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The Division 2 - Title Update 10 - Patch Notes

Title Update 10 - Patch Notes

*These are preliminary Patch Notes and changes may still happen until the launch of Title Update 10.
 

New Season – Keener’s Legacy

A new season is almost upon us! Starting on June 23rd, Keener’s Legacy offers 12 weeks of in-game activities and unique rewards. Season 2 brings a new Seasonal Manhunt, new Leagues, a new Global event and new unique rewards, as well as an Apparel Event.
 

New Raid - Operation Iron Horse

The True Sons have taken over a Foundry to develop new weapons and threaten to destroy everything the Division has worked for.
  • New bosses, puzzles and rewards!
  • Level 40 version available on June 30th, followed the next week by the level 30 version.
  • Discovery mode will become available at a later date.
  • Unique Rewards
    • 2 new Exotics
    • 2 new Gear Sets
    • New cosmetic rewards
  • Further details will become available closer to the raid’s release in late June.
 

Balance and Bug Fixes

Title Update 10 is bringing our first large balance pass following the release of Warlords of New York. Beyond the addition of new content, the update focuses on three main aspects mainly game health through bug fixes and balancing, generosity by increasing your chances to receive a high-quality item as loot and increasing overall player power. Scroll down for a full list of bug fixes, balancing changes and gameplay tweaks.
 

Missing Localized Audio

We wanted to inform you about an issue with localized audio that will be present when we launch Title Update 10 and Season 2. While the team was able to work from home to get this update ready, with your help testing the content on the PTS, we unfortunately were not able to record all localized audio content for TU10. With everything going on in the world, our top priority is the well-being of our teams, including our voice actors. Of course, we will start working on recording the missing audio with our partners when it is safe to do so and, in some cases, we were able to get things started already. Adding the localized files to the game as soon as we can in one of our next updates is an absolute priority for the team. This only affects Seasonal content. Operation Iron Horse audio is fully localized.
If you are currently playing with a non-English client, you don’t have to change anything going into Title Update 10. When localized audio is missing you will just hear the English audio instead. Subtitles have been localized and can be activated in the ingame options.
As work continues, we will update you on the progress of the integration here on the forums and on State of the Game.
Thank you and stay safe!
 

New Exotics

SRS Sniper Rifle: Mantis

  • Your scoped view displays additional information about enemies not targeting you
  • Your scoped view highlights enemy weakpoints
  • Headshot and weak point damage against enemies not targeting you amplified by 50%
  • Headshot kills reset the cooldown of the Decoy skill. This bonus will wait until the Decoy goes on cooldown if currently active
 

Mask: Vile

  • Status effects also apply a damage over time debuff for 10s
  • Total damage dealt is equal to 50% of your concussion grenade damage and increased by your status effect attributes
 

Double Barrel Rifle: The Ravenous (Operation Iron Horse)

  • On trigger-pull, fire both barrels at once
  • When fired from the right shoulder, hits add offensive primers, and defensive primers when fired from the left shoulder
  • Hits from one shoulder will detonate all of the opposite shoulder's primers when present
  • When detonated or affected enemy is killed, each offensive primer deals 100% weapon damage, while each defensive primer grants +4% bonus armor and +10% amplified damage to armor plates for 5s
  • Primer effectiveness is doubled at 10 stacks
 

Magnum Pistol: Regulus (Operation Iron Horse)

  • Headshot kills create a 5m explosion, dealing 400% weapon damage and applying bleed to all enemies hit.
  • High accuracy and base damage
 

New Gear Sets

Eclipse Protocol (Season 2)

  • Core: Skill Tier (Yellow)
  • 2: +15% Status Effects
  • 3: +15% Skill Haste and +30% Hazard Protection
  • 4: "Indirect Transmission" Your status effects now spread on kill to all enemies within 15m and refresh 50% of the duration.
  • Chest talent: "Proliferation" Increases Indirect Transmission range from 15m to 20m and refresh percentage from 50% to 75%
  • Backpack talent: "Symptom Aggravator" Amplifies all damage you deal to status affected targets by 15%
 

Foundry Bulwark (Operation Iron Horse)

  • Core: Armor (Blue)
  • 2: +10% Armor
  • 3: +3% Armor Regeneration
  • 4: "Makeshift Repairs" Whenever you or your shield take damage, 20% of that amount is repaired to both over 15s
  • Chest talent: "Process Refinery" Increases Makeshift Repairs from 20% to 30% over 15s
  • Backpack talent: "Improved Materials" Increases Makeshift Repairs speed from 15s to 10s
 

Future Initiative (Operation Iron Horse)

  • Core: Skill Tier (Yellow)
  • 2: +30% Repair Skills
  • 3: +30% Skill Duration and +15% Skill Haste
  • 4: "Ground Control" Increases you and your allies' total weapon and skill damage by 15% when at full armor
  • When you repair an ally, you and all allies within 5m of you are also repaired for 60% of that amount
  • Chest talent: "Tactical Superiority" Increases Ground Control damage bonus from +15% to +25%
  • Backpack talent: "Advanced Combat Tactics" Increases Ground Control proximity repair from 60% to 120%
 

New Gear Brand

Walker, Harris & Co.

  • Core: Weapon Damage (Red)
  • 1: +5.0% Weapon Damage
  • 2: +5.0% Damage to Armor
  • 3: +5.0% Damage to Health
 

New Named Weapons

  • Mechanical Animal (SIG 556) with Future Perfection
    • Weapon kills grant +1 skill tier for 19s. Stacks up to 3 times.
    • Weapon kills at skill tier 6 grant overcharge for 15s.
    • Overcharge Cooldown: 90s
  • Harmony (Resolute MK47) with Perfectly In Sync
    • Hitting an enemy grants +20% skill damage for 5s.
    • Using a skill or damaging an enemy with a skill grants +20% weapon damage for 5s.
    • Damage increases are doubled while both buffs are active at the same time.
 

New Named Gear

  • Matador (Walker, Harris & Co. backpack) with Perfect Adrenaline Rush
    • When you are within 10m of an enemy, gain 23% bonus armor for 5s. Stacks up to 3 times.
    • Cooldown: 5s
    • Chainkiller (Walker, Harris & Co. chest) with Perfect Headhunter. After killing an enemy with a headshot, your next weapon hit within 30s deals 150% of that killing blow’s damage in addition to it.
    • Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.
 

New Skill Variant

  • Repair Trap
    • The Repair Trap deploys a line of small devices capable of repairing friendlies in their proximity.
    • Note: The Repair Trap will not be available in-game until the Seasonal prime target unlocks in August.
 

New Talents

Weapon Talent: Future Perfect
  • Weapon kills grant +1 skill tier for 15s. Stacks up to 3 times.
  • Weapon kills at skill tier 6 grant overcharge for 15s.
  • Overcharge Cooldown: 90s
 
Weapon Talent: In Sync
  • Hitting an enemy grants +15% skill damage for 5s.
  • Using a skill or damaging an enemy with a skill grants +15% weapon damage for 5s.
  • Damage increases are doubled while both buffs are active at the same time.
 
Backpack Talent: Adrenaline Rush
  • When you are within 10m of an enemy, gain 20% bonus armor for 5s. Stacks up to 3 times.
  • Cooldown: 5s
 
Chest Talent: Headhunter
  • After killing an enemy with a headshot, your next weapon hit within 30s deals 125% of that killing blow’s damage in addition to it.
  • Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.
 

Gameplay Changes

Missions

  • Reduced how many elites will spawn in the following mission:
    • Manning National Zoo
    • Coney Island Ballpark
    • Coney Island Amusement Park
    • Camp White Oak
    • Space Administration HQ
    • Federal Emergency Bunker
    • Wall Street
    • Liberty Island
    • Pathway Park
    • Stranded Tanker
    • The Tombs
 

Loot

  • General
    • Added all new season 2 weapons/gear to general loot pools
  • Item Power
    • Updated item power distribution to have a better spread between minimum and maximum for all difficulties
    • Increased minimum rolled item power for Field Proficiency/DZ caches, Clan caches and Season caches.
  • Difficulty Scaling
    • Regular loot from loot containers in Missions now scale with mission difficulty
    • Targeted loot from loot containers in Missions now scales with mission difficulty
    • Loot containers part of living world activities now scale with global difficulty
  • Targeted loot
    • Increased targeted loot drop chances for all mission and Control Point difficulties
    • Added new season 2 brand to targeted loot rotation
    • Warlords of New York brands can now also show up as targeted loot in DC, including Dark Zones
  • Named Items
    • Increased named item drop chance in regular Dark Zone loot
    • Increased named item drop chance in targeted loot everywhere
  • Exotics
    • Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to targeted loot
    • Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to general Exotic loot pools (Heroic/Legendary/Raid/Exotic Cache)
    • Coyote's Mask drop from Coyote no longer has a minimum season level requirement
  • Control Points
    • Removed regular weapon/gear loot containers not scaling with difficulty from Control Points
    • Increased the amount of scaling loot from the big Control Point reward container
  • Legendary
    • Increased NPC loot drop chance for Veterans and Elites on Legendary difficulty
 

Crafting

  • Crafting will now guarantee a higher minimum item power, resulting in higher overall stat rolls. An increased maximum item power also allows for better crafted items than before. The added weighting between the minimum and maximum power results in a more balanced average outcome for crafted and reconfigured items
  • Removed final World Tier 5 crafting bench upgrade, as its power increase is now redundant
 

Vendors

  • Added Named Items to both Open World and Dark Zone vendors
  • Increased prices for Named Items
  • Increased item power for all vendors
  • Vendors no longer sell Superior quality items at maximum level
 

SHD Levels

  • Added Field Proficiency cache to SHD level-up after reaching the maximum season level
  • Increased crafting material rewards for spending SHD level points in the Scavenging category
 

Conflict

  • Added Season/SHD experience gain on Conflict level-up
 

Rogue Agent Encounters

  • Every Rogue Agent killed will now drop loot
  • Rogue Agent encounters no longer occur during time trials
 

Control Point Officers

  • Players revived by a Control Point Officer will now have 80% of their armor restored (Previously 0%)
  • Reduced the likelihood of Control Point Officers being downed in combat
 

Bounties

  • Bounties acquired by speaking to characters in the open world will always be set to the difficulty at time of acquisition or higher.
  • This affects the Snitch and civilians rescued during the Public Execution or Rescue Living World Activities.
  • Scheduled bounties, such as daily and clan bounties, are unaffected.
Developer comment: Bounties acquired in the open world should always provide challenge and loot appropriate to the world they were acquired in. Upping your global difficulty now has the added benefit of improving all bounties you acquire within it.
 

Projects

  • New Season Pass Holder Project Slot.
    • Season Pass holders now have access to an exclusive daily mission which provides a large bonus to XP.
  • Weekly SHD Requisition Project Slot
    • Endgame players at World Tier 5 and Level 40 now have a weekly supplies donation project which rewards them with an exotic cache. (For World Tier 5 players, this replaces the previous daily SHD Requisition project.)
  • Legendary Mission Project
    • After TU10, completing any legendary mission will grant you the Weekly Legendary Mission project slot.
    • Completing the designated legendary mission will reward you with an exotic cache.
Developer comment: With the addition of "re-rolls" to exotics available through crafting, we created the new Weekly projects to provide a reliable supply of exotic components or exotic items.
 

RPG Balance

 

Incoming Repairs

  • Incoming Repairs no longer increases the amount of armor repaired by armor kits, talents or gear set effects.
Developer comment: Incoming Repairs was always meant to be the defensive attribute equivalent to Repair Skills, so that players could further enhance the amount of healing they receive from their skills, or the group's healer. Unfortunately, the underlying code prevented us from differentiating between alternate sources of armor repair, such as those from talents and gear sets like Foundry Bulwark, or Firewall's unique armor kit effect. We wanted to address this during the development of Warlords of New York, but chose to post-pone the fix in order to deal with higher priority issues at the time. We underestimated the extent to which this attribute would affect the new Warlords meta, and failed to predict the severity of degenerate gameplay it would cause when combined with certain talents or gear sets. It's important to stress that this is not a PvP-only issue, or an instance of the PvP environment affecting PvE balance. Incoming Repairs was compromising both aspects of the game, and needed to be addressed, especially considering this update coincides with the release of a new raid. Not addressing the issue would mean forcing ourselves to balance all existing and future gear and talents around the knowledge that players could potentially (read: very likely) double the amount of repairs they receive, which stifles creativity and effectively limits player choice.
 

Weapon Handling

  • 1% Weapon Handling now gives 1% Weapon Accuracy, Stability, Reload Speed, and Swap Speed, up from 0.25%.
  • Reduced the maximum amount of Weapon Handling rolled on gear by 6%, to a maximum of 8% at level 40.
Developer comment: In the current meta, Weapon Handling on gear is considered a dead stat with no significant benefit. In TU10, equipping a piece of gear with +8% Weapon Handling will now give you:
  • +8% Accuracy
  • +8% Stability
  • +8% Swap Speed
  • +8% Reload Speed
This should hopefully make Weapon Handling a strong complimentary attribute for players looking to increase their overall accuracy/stability (bloom + recoil) and/or reload/swap speed. Making the % amount of Weapon Accuracy/Stability/Swap Speed/Reload Speed gained from Weapon Handling 1:1 will also remove another element of arcane knowledge from the game and reduce the need for additional mental math when determining whether the bonus is an upgrade or not.
 

Talent Changes:

  • Leadership: Bonus Armor increased to 15% from 12%
  • Spike: Skill Damage Duration increased to 15s from 8s
  • Reformation: Skill Repair Duration increased to 15s from 8s
  • Creeping Death: No Longer goes on cooldown if there are no valid nearby enemies to apply a status effect to. Status effects applied now properly copy the source status effect’s damage and duration.
 

PvP

  • Global Damage Modifiers
    • Reduced all PvP weapon damage by -20%
  • Additional Damage Modifiers
    • Increased MMR PvP weapon damage by 12.5%
    • Reduced Assault Rifle PvP weapon damage by -15%
    • Reduced Shotgun PvP damage by -12.5%
    • Reduced SMG PvP damage by -10%
    • Reduced Pistol PvP damage by -10%
    • Reduced Rifle PvP damage by -5%
 
_Developer comment: With TU10, there have been significant buffs made to the base damage of assault rifles, SMGs, and shotguns in particular. In order to prevent those weapons from becoming overly powerful in PvP, we’ve had to lower their PvP damage modifiers to compensate.
Note: Assault rifles are still tuned to be 10% stronger than normal in PvP in order to compensate for their innate Damage to Health bonus being less useful against other players when compared to other weapon archetypes._
 
  • Specific Damage Modifiers
    • Increased Double Barrel Shotgun PvP damage by 16.6%
    • Reduced Pestilence PvP damage by -10%
    • Reduced Classic M1A damage by -5%
  • Exotic Modifiers
    • Merciless/Ruthless: “Binary Trigger” amplified weapon damage and explosion damage reduced by -50% in PvP
    • Dodge City Gunslinger’s Holster: “Quick Draw” damage bonus gained per stack in PvP lowered from +2% to +1%
      • Stacks gained per second in PvP now match the PvE value (0.5s to 0.3s)
    • Imperial Dynasty:
      • No longer automatically applies burn status effect to the nearest enemy in range.
      • Now requires maintaining range and LOS (line-of-sight) for 3 seconds between the holster bearer and nearest enemy before applying the burn status effect.
      • Added visual UI feedback to reveal the radius of effect in PvP and an indicator for LOS between the holster bearer and nearest enemy.
Developer comment: This should help address the lack of contextual feedback in PvP, and add a much needed window of opportunity for counterplay, or potential to avoid the incoming effect entirely.
 
  • * Pestilence * Plague of the Outcast damage-over-time effect no longer triggers True Patriot’s white debuff armor repair effect. (PvP and PvE)
Developer comment: While we like to embrace emergent or unintended mechanics when the end result is unique and fun gameplay, True Patriot’s white debuff explicitly states it requires shooting the debuffed target in order to receive the armor repair effect. Pestilence’s DoT managed to bypass this restriction, making it and True Patriot (especially when combined with Incoming Repairs) scale to disproportionate levels of power when used together.
 
  • Gear Set Modifiers
    • Negotiator’s Dilemma
      • Reduced the range at which marked targets can damage each other when critically hit to 15m (PvP only).
      • Added visual UI feedback when in range of another marked target.
  • Talent Modifiers
    • Efficient: Reduced specialization armor kit bonus from 100% to 50%
    • Versatile: Reduced the amplified weapon damage bonus for SMGs and shotguns from 35% to 25%
    • Vanguard: Reduced the duration of shield invulnerability from 5s to 2s
      • Note: UI will still show the old duration, but will be fixed in a later update.
    Specialization Modifiers * Firewall * Extracellular Matrix Mesh armor kit regen strength reduced by -50%, from 200% to 150%
  • Skill Modifiers
    • Pulse now correctly reveals and highlights all players in the DZ, not just hostiles/rogues
    • Increased Striker Drone damage by 30%
    • Increased Assault Turret damage by 55%
    • Reduced Firestarter Chem Launcher PvP damage by -20%
    • Reduced Bleed damage from Stinger Hive, Mortar Turret and Explosive Seeker Mine by 75%
    • Increased Stinger Hive damage by 20%, scaling up to 55% at skill tier 6
 
Developer commentary: We want dedicated skill builds to have multiple, powerful defensive tools for area denial/control. However, the strength of bleed effects meant being hit by just 1 stinger drone, mortar, or seeker mine was nearly a death sentence for most builds. The stinger hive should now better punish players who remain within its area of effect, rather than needing to rely entirely on the excessive damage of a single bleed DoT, while allowing the hive’s drone damage to scale higher for dedicated skill builds.
 

Weapon Balance

 

Assault Rifles

  • AK-M – 15.8% damage increase
  • F2000 – 14.3% damage increase
  • Military AK-M – 13.2% damage increase
  • Black Market AK-M – 13.2% damage increase
  • FAL – 12.0% damage increase
  • FAL SA-58 – 12.0% damage increase
  • FAL SA-58 Para – 12.0% damage increase
  • SOCOM Mk 16 – 11.4% damage increase
  • Tactical Mk 16 – 11.4% damage increase
  • Mk 16 – 11.4% damage increase
  • AUG A3-CQC – 11.2% damage increase
  • Honey Badger – 10.9% damage increase
  • FAMAS 2010 – 10.6% damage increase
  • ACR – 9.7% damage increase
  • ACR-E – 9.7% damage increase
  • Military G36 – 9.5% damage increase
  • G36 C – 9.5% damage increase
  • G36 Enhanced – 9.5% damage increase
  • Carbine 7 – 8.7 % damage increase
  • Military P416 – 7.4% damage increase
  • Custom P416 G3 - 7.4% damage increase
  • Police M4 – 6.8% damage increase
  • CTAR 21 – 8.6% damage increase
 

LMG

  • Classic M60 – 12.5% damage increase
  • Classic RPK-74 – 12.4% damage increase
  • Military RPK-74 M – 12.4% damage increase
  • Black Market RPK-74 E – 12.4% damage increase
  • Military M60 E4 – 9.2% damage increase
  • Black Market M60 E6 – 9.2% damage increase
  • Military L86 LSW – 8.5% damage increase
  • Custom L86 A2 – 8.5% damage increase
  • IWI NEGEV – 2.6% damage increase
  • Stoner LMG – 2.0% damage increase
  • M249 B – No changes
  • Tactical M249 Para – No changes
  • Military MK46 – No changes
  • MG5 – No changes
  • Infantry MG5 – 3.2% damage decrease
 

MMR

  • Model 700 – 14.9% damage increase
  • Hunting M44 – 13.5% damage increase
  • Classic M44 Carbine – 12.5% damage increase
  • G28 – 11.4% damage increase
  • SOCOM Mk20 SSR – 9.3% damage increase
  • SR-1 - 8.6% damage increase
  • Custom M44 – 8.1% damage increase
  • M700 Tactical – 8.1% damage increase
  • M700 Carbon – 8.1% damage increase
  • Covert SRS – 6.0% damage increase
  • SRS A1 – 6.0% damage increase
  • Surplus SVD – 2.9% damage decrease
  • Paratrooper SVD – 2.9% damage decrease
 

Rifles

  • UIC15 MOD – 21.6% damage increase
  • 1886 – 21.3% damage increase
  • LVOA-C – 12.1% damage increase
  • M1A CQB – 10.7% damage increase
  • Lightweight M4 – 10.5% damage increase
  • G 716 CQB – 8.7% damage increase
  • SIG 716 – 6.7% damage increase
  • ACR SS – 3.7% damage increase
  • SOCOM M1A – No changes
  • M16A2 – No changes
  • USC .45 ACP - 2.8% damage decrease
  • Urban MDR – 5.5% damage decrease
  • Military Mk17 – 11.8% damage decrease
  • Police Mk17 - 11.8% damage decrease
  • Classic M1A - 12.6% damage decrease
 

SMG

  • Tommy Gun – 38.8% damage increase
  • PP-19 – 29.6% damage increase
  • Enhanced PP-19 – 29.6% damage increase
  • MP7 – 27.5% damage increase
  • MPX – 17.7% damage increase
  • M1928 – 20.0% damage increase
  • P90 – 15.6% damage increase
  • Converted SMG-9 – 15.8% damage increase
  • Black Market T821 – 15.4% damage increase
  • Police T821 – 15.4% damage increase
  • Vector SBR .45 ACP – 14.7% damage increase
  • CMMG Banshee – 12.5% damage increase
  • Police UMP-45 – 12.0% damage increase
  • Tactical UMP-45 – 12.0% damage increase
  • AUG A3 Para XS – 11.8% damage increase
  • Enhanced AUG A3P – 11.8 % damage increase
  • Tactical AUG A3P – 11.8% damage increase
  • Converted SMG-9 A2 – 11.6% damage increase
  • MP5A2 – 10.0% damage increase
  • MP5-N – 10.0% damage increase
  • MP5 ST – 10.0% damage increase
  • Tactical Vector SBR 9mm – 5.9% damage increase
 

Shotguns

  • M870 Express – 23.3% damage increase
  • Military M870 – 23.3% damage increase
  • Custom M870 MCS – 23.3% damage increase
  • Super 90 – 23.2% damage increase
  • Marine Super 90 – 23.2% damage increase
  • Tactical Super 90 SBS – 23.2% damage increase
  • SASG-12 – 21.3% damage increase
  • Tactical SASG-12 K – 21.3% damage increase
  • Black Market SASG-12 S – 21.3% damage increase
  • SPAS-12 – 18.6% damage increase
  • KSG Shotgun – 9.0% damage increase
 

Sidearms

  • Double Barrel Sawed Off Shotgun – Optimal Range reduced to 8m from 11m
  • 586 Magnum – 68.8% damage increase
  • Police 686 Magnum – 68.8% damage increase
  • Maxim 9 - 23.5% damage increase
  • D50 – 17.5% damage increase
  • First Wave PF45 – 13.5% damage increase
  • Custom PF45 – 9.7% damage increase
  • Military M9 – 8.7% damage increase
  • 93R - 7.7% damage increase
  • Snubnosed Diceros – 6.5% damage increase
  • Officer's M9 A1 – 6.3% damage increase
  • Diceros – 5.9% damage increase
  • M45A1 – 9.5% damage decrease
  • Tactical M1911 – 9.5% damage decrease
  • M1911 – 7.3% damage decrease
 

Exotics Changes

Developer comment: Along with the buffs to weapon damage, TU10's significant buff to weapon handling meant some exotic weapon mods no longer made sense or resulted in over tuned performance that no longer fit with the original design. We also took this opportunity to make improvements to underperforming exotic
 
The Bighorn
  • Damage increased by +11.2%
  • Increased optimal range from 27m to 40m
  • Optics mod bonus increased from +0% to +30% Headshot Damage
  • Magazine mod bonus changed from +7% Headshot Damage to +10% Reload Speed
  • Added functionality that provides additional headshot damage, full talent is now:
    • When scoped, switches to semi-automatic fire mode, dealing 450% weapon damage with each shot.
    • (New) Headshots grant +2% headshot damage. Stacks up to 50 times. Resets to 0 at full stacks.
 
Eagle Bearer
  • Damage increased by +7.8%
  • Underbarrel mod bonus changed from +10% Stability to +10% Weapon Handling
 
Chameleon
  • Damage increased by +32.8%
  • Optics mod bonus changed from +15% Accuracy to +15% Critical Hit Chance
  • Muzzle mod bonus changed from +5% Critical Hit Chance to +20% Accuracy
  • Underbarrel mod bonus changed from +10% Critical Hit Chance to +10% Stability
  • Optimal range increased by 33.3%, from 15m to 20m
  • Long range effectiveness increased by 19%, from 42m to 50m
  • Added functionality that retains your current buffs to the next combat encounter when combat ends, full talent is now:
    • Hitting 30 headshots grant +20% critical hit chance and +50% critical hit damage for 45s.
    • Hitting 75 body-shots grant +90% weapon damage for 45s.
    • Hitting 30 leg-shots grant +150% reload speed for 45s.
    • (New) Buffs refresh when out of combat.
 
Bullet King
  • Damage increased by +2.6%
 
Nemesis
  • Damage increased by +11.1%
  • Optics mod bonus increased from +35% to +45% Headshot Damage
  • Underbarrel mod bonus reduced from +15% to +5% Weapon Handling
 
Liberty
  • Optics mod bonus changed from +5% Critical Hit Chance to +5% Headshot Damage
  • Muzzle mod bonus changed from +15% Stability to +5% Critical Hit Chance
  • Magazine mod bonus changed from +15% Reload Speed to +15% Weapon Handling
  • Added functionality to provide extra damage if you're trying to keep stacks, full talent is now:
    • (New) Hits grant +2% weapon damage. Stacks up to 30.
    • Headshots consume all stacks, repairing your shield for 3% per stack.
  • No longer highlights enemy weakpoints when aiming.
 
Merciless/Ruthless
  • Damage increased by +12.5%
  • Muzzle mod bonus reduced from +20% to +10% Stability
  • Underbarrel mod bonus reduced from +20% to +10% Weapon Handling
  • Magazine mod bonus reduced from +15% to +10% Reload Speed
  • Added functionality to provide extra non-explosive damage as well, full talent is now:
    • This weapon fires on trigger pull and release.
    • If both bullets hit the same enemy, gain a stack.
    • (New) At 7 stacks, shooting an enemy deals 500% amplified damage and creates a 7m explosion dealing 500% weapon damage, consuming the stacks.
 
Developer Comment: Merciless was previously balanced for its very unwieldy handling and compensated with very high burst damage. With access to much higher accuracy and stability, Binary Trigger’s explosion strength has been toned down.
 
Diamondback
  • Damage increased by +7.7%
  • Text updated to clarify a new target isn’t marked until after the 5s buff.
 
Lullaby/Sweet Dreams
  • Damage increased by +11.0%
 
Lady Death
  • Damage increased by +18.9%
  • Optics mod bonus increased from +5% to +10% Critical Hit Chance
  • Muzzle mod bonus changed from +5% Critical Hit Chance to +5% Critical Hit Damage
  • Underbarrel mod changed from +5% Critical Hit Damage to +500% Melee Damage
  • Breathe Free: Lowered the amount of maximum stacks from 40 to 32, and increased the damage amplification per stack from 60% to 75%
 
The Chatterbox
  • Damage increased by +16.7%
  • Optics mod bonus increased from +5% to +15% Critical Hit Chance
  • Muzzle mod bonus changed from +10% Critical Hit Chance to +5% Critical Hit Damage
  • Underbarrel mod bonus reduced from +15% to +10% Weapon Handling
  • Magazine mod bonus changed from +10% Reload Speed to +10 Rounds
  • Magazine base capacity reduced from 60 to 50
 
Pestilence
  • Muzzle mod bonus changed from +10% Stability to +10% Accuracy
  • Underbarrel mod bonus changed from +10% Weapon Handling to +10% Stability
 
NinjaBike Messenger Kneepads
  • Added functionality to add bonus armor, full talent is now:
    • (New) Performing a cover to cover or vaulting reloads your drawn weapon and grants +25% bonus armor for 5s.
 
Dodge City Gunslinger Holster
  • Added functionality that makes your hit do headshot damage, full talent is now:
    • While your pistol is holstered, gain a stacking buff every 0.3s, up to 100. When you swap to it, your first shot consumes the buff and deals +10% damage per stack.
    • (New) This deals headshot damage to anywhere you hit.
 
BTSU Datagloves
  • Changed functionality to no longer grant group/raid-wide overcharge unless you are skill tier 6
  • Added functionality to provide hive skill haste, full talent is now:
    • (New) Grants +15% Hive skill haste per skill tier.
    • (Changed) Detonating a hive refreshes your skill cooldowns and grants overcharge for 15s.If at Skill Tier 6, this effect also applies to all allies.
    • Allies receiving this effect are unable to benefit from it again for 120s.
 
Sawyer's Kneeguards
  • Added functionality to continue to provide damage bonus move for a short duration, full talent is now:
    • Cannot be staggered by explosions.
    • Increases total weapon damage by 3% each second you are not moving. Stacks up to 10 until you start moving.
    • (New) All stacks lost 10s after moving.
 

Gear Set Changes

Hard Wired
  • Feedback Loop no longer fully refreshes the cooldown of a skill, but instead reduces it by up to 30s
 
Ongoing Directive
  • Main Talent
    • Hollow-Point Ammo is no longer dropped on kill, and instead automatically added to your active weapon when killing status afflicted enemies
    • Backpack Talent (New)
  • “Trauma Specialist”
    • Increases the duration of your bleed status effects by 50% and all bleed damage done by 100%
    • Increased 3-piece Reload Speed bonus from +20% to +30%
 
Tip of the Spear
  • Main Talent (PVE)
    • Aggressive Recon's weapon damage buff is now gained when dealing specialization weapon damage, instead of on specialization weapon kill
  • Main Talent (PVP)
    • Aggressive Recon's weapon damage buff is now gained when dealing grenade damage, instead of on grenade kill
  • Backpack Talent (New)
    • “Signature Moves”
    • Increases specialization weapon damage by 20%, and doubles the amount of specialization ammo generated by Aggressive Recon
 
Aces and Eights
  • Main Talent
    • "Poker Face" backpack talent is now a baseline effect:
    • Flip an additional card on headshots
  • Backpack Talent (New)
    • “Ace in the Sleeve”
    • Amplifies 1 extra shot when revealing your hand
    • 3-piece Headshot Damage bonus is now additive, rather than multiplicative
    • Increased 3-piece Headshot Damage bonus from +20% to +30%
 
System Corruption
  • Main Talent
    • Now repairs 20% of your armor in addition to granting 50% bonus armor
    • Increases total weapon damage by 1% per 5% bonus armor gained, up to 20%
 
Striker’s Battlegear
  • Main Talent
    • Reduced the number of stacks lost on missed shots from 3 to 2
  • Backpack Talent
    • No longer reduces number of stacks lost on missed shots
    • (New) Increases total weapon damage gained per stack of Striker's Gamble from 0.5% to 0.65%.
 
Negotiators Dilemma
  • Damage transfers on the initial bullet that marks a new target
 
Hard Wired
  • Increased 3-piece Repair Skills bonus from +15% to +30%
 
Brand Set Changes Alps Summit Armament
  • Increased 1-piece Repair Skills bonus from +15% to +20%
 
Murakami Industries
  • Increased 2-piece Repair Skills bonus from +15% to +20%
 
Richter & Kaiser
  • Increased 3-piece Repair Skills bonus from +15% to +20%
  • Incoming Repairs brand set bonus increased from +15% to +20%
 
Providence Defense
  • Increased 1-piece Headshot Damage bonus from +10% to +15%
 
Airaldi Holdings
  • Increased 2-piece Headshot Damage bonus from +10% to +15%
 
Grupo Sombra S.A
  • Increased 3-piece Headshot Damage bonus from +10% to +15%
 
Overlord Armaments
  • Increased 2-piece Accuracy bonus from +10% to +20%
 
Douglas & Harding
  • Increased 2-piece Stability bonus from +10% to +20%
  • Increased 3-piece Accuracy bonus from +10% to +20%
 
Fenris Group AB
  • Increased 2-piece Reload Speed bonus from +10% to +20%
  • Increased 3-piece Stability bonus from +10% to +20%
 

Specialization Changes

  • Gunner specialization's Emplacement talent Weapon Handling bonus reduced from +15% to +10%
    • Note: The UI will incorrectly say it still adds +15% Weapon Handling. This will be fixed in a future update.
 

Skill Changes

UI
  • Stinger Hive, Mortar Turret, and Explosive Seeker Mine now display its Bleed Damage and Duration
 
Seeker Mine
  • Cluster Seeker Mine targeting accuracy improved
Developer comment: The Cluster Seeker Mine is not intended to be as accurate as the Explosive variant. Once it is a certain distance from its target it locks the location it is aiming for and continues towards that regardless of where its original target agent has since moved to. This "bullcharge" behavior reflects the mini-mines' less advanced technology and balances the skill mod's effectiveness. This said, we have noticed that the Cluster Seeker's accuracy has been a source of frustration so we've shortened the distance until it activates its "bullcharge" and adjusted when it decides to explode. These adjustments should make the Cluster Seeker feel more accurate, but these are measured steps as we do not want the skill to return to its OP TU7-state.
 
Hive
  • Stinger Hive base damage reduced -20%
  • Stinger Hive damage bonus per skill tier increased from +10% to +20%
Developer comment: In order to make investing in skill tiers have a greater impact on the Stinger Hive's damage, we slightly reduced base drone damage, while doubling the amount of damage gained with each skill tier. These changes will result in a net buff for dedicated skill builds, with a 10% increase in Stinger Hive drone damage at skill tier 6.
  • Restorer hive gains +5% drone flight speed per skill tier
Developer comment: Increases to the Restorer Hive's radius had the unfortunate effect of increasing the time it took for repair drones to reach their target the further they were from the hive. Increasing drone flight speed with each skill tier should help offset that somewhat counter-intuitive behavior when taking advantage of the increased area of effect, and make the Restorer Hive a more reliable tool for healers.
 
Chem Launcher
  • Riot Foam Chem Launcher ensnare duration bonus per skill tier reduced from +20% to +10%
  • Reinforcer Chem Launcher: UI has been updated to clarify that the initial heal only affects allies and not the Skill user. The functionality has not changed.
 
Firefly
  • Blinder Firefly blind duration bonus per skill tier reduced from +20% to +10%
  • Blinder Firefly base blind duration reduced from 6s to 5s
 
Pulse
  • Banshee Pulse cooldown increased from 20s to 30s
  • Banshee Pulse base confuse duration reduced from 5s to 4s
  • Jammer Pulse base disrupt duration reduced from 4s to 3s
 
Shock Trap
  • Shock Trap base shock duration reduced from 5s to 3s (PvP duration remains unchanged)
  • Shock Trap base radius increased from 2m to 2.5m
  • When the active duration ends, its cooldown is refunded an equal number of seconds that it was active.
 

Further Bugfixes:

=> Source
submitted by JokerUnique to thedivision [link] [comments]

NanoFusion - Project Update and Next Steps

Build-Off Result

I'm sure some people will be wondering about the status of the NanoFusion project going forward. Naturally, the outcome of the Nano Build-Off was pretty disappointing for me personally. After initially receiving such a wave of positive feedback here on reddit, it was unfortunate to not even crack the top 20 projects.
In spite of that result, I think the community's desire to see a trustless privacy protocol in the Nano ecosystem is actually quite strong. I believe this Build-Off result is primarily a reflection of the judging criteria, which skewed strongly towards apps that were already somewhat polished, and able to be tested by one person within the space of 10 minutes. This naturally disfavours a project like NanoFusion which is still a proof-of-concept, and requires multiple participants in order to properly use it. All that to say, while I applaud the winning projects for their efforts, and extend my gratitude to Nanillionaire for sponsoring the event, I don't believe that the Build-Off result gives a full picture of the community's true priorities for future development of the Nano ecosystem.
Nevertheless this result points to a stark reality: NanoFusion is not yet ready for consumer use, not by a long shot.

What will it take for NanoFusion to be consumer-ready?

Protocol and Reference Implementation Status
There is a small amount of work to be done to finish the reference implementation of the protocol. The binary tree of input mix accounts has been constructed, but the code is not yet written to actually execute the mix, nor to trigger and execute refunds where necessary. That is really the last step that needs to be completed for the reference implementation, and it's not especially complicated. The tricky bit is that there are still a few bugs around communication between the clients that need ironing out. But those are relatively minor bugs, I'm confident they won't require fundamental changes to the protocol or the implementation architecture.
However, once the reference implementation is complete, that is where a whole new set of challenges begins.
Wallet Integration
The primary challenge will be to integrate NanoFusion into one or more popular wallets. For a privacy protocol to be most effective, we need as many people as possible using it. In a cryptocurrency like Nano, where transactions and addresses are all publicly visible on a block explorer, privacy is achieved by making it difficult to determine which transactions belong to you. Making it difficult is a matter of having your transactions get "lost in the crowd". The crowd of transactions that might potentially be yours is called the "anonymity set". We need that anonymity set to be as large as possible, which means we need as many people participating in Fusion events as possible.
The best way to achieve this is to get NanoFusion adopted by popular wallets, and ideally to have it enabled by default. The less decisions that a user needs to make in order to start participating, the better.
This raises one very important question. How do we make it as easy and appealing as possible for the developers of popular wallets to integrate this technology?
Workflow Design
In order to make NanoFusion integration appealing to wallet developers, I believe we need to gear NanoFusion integration around workflows that actually work for end-users of the wallet. This is not as simple as it appears.
The Nano ecosystem is currently geared around the assumption that addresses will tend to be re-used for many sends and receives. This is almost intrinsic to the ORV consensus mechanism. You keep your funds in one account, and the voting weight for that account is assigned to your representative.
In a UTXO-based cryptocurrency, BCH in particular, it is much more normal to use a separate subaddress for every incoming transaction. CashFusion on BCH works by taking all your different receive addresses and mixing the funds from those addresses together (along with the funds of many other people's subaddress sets). But on Nano it's different. Imagine you have an online store accepting Nano funds via BrainBlocks integration. If you receive 100 payments, you might have BrainBlocks forward them all to just one account that you own. But this makes it trivial for a customer to look at the block explorer and see all of your sales volume, which completely undermines your privacy.
In the context of something like BrainBlocks, it's easy to see how our e-commerce store could generate a new address for each transaction, and have BrainBlocks forward funds to that new address. Then we could run NanoFusion later to obscure the linkages between our individual sales. But what about addresses that are shared in public? Lots of people put up single Nano addresses to receive donations, etc. What does NanoFusion do with those? For NanoFusion to be most effective, a given user should NOT have just one input and one output account in the mix. It makes it too easy for their input and output accounts to be linked (at least to a moderate-to-high degree of probability) by the publicly visible amounts in the accounts.
For NanoFusion to be most effective, we need to develop a culture where it is normal for people to use a new address each time they receive some nano. How do we make it appealing for wallet developers to build their wallets this way? I don't really know. The only example of this pattern that I know is Nanonymous (https://github.com/LilleJohs/Nanonymous). We could potentially implement something like stealth addresses, so that the user really gives out one canonical public address, but a different receive address is actually used for each transaction "under the hood". However, that adds a whole new layer of complexity. It means wallets have to be upgraded to know how to interact with a stealth address.
API Design
Even if we could arrange things so that it was more common for individuals to have multiple input accounts to mix, we would still be left with another question. What would wallet developers want the API for NanoFusion to look like? By nature, NanoFusion requires a large number of messages to be sent back and forth between all of the mix participants. For security reasons, those messages cannot be sent all at once. Player A has to wait for Player B to send message 1 before it is safe (cryptographically) for Player A to reveal the content of message 2.
What should a library look like that manages that complexity on behalf of the wallet developer? What language should it be written in? I have begun this project under the assumption that the most common wallet-dev language would be javascript, but there may be cases where other platforms are needed.

Where To From Here?

Technical Reflections
Thinking through all of these practical challenges has given me a new perspective on the whole issue of cryptocurrency privacy protocols. I have a much greater respect for what has been achieved by the Monero project. In Monero, everyone actually uses the privacy protocol. As described above, that is no small accomplishment. Even though the privacy protocols for Dash, ZCash, BTC and BCH do basically work, their use is not widespread. Even leaving aside the issue of the extra transaction fees incurred (which is not such a problem for Nano), these optional privacy protocols are just not that convenient to use. Because not everyone uses them, the anonymity set is not nearly as large as it could be. And because not everyone uses them, transactions you do before and after a mix/fusion event leak metadata which can be used to undermine the privacy that you gained by using the privacy protocol in the first place.
Inevitably, NanoFusion will also suffer from this problem. Suppose that 20% of the Nano community starts regularly participating in fusions (a very generous estimate, given the low adoption rate of optional privacy features in the other cryptocurrencies mentioned). That still leaves the large majority of transactions probably re-using addresses most of the time. This means that the non-private majority will leak fresh metadata whenever they interact with accounts that were previously obscured through NanoFusion. This is not an easy problem to overcome. It can only be done with a culture shift towards ubiquitous privacy, and that can probably only be achieved by all major wallets agreeing to enable privacy features by default. Not an easy hill to climb.
Personal Circumstances
For the sake of transparency, I also want to mention that I will be stepping back from NanoFusion for a while. This is simply a necessity of life. Our first child will be born in a few months. Once that happens, I will obviously have a lot going on and much less time available to work on these kinds of side projects. Between now and then, I need to focus on other projects which have more potential to generate some income for my little family. I'm a dad now(!), and my family comes first.
I'm very glad to have (hopefully) contributed some useful groundwork for the process of bringing privacy to Nano. This project also gave me the chance to learn some new technologies at a much deeper level, I'm grateful that too. Neverthless, for the foreseeable future, I'll be stepping back. I don't make that decision lightly. I put a lot of blood, sweat and tears into bringing NanoFusion this far, so I definitely hope it doesn't just fall by the wayside. I hope others will pick it up and run with it in my absence.
Call to Action
Want to make NanoFusion happen? Here's what we really need next:
  1. Wallet Developers - we need you to speak up. Tell us, what would an ideal NanoFusion API look like? How can we make it as easy as possible for you to integrate NanoFusion into your wallet app? What programming language do you want to use to consume that API? What I would love to see is several wallet developers collaborating together to create a document describing their ideal API. That will make it much easier for potential developers to pick it up and start implementing it.
  2. Javascript developers - are any of you interested in stepping up and finishing off the last bits of the reference implementation for NanoFusion?
As always, details of the project are available at http://nanofusion.casa (including demo videos, technical whitepaper and the link to the GitHub repo).
God bless everyone, thank you to all those who have followed along and offered so much encouragement for this project.
submitted by fatalglory to nanocurrency [link] [comments]

Queue FAQ

Q: In my server list, 2b2t just says "Pinging…" or "Can't connect to server". Does this mean the server is down?
A. No, sending the motto of the day and the server icon is literally the lowest priority thing that the queue server manages. When the queue server is overwhelmed it will just disregard these types of requests. Not seeing the motto show up is completely normal, just assume the server is actually up and try to connect anyways.
Q: I can't connect, is the server down?
A: When a server is overwhelmed with requests, common server policy is to ignore new incoming traffic. Try reconnecting multiple times (or better yet, enable Auto-Reconnect in your hacked client of choice). If you still can't connect after a few attempts or if you get a "Timed out" message, check the server status online, especially before posting threads like "Is the server down?". You can always check the server status here:
https://minecraftservers.org/serve55625
Q: The queue stopped updating me on my position in the chat, am I still connected even coonnected?
A: While you are still connected to the queue server, you are unfortunately no longer in the queue. This is a long-standing issue that has not been resolved for quite some time. You would think that whenever the queue has to reset, it would automatically add everyone who was already connected to the queue server to the next instance of the queue, but sadly that is not the case. Instead, the queue server only adds new connections to the next instance of the queue while everyone who was in the previous queue in s now stuck in some sort of queue limbo. If chat hasn't updated you on your position for more than 10 seconds then you are no longer in the queue. It will never fix itself or magically reconnect you to the queue on its own no matter how low of a number you got to. The longer you wait for it to fix itself, the longer you are waiting before you actually join the current queue at the back of the line. The only way to fix the situation is to type "/queue main" in chat to re-establish your position in the queue or to relog completely.
Q: What is this "priority queue" I keep hearing about? How does it work?
A: Priority queue is an entirely SEPERATE queue consisting of players who donate at least $20 a month. This smaller pool of players do not have to wait nearly as long as players in the regular queue, often times having no wait at all.
Q: Is priority queue worth it? How long is the wait?
A: This question depends on your finances and when you plan on playing. During the summer (or a time when the server is in the YouTube spotlight) you can expect the queue to be longer than usual. This also means that the priority queue will also be longer so you might still have to wait over an hour to join. During off-hours you can get in with no wait at all a lot of the time. During the day (US and Europe) queue times are significantly more so than at night. If you have extra money and 2b2t is one of your main sources of entertainment then go ahead and donate for priority queue status. If you don't have a lot of money or if you've never had a chance to play for an extended period of time then maybe stick with regular the queue for now.
Q: Where do I buy priority queue? How much is it?
A: You don't "buy" priority queue, you donate and recieve priority queue status. Currently you have to donate $20 for a month of priority queue status. To donate, go to:
https://donate.2b2t.org/
Q: I just bought priority queue but the queue isn't any smaller. What happened?
A: Always be absolutely sure that you type your name in EXACTLY as it appears in game. Capitalization and special characters must match 100%. You won't get a refund because you were in too much of a hurry to check if you entered it in correctly. Also remember that you have to restart Minecraft from the launcher in order to join to the priority queue, it won't just switch over automatically mid-session. It usually takes under 5 minutes for it to process but sometimes it can be over half an hour. Be patient and don't start panicking until over an hour has passed.
Q: I decided I don't want to play anymore, can I get refund for my priority queue purchase?
A: Once again, you donated money and received priority queue status. This is not you "purchasing" priority queue and that distinction is important. You can't just take your donation back because you didn't plan ahead.
Q: Is the "Estimated Time" accurate?
A: It is usually off by a good margin and is difficult to actually determine as moving down the queue is entirely circumstantial. Right after a queue crash, if you are fast (or have Auto-Reconnect on) you can typically jump way ahead in the queue. During the night (US/Europe), you will move through the queue somewhat faster as people are logging off more frequently to go to bed. Sometimes the server itself will crash (but not the queue server) causing the next 100+ people in the queue get thrown into the new instance of the server jumping you ahead 100+ instantly. Aside from these types of anomalies, the queue generally moves roughly 100 positions per hour.
Q: The queue takes forever, do people really wait around this long just to play?
A: Simply out, if you don't have priority queue status, don't expect to be able to get in immediately. People typically enter the queue way in advance so you need to budget your time appropriately. This server takes dedication just to get in, so if waiting around for potentially hours for a chance to play isn't something you are patient enough for, then this server is probably not for you.
Q: When I enter the queue on my laptop, after leaving my computer unattended for awhile I always get a "Disconnected" message before I ever have a chance to join. Is there anything I can do about this?
A: While this may not solve your problem, if you have a Laptop running Windows and are connected via WiFi, go to the device manager and find your network adapter. Right-click on it and select "Properties" from the drop-down menu. On the window that pops up, go to the "Power Management" Tab and untick the box that says "Allow the computer to turn off this device to save power" and then click "OK". It's not guaranteed to fix your problem, it has solved this issue for many others.
Q: Everytime I enter the queue, I get disconnected before I get in and it says "java.io.IOException: An existing connection was forcibly closed by the remote host". Does this mean there is a problem with the server?
A: If you have been playing for awhile and suddenly recieve this error message then you were most likely just kicked by the Anti-AFK. However if you can't even get in the queue and it happens every time you try to connect, then it is most likely an issue with a firewall blocking Java traffic. Let's say you are on a Windows PC with administration privileges and using the default Windows firewall. Do a search in the start menu for "Windows Firewall" (or navigate there via the control panel under "System and Security"). From the left panel, select "Allow an app through Windows firewall". Next, click the "Change Settings" button. Once clicked, it will ungrey all the options. Scroll down to Java(TM) Platform SE Binary and ensure "Private" is checked (If you plan to play on public WiFi such as a coffee shop, make sure that "Public" is also checked). If there are multiple instances of Java(TM) Platform SE Binary, do the same for each entry. Once that is finished, click the "Ok" button at the bottom of the screen and try connecting again. For different firewalls or operating systems, do a Google search on how to allow Java through your specific firewall setup.
Q: Why don't they bring back the veteran queue like the one they used to have?
A: The veteran queue became a problem because people were selling "veteran accounts". In the current system, you can donate money that helps keep the server running in order to receive priority queue status that allows you into the server faster. In the veteran queue system, people would hunt down someone who is willing to sell you their Minecraft Account and pay them a one time fee (where none of the proceeds from that transaction go to help maintain and run the server). It makes way more sense from a server-running perspective to have a donation/priority framework in place than it does to facilitate a system that makes you no money and creates an environment where users benefit from selling account which is strictly against Minecraft's terms of service. For all of these reasons, the veteran queue will never (and should never) come back.
Q: Is there some secret method to skip the queue and connect to the server directly? People have been telling me if I delete System32 on my computer and pull out one stick of ram I can get in no wait!
A: No, just no. The server that adds people to their respective queue operates by using a whitelist. If your username matches a username on that list of active donators it will add you to the priority queue. If you are not on the whitelist of active donators, it will default you to the regular queue. This whitelist resides on the server itself and NOT your computer. This means that no special hack or technique that you perform on your computer will allow you to cheat the system. Just wait in queue like everyone else or consider donating for priority queue status of you don't want to wait.
Q: What is with these eerie sounds I keep hearing while in the queue? Can I turn them off somehow without turning off my main volume?
A: Hit the Esc key and go to "Options". Under "Music & Sounds" completely move the slider for "Ambient/Environment" to the left (OFF). This slider controls the sound that you hear when within 15-16 blocks of a space large enough to spawn monsters. It is barely useful in vanilla when you are close to a cave and completely useless in a hacked client when you can just use Freecam/X-Ray instead of relying on vague audio cues. You will likely not notice any difference in gameplay with Ambient/Environment sounds muted.
Q: Does the queue look different than it used to? Wasn't the background all sparkly before?
A: Yes it is different. The old queue consisted of a small, self-contained box with the end portal texture on all sides. The new queue exists in a completely empty End dimension. The new queue uses less server resources than the old one did and as a result will likely never be reverted.
submitted by paulrodysill to 2b2t [link] [comments]

OB66 Patch Notes and Megathread

Battlegrounds

Patch NotesForum PostLivestreamOverview

New Game Mode: Battlegrounds

Official Trailer
“Welcome to the Battlegrounds, our newest game mode. Our intrepid champions will fly by zeppelin into a massive battleground with a diverse set of environments. Players will scour the land looking for enemies, chests, and card shrines, As the deadly fog closes and Champions are forced to fight in a smaller and smaller area the battle for survival will become even more frantic. Last one standing wins.”

General

  • Players can now set decimal mouse and scope sensitivity.
  • Players can now toggle their loadouts to view the Bound values of each card.
  • The base free Champions have been updated. New players will have the following Champions unlocked for free: Ruckus, Jenos, Viktor, Lex, and Cassie.
    • Existing players will be granted the previous free Champions in addition to the new free Champions.
  • TDM and Onslaught have been merged into a single Queue.
  • The Frontline Pack will be disabled with OB66.
  • Chest Keys have been removed from the game.
    • Crystal refunds will be given to anyone that has keys in their inventory.
  • New: Champion Legendary Chests
    • Guarantees a Legendary Card for that Champion
  • Daily Quests and Daily Champion Chest status added to the Home screen
  • Added Facebook Live streaming option
    • Use ESC menu to activate streaming to Facebook Live from Paladins game client
    • Facebook Live streaming requires that your Hi-Rez account has been linked to a Facebook account
  • Changes to minimum specifications:
    • Paladins client will automatically launch in 64-bit if it detects it is capable of executing
    • Paladins 32-bit client will not allow players to queue to Battlegrounds, displaying a message that it requires 64-bit
    • In 64-bit: ‘High’ will now be minimum setting for various graphical settings
    • Added an option the Hirez Launcher ‘Use64’ that will turn on/off 64-bit. NOTE: Battlegrounds requires 64-bit to play.
  • Reduced Team Deathmatch preparation time from 45s to 20s
  • Big improvements to third person perspective. Many improvements and issues were addressed in preparation for Battlegrounds. Here are the major items of note:
    • Mounted camera has been brought further back
    • Fixed issue where Champion was not facing in the correct direction when firing and mounted
    • Repositioned camera when using aim down sights
    • Doubled up audio cues have been fixed
  • Quests
    • Champion Quest now appears on the right hand side
  • Classic Siege
    • Now has a minimum required level of 15.
    • Our classic Siege ruleset is the primary mode for competitive Paladins players. To promote a more balanced and fair environment, we have increased the minimum level requirement of this queue.
  • Added music for Queue Pop timer

Bug Fixes

  • General
    • Sweeping 3P fixes and improvements across the board to enhance the shooting experience.
    • Fixed a bug where sometimes the Open Again button would not unlock when its lockout timer expired
    • Fixed a bug where “Total Wins” on the profile screen could have the incorrect number of wins
    • Fixed a bug where sometimes multiple instances of the VFX and SFX of opening a chest would appear
    • Fixed a bug where the number of displayed in the Diamond and Gold Chests would differ between the Chests screen and the Chest Details screen
    • Fixed a bug where when in queue Team Deathmatch would overlap the queue timer.
    • Fixed a bug where the legendary selection screen would appear in spectate and never go away.
    • Fixed a bug where the Rooster Brewster was misaligned in the weapon preview screen.
    • Fixed a bug where the CC immunity glow would show a rectangle on some characters at some angles.
    • Fixed an issue with a message that displayed at the end of the Champion’s quest.
    • Fixed a bug with the “Obtain VIP Points” daily quest so that it now indicates that VIP points from any source will count.
    • Fixed a bug with player name positioning on the Profile screen.
    • Fixed a display issue that truncated “The Insane” title
    • Fixed a bug where the back button was not working on the competitive and leaderboard screens.
    • Fixed a bug where the legendary Icon was displayed on the scoreboard before a player had picked a legendary.
    • Fixed a bug where in Bound mode cards incorrectly indicated that they could still be leveled further.
    • Fixed a bug where chickens could reload, which is impossible because they don’t have opposable thumbs.
    • Fixed a bug with the name display of Evie and Zhin’s golden weapons.
    • Fixed a bug where mounting up while already in 3rd person would cause the camera to pop forwards.
    • Fixed a bug where sometimes the champion icon would not display on a card when looting it from a radiant chest.
    • Addressed an issue where sound effects could loop for Mending Spirits, Ancient Rage, and Immortal.
    • Fixed an issue where the movements of other players were sometimes jittery.
    • Fixed a bug where legendary card icons would not show in the end of match lobby loadouts screen or the match history.
    • Fixed a bug where the Champion Title would display multiple times as a mastery reward.
    • Fixed a bug where players could select a new loadout by disconnecting and reconnecting to a match.
    • Fixed a bug where weapon shots would false-fire immediately after dismounting.
    • Fixed a bug where sometimes the ui would display the ability to purchase multiple gold or diamond chests.
    • Fixed a bug where some first person only camera effects would be visible in third person.
    • Fixed a bug where emotes, Ice Block, and other rotationally locked abilities would rotate on other clients when the player using the ability spins their camera.
    • Fixed a bug where, when the server stops the client from firing, client was unable to try firing again.
    • Material enhancements for Androxus and Tyra Gold Weapons.
  • Ash
    • Fixed a grammatical error in the description of Rally Here.
  • Bomb King
    • Fixed a typo in the description of Demolition.
  • Buck
    • Fixed a bug where sometimes Buck would T-Pose when hitting a wall during Heroic Leap.
    • Reworded Bucking Madness to make it more clear.
  • Cassie
    • Fixed a typo in the description of Impulse.
  • Drogoz
    • Fixed a grammatical error in the description of W.Y.R.M. Jets
  • Evie
    • Fixed an inconsistent delay in Evie’s blink.
    • Fixed a bug where Evie’s blink targeter could display during Soar.
    • Fixed a wording issue for Evie’s Ice Storm.
  • Fernando
    • Fixed a bug where Fernando’s Shield wouldn’t be canceled when affected by some Crowd Control abilities, such as Fear.
    • Fixed a bug where the visual effect for Fernando’s Shield would last longer than the actual shield.**
    • Fixed a bug with Fernando where when he casted Fireball after using Shield, sometimes he would be unable to use his weapon.
  • Grohk
    • Fixed a bug where Grohk’s Healing Totem indicator was creating red squares.
    • Fixed a bug where Grohk’s totem placement indicator could appear during his ultimate.
    • Addressed an issue where Wraith could cause Grohk to be unkillable if Ghost Walk was on cooldown.
    • Addressed an issue that caused Grohk to be immune to death in unintended ways when the Wraith legendary was equipped.
    • Reworded the description of Wraith to make it more clear.
  • Grover
    • Fixed a typo in the description of Efflorescence
  • Jenos
    • Fixed a bug where Jenos’s void grip was not interrupted by Polymorph.
    • Fixed a bug with Binary Star where the card description indicated that the card did less damage than it actually did.
  • Lian
    • Fixed a bug where interrupting Lian’s reload with her altfire (valor) would cause her to not reload but still let the player try to fire.
  • Maeve
    • Fixed a bug where sometimes Maeve would respawn in the air.
  • Makoa
    • Fixed a bug where makoa could falsefire after using Dredge anchor if he fired between 0.3 and 0.4s after pulling someone.
    • Fixed a bug with Makoa’s Ancient Resolve card that caused his shell shield to last shorter than intended.
    • Reworded the description of Leviathan to make it more clear.
  • Mal’Damba
    • Fixed a typo in the description of Ripened Gourd.
  • Moji
    • Fixed a bug where players could not create Moji loadouts immediately after unlocking her.
    • Reworded the description of Snack Attack to make it more clear.
  • Ruckus
    • Fixed a bug where the Ruckus card Metal March would stack with itself.
    • Fixed a bug where the Ruckus card Proximity would stack with itself.
    • Fixed a bug where Ruckus’s missiles would stop his weapon from firing.
    • Fixed a bug where Ruckus could keep his miniguns spun up while reloading.
    • Fixed a bug where trying to fire as Ruckus while reloading would apply self-slow.
  • Seris
    • Reworded the description of Soul Collector to make it more clear.
  • Skye
    • Reworded the description for Preparation to make it more clear.
  • Talus
    • Fixed a bug with Talus’s Raging Demon legendary where the duration increase was longer than intended.
  • Terminus
    • Fixed an issue where Terminus would become invisible if he died to a golden weapon with his ultimate available at the end of a round
    • Fixed an issue with Terminus’s body parts floating when he dies with ultimate available.
  • Viktor
    • Patched a tear in V1KT0R’s pants. lol
  • Vivian
    • Fixed an issue where Vivian’s drones would move in the wrong direction based on her aim.
    • Fixed an issue where Vivian’s drones were infringing on screen space during 3rd person ADS.
  • Ying
    • Fixed a bug where Ying’s mystic skin could cause her illusions to be invisible.
    • Fixed a bug where Ying’s convention skin was not marked as Limited.
    • Fixed a bug where Ying’s Illusions would have the default accessory equipped, instead of Ying’s accessory.
    • Fixed spelling error with Ying Replicant’s Filaments
  • Zhin
    • Reworded the description of Spite to make it more clear.

Customization

Flair Kinessa
  • New base Weapon
  • Old base Weapon “Buster Rifle”: Available for 1 Gold for a limited time
Flair Lex
Flair Makoa
  • Plushy Makoa Collection: VIP current rotation
Flair Strix
  • Infiltrator (Epic)
    • Champion Skin + Weapon + Voice Pack + Spray
  • Infiltrator Strix Bundle: 600 Crystals or 95,000 VIP [6x value]
    • Infiltrator Strix
    • 20 Champion Chests
    • 10 Legendary Champion Chests
Flair Terminus
  • Jotunn (Epic)
    • Champion Skin + Weapon + Voice Pack + Spray
  • Jotunn Terminus Bundle: 500 Crystals or 80,000 VIP [4x value]
    • 10 Champion Chests
    • 5 Legendary Champion Chests
Flair Viktor
  • Reaver (Epic)
    • Available in Gold Chest
    • Champion Skin + Weapon + V1-KTOR Voice Pack + Spray

Chests

  • Rekt chest is available once again!
    • Added Lex Rekt Stingers
    • Added Drogoz DZ-03 Draco Collection

Champions

Flair Androxus
  • General
    • Increase Maximum Health from 2000 to 2100
  • Revolver
    • Recoil treatment has been adjusted
  • Reversal
    • Lowered cooldown from 16s to 14s
Flair Buck
  • Recovery
    • Increase the animation time by 0.5s
Flair Cassie
Just Breathe was a powerful legendary at all levels of play, and proved to be the most effective choice in nearly every situation. Our goal is to have multiple paths for players to take when selecting their Legendary and building their loadouts, and the previous iteration of Just Breathe did now allow for that player flexibility. Therefore, we have adjusted the bonus damage scaling to occur after 70ft, up from 0ft. This enables Just Breathe to continue to be effective at its intended design, making Cassie a more effective long range damage dealer, but allows Champions, like Flanks, to deal with her more effectively if they manage to get up close.
  • General
    • Health increased from 2200 to 2300
  • Crossbow
    • Increased damage from 650 to 680
  • Blast Shot
    • Increased Projectile speed
    • No longer reduces healing.
  • Just Breathe
    • 70ft Threshold before damage starts scaling
    • Level 1 damage decreased from 42.5% to 22%
    • Level 4 damage decreased from 50% to 30%
    • Level 10 damage decreased from 65% to 40%
  • Kinetics
    • Now reduces healing by 9% per rank.
Flair Fernando
  • General
    • Now looks more beautiful than ever in the lobby
  • Immortal
    • No longer requires line of sight
Flair Grohk
Grohk fills a unique role as a Support in Paladins. With a strong burst heal, consistent damage output, and high survivability, he is very effective at controlling objectives. Grohk not only has the highest win rate of any Support Champion, but also one of the highest win rates across all champions, skill levels, and queues. We have reduced the health on Healing Totem to allow players a better opportunity to counter Grohk’s burst healing, and lowered his base health and the internal cooldown on Wraith to hit his survivability.
  • General
    • Reduced health from 2500 to 2400
  • Healing Totem
    • Reduced health from 1500 to 1000
  • Totemic Ward
    • Decreased healing buff to totem by 10%
  • Wraith
    • Increased internal cooldown by 15s
Flair Grover
Efflorescence was scaling two effects instead of one. It has changed to be in line with other legendaries and now will only scale healing value.
  • Throwing Axe
    • Damage reduced from 330 to 300
  • Efflorescence
    • Passive healing radius is no longer scalable with level
    • Now increases passive healing radius by 50%
Flair Kinessa
We have made changes to Kinessa’s unscoped Sniper Rifle to improve overall feel. We have also made sweeping changes to Oppressor Mines and related cards to reduce frustration caused from the ability. Oppressor Mines now act as a secondary damage source that has options for added utility.
  • Sniper Rifle
    • Decreased falloff in Carbine Mode
    • Increased initial Accuracy of Carbine Mode
    • Increased ammo from 20 to 24
  • Oppressor Mine
    • Removed Bonus Damage from hitting enemies affected by Oppressor Mines with Carbine
    • No longer applies a slow to enemies
    • Damage increased from 20 per second to 100 per second
    • Increased velocity of Mine when thrown
  • Suppression
    • Changed to: “Oppressor Mines may now target 2 additional enemies. Deal {22|2}% more damage to affect targets when in Sniper Mode.”
    • Level 4 value: 30% damage
  • Well Stocked
    • Changed to: “Throwing an Oppressor Mine regenerates 1 ammo every 0.5s for {1|1}s.”
    • Level 4 value: 4s
  • Octoppressor
    • Changed to: “Enemies affected by Oppressor Mine receive {8|8}% less healing.”
    • Level 4 value: 32% healing reduction.
  • Amplitude
    • Decreased Oppressor Mine range increase from 15% per level to 10% per level
Flair Mal’Damba
  • Wekono’s Curse
    • Lowered Damage values
    • Level 1 from 595 to 440
    • Level 4 from 700 to 560
    • Level 10 from 910 to 800
Flair Pip
Escape artist was an underused card that had a big trade-off. While it could have powerful results, we have normalized it to make it a clear benefit to the player.
  • Escape Artist
    • Removed the ability for Escape Artist to cancel Weightless
    • Gain {3|3}% damage reduction during Weightless.
    • Level 4 value: 12% Damage Reduction.
Flair Sha Lin
Sha Lin’s illusions have been removed in order to improve clarity around his abilities.
  • Withdraw
    • No longer leaves an “illusion” of Sha Lin
  • Heat Haze
    • No longer leaves “illusions” of Sha Lin and Instead reveals him for 0.5s
Flair Talus
Talus’ strength resides in high burst potential over short periods of time. We’re happy with Talus’ lethality and his overall hit-and-run style, but the rate at which he does it was a little too high.
  • Blitz Upper
    • Increased Cooldown from 8s to 10s
  • Overcharge
    • Increased Cooldown from 8s to 10s
Flair Viktor
  • Frag Grenade
    • Increased projectile speed
Flair Willo
  • General
    • In response to player feedback Willo has received a new default voice.
    • Fixed a bug where the Deadzone projectile would not properly deal damage if it did not hit directly.
    • Fixed a bug where Deadzone did not have damage falloff for its AoE hit.
  • Seedling
    • Fixed a bug in the description that indicated Seedling did 500 damage instead of 400 damage.
Flair Ying
We have made changes to Ying’s weapon in order to improve player experience in long distance engagements. The increase in Illusionary Mirror’s Maximum Range will allow players to continue to heal from a safe distance, and actively participate in fights.
  • Illusory Mirror
    • Increased maximum range from 100 to 300
    • Damage now begins to fall off at 100 ft.
  • Life Exchange
    • Now also reduces the Cooldown of Shatter by 1s.

Public Test Server

Information on how to access the Public Test Server can be found here.
submitted by DrYoshiyahu to Paladins [link] [comments]

Discord Conv. 12/11

Disclaimer: This is my editing, which definitely reflects my personal views about the drama.

Just for those who don't have time to scroll the discord and want to have a quick glance about this drama.

12/11
David SønstebøYesterday at 8:23 PM We are progressing well
David SønstebøYesterday at 8:27 PM @Werner Today's medium post by the Semkos explain why it did not happen. We as a non-profit Foundation who has the mandate of developing an open source permissionless technology could not sign a unilateral NDA with a for-profit company. Today's blog post by the Semkos really reveal why they wanted this, they plan to patent technology.
WernerYesterday at 8:28 PM Patented technology has a way harder way to reach global standards...
David SønstebøYesterday at 8:28 PM It never will.
David SønstebøYesterday at 8:30 PM The Semkos failing to get patents won't affect IOTA.
David SønstebøYesterday at 8:31 PM It seems Nikita is Economic Clustering (they even use this term), so it's prior art.
David SønstebøYesterday at 8:48 PM I have consistently defended the Semko brothers against accusations that they are exploiting our community with the intent of backstabbing it. We have offered the Semkos flexible positions in the IOTA Foundation to compensate for their work, which they have declined. We have always held both Roman and Vitaly in high regard, but knowing the 'behind the scenes', reading today's blog post and their Phybr website, leaves me with a bad taste in my mouth. They have made a name for themselves and got followers based solely on IOTA, and now they are going in the direction of trying to patent what is by all signs IOTA prior art. They also explicitly state that they intend to support 'multiple coins'. This looks like classical manipulation of the community, keep mentioning IOTA enough to keep the community interested in what they are doing, while in reality attempting to disrupt the same community. Open Source lives and die by its communities. Now that the ICO craze has finally faded, it is time to consolidate around projects, not to fragment them. To be sure, whatever Phybr is, it does not threaten IOTA, IOTA is lightyears ahead of anything they could even theoretically have, even piggybacking on IOTA's work, but it is a distraction and confusion for the community. Given that they have now revealed that they do intend to patent their technology and have refused all attempts at official collaboration, I hereby advice the community to be very skeptical of the Semko's intentions until they prove that all their promises (which they have even accepted donations for) of working to increase the adoption of IOTA are true.
WakanDanYesterday at 8:58 PM They had this strategy before asking for a meeting. This was all a PR stunt after all
David SønstebøYesterday at 9:10 PM @RicardRoyo Not at all, they can't patent prior art. Let me make this clear: IF has always valued the Semkos as community members, but they are not in any shape, way or form critical to anything related to IOTA's success. However, them piggybacking on the IOTA brand (they even renamed to DevIOTA when starting work on Nikita) and causing confusion and disruption in the community, is not something we can support.
Mr GlassYesterday at 9:16 PM David, do you think they maybe would use the meeting to claim to be authors of their idea, which is probably very close to CfBs EC? With a NDA signed you could get in trouble for doing similar work, right?
David SønstebøYesterday at 9:17 PM @Mr Glass I won't speculate on what their intentions were with the unilateral NDA.
David SønstebøYesterday at 9:21 PM @Deep_Sea_Hopper I highly doubt that scenario. EC is known, EC is implemented in code etc. I am not at all worried about that. What I dislike is distraction and fragmentation of community, which is why I am forced to take a harder stance right now. IOTA made the Semkos, and now the Semkos look like they are exploiting this trust and support that you - the IOTA community - have given them. Roman's latest tweet re: Coordicide is quite revealing, they were offered to work together with our vast team, with very good salaries, on Coordicide, but instead they elected to decline that under the guise of wanting to be 'independent', which is fine, but now it is made obvious that this independence is less about creating a thriving and healthy community, but more about maximizing profits. In general, there is nothing wrong with a for-profit model, within IOTA there are tons of for-profit opportunities, but when they start talking about patenting consensus and piggybacking on their trust within IOTA to also on the side 'support multiple coins', that enters an uncomfortable territory for me.
citrullinYesterday at 9:25 PM @David Sønstebø Hi David. I talked to some people about this. And I don't have a good feeling about the Semkos things either. But some people mentioned concerns about the ternary and the whole story behind it. (I don't think that a lot of people question ternary itself, more the incensive and private company behind it). I think it's more the intransparency about everything regarding this topic. So, from my perspective, I think it would help to be more transparent about this topic to strenghten the IOTA community. Especially the IOTA developer community. But, of course, I can understand when there are valid reasons against it. I just want to tell your my opinion. I currently see a little risk of splitting the community and I don't want to see this happen.
David SønstebøYesterday at 9:28 PM @citrullin Ternary is mathematically superior, this is something the universe decided on when it created itself, there's tons of research on ternary, ternary is a very hot topic in Machine Learning, and there are multiple companies developing ternary hardware in some form or another. IOTA is not 'bound' by ternary, this is a myth that seems to be spread by FUDsters. IOTA is simply optimized for that future where IoT devices need absolute optimization, for legacy binary it does not matter at all that IOTA is ternary, these devices can afford the overhead.
Deep_Sea_HopperYesterday at 9:39 PM Hey, Remember when PEAQ said they were pro IOTA, weren't going to ICO, and weren't in it for the money!!! hahha
JimbobYesterday at 9:39 PM @Deep_Sea_Hopper 100% we will see a fundraising effort before any whitepaper.
citrullinYesterday at 9:41 PM @David Sønstebø That is totally true. I already used it on my Bluepill (STM32F1). So it's proven that we can use IOTA on small Microcontroller. My statement was not about any technical facts. Not questioned that at all. It's more about peoples feelings. Especially trust. Since not everything is transparent, people might fear that the IOTA protocols design decisions are based on commercial interests. So, I hope you understand why this is currently more present than ever. In context of the Semko brothers. So, it might give people more trust in IOTA to be more transparent, open about this topic.
KiLLuYesterday at 9:42 PM @David Sønstebø are there any plans to do a board ama again on youtube? The last was a few months ago, so i think there is a lot to say.
David SønstebøYesterday at 9:44 PM @citrullin Thanks for the support. IOTA has always been about pushing the boundary for the future. We do have a ternary series planned that explain why we chose ternary, the history of ternary, ternary vs binary vs *ary, what the current status of ternary in the wider industry is etc. But that requires time @WakanDan To be honest, the Semko drama is not significant to the IOTA program or project. It's about how they are using you - the community - the IOTA Foundation has never depended on the Semkos for anything. So I won't be making any tweets from my account about it, this is a community matter. @KiLLu YES
WASSIMATHIMNI[FREE CARLOS]Yesterday at 9:45 PM Community sent them raspberry pis for their own profit What a shame
David SønstebøYesterday at 9:51 PM Sure, my sentiment has always been that Open Source is dependent on communities, so I will always fight for the rights of the community that has built around IOTA. The community deserves to know if they are being exploited or not. However, when it comes to this specific matter, I am not going to throw gasoline on the fire on twitter, as twitter is more external. I am not at all worried about the industry or investors seeing this, I mean all it shows is that the IOTA Foundation has been working to support the community and assist community developers.
DariusYesterday at 10:01 PM David said it yesterday in context of the NDA thing. Te IF feels committed to the “contract” with the community to stay focused on open source. In the same way, the Semkos may have entered a “contract” (not legally speaking, just morally) with the community members that donated to them to contribute directly to the Iota protocol. If now people feel that this “contract” is breached by the Semkos, the community should get together, form one voice and express their opinion publicly. No need for the IF to get into that imho.
HagiYesterday at 10:02 PM not planning any ICO and saying "not our prioretiy at this moment" are basically different shoes lol
Deep_Sea_HopperYesterday at 10:08 PM I think many people forget as well; though Nelson helped bring attention and grow the community, Nelson actually works against the Tangle and is not in the vision of the IF. Even though CFB discussed this with Semko, they kept straight on their path disregarding the big vision. Not to take away from them... they helped the community grow, but the truth is they always kind of did their own thing and disregarded the Tangles vision.
Deep_Sea_HopperYesterday at 10:11 PM I believe it was that Nelson doesn't consider topology, and because it constantly changes neighbors. Topology of the network should be in a way geographical I guess, rather than criss-crossing around the world. I'm not that technical, so I'm sure I'm messing it up. Also, I believe Field created an issue as well... can't remember how though.
Deep_Sea_HopperYesterday at 10:14 PM It solves the immediate issue of maintaining good neighbors... but I think as the Tangle evolves there will be a replacement or simply it will fade away. Just my guess
HagiYesterday at 10:16 PM Semkoin?
limo_tangleblogYesterday at 10:16 PM I received them yesterday.
KiLLuYesterday at 10:16 PM so they dont a own ico but selling icos
limo_tangleblogYesterday at 10:17 PM anonymously of course, sheds a different light on all of this.
Deep_Sea_HopperYesterday at 10:18 PM The other thing is, everyone thinks Semko Brothers are amazing! and the community is lost without them. They are good for sure, but hey, there have been many Semko's... thing is, they actually decided to work for the IF because they believe in the vision. Semko didn't believe in the mission, so he stayed as a non-affiliated community member. Which means, there will be another Semko in the community, just as Microhash came after him. Microhash joined the IF.. and soon there will be another amazing community member. And at some point the IF won't be able to hire more employees... hahaha
David SønstebøYesterday at 10:21 PM @PergamumTJ All the tokens were up for sale, not a single iota was 'premined' for anyone Now that https://twitter.com/tangleblog/status/1072116857912680449 Tangleblog.com (@tangleblog) @RomanSemko @benjamim Well, pardon me, no ICO (your website indeed states that) it's a separate coin (Semkoin), it has, apparently, been shared with many VC's weeks ago, and your website has been created in November. I received that presentation anonymously yesterday, incl... Twitter Has come to light, I feel that the truth is out. The Semkos has clearly been talking with two tongues.
t00kYesterday at 10:22 PM @limo_tangleblog are you sure these "prints" are real?
HagiYesterday at 10:22 PM lol if thats not a fake, im losing the faith in humanity
limo_tangleblogYesterday at 10:25 PM if it's fake? we will see when the Semkos react, that's the reason I shared them publicly under our discussion on twitter. If it's fake, I apologize, if not, everything is said and done.
Grobian - IOTAshops.comYesterday at 10:29 PM A community can build you, but a community can also tear you down. Just saying. I don‘t know if it‘s a smart move to fool such a big and enthusiastic community.
ricardosnowYesterday at 10:30 PM It's true that he always seems friendly. However he never told us about their agenda. People donated to him thinking that was for the benefit of IOTA itself as an open source, and that's sad. I didn't donate, but if i did I would like to receive the money back.
Slavik ButalikYesterday at 10:31 PM i want my field donation from last season already, give it to the sheeps and then uninstall field and nelson.
capre IOTAYesterday at 10:32 PM So basically people who donated with iota tokens, did devaluate their own coin in a way, with supporting the semko's.
BuckfuddyYesterday at 10:33 PM Semko already losing followers on twitter
David SønstebøYesterday at 10:33 PM I encourage everyone to be civil, and remember that even though this is upsetting, it does not affect IOTA in the slightest. IOTA has never depended on the Semkos. I have always defended the two based on believing that their intentions were honest, but I can't fault the community for feeling betrayed after this. You can't mislead a whole community and piggyback on it to make a name for yourself, and then go behind their back and expect them not to be upset. The good thing is that this Semko-fiasco over the last days has brought the community together to reject this sort of exploitation of itself. This is healthy.
PatriQYesterday at 10:34 PM @David Sønstebø Do not worry about IOTA reputation, facts are out now, nothing to worry about...its clear
2pacYesterday at 11:31 PM @muXxer and people are free to criticize them for how they go about it
muXxerYesterday at 11:32 PM But i hate this negative witch hunt everytime
Jacq IOTAYesterday at 11:32 PM I believe many people are duped into donating to them. They aren't forthcoming about their goals before accepting other people's donations.
citrullinYesterday at 11:34 PM @Jacq IOTA That is what I crisis them for. And I understand why the people feel like the Semkos just used them.
Deep_Sea_HopperYesterday at 11:34 PM MuXer... it doesn't worry me, and I actually am glad the IF has a little bit of competition. What I hate about the whole crypto-space is the lies and misleading social media posts. Such as: we won't ICO, we don't want to be like them.... then truth comes out and they are going for the money
David SønstebøYesterday at 11:37 PM @muXxer The community is pissed off precisely because it seems what the Semkos were planning was actually fragmentation of the community, rather than consolidation No one is pissed at the Semkos for doing for-profit ventures on the side
MuanhYesterday at 11:39 PM I mean that is even how semkos started. They wanted to create a for profit iota hardware wallet but needed autopeering So thats why they created nelson
t00kYesterday at 11:39 PM They are allowed to do other stuff, and you too, of course. I think people feel deceived when they donate (either money or Pi's) thinking it would be useful for the community. And then weekly updates with how good it goes, that they are gonna meet up with the IF.. Then all of a sudden Semkoin drops
MuanhYesterday at 11:39 PM But they said or where implying they were creating a new consensus algo for iota and accepting donations for it the donation part is the important part
David SønstebøYesterday at 11:44 PM This drama was unfortunately real. ICOs and Trojan horsing ones way into a community under the guise of supporting it, when the real intent is actually fragmenting that community into a separate patented for-profit network, is not how one achieves a standardized open permissionless ledger. The ICO nonsense of 2017 set the entire cryptospace back over a year. I am very happy to see that the community takes a strong stance against that.
Trill Pill [Roman Scamko fan]Yesterday at 11:46 PM roman and his brother should refund any donations theyve received, what kinda fucking business practice is to accept donations from community members under the premise that youll develop for this community and then change course and do your own thing but keep the donation, honorless bullshit
https://twitter.com/tangleblog/status/1072116857912680449 https://twitter.com/tangleblog/status/1072117068277927936 https://twitter.com/tangleblog/status/1072117319537778689
WakanDanYesterday at 11:48 PM Thanks @limo_tangleblog for sharing the investor deck. It's a real shame they tried to mask their true agenda. Their comments today remind me of the saying "It takes many good deeds to build a good reputation, and only one bad one to lose it." What makes IOTA great in my opinion is our community, partnerships, superior tech, vision and the growing IF team of talents (and spec). I don't know any other project capable of boasting of all of these. Some may try to seek short-term gain, regardless of potential impact to the community, but this shouldn't distract us from IOTA's vision and valuing what we have.
citrullinYesterday at 11:50 PM @muXxer That's not the point. But accepting donations, tweeting about: Hey, we need some Pis, in hope that the community will donates some etc. is not a nice way to do that. As it looks like, they used the Pis just for they own profits. I understand why people are not happy about this.
Come-from-BeyondToday at 12:03 AM @muXxer For me it seems some people are pissed because they do for profit stuff There are nuances. When I saw that fancy GIF with the Semko testing their variant of consensus on Tangle I liked it, because it looked exactly as Economic Clustering. Their reinvention of EC means validation of my work. I didn't patent EC because I wanted the whole mankind to benefit from my invention. But then I got info that the Semko are patenting the tech. And are planning to earn money on that. Isn't it normal that I'm a little bit upset with how the things unfolded? Now I'm waiting for their patent details to be published, if their tech is actually EC then I'm afraid we'll see more drama. Because I want the tech to be kept in the public domain.
David SønstebøToday at 12:05 AM Of course Semko is no threat This is not about that
David SønstebøToday at 12:07 AM Of course @gusp There's been numerous clones of IOTA already, all are dead
David SønstebøToday at 12:08 AM The Semko's got exposed to the community before they could fragment the community. So the threat is over.
capre IOTAToday at 12:08 AM If your not being cloned, ur doing something wrong.
AconitinToday at 12:09 AM @David Sønstebø I'm not in legal, so I wonder - What would happen to the IOTA development if the Semkos patented EC? Wouldn't it forbid IF's further development on the technology then?
David SønstebøToday at 12:09 AM @Aconitin You don't get prior art patents
Trill Pill [Roman Scamko fan]Today at 12:10 AM All the raspberry pis, iota and money thats been donated to them should be refunded, because of their dishonesty about their true intentions the iota community essentially funded a competetior, they're scammers in my eyes, saying theyll develop for iota and then doing the opposite was a false premise for everyone that was kind enough to donate resources and they mustve known they were lying for a while alreeady
David SønstebøToday at 12:11 AM This is untrue. The Ecosystem Dev Fund was not yet legally set up, which we informed the Semkos of. Furthermore, a prerequisite of EDF grant is that your work is open source, theirs is not.
Come-from-BeyondToday at 12:14 AM @w4lker [semkofork liason] [could the patent legally prohibit d IF to work anymore on EC's?] The prior art already exists on Tangle (couldn't resist temptation to protect my know-how, as usual :trollface: ), but proving that involves a lot of legal work.
Deep_Sea_HopperToday at 12:16 AM @Buckfuddy at the time Field wasn't open-sourced. Even on discord IF dev's asked Roman to open-source the code. He kept stating he was cleaning the code.
David SønstebøToday at 12:18 AM @Matin That paragraph summarizes this whole endeavor beautifully. When did the Board ever say that a line of their code was ours? Never. We have stated the fact that the Semkos built their name on the IOTA community, branded themselves as "IOTA Dev" and"Tangle Researchers" when they began work on Nikita, they have continuously communicated on Twitter that they are working on different ways to optimize the Tangle etc. etc. etc. This incessant lying after today's revelations makes it impossible for me to take them serious. This blatant lie is just as bad as the misleading of the community that they did.
Come-from-BeyondToday at 12:20 AM @diskings Are there actions that can be done right now... dunno, I'm busy with coding Ict and other stuff, waiting for the patent and then sending C&D letter seems to be the cheapest option now
David SønstebøToday at 12:20 AM The Semkos were never in IOTA's roadmap, we have very solid paths to Coordicide and have a dozen researchers working on the most optimized direction
Come-from-BeyondToday at 12:21 AM I hope they will be honest with potential investors and warn them about the risk of IP infringement...
raphiToday at 12:21 AM @David Sønstebø did any of you ever see a line of their code?
David SønstebøToday at 12:22 AM @raphi No. AFAIK, no one has. We respected them as community members prior to today, but they have never even been remotely equated into anything R&D IOTA-wise.
FredericToday at 12:23 AM @David Sønstebø Sorry for disrupting semkoin drama... Will the ~95 non-chosen brainstorm submissions be published by IF? They might be a solid base for lots of community projects in 2019. Would it be even possible to apply for ecosystem fund and implement someones idea (open source) ?
David SønstebøToday at 12:23 AM @Frederic Yes they will, and yes.
David SønstebøToday at 12:25 AM There is really nothing more to discuss. The Semko brothers got exposed, they exploited the community, and continue to lie in their 'clarification blog post'. As far as I am concerned, they are history. Per Lind 2.0
Deep_Sea_HopperToday at 12:30 AM David, I remember you writing a great blog post about what was completed in 2017, milestones etc., and a very general outlook on 2018. Will you do another 2018 recap article similar to the 2017 one?
David SønstebøToday at 12:31 AM @Deep_Sea_Hopper 2018 Year in review, 2019 Year in preview yup
David SønstebøToday at 12:34 AM Me pointing out the objective fact that the Semkos are demonstrably lying about IF board statements in their desperate damage control campaign takes me approximately ~5 seconds, that does not at all stress me. If anything, I am relieved that the community found the truth and thus the confusion over the Semkos is history, making IOTA's community more focused and no longer vulnerable to being confused.
Come-from-BeyondToday at 12:37 AM Does anyone know if the Semko control that autopeering service? I'd like to remind that I warned against using it. I sent a whitepaper to @Vitaly Semko asking to change it logic (which was ignored). Now, when it's clear that the Semko used IOTA mainnet as a testnet for their Phybr project, maybe we'll reconsider our approach to node peering?
svenger87Today at 12:40 AM [I read anywhere it finds the truth in 100ms] @Marc Lopresti CFB debunked it already with the speed of light
IOTA IS KING! 👑Today at 12:47 AM 2 devs looking for their own financial gain vs group of scientists, engineers and other qualified individuals trying to implement an open universal standard for all.
GeorgeToday at 12:47 AM Do you think Semkos have patented EC? If that is true, the meeting with IF was a trap.
Ralf Rottmann [IF]Today at 12:47 AM I just now learned about the SemkoDev pitch deck and the idea to create a SemkoCoin / ICO as a segue-way to building their own brand on the working body that has been established by this community. Now I finally understand the motivation behind trying to trick me into signing a unilateral NDA, with fines for just one of the two parties and making it super difficult getting two of the founders into the meeting remotely. So far, I had perceived Roman as a very reasonable person and was wondering, why making this so complicated. Well, if one plans to exploit the IOTA community for your own at least questionable ICO all along, it suddenly explains just everything. One less question-mark, although a sad one. Wonder how potential investors see this and what it means for IP related claims down the line.
David SønstebøToday at 12:55 AM The only threat that existed was the community continuing to be exploited, that is no longer possible. So the whole saga is really over.
Roman SemkoToday at 3:13 AM I will say it here once, and will not discuss. As know there are plenty of maximalists in the community which will not react to any reasoning. I truly hoped that IOTA community was different. Yes, we are working on commercial projects besides IOTA. This should not be a surprise. It was even communicated at our last call with David almost two months ago. Our aim was to find a way to apply our know-how to IOTA on a fair basis. This was also the reason why we postponed any PoCs we planned related to Nikita as far as we could. As the meeting with IF was cancelled, due to time constraints, and after announcements that IF probably has a 4th solution for the coordinator, we had to accept the PoC. This has nothing to do with IOTA. It is not an ICO and I do not see it as a competition to IOTA. For us, it’s our daily business. The deck? Yes, you somehow have to present a potential party the way how this new project could be sustainably financed. What is wrong with that? Regarding our IP: it is our IP and is NOT based on any work done by IF. It will be obvious soon enough. Latest, when we publish the details and open-source our work. Obviously, we cannot rely just on cooperation with IF and had to take measures in case we will be applying Nikita on commercial PoCs. Exactly this is what happened. I understand the emotions in the community, people fearing competition, fearing the fate of their own investments. I understand founders’ fear of competition and a better product. Steps have to be taken to discredit other’s work and reputation. We have been there before when IOTA was shitstormed by other Cryptos one year ago, remember? I just hope that this community was different. There is probably nothing I can say to convince everybody. A fate of public position is that whatever you do, there will be someone who does not like it. Maybe just that we still do not consider us a competition to IOTA. We still hold IOTA and want to continue development of IOTA-based solutions. There are no ICOs planned. And we truly hope for a productive and constructive 2019.
Jacq IOTAToday at 4:07 AM Wish the people who donated to you saw the leaked slides. I am sure they want in on the “spectacular ROI”.
dtToday at 4:09 AM @Roman Semko Do you plan return donations? RPi, money etc?
David SønstebøToday at 4:12 AM I will write this one final response to Roman's message: Roman, you are attempting to twist reality here by pretending that you are a victim of "IOTA maximalism" for simply being for-profit. As recent as yesterday I was defending you in this very channel against the community's suspicions that you had shady intentions of exploiting the community. One of the arguments I used to defend you was that I was under the impression that your DLT for-profit activities were to strengthen IOTA's ecosystem. No person in all of IOTA has echoed the need for for-profit independent community members than I, so I encouraged people not to get carried away with fear-driven speculation and instead trust the commitments and comments you have made publicly regarding your devotion to the IOTA project that made you relevant. You declined to join the IOTA Foundation (twice) to work compensated alongside the army of researchers and engineers on Coordicide. We naturally respected this. Then we went out of our way to find some way to work professionally with you guys, not because we believe you have anything unique (random GIFs don't impress experienced researchers and engineers), but because we thought you to be valuable community contributors and dedicated developers, and we wanted to compensate that. We were met with demands of high sums based on literally GIFs; you wanted us to sign a contract without you having to disclose ANYTHING upfront. Then the unilateral NDA comes for a meeting that was intended to compare our approaches to discover whether there was synergy, so you and your brother's claims that you would of course not have proposed a unilateral NDA if both parties were going to display their approaches, is just a flat out lie. Just like your medium post today included lies about IOTA's board. You exploited the IOTA brand by renaming yourself to "IOTA Dev" and proclaiming to be "Tangle Researchers" and gaining a significant following based solely on this while behind the scenes you were circulating a pitch deck. In this secret pitch, you make false claims of having "better than IOTA" tech and talking about an entirely new token, all the while stringing the community along, accepting their donations, having them support your work under the guise of it being for IOTA. It is this betrayal that is the reason why the community is pissed off.
PatriQToday at 4:14 AM @Roman Semko Just in case you didn't see the above message by David
pvaldenegroToday at 4:17 AM @Roman Semko Hey Roman, its OK to make money, we all want to overcome the need to pay bills and just relax doing what we love. Those who do not get that are way lost. HOWEVER, and this is a real question. How would you feel if someone starts asking for contribution and donations to develop something that sounds like it could help the project backed by that community (i've read your entire twitter page like 5 times now, and it is without doubt a phishing move), and then come up with this NEW project that separates everything with a closed source approach? If you have no problem with that, i've (and many here) to review my judgement, because i really, really thought you shared the vision of empowering this ever growing project. Good luck on your projects, but don't do that again, it is a piece of shit move. You keep saying that IT WAS CLEAR FROM THE BEGGINING. Well my friend, i love to read, and from reading your posts, it is far from clear. Thank you anyway. This day has been interesting.
submitted by btlkhs to Iota [link] [comments]

Monthly Update (Empires of Eradia: The Cataclysm of Chaos V31H)

Hi, all!
Empires of Eradia: The Cataclysm of Chaos V31HHHH
EDIT: New hotfix released (May 9th)
Link to V31HHHH = https://www.mediafire.com/file/drkejwljfq8r15v/Binary_V31HHHH.zip/file
Gameplay Gif = https://imgur.com/a/I9mJBKl
Plans for V32 = https://www.reddit.com/EmpiresOfEradiaCOC/comments/bm6aju/plans_for_v32/
This was a very productive month and got a lot of major systems into the game, that I've been wanting to have in the game for a while now, but couldn't figure out how to implement them. As you can see below, both builds produced this month, have a lot of significant changes made to them. It is pretty euphoric to have accomplished so much and I look forward to what I can achieve next month. I have a more detailed changelog, in the file Changelog.txt, that explains everything better, but I wanted to give a shortened list of only the biggest changes in these two builds!

Newest Hotfix (May 9th):
-> Fixes bugs reported by DeathDragon; newest hotfix fixes more bugs reported by DeathDragon.
-> Eliminated a few more unnecessary messages.
-> Improved Round Updates; only the thing that got updated will now be shown.
-> Added a basic description of what Consumables will do in the Satchel.
-> You can now view the Fabrication list, with Shift + 7.
-> Added a bit of information to Tutorials, to make it easier to complete them. They were completeable in the previous version, but now it be cleared on how to complete specific tasks.
-> Fixed a rare bug in Elemental Bonuses, where it would check the wrong slot to apply bonuses.
-> Also made sure to remember to change the version and add DeathDragon to tester list.

V30 Highlights:
-> Reduced the size of the map considerably; about 30% reduction in total size.
-> Excess space is used now for side-windows, such as Information Windows, rather than getting offset into a corner, relative to the mouse cursor.
-> Added a Keybindings side-window (hold `~ or hold \|) to view it.
-> Added Item Comparison to the Inventory.
-> Primal Chaos get more frequent Modifiers and addressed a bug that would sometimes prevent them from gaining Modifiers.
-> All melee, ranged, and spell techniques will cost more energy based on how high your Threat Value is above thresholds.
-> Heavily redesigned Chaos Strongboxes, so that they are more desirable to acquire, but still pose a threat to the player.
-> Fully implemented mouse support in all menus.
-> You can now capitalize letters in name input, with shift key.
-> Primal Chaos and Treasure Fiends can now have fight/flight responses, which greatly increase their stats.
-> All melee foes now get multiple movement per turn, but still only one attack per turn. This is to help them close the distance to the player.
-> Created a basic numerical input system for Enchanting Orbs, allowing you to batch craft them.
-> Implemented Auto-Pickup of items, grabbing things under you and near you, based on Spellcasting mastery.
-> Implemented the Root Menu, that currently only offers an alternative method to access technique menus. Hit either Enter key to access it.
-> Implemented two Legendary Runes; Survival and Willpower.
-> Fixed a lot of long-standing bugs, such as enemy foes not regenerating health or bugged status effects.

V31 Highlights:
-> Added a ton of new Artifacts; 10 Heavy, 6 Medium, and 6 Light.
-> Added more information to level up and talent choice screens.
-> Treasure Fiends and Bosses now drop more powerful loot on their demise.
-> You can now batch craft Equipment items and Alchemy items, and redesigned last build's method of batch crafting Enchanting Orbs to use the new system I developed. You can only batch craft if you have 3x or more resources needed to craft the item; otherwise you just craft 1 by default.
-> Changed the Crafting Mastery unlocks.
-> Fixed a lot more long-standing bugs, such as enemies getting a free turn the moment you load a save file and the game reliably refunds Runic Cubes of Fabrication when you abort fabrication.
-> Added 4 new racial choices at character creation and 4 more new talent choices.
-> Created a brand new Fabrication system which is easier to use and a lot more powerful. This also had made it possible to have Artifact Recipes and full lists of all currently craftable items, that can be used to create an Epic item, instead of an Artifact.
-> Salvaging an Artifact now permanently unlocks it's recipe, saved to profile. Salvaging also unlocks the Legendary Rune used by the Artifact for the current playthrough. When I implement Milestones, you can unlock Legendary Runes permanently.
-> Redesigned the Rune of Shattering and added an Empowered Rune effect for it.
-> Deprecated Sigils, and now use Greater Runes for all the places Sigils used to be applied to. Sigils of Lifesaving are now a consumable object, auto-used on death to avoid death or can be now used manually to fully restore all hp/ep.
-> You can now load old profile files into new builds. Just copy the old profile from a previous version and it will be loaded by the game now. Only works for profile files.
-> Ran another balancing pass over Objectives, to make them approximate in terms of difficulty to achieve as acquiring all 9 secrets or strongboxes in a floor.
-> Portals are now fully functional, can be entered, can be permanently closed and you get great rewards for closing one and nasty punishment if you don't.
-> Map spawning of monsters has been completely redesigned from scratch, spawning monsters elegantly now, rather than purely randomly.
-> Portals and Map Spawning changes have heavily addressed the gameplay balance of calm and intense moments. In previous builds I found that the first level was enjoyably calm, but then after that it got more and more intense, and never calmed down. It is just too hard to explore or enjoy other aspects of the game when it is constantly intense and so I feel these two new systems greatly push the game towards a better balance of calm and intense.

I'm trying to do two builds per month now, with roughly two weeks development for each. This month it worked out that I did 1.5 weeks for V30 and 3 weeks for V31. The huge change to gameplay intensity and calmness balance, took a week to put in and I felt that it was such an important change that I needed to get it into V31. Now, things will calm down after hugely intensive fights, giving players a breather and a chance to explore and level up their crafting and scavenging skills.

I am of course still looking for feedback of any kind; suggestions, bug reports, the game's rougher edges, message spam, etc... You can follow progress by visiting my:
  1. Roguebasin page = http://www.roguebasin.com/index.php?title=Empires_of_Eradia:_The_Cataclysm_of_Chaos
  2. Subreddit = https://www.reddit.com/EmpiresOfEradiaCOC/
The main menu also has a Give Feedback option, that tells you how you can give feedback as well!
Till next month, enjoy!
submitted by Palandus to roguelikes [link] [comments]

2.5 VR / non-VR / TrackIR - Application hangs with audio continuing in background for several minutes before resuming

EDIT: Video demonstrating the issue along with M.2 SSD benchmark results
I had already made a thread about this awhile ago, and even engaged in a back-and-forth with Eagle Dynamics Support who also couldn't give me a straight answer about this problem.
The game will run for a few minutes before hanging (Not locking or crashing to desktop), with the audio continuing in the background. If you give it a few minutes, it will resume for another couple minutes before hanging again.
I've tried VR, non-VR, TrackIR, non-TrackIR, reinstall of the game, reinstall of the OS.
Looking it up produces very few threads, and the threads that do exist contain answers that are never the same (One will tell you to switch to 3 monitors since it's a drawing problem, one will tell you to change your pre-load radius, one will tell you to change your page pool settings)
Hardware specs:
Unfortunately, DCS is the only application I've had issues with since building this workstation, every other game and application I've run work as expected.
This thread is a last ditch effort in resolving this, as I've more or less given up on DCS as a result. I'm well past refund eligibility so I'll most likely leave it uninstalled from here on out.
EDIT:
Forgot to include a log. The game never crashes so there aren't any .crash logs or whatever DCS generates when it hits an exception
This is on a brand new install of Windows where DCS is the only Steam game that was downloaded and installed:
=== Log opened UTC 2019-04-27 21:36:01 2019-04-27 21:36:01.573 INFO DCS: Command line: "C:\Program Files (x86)\Steam\steamapps\common\DCSWorld\bin\DCS.exe" --force_enable_VR --force_steam_VR 2019-04-27 21:36:01.573 INFO DCS: DCS/2.5.4.29167 (x86_64; Windows NT 10.0.17763) 2019-04-27 21:36:01.584 INFO DCS: Hwid: vMBlHyYToTawU4z-cSCOwuvDHFzpomWXaZXnvA 2019-04-27 21:36:01.584 INFO DCS: DCS revision: 149155 2019-04-27 21:36:01.584 INFO DCS: Renderer revision: 18967 2019-04-27 21:36:01.584 INFO DCS: Terrain revision: 18978 2019-04-27 21:36:01.584 INFO DCS: CPU cores: 8, threads: 16, System RAM: 32685 MB, Pagefile: 37805 MB 2019-04-27 21:36:01.598 INFO EDCORE: (dDispatcher)enterToState_:0 2019-04-27 21:36:01.602 INFO Dispatcher: 2019/4/27 17:36 V1803061700 2019-04-27 21:36:01.658 INFO INPUT: Device [Keyboard] created deviceId = -1 2019-04-27 21:36:41.733 INFO INPUT: Device [Joystick - HOTAS Warthog {2E677DE0-6908-11e9-8002-444553540000}] created deviceId = -1 2019-04-27 21:36:41.733 INFO INPUT: Joystick created[Joystick - HOTAS Warthog {2E677DE0-6908-11e9-8002-444553540000}], ForceFeedBack: no 2019-04-27 21:36:41.734 INFO INPUT: Device [Throttle - HOTAS Warthog {3522F8D0-6908-11e9-8003-444553540000}] created deviceId = -1 2019-04-27 21:36:41.734 INFO INPUT: Joystick created[Throttle - HOTAS Warthog {3522F8D0-6908-11e9-8003-444553540000}], ForceFeedBack: no 2019-04-27 21:36:41.740 INFO INPUT: Device [Mouse] created deviceId = -1 2019-04-27 21:36:41.757 INFO SOUND: Using driver: xaudio29 2019-04-27 21:36:41.772 INFO SOUND: Found 6 available audio device(s): 2019-04-27 21:36:41.772 INFO SOUND: 0: ID: "\\?\SWD#MMDEVAPI#{0.0.0.00000000}.{040706cf-c2d8-4f94-98ae-a5a2ce0bdd60}#{e6327cad-dcec-4949-ae8a-991e976a79d2}", Name: "BenQ XL2430T (NVIDIA High Definition Audio)" 2019-04-27 21:36:41.772 INFO SOUND: 1: ID: "\\?\SWD#MMDEVAPI#{0.0.0.00000000}.{0cdd2822-7f15-48be-ab0f-f914ff61fcde}#{e6327cad-dcec-4949-ae8a-991e976a79d2}", Name: "Digital Audio (S/PDIF) (2- High Definition Audio Device)" 2019-04-27 21:36:41.772 INFO SOUND: 2: ID: "\\?\SWD#MMDEVAPI#{0.0.0.00000000}.{e966662c-45fe-4ac6-94d9-3a98ff14306d}#{e6327cad-dcec-4949-ae8a-991e976a79d2}", Name: "Speakers (2- High Definition Audio Device)" 2019-04-27 21:36:41.772 INFO SOUND: 3: ID: "\\?\SWD#MMDEVAPI#{0.0.0.00000000}.{ae0c6512-0cb7-4ccb-a318-f9ee4143759c}#{e6327cad-dcec-4949-ae8a-991e976a79d2}", Name: "BenQ XL2430T (NVIDIA High Definition Audio)" 2019-04-27 21:36:41.772 INFO SOUND: 4: ID: "\\?\SWD#MMDEVAPI#{0.0.0.00000000}.{765b53df-9796-4c76-8c31-2cd41ad65946}#{e6327cad-dcec-4949-ae8a-991e976a79d2}", Name: "Speakers (2- HTC Vive)" 2019-04-27 21:36:41.772 INFO SOUND: 5: ID: "\\?\SWD#MMDEVAPI#{0.0.0.00000000}.{1df21cb4-9185-439a-a2de-3edba9fc3b6a}#{e6327cad-dcec-4949-ae8a-991e976a79d2}", Name: "HTC-VIVE (NVIDIA High Definition Audio)" 2019-04-27 21:36:41.875 INFO SOUND: loaded 1318 sdefs from "sounds\sdef\" 2019-04-27 21:36:41.875 INFO SOUNDER: Preloading Sounders from Sounds\Sounders 2019-04-27 21:36:41.907 INFO Dispatcher: Loading installed modules... 2019-04-27 21:36:42.977 INFO Scripting: OBSOLETE mount_vfs_sound_path() used in ./CoreMods/aircraft/AJS37/entry.lua 2019-04-27 21:36:43.014 INFO Scripting: OBSOLETE mount_vfs_sound_path() used in ./CoreMods/aircraft/F14/entry.lua 2019-04-27 21:36:43.044 INFO Scripting: OBSOLETE mount_vfs_sound_path() used in ./Mods/aircraft/F14/entry.lua 2019-04-27 21:36:43.052 INFO Scripting: PLUGINS START------------------------------------------------- 2019-04-27 21:36:43.054 INFO SOUNDER: Preloading Sounders from .\CoreMods\tech\TechWeaponPack\Sounds\Sounders 2019-04-27 21:36:43.058 INFO SOUNDER: Preloading Sounders from .\CoreMods\tech\USS John C Stennis\Sounds\Sounders 2019-04-27 21:36:43.064 INFO SOUND: loaded 15 sdefs from ".\coremods\aircraft\av8bna\sounds\sdef\" 2019-04-27 21:36:43.064 INFO SOUNDER: Preloading Sounders from .\CoreMods\aircraft\AV8BNA\Sounds\Sounders 2019-04-27 21:36:43.065 WARNING EDCORE: Source ./CoreMods/aircraft/AV8BNA/Shapes is already mounted to the same mount /models/. 2019-04-27 21:36:43.073 INFO SOUND: loaded 9 sdefs from ".\coremods\aircraft\c-101\sounds\sdef\" 2019-04-27 21:36:43.074 WARNING EDCORE: Source ./CoreMods/aircraft/C-101/Liveries is already mounted to the same mount /textures//liveries/. 2019-04-27 21:36:43.077 INFO SOUND: loaded 12 sdefs from ".\coremods\aircraft\chinaassetpack\sounds\sdef\" 2019-04-27 21:36:43.077 INFO SOUNDER: Preloading Sounders from .\CoreMods\aircraft\ChinaAssetPack\Sounds\Sounders 2019-04-27 21:36:43.080 INFO SOUND: loaded 5 sdefs from ".\coremods\aircraft\christen eagle ii\sounds\sdef\" 2019-04-27 21:36:43.081 ERROR EDCORE: Can't mount coremods/aircraft/christen eagle ii/textures2. Drivers errors: 2019-04-27 21:36:43.081 ERROR EDCORE: EDCDriver: there is no directory coremods/aircraft/christen eagle ii/textures2.edc 2019-04-27 21:36:43.081 ERROR EDCORE: FSDriver: there is no directory coremods/aircraft/christen eagle ii/textures2 2019-04-27 21:36:43.081 ERROR EDCORE: ZipDriver: Can't open zip archive coremods/aircraft/christen eagle ii/textures2.zip. 2019-04-27 21:36:43.085 INFO SOUND: loaded 26 sdefs from ".\coremods\aircraft\f14\sounds\sdef\" 2019-04-27 21:36:43.085 INFO SOUNDER: Preloading Sounders from .\CoreMods\aircraft\F14\Sounds\Sounders 2019-04-27 21:36:43.086 ERROR EDCORE: Can't mount coremods/aircraft/f14/textures/lns_f14_exterior. Drivers errors: 2019-04-27 21:36:43.086 ERROR EDCORE: EDCDriver: there is no directory coremods/aircraft/f14/textures/lns_f14_exterior.edc 2019-04-27 21:36:43.086 ERROR EDCORE: FSDriver: there is no directory coremods/aircraft/f14/textures/lns_f14_exterior 2019-04-27 21:36:43.086 ERROR EDCORE: ZipDriver: Can't open zip archive coremods/aircraft/f14/textures/lns_f14_exterior.zip. 2019-04-27 21:36:43.091 INFO SOUND: loaded 19 sdefs from ".\coremods\aircraft\m-2000c\sounds\sdef\" 2019-04-27 21:36:43.095 INFO SOUND: loaded 7 sdefs from ".\coremods\aircraft\mig-21bis\sounds\sdef\" 2019-04-27 21:36:43.101 INFO SOUND: loaded 2 sdefs from ".\coremods\aircraft\sa342\sounds\sdef\" 2019-04-27 21:36:43.798 INFO SOUND: loaded 8871 sdefs from ".\mods\aircraft\f14\sounds\sdef\" 2019-04-27 21:36:43.798 ERROR EDCORE: Can't mount mods/aircraft/f14/textures/colodynamic. Drivers errors: 2019-04-27 21:36:43.798 ERROR EDCORE: EDCDriver: there is no directory mods/aircraft/f14/textures/colodynamic.edc 2019-04-27 21:36:43.798 ERROR EDCORE: FSDriver: there is no directory mods/aircraft/f14/textures/colodynamic 2019-04-27 21:36:43.798 ERROR EDCORE: ZipDriver: Can't open zip archive mods/aircraft/f14/textures/colodynamic.zip. 2019-04-27 21:36:43.798 ERROR EDCORE: Can't mount mods/aircraft/f14/textures/chromecatlegacy. Drivers errors: 2019-04-27 21:36:43.798 ERROR EDCORE: EDCDriver: there is no directory mods/aircraft/f14/textures/chromecatlegacy.edc 2019-04-27 21:36:43.798 ERROR EDCORE: FSDriver: there is no directory mods/aircraft/f14/textures/chromecatlegacy 2019-04-27 21:36:43.798 ERROR EDCORE: ZipDriver: Can't open zip archive mods/aircraft/f14/textures/chromecatlegacy.zip. 2019-04-27 21:36:43.808 INFO SOUND: loaded 103 sdefs from ".\mods\aircraft\fa-18c\sounds\sdef\" 2019-04-27 21:36:43.815 INFO Scripting: PLUGINS DONE-------------------------------------------------- 2019-04-27 21:36:44.075 INFO SECURITYCONTROL: Loaded ./CoreMods/aircraft/AV8BNA/bin/AV8B_AI.dll 2019-04-27 21:36:44.076 INFO CE2_AI: Loading CE AI 2019-04-27 21:36:44.076 INFO SECURITYCONTROL: Loaded ./CoreMods/aircraft/Christen Eagle II/bin/CE2_AI.dll 2019-04-27 21:36:44.077 INFO SECURITYCONTROL: Loaded ./CoreMods/aircraft/F14/bin/F14-AI.dll 2019-04-27 21:36:44.078 INFO MiG21_AI: Loading CE AI 2019-04-27 21:36:44.078 INFO SECURITYCONTROL: Loaded ./CoreMods/aircraft/MiG-21bis/bin/MiG21_AI.dll 2019-04-27 21:36:44.081 INFO SECURITYCONTROL: Loaded ./CoreMods/services/CaptoGlove/bin/edCaptoGlove.dll 2019-04-27 21:36:44.749 INFO SECURITYCONTROL: Loaded ./Mods/aircraft/A-10C/bin/A10.dll 2019-04-27 21:36:44.795 INFO SECURITYCONTROL: Loaded ./Mods/aircraft/A-10C/bin/Cockpit_A10Common.dll 2019-04-27 21:36:44.837 INFO SECURITYCONTROL: Loaded ./Mods/aircraft/A-10C/bin/Cockpit_A10C.dll 2019-04-27 21:36:44.841 INFO SECURITYCONTROL: Loaded (mm) ./Mods/aircraft/F14/bin/F14-HeatblurCommon.dll.crypt 2019-04-27 21:36:44.874 INFO SECURITYCONTROL: Loaded (mm) ./Mods/aircraft/F14/bin/F14-FlightModel.dll.crypt 2019-04-27 21:36:44.909 INFO SECURITYCONTROL: Loaded (mm) ./Mods/aircraft/F14/bin/F14-Avionics.dll.crypt 2019-04-27 21:36:44.939 INFO SECURITYCONTROL: Loaded (mm) ./Mods/aircraft/FA-18C/bin/FA18C.dll.crypt 2019-04-27 21:36:44.944 INFO SECURITYCONTROL: Loaded (mm) ./Mods/aircraft/Su-33/bin/Su33.dll.crypt 2019-04-27 21:36:44.946 INFO SECURITYCONTROL: Loaded (mm) ./Mods/aircraft/Su-33/bin/SU33CWS.dll.crypt 2019-04-27 21:36:44.948 INFO SECURITYCONTROL: Loaded ./Mods/aircraft/TF-51D/bin/P51Base.dll 2019-04-27 21:36:44.949 INFO SECURITYCONTROL: Loaded ./Mods/aircraft/TF-51D/bin/TF51D.dll 2019-04-27 21:36:44.951 INFO SECURITYCONTROL: Loaded ./Mods/aircraft/TF-51D/bin/Cockpit_P51Common.dll 2019-04-27 21:36:44.956 INFO SECURITYCONTROL: Loaded ./Mods/aircraft/jsAvionics/bin/jsAvionics.dll 2019-04-27 21:36:52.074 INFO VISUALIZER: LAUNCH IN VR : OpenVR : Vive. MV 2019-04-27 21:36:52.156 INFO DX11BACKEND: Driver Concurrent Creates - 1 2019-04-27 21:36:52.156 INFO DX11BACKEND: Driver Command Lists - 1 2019-04-27 21:36:52.170 INFO DX11BACKEND: NVIDIA API init OK 2019-04-27 21:36:52.170 INFO DX11BACKEND: NVIDIA Display Driver Version 43039.r430_00 2019-04-27 21:36:52.170 INFO DX11BACKEND: TRUNK renderer init: showShaderError coreCount=1 2019-04-27 21:36:52.213 INFO DX11BACKEND: commonPool: 68-128, cbPool: 5-14, samplerPool: 5-16 2019-04-27 21:36:52.214 INFO DX11BACKEND: DX11ShaderBinaries::loadCache Bazashaders/fxo/fxo.zip 2019-04-27 21:36:52.916 INFO DX11BACKEND: DX11ShaderBinaries::loadCache done. Loaded 974/974. 2019-04-27 21:36:52.917 INFO DX11BACKEND: DX11ShaderBinaries::loadCache C:\Users\Pete\Saved Games\DCS\fxo 2019-04-27 21:36:52.925 INFO DX11BACKEND: DX11ShaderBinaries::loadCache done. Loaded 107/107. 2019-04-27 21:36:53.547 INFO SOUND: XAudio2: channel layout: Headphones/Stereo 2019-04-27 21:36:53.547 INFO SOUND: Using SSE FTZ/DAZ mode. 2019-04-27 21:36:53.552 INFO DCS: gDescription: "NVIDIA GeForce RTX 2080 Ti" gVendorId: 4318 gDeviceId: 7687 gMemory: 11049 MB 2019-04-27 21:36:53.559 ERROR EDOBJECTS: Destruction shape not found AVIASHTAB_CRASH 2019-04-27 21:36:53.561 ERROR EDOBJECTS: Object HB_F14_EXT_PHX_ALU with id=292 already declared in table MissileTable 2019-04-27 21:36:54.062 INFO DX11BACKEND: DX11ShaderBinaries::loadCache ./Mods/aircraft/F14/fxo 2019-04-27 21:36:54.062 INFO DX11BACKEND: DX11ShaderBinaries::loadCache done. Loaded 0/0. 2019-04-27 21:36:54.115 INFO EDCORE: (dDispatcher)enterToState_:1 2019-04-27 21:36:56.549 INFO UIBASERENDERER: Cannot load font [C:\Program Files (x86)\Steam\steamapps\common\DCSWorld\dxgui\skins\fonts\]! 2019-04-27 21:36:58.095 INFO Dispatcher: //=== END OF INIT ======================================// 2019-04-27 21:36:58.095 INFO EDCORE: (dDispatcher)enterToState_:2 2019-04-27 21:36:58.160 INFO EDCORE: (dDispatcher)enterToState_:3 2019-04-27 21:36:58.160 INFO Lua: Lua CPU usage: metric: average game loading: 10.9093 % 2019-04-27 21:37:00.395 INFO NET: login cancelled. 2019-04-27 21:37:04.523 INFO TERRAIN: lSystem::load() 2019-04-27 21:37:04.523 INFO TERRAIN: lSystem::CleanScenes() 2019-04-27 21:37:04.523 INFO TERRAIN: lSystem::exit() 2019-04-27 21:37:04.523 INFO VISUALIZER: TerrainRenderer::release 2019-04-27 21:37:04.523 INFO TERRAIN: lSystem::CleanScenes() 2019-04-27 21:37:04.523 INFO EDOBJECTS: lTypeObjectManagerImpl::clear 13 2019-04-27 21:37:04.593 INFO EDTERRAIN4: TERRAIN_REVISION = 2055 2019-04-27 21:37:04.593 INFO EDTERRAIN4: Open terrain cfg "./Mods/terrains/Caucasus\terrain.cfg.lua" 2019-04-27 21:37:04.593 INFO EDTERRAIN4: Build date: 2019-04-27 21:37:04.593 INFO EDTERRAIN4: Texture quality: "max" 2019-04-27 21:37:04.653 INFO EDCORE: 0.053916 s terrain references 2019-04-27 21:37:04.656 INFO EDCORE: 0.000012 s terrain models 2019-04-27 21:37:04.660 INFO EDCORE: 0.000004 s terrain assets 2019-04-27 21:37:04.751 INFO EDCORE: 0.083849 s terrain assets2 2019-04-27 21:37:05.083 INFO EDCORE: 0.329075 s terrain landfile 2019-04-27 21:37:05.090 INFO EDCORE: 0.002760 s terrain surfaceTile 2019-04-27 21:37:05.094 INFO EDTERRAIN4: switchTextures (season=1, minTexture=false) 2019-04-27 21:37:05.114 INFO EDCORE: 0.020618 s terrain vfstextures 2019-04-27 21:37:05.168 INFO EDCORE: 0.049777 s terrain scene 2019-04-27 21:37:05.172 INFO EDCORE: 0.000005 s terrain roaddetails 2019-04-27 21:37:05.181 INFO EDCORE: 0.000006 s terrain forest 2019-04-27 21:37:07.254 INFO EDCORE: 2.062376 s terrain routes 2019-04-27 21:37:07.258 INFO EDCORE: 0.000128 s terrain surfacedetails 2019-04-27 21:37:07.270 INFO EDCORE: 0.000045 s terrain blocks 2019-04-27 21:37:07.287 INFO EDCORE: 0.000001 s terrain references 2019-04-27 21:37:07.539 INFO EDCORE: 0.258365 s terrain superficials 2019-04-27 21:37:07.548 INFO EDCORE: 0.005208 s terrain lma 2019-04-27 21:37:07.552 INFO EDCORE: 0.000015 s terrain vectordatasettings 2019-04-27 21:37:08.132 INFO EDCORE: 0.571672 s terrain navgraph 2019-04-27 21:37:08.137 INFO EDCORE: 0.001787 s terrain vti 2019-04-27 21:37:08.137 INFO EDTERRAIN4: terrain time: 3.543886 s 2019-04-27 21:37:08.142 INFO TERRAIN: lSystem::InitScenes() 2019-04-27 21:37:08.142 INFO EDTERRAIN4: lTerraDispatchImpl::setDate( day=22, month=6) 2019-04-27 21:37:08.144 INFO EDTERRAINGRAPHICS41: ITerrainGraphicsImpl4::openTerrain() START 2019-04-27 21:37:08.144 INFO EDTERRAINGRAPHICS41: loading terrain options: Config/terrain/terrainoptions41.lua 2019-04-27 21:37:08.145 INFO EDTERRAINGRAPHICS41: loading terrain shading options: ./Mods/terrains/Caucasus/shadingOptions/Caucasus.lua 2019-04-27 21:37:08.145 INFO RENDERER: MetaShaderCache2: [108] from ./Mods/terrains/Caucasus/misc/metacache/dcs.lua 2019-04-27 21:37:08.169 INFO RENDERER: loaded [108/108] 2019-04-27 21:37:08.170 INFO EDTERRAINGRAPHICS41: Save scene: "C:\Users\Pete\Saved Games\DCS\failed.ofsh" 2019-04-27 21:37:08.183 WARNING EDTERRAINGRAPHICS41: failed to open "surfaceDetailsHints" section in terrain config 2019-04-27 21:37:08.189 INFO EDTERRAINGRAPHICS41: 0.000020s Loaded reference file "caucasus" buffers: 0 2019-04-27 21:37:08.189 INFO EDCORE: 0.000035 s landscape4::lReferenceFile 2019-04-27 21:37:08.221 INFO EDTERRAINGRAPHICS41: 0.023964s Loaded reference file "airfieldslights" buffers: 7 2019-04-27 21:37:08.221 INFO EDCORE: 0.023973 s landscape4::lReferenceFile 2019-04-27 21:37:08.291 INFO EDTERRAINGRAPHICS41: 0.065180s Loaded reference file "blockbuildings" buffers: 7 2019-04-27 21:37:08.291 INFO EDCORE: 0.065196 s landscape4::lReferenceFile 2019-04-27 21:37:08.308 INFO EDTERRAINGRAPHICS41: 0.009164s Loaded reference file "blocktrees" buffers: 0 2019-04-27 21:37:08.308 INFO EDCORE: 0.009177 s landscape4::lReferenceFile 2019-04-27 21:37:08.409 INFO EDTERRAINGRAPHICS41: 0.094301s Loaded reference file "caucasusafbbuildings_new" buffers: 27 2019-04-27 21:37:08.409 INFO EDCORE: 0.094313 s landscape4::lReferenceFile 2019-04-27 21:37:08.434 INFO EDTERRAINGRAPHICS41: 0.006902s Loaded reference file "caucasusbridges" buffers: 11 2019-04-27 21:37:08.434 INFO EDCORE: 0.006914 s landscape4::lReferenceFile 2019-04-27 21:37:08.472 INFO EDTERRAINGRAPHICS41: 0.032249s Loaded reference file "caucasusobjects" buffers: 0 2019-04-27 21:37:08.472 INFO EDCORE: 0.032258 s landscape4::lReferenceFile 2019-04-27 21:37:08.482 INFO EDTERRAINGRAPHICS41: 0.005581s Loaded reference file "communication" buffers: 7 2019-04-27 21:37:08.482 INFO EDCORE: 0.005588 s landscape4::lReferenceFile 2019-04-27 21:37:08.487 INFO EDTERRAINGRAPHICS41: 0.000260s Loaded reference file "crashmodels" buffers: 1 2019-04-27 21:37:08.487 INFO EDCORE: 0.000267 s landscape4::lReferenceFile 2019-04-27 21:37:08.542 INFO EDTERRAINGRAPHICS41: 0.044000s Loaded reference file "crashmodelsfromedm" buffers: 22 2019-04-27 21:37:08.542 INFO EDCORE: 0.044008 s landscape4::lReferenceFile 2019-04-27 21:37:08.562 INFO EDTERRAINGRAPHICS41: 0.015537s Loaded reference file "housedetails" buffers: 9 2019-04-27 21:37:08.562 INFO EDCORE: 0.015549 s landscape4::lReferenceFile 2019-04-27 21:37:08.567 INFO EDTERRAINGRAPHICS41: 0.001533s Loaded reference file "industrial" buffers: 7 2019-04-27 21:37:08.567 INFO EDCORE: 0.001539 s landscape4::lReferenceFile 2019-04-27 21:37:08.598 INFO EDTERRAINGRAPHICS41: 0.021293s Loaded reference file "misc" buffers: 3 2019-04-27 21:37:08.598 INFO EDCORE: 0.021302 s landscape4::lReferenceFile 2019-04-27 21:37:08.608 INFO EDTERRAINGRAPHICS41: 0.004193s Loaded reference file "oilplatforms" buffers: 7 2019-04-27 21:37:08.608 INFO EDCORE: 0.004206 s landscape4::lReferenceFile 2019-04-27 21:37:08.619 INFO EDTERRAINGRAPHICS41: 0.004791s Loaded reference file "tuapserefinery" buffers: 6 2019-04-27 21:37:08.619 INFO EDCORE: 0.004807 s landscape4::lReferenceFile 2019-04-27 21:37:08.629 INFO EDTERRAINGRAPHICS41: 0.003476s Loaded reference file "vehicles" buffers: 9 2019-04-27 21:37:08.629 INFO EDCORE: 0.003489 s landscape4::lReferenceFile 2019-04-27 21:37:08.637 INFO EDTERRAINGRAPHICS41: 0.002248s Loaded reference file "vessels" buffers: 7 2019-04-27 21:37:08.637 INFO EDCORE: 0.002256 s landscape4::lReferenceFile 2019-04-27 21:37:08.652 INFO EDTERRAINGRAPHICS41: 0.008324s Loaded reference file "walls" buffers: 2 2019-04-27 21:37:08.652 INFO EDCORE: 0.008337 s landscape4::lReferenceFile 2019-04-27 21:37:08.676 INFO EDTERRAINGRAPHICS41: 0.015312s Loaded reference file "americanbeech" buffers: 0 2019-04-27 21:37:08.676 INFO EDCORE: 0.015335 s landscape4::lReferenceFile 2019-04-27 21:37:08.683 INFO EDTERRAINGRAPHICS41: 0.000982s Loaded reference file "caucasus_fir" buffers: 0 2019-04-27 21:37:08.683 INFO EDCORE: 0.000999 s landscape4::lReferenceFile 2019-04-27 21:37:08.694 INFO EDTERRAINGRAPHICS41: 0.004695s Loaded reference file "cypress_oak" buffers: 0 2019-04-27 21:37:08.694 INFO EDCORE: 0.004707 s landscape4::lReferenceFile 2019-04-27 21:37:08.701 INFO EDTERRAINGRAPHICS41: 0.001059s Loaded reference file "european_beech" buffers: 0 2019-04-27 21:37:08.701 INFO EDCORE: 0.001068 s landscape4::lReferenceFile 2019-04-27 21:37:08.713 INFO EDTERRAINGRAPHICS41: 0.001410s Loaded reference file "green_ash" buffers: 0 2019-04-27 21:37:08.713 INFO EDCORE: 0.001421 s landscape4::lReferenceFile 2019-04-27 21:37:08.733 INFO EDTERRAINGRAPHICS41: 0.010783s Loaded reference file "honey_mesquite" buffers: 0 2019-04-27 21:37:08.733 INFO EDCORE: 0.010792 s landscape4::lReferenceFile 2019-04-27 21:37:08.738 INFO EDTERRAINGRAPHICS41: 0.000683s Loaded reference file "italiancypress" buffers: 0 2019-04-27 21:37:08.738 INFO EDCORE: 0.000691 s landscape4::lReferenceFile 2019-04-27 21:37:08.745 INFO EDTERRAINGRAPHICS41: 0.000590s Loaded reference file "lombardypoplar" buffers: 0 2019-04-27 21:37:08.745 INFO EDCORE: 0.000597 s landscape4::lReferenceFile 2019-04-27 21:37:08.757 INFO EDTERRAINGRAPHICS41: 0.001053s Loaded reference file "mountain_maple" buffers: 0 2019-04-27 21:37:08.757 INFO EDCORE: 0.001067 s landscape4::lReferenceFile 2019-04-27 21:37:08.767 INFO EDTERRAINGRAPHICS41: 0.000797s Loaded reference file "norwayspruce" buffers: 0 2019-04-27 21:37:08.767 INFO EDCORE: 0.000805 s landscape4::lReferenceFile 2019-04-27 21:37:08.779 INFO EDTERRAINGRAPHICS41: 0.000602s Loaded reference file "shrub" buffers: 0 2019-04-27 21:37:08.779 INFO EDCORE: 0.000612 s landscape4::lReferenceFile 2019-04-27 21:37:08.779 INFO EDTERRAINGRAPHICS41: InstanceManager2 is completing initialization... 2019-04-27 21:37:08.782 INFO EDTERRAINGRAPHICS41: InstanceManager2::updateObjectDeclBuffer() 2019-04-27 21:37:08.782 INFO EDTERRAINGRAPHICS41: InstanceManager2::updateObjectLodDeclBuffer() 2019-04-27 21:37:08.783 INFO EDTERRAINGRAPHICS41: InstanceManager2 complete initialization: 2019-04-27 21:37:08.783 INFO EDTERRAINGRAPHICS41: objects: 666 2019-04-27 21:37:08.783 INFO EDTERRAINGRAPHICS41: subObjects: 493 2019-04-27 21:37:08.783 INFO EDTERRAINGRAPHICS41: objectLods: 2911 2019-04-27 21:37:08.783 INFO EDTERRAINGRAPHICS41: objectLodRenderItems: 352 2019-04-27 21:37:08.783 INFO EDTERRAINGRAPHICS41: MAX_LODS_IN_OBJECT: 10 2019-04-27 21:37:08.783 INFO EDTERRAINGRAPHICS41: MAX_SUBOBJECTS_IN_OBJECT: 74 2019-04-27 21:37:08.783 INFO EDTERRAINGRAPHICS41: GEOMETRY BUFFERS: 132 2019-04-27 21:37:08.796 INFO EDCORE: 0.000015 s landscape5::OceanFile 2019-04-27 21:37:08.894 INFO EDCORE: 0.090653 s landscape5::GrassFile 2019-04-27 21:37:08.898 INFO EDCORE: 0.000001 s landscape5::lModels5File 2019-04-27 21:37:09.083 WARNING LOG: 16 duplicate message(s) skipped. 2019-04-27 21:37:09.083 INFO EDTERRAINGRAPHICS41: remapper.deformers is not empty 2019-04-27 21:37:09.199 INFO EDTERRAINGRAPHICS41: materialParams[34095]*1536 2019-04-27 21:37:09.208 INFO EDCORE: 0.128588 s landscape5::Surface5File 2019-04-27 21:37:09.228 INFO EDTERRAINGRAPHICS41: materialParams[981]*1536 2019-04-27 21:37:09.228 INFO EDCORE: 0.002260 s landscape5::SurfaceTile 2019-04-27 21:37:09.238 INFO EDCORE: 0.001600 s landscape5::Scene5File 2019-04-27 21:37:09.252 INFO EDCORE: 0.004319 s landscape4::lRoutesFile 2019-04-27 21:37:09.258 INFO EDCORE: 0.000016 s landscape4::lSurfaceDetails2File 2019-04-27 21:37:09.270 INFO EDTERRAINGRAPHICS41: materialParams[1]*1536 2019-04-27 21:37:09.270 INFO EDCORE: 0.000213 s landscape4::lSuperficialFile 2019-04-27 21:37:09.281 INFO EDCORE: 0.000718 s landscape4::lGeoNamesFile 2019-04-27 21:37:09.294 INFO EDCORE: 0.001857 s landscape5::sup5File 2019-04-27 21:37:09.303 INFO EDCORE: 0.000151 s landscape5::sup5File 2019-04-27 21:37:09.314 INFO EDCORE: 0.000002 s landscape5::navGraph5File 2019-04-27 21:37:09.314 INFO EDTERRAINGRAPHICS41: ITerrainGraphicsImpl4::openTerrain() END 1.170069 s 2019-04-27 21:37:09.567 INFO Dispatcher: loadMission C:\Users\Pete\AppData\Local\Temp\DCS\tempMission.miz 2019-04-27 21:37:09.568 INFO WORLDGENERAL: loading mission from: "C:\Users\Pete\AppData\Local\Temp\DCS\tempMission.miz" 2019-04-27 21:37:09.625 INFO EDCORE: (dDispatcher)enterToState_:4 2019-04-27 21:37:11.136 INFO TERRAIN: lSystem::load() 2019-04-27 21:37:11.136 INFO TERRAIN: lSystem::CleanScenes() 2019-04-27 21:37:11.136 INFO TERRAIN: lSystem::InitScenes() 2019-04-27 21:37:11.136 INFO EDTERRAIN4: lTerraDispatchImpl::setDate( day=30, month=7) 2019-04-27 21:37:11.137 WARNING GRAPHICSVISTA: already registered Renderer callback 2019-04-27 21:37:11.143 INFO VISUALIZER: StartSimulation 2019-04-27 21:37:12.729 INFO Dispatcher: initial random seed = 1032367 2019-04-27 21:37:12.729 INFO Dispatcher: apply random seed = 1032367 2019-04-27 21:37:13.226 INFO WORLDGENERAL: loaded from mission Scripts/World/GPS_GNSS.lua 2019-04-27 21:37:13.576 INFO WORLDGENERAL: loaded from mission Config/View/SnapViewsDefault.lua 2019-04-27 21:37:13.576 INFO WORLDGENERAL: loaded from mission Config/View/View.lua 2019-04-27 21:37:13.577 INFO WORLDGENERAL: loaded from mission Config/View/Server.lua 2019-04-27 21:37:13.698 INFO Config: netview started 2019-04-27 21:37:13.757 INFO VISUALIZER: CameraIndependedPreload() 2019-04-27 21:37:13.757 INFO VISUALIZER: CameraIndependedPreload() finished 2019-04-27 21:37:17.189 INFO DCS: MissionSpawn:initScript 2019-04-27 21:37:17.189 INFO DCS: MissionSpawn:spawnCoalition red 2019-04-27 21:37:17.189 INFO DCS: MissionSpawn:spawnCoalition blue 2019-04-27 21:37:17.189 INFO DCS: MissionSpawn:spawnPlanes 2 2019-04-27 21:37:17.190 INFO DCS: MissionSpawn:spawnLocalPlayer 1,FA-18C_hornet 2019-04-27 21:37:17.230 WARNING EDCORE: Source ./Mods/aircraft/FA-18C/Cockpit/Scripts/../Shape is already mounted to the same mount /models/. 2019-04-27 21:37:17.244 INFO VISUALIZER: cockpit ILV loaded 2019-04-27 21:37:17.640 ERROR Lua::Config: load error ./Mods/aircraft/FA-18C/Cockpit/Scripts/Multipurpose_Display_Group/Common/indicatoPages/MPD/FLIFLIR.lua:[string "./Mods/aircraft/FA-18C/Cockpit/Scripts/Multipurpose_Display_Group/Common/indicatoPages/MPD/FLIFLIR.lua"]:6: attempt to perform arithmetic on global 'RDR_tacDisplay_half' (a nil value). 2019-04-27 21:37:19.092 WARNING LOG: 2 duplicate message(s) skipped. 2019-04-27 21:37:19.092 INFO COCKPITBASE: lua state still active MACROS, 55 (status undefined) 2019-04-27 21:37:19.092 INFO COCKPITBASE: lua state still active TGP_INTERFACE, 62 (status undefined) 2019-04-27 21:37:19.092 INFO COCKPITBASE: lua state still active HMD, 63 (status undefined) 2019-04-27 21:37:19.102 INFO WORLDGENERAL: loaded from mission Scripts/World/birds.lua 2019-04-27 21:37:19.102 INFO DCS: dbox not found , skip 2019-04-27 21:37:19.118 INFO EDTERRAINGRAPHICS41: surface5 gc() LOD 0 0 squares 2019-04-27 21:37:19.118 INFO EDTERRAINGRAPHICS41: surface5 gc() LOD 1 0 squares 2019-04-27 21:37:19.118 INFO EDTERRAINGRAPHICS41: surface5 gc() 0.221100 ms 2019-04-27 21:37:19.188 INFO VISUALIZER: Preload() camera=-360752.512342, 2437.143722, 619064.463076 radius=150000.000000 2019-04-27 21:37:19.188 INFO EDTERRAINGRAPHICS41: ITerrainGraphicsImpl4::forceLoading(): pos=(-360753, 2437.14, 619064), radius=150000 2019-04-27 21:37:19.791 INFO EDTERRAINGRAPHICS41: surface5 clean up LOD 0: left 4 released 0 2019-04-27 21:37:19.791 INFO EDTERRAINGRAPHICS41: surface5 clean up 0.090900 ms 2019-04-27 21:37:20.414 INFO EDTERRAINGRAPHICS41: surface5 clean up LOD 1: left 32 released 0 2019-04-27 21:37:20.414 INFO EDTERRAINGRAPHICS41: surface5 clean up 0.084600 ms 2019-04-27 21:37:20.879 INFO EDTERRAINGRAPHICS41: surface5 clean up 0.000100 ms 2019-04-27 21:37:22.854 WARNING LOG: 1 duplicate message(s) skipped. 2019-04-27 21:37:22.854 INFO EDTERRAINGRAPHICS41: forestDistanceFactor has been changed to 0.340000. Update lod buffers. 2019-04-27 21:37:22.854 INFO EDTERRAINGRAPHICS41: InstanceManager2::updateObjectDeclBuffer() 2019-04-27 21:37:22.854 INFO EDTERRAINGRAPHICS41: InstanceManager2::updateObjectLodDeclBuffer() 2019-04-27 21:37:22.950 INFO GRAPHICSVISTA: Creating Resource "Unicode" of type 1 2019-04-27 21:37:22.980 ERROR_ONCE DX11BACKEND: texture 'pilot_f18_fp_kneeboard' not found. Asked from 'NGMODEL' 2019-04-27 21:37:24.340 INFO VISUALIZER: Preload() finished 2019-04-27 21:37:24.405 INFO Dispatcher: precache units resources in slots 2019-04-27 21:37:24.580 INFO Lua: Lua CPU usage: metric: average mission loading: 13.5362 % 2019-04-27 21:37:24.580 INFO Dispatcher: loadMission Done: Сontrol passed to the player 2019-04-27 21:37:31.865 WARNING DXGUI: Invalid blur type! 
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Binary Options Trading Strategy For 2016- Tips and Facts For A Winning Strategy 2016

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