggressive. Sometimes you have to avoid them altogether to complete a mission.
Cops ✅ - Coming from previous GTAs, this game was somehow a relief. They were aggressive, sure, but not as aggressive as in previous titles.
Cars/Planes 💟 - Impressive variety. From normal to trucks and finally to super cars. - Boats have different ones with small, medium and large ones. - Helicopters have a cool variety too. Normal, combat, pickup, and so on. - Jets and planes have a unique feel. Some aquaplanes as well. Quite impressive!
Roads 💟 - Very detailed in every way. As an example, if you drive in the rain, the car would have a water print behind it, or the desert would have dust, even in water there’re waves. - Each one is well made and connects to each island through bridges.
WORLD DESIGN 💟
Atmosphere 💟 - The initial vibe wasn’t as good, all dark and without proper scale, but as you progress through the game, it expands like the universe itself. - You start discovering different locations, sights, landscapes, roads, cities and it becomes one of the greatest experiences on PS2.
Surroundings 💟 - Loved each city and desert. You could go on the highway and stop for a couple of seconds just because of the sunrise. Or drive through the city and see a yellow marker that doesn’t have anything on the map, so you go exploring. - Each part of the game has astonishing surroundings and level designs. You can get lost in it.
Landscapes 💟 - Extremely beautiful. For a 2004 game, I bet people back in the day were all ecstatic.
World Destruction ✴️ - Overall good, nothing too impressive on an environmental scale. - The usual car blowing up, planes, boats, motorcycles, and so on. - There’re a couple of locations where there’re some minor level changing destructions, but nothing too impressive.
submitted by Slep1k to GTA [link] [comments]


2024.05.18 21:33 GrandSingularity Open border while we wait for EA?

Is there anyone savvy enough with software so that we can open the map border to just roam endlessly to nothingness to fill the void before EA release? I lurked around plenty of forums and came back empty handed.
And also, I heard some streamers have their own server so that they can play like how we used to play on CE, open up private dedicated server then play solo, and they have open map too.
Idk whether it was a bug or just me and my potato pc, but I can't see the tribal hunter who hunts for sacrifices, ended up losing couple of my tribesmen. My assumption was that the game won't load the event because I play solo, even tho it wasn't like that in the previous demo.
If anyone have any prior knowledge regarding this, kindly let me know.
submitted by GrandSingularity to PlaySoulMask [link] [comments]


2024.05.18 21:31 Illustrious_Fan9974 Balance changelogs that i wish to be applied

[---Buffs---]
HANK!
  1. Charging time : 3s-2.5s
  2. Added tank trait
  3. Its GONNA Blow (Sp ) : 10%-15% efficiency
  4. Hp value 10800-11600
( Despite this SHRIMP got huge BUFFS yet still staying on the bottom of the tiers ,is really unideal For that being. This should make him put more pressure and be a little defensive on close range scenario's . Also his sp where he gets his speed buff should be increased as it is only a 10% increaseal )
BARLEY
  1. HP value: 4800-5000
  2. Reload speed increased by 5%
( I tried not to give everyone a DMG change since DMG inflation is continuously rising over time.... Soo tried some alternative options tbh. )
TARA
  1. Both of her spawnables hp from SP increased by 800 ---( 2400-3200)---( 3000-3800)---
( Nobody's Talkin about how she fell off in the last few months.
BTY tried a different buff for her. What I've seen is what her spawnables hp from both of her SP is still the same even aftrr the universal stat buff. No wondy why her spawnables are soo fragile RN. )
JANET
  1. Attk range: 8.33-9 blocks/tiles
( Hot take but the only thing that i suffer when playing janet is how low her range is.... As a marksman, she just..... Doesn't seem too have enough range, AKA underwhelming ..... Havin that low of attk distance also makes her more fragile, TBH i think this single buff is enough to give her a substantial improvement. )
DARRL
1.Steel hoops SP : Effect duration 2s-3s
  1. Projectile amount : 5-4 DMG Distribution ==> 480--600 per projectile
  2. Rolling reload: now also grants CC immunity for 1s
( Darrls viability is slowly descending due to better picks and HCS ( OFC ) but instead giving a basic Hp Buff, i thought what about buffing his steel hoops, as now he can be more aggro with his playstyle as he will be alot tankier . Also with the second change, he can do more consistent chip DMG even at max/mid range)
DOUG
  1. Base healing: 1200-1600
  2. Teammates after reviving by his super will get 25% Shield for 3s
ASH
  1. FULL Rage gained from receiving DMG : ==>125%- 100% of his base hp
  2. Rage bar now decays 15% slower
( He is also powercrept due to not having a HC as tanks get the most benefit from it and get the most sufferings without it...BUT, recently i am seeing that, as more characters are getting HCs, tanks HCs are also getting powercrept. Those HCS are still Strong tho ...... But i dont think a single HC will make him alot better. This change should let him be more AGGRO tbh )
[--MISCELLANEOUS BUFFS--]
HIEST SAFE: Base HP increased by 25% Upto ==>(80000-100000 hp)
 2. Now has a Damage cap of 5000 per second 
( Do i need to say somtin?.... HIEST recently has been INSANELY powercrept due to more high DMG dealing characters as well as balance changelogs, this sure is a necessary change RN)
[---DeBuffs---]
ANGELO
  1. movement speed reduced to fast when charging attks ( from very fast)
  2. SCR : 2-2.5 shots
  3. Main attk DMG : 4400-4000
( Absolute insane marksman RN... The HIGH DMG combined with his insane speed is ridiculous )
MELODIE
  1. Dash range reduced by 25%
  2. Base SCR : 4-5
  3. SCR from notes cut in HALF.
Misc: 1. After hitting a main shot, notes will no longer Dmg target's on the middle of the attacker ( Nerf )
( INSANELY high mobility and Very fast SCR... Considering how easy to hit shots TBH.... Also nobody's giving a Fuck about it... But for some reason, when applying her basic attk, the notes appear literally from her a-- inside..... , Dealing 2760 per attks... Even if all 3 of your notes are charged, u still do insane Dmg with that goffy ahh gimmick. [ 920 from basic attks+ 1840 from the notes ] this substantially increases her Burst DMG value... also once she gets her super... its pretty easy to cycle it with her notes as the notes charge rate is the same as the base SCR, aka 4 hits......Allowing her to do absurd teamwipes . Also the inability to charge notes from special targets will make her an insane Victim of spawners like Nita and Jessie )
PIPER
  1. DMG value: ==>3400-3200
  2. Autoaimer (gadget) : knockback removed, and increased slowness by 300% ( 0.5-2.0s slow ) and DMG increased to 800 from 160
( Having two jail free cards as a marksman are already insane, soo one of them should be tuned down, this gadget change will let her intruder's aproch slower but will not cancel their attks . Mainly the intention is , there should be a way to counter her Greatly in close scenarios.
And talk about her DMG, IMO way overtuned, way too much rewarding when shot hits , needs a balance between like what happened to Nani. )
SANDY
  1. HCR : 60%-40% ( 1.66-2.5 supers )
( His HC is incredibly strong AF, As if it wasn't enough..... )
JESSIE
  1. HCR : 60%-50% ( 1.66-2 Supers )
( got overtuned TBH, getting that much 10k hp turrets are just too overwhelming )
BELLE
--HYPERCHARGE TWEAKS--
  1. DMG boost: 25%-20%
  2. Speed boost: 26%-18%
( BELLEs high DMG boost from her HC makes her soo much deadly, so does the speed which also does insane job )
BYRON
  1. Base healing/DMG: 760-720
( Ok i am sorry, but IMO his Dmg/heal got way overtuned.... I already Kinda doubted that after this change he might need a small Nerf... But at the same time... I think he will still be really Good )
CHARLIE
  1. Spiders hp decay increased ( 10%-20%) Upto 10-5s spiders endurance .
  2. Victims can now heal and reload when they are in her cocoon with 30% less efficiency.
  3. Attk unload delay: 500ms-750ms
( IDK how to balance her super TBH. She has to be one of the most unserious character supers I've seen. A fast paced multiplayer game where u always have to be active, Havin a character who literally makes u being idle for a decent period of time.... Like even if the super was 3s, she still will be good... Bcuz of how her super works. her Allie's including herself, gets a huge advantage in many scenarios, because 5s is still enough to do the impossible in ongoin matches, atleast in competitive. Soo increasing the decay again will let her and her allies do less amount of crazy plays and other shit. But if u have any ideas, just let me know how to balance her super properly
but what can i see for now which needs a deserved change is that the spooders gadget Imo is still pretty braindead and strong at the same time.... 10s of endurance if doesn't get damaged helps her soo much for control , this especially helps with single non pierce attkers . This should do the damn job .
*BUFFS , DEBUFFS and CHANGES *
MANDY
--CHANGES--
  1. first star power is now baseline. it is replaced with THE new SP ( In my sight's)..... Which increases the upper and lower view point by 15% in focused mode...
( IMO her 1st SP is a must for her kit..... So i tried making her 1st sp baseline as I think, she is quiet unviable without it....)
CHESTER
--buffs--
  1. Main Attk DMG: ==( 1280-1400)
  2. SCR : 7-- 6 bells
  3. Poprocks super now have a throwing range similar to other spawners like Nita.
--REWORKS--
  1. 2 nd sp now reveals enemy's ammo bar and charge rate ( CHARGE RATE bar amplifies like lous freeze bar)
  2. 1 st SP now removes one cap bell attack and cycles between 2-3 bells
(Although OUR Mighty JESTER dosent have any good competitive purposes, he still feels awfull in Ladder as well.... bumping the DMG will make his long range shots more rewarding and reworking his 1st SP will reduce his Burst DMG buuuut, this SP will indeed increase his Consistency over DMG even more...)
KIT ( SIZABLE REWORK )
--Buffs--
  1. after leeching out from an allie, he will gain 33% of his super back
  2. Super duration when leeched on allies 10s-12s
--DEBUFFS--
  1. MAIN attk DMG : 2000-1600 ( revert)
--changes ( Reworks )--
1.Power hungry ( SP) : renamed to " Enter context ". When leeched to an allie, his allie will passively Charge its super similar to kit himself, but it will be 20% less effective.
  1. Cardboard box ( gadget) : renamed to "Enter context" will increase leached allies movement speed by 25% for 5s
  2. Overly attached ( SP) : renamed to " Enter context" . Will get 40% DMG when super is applied to opponents and targeted victim will receive 20% more DMG from all source's. The Dmg buff also Includes kits super DMG.
  3. Cheeseburger ( Gadget) : will now heal kit even if he isn't leeched to any allies. But it will be 30% of his max HP. And now has a maximum healing cap of 4000 . ( small Nerf) so no more Kit + Big tank combo.
  4. After leeching out of an Allie, he will gain 25% DMG reduction for 5s
( Tried to make him actually decently supportive rather assassin type. Hot take but kits whole system is just messed up. From gadgets being not supportive enough to SPs being very situational. One thing i also noticed that, supportive characters who has shorter range generally suffers more than the other supports. And not to mention, his super is not that consistent. After leeching out of an Allie, he literally losts his whole damn super and considering he has no other way to fastly charge his super except attacking others opponents, which he suffers again cuz he has short range , low burst and low Hp. So He has to passively charge it most of the time. Which takes a while where 20s to be exact. So i tried to make his super just a little more cyclable and tried making his whole gadget, SP reworked . To make him supportively better. Soo lastly, WDYT? Did i overdo it, or like overbuffed him? Let me know tho. For any improvements)
CHUCK
--Debuffs--
  1. Cant place polls in a HIEST safe ( in a radious of 4 tiles )
--Buffs--
  1. Reload speed 2000ms-1800ms
  2. projectile speed 1750-1860
--CHANGES ( small reworks) --
1 .autoaiming outside the polls will no longer place one , instead all poles now need to be placed manually.
  1. Reroute gadget will pick up the nearest pole instead of last placed pole. The gadget Will Still pick up poles even if the super is Charged
( Outside heist and few hotzone maps.... He recently started to become outshined by other controllers. His kit is really weird as it only works decently on specific modes and maps. Soo kinda tried to rework some of his base stats .
And this change to his super will let him do more good pole placements soo he can do more controlling attribution for his team.. although WDYT?.
SAM ( SIZABLE REWORK)
--Changes--
  1. 1st SP is now baseline. it is replaced with ( insert name ) which upon deploying his super, he will be immune to all CC for 1.5s
  2. 2nd SP is now reworked, after launching his super, after 10s, he will instantly charge his super. (Doesn't passively charge bty )
  3. 2nd gadget is now reworked as well to ( insert name ) . It is like sprouts one, when knuckle Busters are on the ground , using this gadget will automatically home in to himself and will deal 1800 DMG
( He is completely dependent on his 1st SP ... IMO making it baseline is important, second of all... Both of his 2nd gadget and SP is Dogshit.... It really need some love... Soo tried this Rework to remove some of Sam's weaknesses. Also. Is the first SP rework good or just made it too strong ?, let me know)
OR, ( Quickfix)
  1. knuckle Busters pickup timing reduced by half .
  2. Hp Value: 10800-11200
FANG
--debuffs--
  1. SRR : 45hits
  2. Super DMG: 2400-2200
--buffs--
  1. Main attk DMG : 2720-2800
  2. Super dash speed: 4000-4500
HYPERCHARGE Tweaks
  1. HCR : 20%-30% -- ( 5-3.33 supers)
(fresh kicks SP has been always a must pick for his kit, and now because of his buffed SCR , this SP just straight makes him to be able to destroy low-mid ladder player matchmakings . Although he is counterable in competitive matches. But knowing the fact that 70% of the whole player base are casuals, i think he actually needs a super Debuff, cuz NOBODY likes to get teamwiped in a matter of seconds. He was already pretty solid IF U PLAYED HIM well enough which most of the people weren't. After his SRR buff, he already became STUPIDITY braindead as it is pretty EZ TO cycle supers.
Now i just wanna make him skill based as how he was before sep 2023. The main thing that i noticed was his SRR change is what made him less skill
Tried to revert it. But also giving him some buffs to balance thing's out.
GUS ( Rework to supportive gimmicks )
--Buffs--
  1. spirit heal: 1600-2000
--CHANGES--
  1. Hitting a Spirit Charged attk on a wall will now spawn a Ghost as well
  2. Kooky popper( gadget) : added knockback but DMG is cut in 1/4th . 2000-500
  3. 2nd gadget: removed HP sacrificial ( 5%-0% ) And next attk upon Activation will spawn 2 spirits
( Really hoping this will make him shine again, tried to make him supportively viable by making the spirits actually useful for healing his Allie's. Keep in mind that the sprits healing buff is an indirect buff to his 1st SP as well. Allowing his allie to heal upto 4000 which is pretty substantial. And adding some kind of CC to him soo he can atleast retreat with THIS but added additional nerf to it for a compensation. )
LOU
DEBUFFS:
  1. Hypothermia SP : Max DMG reduction. 50%-35%
BUFFS:
  1. Hp value: 6400-7000
  2. SCR : 8-7 shots ( without SCR gear )
HYPERCHARGE tweaks (DEBUFF)
  1. Hypercharged super insta freeze -70% of the freeze bar will be filled
( Same is COLGATE, not any big problems on his main kit, except his HYPERCHARGE.... Buuut supercell really likes to kill a character whos main issue isn't his base kit. also his hypothermia SP is kinda getting slept on as how secretly STRONG AF it is. You can still almost insta freeze any enemy with HCed super combined with Cyro Shyrup )
submitted by Illustrious_Fan9974 to BrawlStarsCompetitive [link] [comments]


2024.05.18 21:25 Spooker0 The Next Line Will Hold (Human Military Advisors)

Location: Defense Line Husky, Datsot-3

POV: Motsotaer, Malgeir Federation Planetary Defense Force (Rank: Pack Member)
The shrieking whistle of incoming artillery shell was among the most terrifying noises known to living beings.
Sheeeeeeeeeeeeeeeeeeeeeew. Boom. Boom. Boom.
But it meant you were still alive.
Pack Member Motsotaer wondered if the poor pups in the forward trenches heard them coming as the enemy high explosive pounded into their lines.
Boom. Boom. Boom.
One of their anti-aircraft concrete bunkers took a direct hit; its roof collapsed on itself with a loud crumble.
Grass Eater artillery was voluminous, destructive, but scariest of all, it was incredibly precise. Their intelligence assets in orbit knew all, saw all. Their kill chains were short. Once they saw you, they would call it in, and the remainder of your life was measured in minutes and seconds.
There was nothing vegetarian about the efficient and bloodthirsty way the long-eared Grass Eaters fought, and the numerous intelligent predator species they’d exterminated on their way to Datsot… some of those tales gave even Motsotaer nightmares.
The defenders of Datsot had no choice. No choice but to defend their homes against the psychotic enemies pounding their lines to bits. And the ones who remained had learned the hard lessons of war, either through experience earned by blood or via the process of not-so-natural selection.
Motsotaer clutched his rifle against his chest as he laid in his own shallow hole, eyes closed. If the end was going to come for him, there was nothing else he could do but huddle in his freshly-dug grave.
Boom. Boom. Boom.
The blasts continued walking across the defense lines, undoubtedly killing scores of his comrades. But he accompanied each shockwave with a sigh of relief; they let him know that he was still alive. Still breathing.
One final rumble. And then there was silence across the battlefield.
Motsotaer waited a minute before he peeked out — another lesson that smart defenders of Datsot had discovered the hard way. A couple brave medics were already on the move, their shouts left and right, pulling bodies and the groaning injured alike out of the rubble aftermath of the shelling.
With a grunt, he pulled himself out of his hole, rushing towards the neighboring anti-air bunker. The concrete roof had collapsed, but he could still hear cries from the dark. He squeezed through the cluttered entrance.
It was a mess on the inside. The lights were all gone. Scattered sandbags. It smelled like blood and death, and he pushed aside the still body of a Head Pack Leader he only knew of, only to find the corpse of yet another Pack Member, her limbs sprawled in an unnatural position.
“Anyone still alive in here?” he asked in the dark as his eyes adjusted. “Hello?”
There were a series of loud coughs. “I’m here. I’m here.”
“Pack Leader Nidvid!” he shouted as he recognized the familiar shrill voice. “Keep talking! Where are you?”
“Here. I’m here. Help me up.”
As she continued to cough, he had the sense to fish a flashlight out of his pocket, fumbling around until he found the on button. As the light activated, he could see Nidvid half-buried in the dirt, her lower limbs trapped beneath some sand from the broken sandbags.
“Pack Leader!” He got onto his front paws and started digging. “Are you injured?”
“I don’t think so,” she shook her head in the dim lighting as she experimentally wriggled her legs. “Here, I think I’m loose. Help me up.”
Motsotaer grasped her under her arms, and with a heavy grunt, pulled her out of the dirt.
“Whew,” she said, checking her body again for wounds. Nidvid looked around at the other bodies splayed in the bunker. “Oh no… Head Pack Leader…”
“That was a close one. I can’t believe you lived through that!”
“Yeah, me neither… Wait a second,” Nidvid said as she began rummaging through a pile of rubble near the Head Pack Leader’s body. “The radio…”
“What are you looking for?” he asked as he aimed his flashlight towards where she was looking.
“Oh no, no, no…” her voice trailed off as she picked up the device she’d been looking for. “Our hardline communicator…” It was clearly broken from the strike, its shell perforated with a hundred holes and its connection to the landline severed. In disgust, Nidvid threw it back to the ground.
“What uh— what did you need that for?” Motsotaer asked. “Were we supposed to tell them we were being attacked?”
“No… It was— before the strike, we got a high priority order.”
“A high priority order?”
Nidvid recalled, “There’s a special platoon in our salient… We were supposed to get an important message to them!”
“Special platoon?” Motsotaer asked. “Are you okay, Nidvid?”
“Yes, yes,” the Pack leader replied, visibly distraught. “They only had a physical line to us because they’re supposed to be keeping in the dark. Emissions control or something like that so they can activate the flying machine swarm in time. They said this was life and death and our whole defense line hinges on it!”
“Emissions control? Flying machines? Pack Leader, we should get you to a medic,” he said skeptically.
“No! Motsotaer, this is important. We need to get the message to them now. They’re only a couple kilometers south from our position. If we run over to their position now, it might not yet be—”
He looked up at her face in alarm. “Run to another position? Outside the trench line?”
“Yes! We have to go!” she said, as she peeked out of the concrete bunker towards the barren zone ahead of the trenches. “Now! Before they start their offensive.”
Motsotaer began to protest, “But that’s no creature’s land. If we get spotted by their troops, we’ll be hunted down by the Grass Eaters ships in orbit…”
She was insistent, “Pack Member Motsotaer, get it together. We still have a job to do. Are you with me or are you going to sit here and die like a coward to the long-ears?”
“Yes, ma’am,” he said, straightening up. Death or not, he was no coward. “I mean… I’m with you.”
“Good. Then let’s go.”
With a grunt, she leapt out of the trenches and jogged south, keeping to the defensive side of it for the modicum of cover it provided, and Motsotaer quickly followed. As they sprinted away from the tattered defenses, they ran into a thick tree line that hopefully provided them with some concealment from the Grass Eater ships above.
After a couple more minutes of running in the forest, Motsotaer started to tire and pant. He weighed his burning lung and how embarrassed he’d be if he complained. Luckily for his ego, Nidvid gestured for them to stop after another minute and tossed him her canteen. “Take a break before we get going.”
He chugged as much water as he could in a single swig, and returned the canteen to Nidvid. He gasped out, “How much further, Pack Leader?”
“About one more kilometer south,” she said, aiming her snout up at the treetops. “I recognize the smell of this area.”
“What’s this even about? The message… what was it?”
Nidvid exercised her limbs. “That Grass Eater artillery strike… it was to prepare for their offensive on our lines. They’ve gathered an armored division on the other side of that,” she pointed out into the barren fields beyond the trees. “We have an hour at most before they roll over us.”
“An armored division?!” Motsotaer squeaked. The enemy’s Longclaws — their armored vehicles — were legendary. They could kill from kilometers away. And their thick shells protected them against all but the most powerful artillery in the Federation’s arsenal. He’d never seen one of them personally. If he had, he suspected he wouldn’t be alive to tell anyone about it. “What can we do against a Grass Eater armored division?”
“That’s why we have to get to the special platoon,” Nidvid replied. She pointed in the southern direction, “You ready? Let’s go.”
They galloped for a few more minutes. Motsotaer’s limbs tired and his breaths shallowed as his lung burnt. As he was contemplating whether to ask for another break, Nidvid pointed at a shape in the distance. “There, that’s their position!”
He squinted at it. It was not easy to see, but buried in the tree line was what looked like a bunch of out-of-place branches and leaves over a small vehicle. Buoyed by the anticipation of the end of the marathon, he managed to keep up with Nidvid’s pace.
As they approached, there was a loud shout.
“Hi-yah! Stop!”
They halted their steps and looked for the source of the voice.
“Not one more paw step, deserter! This is a restricted area! Turn around or you’ll be shot!”
Motsotaer looked up at the voice hidden up in the branches. After a moment, with some help from his nose, he found the yeller. It was a short, stout middle-aged male with strange-looking green and brown paint smeared all over his fur and face. He had a rifle aimed squarely at the duo.
“Don’t shoot!” Nidvid yelled back. “We’re runners. We’ve got an important message! For your platoon commander.”
The male in the tree looked suspiciously at them as he leapt down. He lowered his rifle, but didn’t seem any less on guard. “A message?”
“Yes, we’ve got an urgent message for Special Platoon Commander Graunsa. Take us to him right now!”
He sized the two of them up. After a moment, he said slowly, “I am Graunsa. Why are you here, and what is the message?”
Nidvid recovered some of her breath and explained, “The Grass Eaters hit us hard with an artillery strike. Our Head Pack Leader is dead. Our landline is gone. We ran all the way over from our lines north of you.”
Graunsa nodded and gestured for her to continue.
“The Grass Eater armored offensive is about to start. They’re moving into position and ready to go, and there’s a special message embedded—”
“Wait a second,” Graunsa interrupted. “Give me the special message exactly, without omission or your own interpretations.”
“Yes, Platoon Commander,” Nidvid nodded. “The message is: bunny water carriers are in play, red-five-zero-eight; come out of the dark and introduce yourself. Authorization is three-three-greyhound.”
Graunsa looked thoughtful for a moment as he pondered it.
“What does the message mean?” Motsotaer whispered at Nidvid.
“I have no idea,” she shrugged, whispering back. “The Head Pack Leader just told me to memorize it.”
The platoon commander seemed to have made up his mind. “Alright, that seems legitimate. Thanks for the message.” He turned around to leave.
Motsotaer shouted behind him, “Wait, what are we supposed to do now?”
Graunsa turned around. “I don’t know. I’m not your commanding officer.” He paused for a moment. “I wouldn’t recommend going back to your lines though. Might not be there when you get back…”
“What?!”
“You can’t just leave us! Where else are we supposed to go?” Nidvid asked.
Graunsa seemed to contemplate the question for a few heartbeats and sighed, “You said you’re from the position up north?”
“Yup,” they replied in unison.
“And you’re a spotter, Pack Member?” he asked, looking at the rank and position patch on Motsotaer’s chest.
“Yes.”
Graunsa relented. “Fine. We might find a use for you. Get into the bunker… before the Grass Eaters in orbit see us dawdling out here.”
“What? Where?”
The officer pointed at a patch of dark green leaves on the forest floor. As they approached it, he grasped a latch and lifted it to reveal a ladder. The three of them descended into the darkness and Graunsa secured it behind them. With a quiet swoosh, a lamp mounted on the wall lit up to reveal a small hallway leading to a heavy-looking door.
Graunsa knocked on it twice. He turned around and looked at Motsotaer and Nidvid. “What you’re about to see in here is of the highest secrecy level of the Malgeir Federation. If you tell anyone what you see in here, you will be executed for treason. Do you understand?”
“Yes, Platoon Commander.”
“Swear it, on your honor.”
“We swear,” they replied in unison, their voices infused with growing excitement.
“Good enough for me.”
The heavy steel door swung open, showing a room that was vastly different from what its primitive exterior suggested. It resembled a command center far more than a field base, and Motsotaer felt a blast of cold air conditioning in his face as he passed the door threshold.
At the front, a main screen showed a map of the defensive lines in the sector. Facing it, two rows of sleek, new computer screens lit up the dark. Their operators worked busily at their controls, and only a couple faces looked their way in mild interest as they entered.
“What is this—” Motsotaer started to ask. Nidvid grasped his shoulder and shushed him.
Graunsa cleared his throat. Several faces looked towards him in anticipation. “Platoon, we just got the message. Activate the FTL handshake and authenticate us in the network.”
“Yes, sir.” A young-looking communication officer near the front operated a few controls on her console. “I’ve got the advisors on the line.”
Motsotaer read his nametag: Gassin. She was a Gamma Leader, much higher ranked than he, but she looked not a day over twenty. He noted that many of the people in the room sported high-ranking insignias despite their apparent youth.
“On screen,” Graunsa ordered.
A communication window appeared on the main screen, streaming video of someone in a jet-black EVA suit.
Motsotaer stiffened. It was obvious that the subject was alien; at around 1.7 or 1.8 meters, it was far too tall for being a Malgeir. Too small for a Granti. And from the side profile of the suit, it didn’t bulge nearly enough for the tails that the Malgeir’s Schpriss neighbors were known for. A strange new species of aliens.
From the blackened visor, it was obvious that whoever that was… it was the reason for all this tight secrecy.
“Special Platoon Commander Graunsa,” it transmitted in perfect Malgeirish. The alien was either a trained-from-birth Federation Channel One newscaster with a perfectly inoffensive accent, or its translator was far better than anything the Malgeir themselves had invented. “This call is encrypted, but the enemy Znosians in orbit are trying to find your location from the signals, so we’ll have to make it as quick as we can. Have your defensive lines completed your preparations?”
Graunsa stepped up to address the screen directly, “Yes, advisor. Our fire support platoon is ready for tasking.”
“Excellent. Transmitting the first batch of targets in your sector now.”
A series of symbols scrolled onto the screen, showing a number of coordinates.
“We’re getting the enemy positions now,” Gassin exclaimed.
Graunsa turned to her and nodded his appreciation, “Sixteen armored targets. Weapons free.”
“Yes, sir. Programming the sequence.”
A camera on the main screen activated, remotely showing a small hole with some machinery in it dug a few hundred meters away just at the edge of the tree line.
“Launching flying machine swarm!”
As Motsotaer watched, a thicket of metal erupted from the hole in a blur, roaring into the sky.
The main screen was replaced by a four-by-four of windows of black and white images. It took him a couple seconds to realize that he was looking at the battlefield from above. The Malgeir had rotary wing, airplanes, and jet — some were even armed, but they were usually much bigger. And their air assets had been grounded since the early days of the battle for Datsot when the enemy took the orbits.
Not these tiny devices though.
He focused on one of the sixteen windows.
The ground sped past below the camera’s vision, tree line after tree line, the flying machine seemed to know where it was going by itself: Motsotaer looked at the other occupants in the room. None of them seemed to be directly controlling it.
He stiffened.
Is this controlled by a thinking machine?
“We’re getting in range of the target coordinates, Platoon Commander,” Gassin updated the room a few minutes later.
As if on cue, the flying machines flew higher, and the trees on the ground grew smaller, as if further away. Until…
“Targets identified!” Gassin reported with excitement in her voice.
As an infantry spotter, Motsotaer had been trained — barely — to identify enemy armored vehicles. As in, he’d been given a cheatsheet containing the silhouettes of the different types of vehicles the enemy drove. But even he couldn’t tell at this distance what the white-hot smudges on the screen were.
The machine had no such issues though.
Several red boxes materialized on the screen, clearly marking several enemy vehicles in the thermal imagery and adorning them with detailed information.
The one Motsotaer was watching said:
Hostile vehicle, Longclaw MK4 (top armor: ~25mm), 4.2 km.
No hostile EW detected.
Without additional prompting, the flying machines raced in towards their targets, each recognizing a different one as its final destination. Afraid to blink, Motsotaer stared intently at one of the video streams.
A new line of text appeared at the top of the screen:
ETA 20 seconds.
It counted down the seconds, number by number.
The enemy Longclaw got larger and larger until… the screen went black, replaced by static. As he looked around, the other windows were similarly replaced with static one-by-one.
Motsotaer frowned, wondering where the videos had gone.
Then, it hit him. The flying machines were on one-way trips.
The sixteen windows disappeared, and another one appeared, showing the enemy assembly area from a much higher perspective. And instead of the vehicles he expected, he counted sixteen burning wrecks, the black smoke from their flames reaching up into the sky in columns.
“Targets destroyed, Commander,” Gassin said. Several of the officers in the room looked at each other excitedly, but their celebration was muted.
Graunsa nodded. “Call our advisors again.”
The alien appeared on the screen again. “Excellent work, Platoon Commander. We’re assessing the lines and getting the second batch of targets to you now.”
“Understood.”
As the new target coordinates scrolled onto the main screen, Gassin didn’t need additional prompting, “Launching flying machines!”
Another sixteen of them flashed out from the pre-dug position. Another sixteen windows appeared on the screen, replacing the odd-looking aliens’ video.
“Wait a minute,” the aliens’ voice cut into the quiet hum of the control room’s operation. “Switch back to the high-altitude drone. Something’s happening.”
The main screen’s image was replaced by the previous camera looking down at enemy lines. There was a flurry of activity in the enemy base area. Numerous dots representing the ground troops moved to-and-fro. And worryingly, the red squares that surrounded enemy armor began appearing en masse as enemy Longclaws drove out of their covered positions into the open.
Dozens of them.
Then, hundreds. And more appeared every second.
“What’s going on?” Graunsa asked, his voice reflecting Motsotaer’s worry.
The alien took a minute to get back to him, its black helmeted face filling up the screen again. “They’re attacking. They don’t know what hit them in the last strike. But they must have realized that they’re not safe in their assembly area, and they’re doing the only thing they can… We estimate they’ll get to your first lines in thirty minutes.”
“Can we stop them?” Graunsa asked. “We can—”
The alien looked directly into the video. “Not sixteen drones at a time. And if you launch the whole swarm at once, it’ll reflect enough signal for them to sniff out where you are with their counter-battery radars and take you out from orbit.”
Graunsa swallowed. “That’s— that’s— The machines can fly themselves without us, right?”
The alien didn’t say anything for a few heartbeats. “Theoretically, yes. But even if you evacuate your position now, your people won’t get out of range from the orbital strike they’ll call in.”
“I understand. Feed us the enemy targets.”
“Delta Leader, we can’t ask you to—”
“I said, feed us the enemy targets,” Graunsa insisted.
Quietly, hundreds of coordinate pairs filed onto the main screen. Graunsa looked at the faces of the young officers under his command. Dozens of them. He turned around to look at his two guests. “I’m sorry,” he said.
“It’s the right choice,” Nidvid replied, shrugging.
Motsotaer nodded at him.
“I know,” Graunsa said, turning back to the main screen. “Just doesn’t make it any easier.”
“Sir, we’re ready to launch,” Gassin reported.
“Weapons free. Release everything.”
“Yes, sir.”
The ground shook and rumbled, hundreds of flying machines leaving their canisters for the sky. They were close enough to hear the outgoing buzzing as the munitions launched. This time, more and more windows filled up the screen with the visuals of the outgoing flying machines — hundreds of them, and Motsotaer was surprised that the computers could even handle it all.
The visage of the alien returned to their screen. It said calmly, “Enemy orbital launch spotted. Multiple launches. High yield. Missiles incoming to your location, ETA twelve minutes.”
“Understood, advisor.”
POV: Slurskoch, Znosian Dominion Marines (Rank: Five Whiskers)
“Scramble! Scramble! Scramble!”
Riiiiiiiiiiiiiiiiiiiiiing.
“What’s going on?” Longclaw Commander Slurskoch sat up in his turret cupola as the sirens rang loud through the hull.
“We’re under artillery attack!” his Controller yelled back at him through the roaring startup sequence of the turbine anti-grav engines. “The Lesser Predators… they’ve got some kind of new weapon! Took out a whole battalion’s worth of Longclaws in the 194!”
“But we’re not ready!” his Driver complained. “Our artillery is supposed to pound them for another hour before we—”
Slurskoch shook his head as he checked the friendly force tracker on his screen. “Doesn’t matter! If they’ve got some new weapon, we can’t sit still while we get pounded to bits by whatever they have. We gotta get out there. Hurry it up!”
It took them another two minutes to fully warm up the engines, and with a roar, the Longclaw burst out of its camouflaged emplacement, kicking up a curtain of dirt in front of it.
“Let’s go! Go! Go!” Slurskoch yelled as his lagging Longclaw joined the armored formation already on the move.
The Controller spoke with one of her ears in the radio, “Their artillery just launched… something at us. We’ve pinpointed their location, and orbital support is on its way.”
His Gunner whooped twice, and Slurskoch nodded silently in agreement. That’d flatten those carnivorous abominations where they stood. He drew a few symbols and circles on the digital battlemap as the Longclaws drove toward the enemy lines. “Gunner, watch those potential trench lines in front of us,” he instructed. “Their anti-armor may not look scary on paper, but their infantry can always get a lucky hit in.”
Slurskoch was taught in training that it was better to overestimate the enemy than underestimate them. Luckily, the predators usually fell below expectations, which was why the Dominion controlled the orbits of Datsot now and not them.
His Controller frowned at something in her radio, “They’re saying something about the enemy artillery… The engineers at the base assessed the strike aftermath. There’s something strange in the rubble. The attack was more precise than anything we’d ever seen.”
“What does that mean?” Slurskoch asked in confusion.
“The sensor officer in charge of the assembly area has taken full responsibility. They didn’t see the incoming at all. Higher ups are speculating that the Lesser Predators have a new weapon in their arsenal.”
“The predators made new weapons?” Slurskoch snorted. “Useful ones? That’ll be a first. Well, whatever it is, maybe our Design Bureau will get a good look at it when we finally cleanse this planet of their filth. Make our next battle a little easier when we have to take their home planet.”
His Gunner agreed, “And then, the Prophecy shall be fulfilled.”
A few kilometers into the charge across the open, the Gunner remarked with one eye on her targeting computer, “Looks like even the local winged predators know that there’s about to be a slaughter here.”
The Driver, in his open hatch, looked up at the cloud of them flying over the enemy lines. “Looks like it. A nice juicy feast for them in the coming battle. The irony of the barbaric carnivores being eaten by themselves.”
A few thousand years ago, winged predators would have curdled the blood of any natural-born Znosian. On the original plains of Znos, they were one of the most dangerous threats a lone Znosian faced. Now, that fear had been completely bred out of the gene pool, replaced with contempt for predatory primitivism, the courage to face them in battle, and the drive to exterminate them all.
Curious, Slurskoch stared up into the cloud of winged predators with his Longclaw commander optics. He frowned.
One of them shimmered.
Shimmered.
He zoomed in.
Then, he saw a metallic glint. His whiskers tightened.
“That’s— those aren’t winged predators,” he barely made out in shock. “Incoming!”
“Huh?” his Driver asked, craning his head up to look at the dark shapes in the distance.
“Get inside! Secure the hatch!” Slurskoch shouted at him.
His Driver was not very good at thinking on his own, but he had been bred to follow direct orders without question. He ducked into his seat, quickly securing the hatch above him close with trained claws.
He barely secured the Longclaw as other commanders began yelling out similar instructions on their radios.
“Incoming!” his Controller advised, about ten seconds later than necessary. “Enemy… artillery?!”
“Gunner!” Slurskoch gestured in the general direction of the sky.
“I can’t get a shot on them. They’re too high up!” she screamed back at him.
A trio of air defense vehicles next to him opened up with their six barrels towards the sky, lines of bright tracers stabbing out at the dark swarm. He saw one of the… flying machines hit and fall out of the sky. Then another.
It wasn’t enough.
As Slurskoch’s optics tracked the incoming, he saw them dive. They were fast, and they flew erratic patterns, almost organically, like actual winged beasts. If he hadn’t had that specific fear bred out of his bloodline hundreds of years ago, he would have been frozen in shock. Instead, he yelled out, “Brace! Brace!”
Boom. Boom. Boom.
The world exploded around his Longclaw.
Through his friendly force tracker, Slurskoch watched an entire battalion disappear off the map on his right flank, and two Longclaws in his line of sight brewed up in massive fireballs, throwing their turrets into the sky as their plasma ammunition detonated. One of the anti-air vehicles brewed up next to his, splattering its parts against his hull.
His Driver drove for all he was worth, ducking and weaving in the open field. So did the other Longclaws. Some deployed curtains of smoke in front of them in desperation.
None of it seemed to help.
The shockwaves hit his Longclaw in quick succession, knocking him around the armored cabin and rattling his teeth.
Boom. Boom.
More Longclaws exploded. Many more. They were disappearing off his screen faster than the software could update the signals. He closed his eyes waiting for the end.
It didn’t come.
It was hard for Slurskoch to tell when the last Longclaw near them was hit. His hearing organs must have been damaged some time during the attack. His auditory senses ringed as they returned to normal, recovering when his Controller shook him with a paw on his shoulder. “—Five Whiskers! Five Whiskers!”
“What is it?” he snapped, keeping the quivering out of his voice.
“We’re alone in our company, and I can’t contact the six whiskers! And I’ve been trying to reach battalion without success!”
“Try the regiment commander!” he yelled out against the noise of the anti-grav engine.
“Can’t reach them either!”
“What about division headquarters?!”
“I think division’s gone, sir!”
“What?!”
“Nobody there has been responding. All I’ve got is a seven whiskers in the reserve infantry division behind us! They’re saying they see black smoke in the direction of our division field command!”
“What in the Prophecy? How is that possible?!”
“What do we do, Five Whiskers?”
Slurskoch had been trained for a wide variety of combat scenarios and contingencies, including losing his immediate superiors, losing most of his unit, and losing his communication link to command. But he’d never been trained for all of those combined at once. That was just not something predators were supposed to be able to do to you.
He fell back to the next best thing.
“What’s the combat computer say?” he asked.
His Controller operated the controls on her console, and after half a minute of querying, she replied, reading off the instructions, “Absent orders, continue the attack. Maybe we can push through.”
“What? Did it take our losses into account?” he protested as he checked the battlemap. Of the nearly five hundred Longclaws that had pushed out of the assembly area, only a quarter remained. At most. Some of the signals on the map were flagging themselves as mobility or mission killed.
She shrugged, “It did. That’s what it says.”
He squinted at her screen. That was indeed what it said.
Slurskoch thought for a moment, sighed, and bowed in prayer, “Our lives were forfeited the day we left our hatchling pools.”
The other crew members all did the same, lowering their heads to mutter the familiar mantra.
That ritual out of the way, he drew up to his full height of 1 meter and mustered all the confidence he could into his voice, “Attack! Attack! Attack!”
POV: Graunsa, Malgeir Federation Planetary Defense Force (Rank: Delta Leader)
The command center watched glumly as the hundred or so surviving Grass Eater Longclaws emerged from the wrecks of their comrades and slowly resumed their charge across the open toward the defense lines.
The flying machines had gotten a lot of them. Quite a few disabled too. And they were disorganized from the loss of their command. Yet they still charged. Diminished as their numbers were, they rolled towards the battered defensive lines with psychotic determination.
We’ve failed.
Graunsa sat down heavily into his chair. He brought up his communication console, connecting it to the advisor network.
The alien appeared on the screen, and though he couldn’t see its face, he could hear the sympathy in its translated voice, “You’ve done all you can, Special Platoon Commander.”
“It wasn’t enough,” he said, shaking his ears sadly. “They’re going to break through our line. Our infantry can’t stop them.”
It tilted its head. “I wouldn’t count them out completely, Delta Leader. They might. They might not. But your next defensive line certainly will hold them. The city behind you will be held.”
“Tracking enemy orbit-to-ground. ETA three minutes,” Gassin reported quietly from next to him.
Graunsa sighed. He looked at the alien, “I think I understand your people now, advisor.”
“You… do?”
“Yeah, at first, when we were picked for this mission, I wondered why your people were doing this.”
“Doing this?” the alien asked, seeming confused.
“Helping us. The weapons. The equipment. The training. The targeting. It was all in secret, but you didn’t have to do it. The other species around us didn’t do it. The Schpriss…” Graunsa snorted, “The long-tails can’t even find it in their spines to send us field rations. I thought your species… your people were just generous. Or perhaps you simply enjoyed the craft of war, being so adept at it.”
“Are we… not?”
“Those reasons may be part of it,” he conceded. “But more importantly, I think your people understand one thing the other species don’t… that we might stop the enemy here. Or we might not.”
“We didn’t set you up to fail, if that’s what you think—”
“But the next defensive line certainly will hold them,” Graunsa said, staring the alien in the eye. “You will hold them. Isn’t that right?”
It sighed. “I would be lying if that wasn’t part of the strategic equation. Our star systems are indeed next in line — sometime in the next decade or two, probably — if these bloodthirsty Buns conquered your Federation. That harsh astropolitical realism. But there’s something else too.”
“Is there?”
“Yes,” it nodded its head firmly in a familiar manner. “Yes, there is. We aren’t a particularly long-sighted species, Graunsa. We can plan, yes, but wars are fought by true believers. People don’t sign up to put their lives on the line for a hypothetical, potential invasion of our Republic twenty years in the future. They— we signed up for this because we truly believe what’s happening to your people… it shouldn’t happen to anyone, ever.”
Graunsa looked at the helmeted head for a while, then nodded. “I believe you, advisor.”
“I’m sorry this didn’t pan out, Graunsa. If I could, I’d be down there with you. We’d have made them pay for this.”
Graunsa smiled. “I believe you about that too. Thank you, advisor, whatever your name is.”
“You may call me Kara,” it said simply. A deft snap of its paws — he hadn’t noticed how soft its claws were before — and it released a latch on its helmet with a hiss. Lifting it from its head, it revealed a soft, smooth face without much fur except a bundle of long, brown strands on its scalp tied up in a neat spherical shape. Its hazel forward-facing eyes stared at him with the empathy that only other predators were capable of, filling him with mild relief. “Don’t tell anyone though,” it joked lightly, mirroring his smile back at him.
You’re not as ugly as I thought you’d be. Not nearly.
Graunsa’s grin widened at the thought. He put it out of his mind. “Ah. One last thing, advisor— Kara.”
“Yes?”
His mind drifted to his cubs at home. Perhaps they were still alive. He chose to believe that. “Our people’s clans and packs…”
“We’ll let them know,” she interrupted him softly. “And when the information quarantine is lifted, we’ll let your clans and packs know what you did here — everything.”
“Good. Thank you.”
Gassin sat down next to him, “Delta Leader, enemy missiles incoming. ETA thirty seconds, they’re entering—” She stopped her report and stared at the unmasked alien on his screen with equal parts wonder and sadness.
“Take a closer look, Gassin,” he ordered softly. “That… that is who will avenge us.”
On screen, the alien put its gloved paw up to its temple, forming a stiff triangle with its arm in a recognizable salute. “It was an honor, Graunsa.”
Graunsa returned it crisply, letting a primitive fire shine through his face. “Happy hunting, Kara.”

Location: Atlas Naval Command, Luna

POV: “Kara”, Terran Reconnaissance Office
Kara watched solemnly as the green signal blinked off the battlemap. She closed her eyes for a moment in silent prayer for the fallen.
Beep. Beep.
Another light on her console blinked urgently for her attention. Four thousand kilometers from the previous one. The war raged on — day and night — across four continents on the besieged planet. Fifty light years from the Republic, its defenders’ sweat, tears, and blood lined the fields and valleys of the beautiful blue sphere not so different from her own. Tens of millions of them: many who she knew would not see the end of this war.
They didn’t all know it, and some might not have cared, but fifty light years away, someone recorded their names, and someone felt a pang of loss for their sacrifice. In the cold, dark forest of the galaxy, somebody heard their trees fall.
Kara collected her thoughts, adjusted the bun in her hair, and lowered the tinted EVA helmet over her face once more.
She cleared her throat as she glanced at the screen and activated the microphone in her helmet, “Special Platoon Commander Treiriu. This call is encrypted, but the enemy Znosians in orbit are trying to find your location from the signals, so we’ll have to make it as quick as we can. Have your defensive lines completed your preparations?”

Meta

Thanks for reading my story! This is a standalone chapter in my Grass Eaters story, meant to be enjoyable all on its own. If you're interested in more of my writing, please do subscribe to the update waffle bot or check out the rest of the universe in Grass Eaters.
(Grass Eaters posts every Monday, Wednesday, and Friday. We are closing in on the end of Book 1.)
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2024.05.18 21:04 windkirby Animal Crossing Pocket Camp v5.6.0b Update

Animal Crossing Pocket Camp v5.6.0b Update
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Howdy, messy roommates. If you felt a bit tickled-pink-to-death by April’s roseate flurry of events, this year’s May just may have the cure with a foray into the airborne, outdoorsy, and adventurous. Thanks as always to Miranda, Bassieeee, and Ray for help datamining. We’ve got our airships, our kites, and our handheld birds, so let’s get our flight gear in check and take off our Zipper constumes (please I’m begging you guys)!
Twitter preview image for May 2024 in Pocket Camp

  • Version Codes
    • v5.6.0 was 61b5c, v5.6.0b is 45822.
    • This is a client-side update that should not require downloading a new version of the app.
  • May Seasonal Event – Village-Green Lazy Day
    • It’s with great embarrassment that Pete regretfully admits why there was no Valentine’s Day this year… Some troublemaking slingshotter hit clean through his mailbag, scattering all this year’s love letters in the snow! With Wilbur and Orville taking over, Pete is taking a little spring break sabbatical from all the stress… These breezy days are perfect for daydreaming about his longtime love, Phyllis. “Do you know what she said to me the other day? ‘What are you looking at?! Wipe that dopey look off your mug!’ Oh, my heart… Her billed lips are so beautiful when they speak such harsh words!” But while Pete relaxes, there’s still work to be done! This May, we’ll be participating in Harvey’s Colorful Picnic gardening event, the Kite Flying Fishing Tourney, and the Hide-and-Seek Scavenger Hunt to collect 30 wildflower bouquets from each for a total of 90 wildflower bouquets available from events this month. The more bouquets you gather, the more outdoorsy prizes you’ll receive through the planner including handheld foxtail and wildflowers, grassy napping spots, and the grand prize, the wildflower rest spot! We’ll need to forage deep in the woods to gather all the love letters scattered months ago… and hopefully even Pete’s treasured missives to his beloved would-be missus! (Not that she would ever agree…) May’s amazing, not-so-lazy days begin with Harvey’s Colorful Picnic a little early on April 30th GMT!
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  • May Terrain – Village Green
    • May’s new terrain set ushers a civic springtime atmosphere into your campsite with a verdant park square replete with striking fountains, blue flowerbeds, weirdly cubic trees, and a rustic clocktower standing watch. What’s more, this terrain’s middle ground will be given to all players—a little awkward without the foreground to complete the water path, but you can get a little creative and hide the rift with other water features or large-scale decorations. The background includes a homey albeit bustling, old-fashioned town and a blimp roving the airways while the sky adds fresh greenish, teal, and gold hues to your vista you might not often see. Your visitors might not exactly be green with envy considering everyone’s getting this terrain, but they can still park their rears to enjoy your campsite’s outdoor amenities when this terrain set of middle ground, foreground, background, and sky becomes available April 30th GMT.
Tip screen for the village green terrain; auto-designer images using the village green terrain and items from May's main three events; event preview image for Harvey's Colorful Picnic gardening event
  • May Gardening Event – Harvey’s Colorful Picnic
    • Harvey’s not sure why his beloved Harriet never responded to his thoughtful love letter a couple months ago… But he’s totally not gonna let it get him down! With the breezy, clear weather, it’s the perfect time for this free-spirited nomadic dog to have a picnic with his favorite pals… and put his aspiring photography skills to good use to document the event with a panoply of pics to post on social media. Harriet is bound to see it and know for sure that he’s not pining for her day and night! But for the picnic to work, we’ll need to plant daisy seeds to attract sandwichbees… The prospect of eating these creatures is a bit disturbing to stomach, but just think of them as lively kebabs! More importantly, sticking enough of bite-sized buzzers will earn fixings for a festive picnic including flag garlands, take-out drinks and sandwiches, and shaded picnic blankets! Completing this event in full will also yield 30 wildflower bouquets as part of May’s Village-Green Lazy Day campaign, so be sure to replant and exchange bugs with friends often! With outdoor hors-d’oeuvres and sportive knickknacks, it’s the almost-perfect respite between RV outings… Now if he could only get them to call him “Harv” like she used to… Stuff down your doggone feelings with a refreshmental health break when the groovy gardening begins April 30th GMT.
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  • Rudy’s Airship Cookie
    • Maybe it’s a resemblance to a certain reindeer, but Rudy’s always taken as much pride in delivering goodies as he does in his favorite pastime of taking to the skies with inflatable aircraft… He’s not especially careful aboard these dirigibles or hot-air balloons… but if he finds himself freefalling from these feline-friendly floats (and it’s happened many times before), he always manages to land on his feet. So when he spied a love letter addressed to Harriet lost in the brush on one of his airborne outings, Rudy saw it as his civic duty to trustily tend to its safe delivery… And to make sure his noble act of inspiration inspires as many as it should, he’s taken the opportunity to hire a bountiful brigade of blimps and balloons to celebrate the letter’s airborne journey, no expenses spared! For no other particular reason, it’s a raucous, helium-fueled festival starring an airship helmed by Boomer (who has no time for such foolishness but takes his piloting task with utter seriousness), and animals have come from miles around to watch the airshow as Rudy suddenly realizes how hard it is to make out Harriet’s address from the frankly indecipherable scribbles on the envelope. And what is “Harv”? Is that even a word? With refreshments from the balloon-fest food cart, viewers watch the proceedings through their handheld opera glasses as Rudy makes his grand pronouncements over the intercom of his 5-star balloon-fest airship. “Thanks everybody for all your support in completing our big mission. We were gonna hand-deliver this letter originally, but we figure there’s a pretty good chance this ‘Harriet’ is in the crowd somewhere, so we’ve made the decision to helpfully read it out loud for her own convenience, and also to, uh, save fuel and the environment. Ahem: ‘TO MY DEAR SWEET HATTIE. YOUR PRECIOUS PINK FUR IS MORE BEAUTIFUL THAN THE FRESHEST MORNING PEONY. BUT THIS AIN’T NO PUPPY LOVE. YOU’VE TRIMMED THE UNTAMED HAIR OF MY HEART INTO A PERFECTLY COIFFED COAT THAT KEEPS IT WARM, AND NO OTHER GAL WILL ’DO! SORRY, I NEED TO WRAP THIS UP—THIS ANNOYING BIRD ON MY HEAD KEEPS TUGGING AT MY HEADBAND. FUREVER YOURS, HARV. PS: THIS LETTER IS FOR HARRIET’S EYES ONLY.’ Wow, well, that definitely wasn’t worth this big party... Uh, let’s go find some more lost mail to rescue, Boomer—mush, mush! Launch into the catmosphere to jubilantly help out animals in need with a spy-high view of all their business when this read-nosy cookie launches May 1st GMT!
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  • Airy Picnic Outfit Collection
    • You can carry your merry little derrière a little airier with this crisp attire featuring the colors of blooming spring flowers, comfortable blue skies and ponds, and even your favorite manilla folder. And even if you live in a pollution-ravaged landfill, you can still see the striking, verdant greenery of spring through the keen lenses of the green picnic sunglasses! Make sure life’s a picnic with this cookout-ready clothing collection served hot off the grill May 5th GMT.
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  • Blue-Sky Wall & Floor Collection
    • This expansive wall and floor collection might come in handy if you want to transform your cabin or RV into a well-kept city park or attempt an interior design that takes place entirely midair! We’ve had a couple sky and cloud wallpapers before but none before that featured a swarm of balloons like in that disturbing number from the Brave Little Toaster Mars movie. The vintage-style illustrations of the plentiful-picnic wall will also harken back to simpler days of rustled-up breakfasts on rustic vacations at the family cabin or on the open road. Look for these vagrant and free-floating designs when they release May 10th GMT.
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  • Grasshopper Goals
    • You have much work to do, young grasshopper. But it’ll probably be pretty easy. This misleadingly named rerun of an April 2022 goals event will see the return of Animal Crossing mainstay and Pocket Camp common insect long locust to Sunburst Isle, where you can find it hopping about the tropical grass—make sure not to step on one! They only sell for 10 Bells, so you might find them to be more of a nuisance than an asset after you finish catching enough for your standard Leaf Tickets and Rudy's airship cookie. But they’re sure to hop along when this goals event concludes after May 11th – 14th GMT.
  • May Fishing Tourney - Kite Flying
    • For May’s fishing tourney, we’ll be gliding over to Saltwater Shores to catch an ironically grim assortment of monochrome fish from tourneys past. String enough of these sable sea fish together to unfurl prizes you can let sail into the wild blue yonder like colorful stacked kites and a birdy parachute toy—perfect for May’s spring breezes. Handheld pinwheel toys and even colorful wind socks make appearances as well, likely as loving references to the Gamecube days where wind socks could be spotted in May and players could carry pinwheels around as rare handheld decor. Completing this event in full will yield 30 wildflower bouquets as part of May’s monthlong Village-Green Lazy Day campaign, so be sure to set up your rod, reel and string every 3-hour rotation you can. You might get a few bites… or a few kites to catch a gale of a tale! Turn your attention upward and decorate your campsite skies with this colorful assortment of draft-ready aircraft… And while we don’t have any stormy or windy terrain still (tragedy of tragedies), you can still pair this with items from last June’s Drizzly Daydream Scavenger Hunt with its windblown grass and trees to complete the picture of a windswept, fun day. And if there’s any animals bothering you, tell ’em to go fly a kite when this winding race to the skies kicks off May 12th GMT, ending May 18th GMT.
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  • Special Visitor Furniture – Pete's Petite Post Office
    • With collected letters fluttering back in, it’s not too late for Pete to roll up his sleeves and start sorting the retrieved mail in his simple post-and-beam treehouse… as long as Twiggy’s pet birds quit harassing him. With this special visitor furniture, you can install Pete’s rustic postbox in your cabin or at your campsite and listen to him regale you with lofty thoughts on the lost arts of mail and romance… You can even do some matchmaking by combining it with Pelly’s postal counter to see if Pete will be too busy mooning over Phyllis to notice the admiration of her sister down below… Clear up a mess of messages with mailman whose treetop cubby is as well-billed as its drama when this pillary, pelicanny post goes on sale May 15th GMT!
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  • Twiggy's Chirpy Cookie
    • With the muddy trail of Curly gone cold, Detective Beardo has had to return to field the mountain of requests on his desk for his P.I. services, but one lonesome plea stood out from a Java sparrow by thname of Peck… “You’ve gotta help me, crunch. I finally achieved my dream of a solitary bird sanctuary all of my own. Then the next thing I know, I’m getting kicked out by Lyle with a whole series of lawsuits, and this birdbrain named Twiggy moves in! I don’t like the way she’s looking at me, Beardo! She keeps calling me her super-cute pet and won’t let me leave—she says it’s too dangerous for a bird like me. Is anybody home in that hollow noggin of hers, crunch? These wings of steel can beat up anybody! Holy moly, and the racket around here! She moved in with eighteen flocks of the loudest birds alive. I’m lucky if I get two winks of sleep! Peck’s Peaceful Paradise is a thing of the past—now it’s Twiggy’s Tweedledeelightful Chirpatorium, and she says she’s opening a new branch of Flora’s bird and breakfast retreat! When I tell her how hard I’ve worked these muscles to get here, she says that’s ‘just the way things are’ and the ‘fortune cookie powers that be’ have this stuff all hammered out! I’m not afraid to say it, Detective—I really need your help! I’m starting to think there’s something a little sexist here about who gets to have what fortune cookies, but I don’t wanna ruffle any feathers.” With a sparrow in harrowing straits, and never one to turn away from fowl play, Beardo and his trusty sidekick Merengue book the first flight out to Twiggy’s brand-new bird haven… only to find that Peck is nowhere to be seen! They check every nook in the bird-haven birdhouse, try to interview bird-lovers lounging on the redundantly named bird-haven birdy sofa… but with all the colorful bird-calling and caterwauling going on around them, they can scarcely hear any potential leads! They meet with Twiggy at the 5-star bird-haven tree, but it leads to more chicanery than answers… “ISN’T THIS PLACE THE TOTAL BEST? IT WAS SUCH A SNOOZEFEST BEFORE I GOT HERE, AND NOW IT’S, LIKE, A CHIRPY CHOIR CACOPHONY DELIVERED STRAIGHT IN MY EARDRUMS! WHAT’S THAT? WHERE? PECK? UH—I GUESS ON THE CHEEK, BUT ARE YOU SERIOUS? I JUST MET YOU! TALK ABOUT CHEAPERS CREEPERS! OH, YOU MEAN THAT HIGHTAILED HOTTIE WHO WAS HERE A COUPLE MONTHS AGO? I HAVE, LIKE, NO CLUE WHAT HAPPENED TO HIM, BUT I CALLED DIBS, SO IF YOU SEE HIM, HANDS OFF!” There’s no trace of Peck to be seen, but just then, that’s when Beardo and Merengue spot it—a handheld java sparrow perching on Twiggy’s forewing! This seems a dark coincidence… Did Peck make a brave avian escape, or did this burly boy-chick meet a perilous fate as a pet?! Beardo and Merengue keep watch on every bird and bird-watcher in this pet-filled paradise, but mum’s the bird among the patrons and no one’s making a peep… Just a cuckoo commotion that they can’t help consider would drown out a Java sparrow’s cry for help… Try to reach the bottom of a cheep trick of bye-bye birdie when this birdcagey cookie makes some noise May 17th GMT!​
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Tip screens for Twiggy's chirpy cookie, the Bright Bird Outfit Collection, and the Birdy Wall & Floor Collection
  • Bright Bird Outfit Collection
    • May’s second clothing collection works as a companion to Twiggy’s fortune cookie. It’s bright, it’s birdiful, and it’s very LOUD with bird-emblem tunics and long cardigans in, ahem, very strong colors that will certainly make a statement flapping in your viewer’s face. We reached out to Robin for her thoughts on this collection’s bird bags… “So undignified. I can’t imagine people would be too pleased if I started wearing plastic people bouncing around my derriere, carrying my loose change, hm?” Being a crazy cat lady is so 8 months ago… Become a crazy bird lady (or a crazy bird lord!) when this collection flits in on May 18th GMT.​
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  • Birdy Wall & Floor Collection
    • This set of ravin’-avian designs will set the heart aflutter of anyone who has birds on the brain… (for anyone else… they’re not bad). You can capture the visages of birds forever in the bird-photo wall or cavalierly set them free with the bird-window wall. If you enjoyed last June’s lily pond wall but feel like it was just a little too beautiful, the park-pond wall here will do you nicely. Get a little cocky with these bold patterns for your cabin or camper when this flock of refurbishments alights May 18th GMT.
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  • Threadfin Trevally Goals
    • This oddly timed rerun of a November 2021 goals event will see the return of the threadfin trevally to Saltwater Shores in the form of tiny-size shadows (size 1 of 6). They sell for 400 Bells each at base price and are uncommon-tier when gifted to animal campers, so not a bad catch, but if your interest in this wispy fellow is dangling by a thread, or a fin, you can still nab some Leaf Tickets and an Rudy’s airship cookie for your trouble during this limited-time event from May 19th through 22nd GMT.
  • May Scavenger Hunt – Hide-and-Seek
    • For May’s scavenger hunt, we’ll be searching the very best hiding places around the various recreation spots to spy hide-and-seek gyroidites. And watch out for their extra foliage as camouflage… even their bushes might be hiding behind bushes! Ferret out enough of these stealthy sneaks to earn prizes for a recess-ridden recreational park, crammed with nooks where animals can hide for classic games of hide and seek… some of them more effective than others. (I’m looking at you, Al.) Judging by the Happy Homeroom classes, the most likely Leaf Ticket items are the hide-and-seek slide and jungle gym, and then either the hide-and-seek lightpost, pipes, or drinking fountain—just some speculation, though. Completing this event in full will yield the final 30 wildflower bouquets to complete May’s monthlong Village-Green Lazy Day campaign, so be sure to keep the hunt on even past sundown (and check out the quarry and your campsite animals too!) to finish off the month in sneaky style! This outdoor décor makes for a calmingly mellow ode to nostalgic days from childhood (and from Animal Crossing: City Folk and New Leaf!) that will make finding your campers for your daily chats more ~~frustrating~~ I mean fun than ever! Hunt for gyroidite and animals when this oxenfree-for-all begins May 20th GMT (ending the 30th GMT)!
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  • Curlos and Pals
    • While there isn’t technically much datamined here, this update did add an animal batch under the name of “Curlos and Pals” to the date of May 25th GMT. It seems this will be after the next update as map assets haven’t actually been added yet for this batch, but we do know that “Gwen and Pals’ Island” will be joining Curlos’s island, likely as part of this batch. With only 8 animals left— Benjamin, Biff, Curlos, Gwen, Sydney, Velma, Freckles and Mott—it seems likely this means they will be finished releasing all the animals at the end of this month, but as of now, this is unconfirmed.
  • Happy Homeroom
    • This update included the typical 3 classes each for Harvey’s Colorful Picnic gardening event, Rudy’s airship cookie, the Kite Flying Fishing Tourney, Twiggy’s chirpy cookie, and the Hide-and-Seek Scavenger Hunt, as well as 8 classes each for new normal Courses 53 and 54.
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And that’s all of May’s merriments! Our fellow dataminer Koopavocelot has also spotted a noteworthy notice that may be coming this month but no info yet on its contents… Hopefully it’s not some sort of end-of-times apocalyptic alert with the last of the villagers likely coming out this month. Er… right? As for June, we’ll probably get the Twitter preview in only a week’s time. June is often themed around seasonal rain or weddings as they’re what the month is known for in Japan, and given that we just had a windy-themed event this month, I’d expect more of the latter matrimania for next month’s events. But who knows? We might get some of both in a dewy bridal shower! (Or maybe something completely different.) I’ll aim to have that datamine posted for you fine folks when the update drops ASAP. Until then, thanks for reading, and remember, even if a bird is super-hunkalicious, that doesn’t make it okay to keep him as a pet!
—Woodsy
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