Daphni: likely based on Caribou being likely, however Daphni was originally scheduled for Coachella Friday which now conflicts with Caribou's iii points Friday slot...
Completed Commander Ironman: Thoughts and Details (this turned into a mini LP)(it got longer, don't read) [SPOILERS]
I just completed my first vanilla Commander Ironman. I love this game. This was a great experience and I'm energised enough by it that I find myself wanting to share my thoughts, feelings and details about my run. A lot of this stuff may seem obvious to experienced players or incomplete to the Chosen or Long Warriors This game is INCREDIBLY well balanced, I'm in awe of that fact alone. There are many viable units/skill builds/loadouts, Build order for the Avengeresearch order is somewhat flexible and even how you prioritise missions/scanning sites and communications has some give. Check out Adam Millard's video on this on YouTube if you haven't already. I'll give a quick shout out to the story, it's a fantastic premise that's very easy to get on board with. It serves very well as a vehicle to experience the tension laid on by the game design. I even like the red herring of Tygan, and Shen's suspicion of him. It's basic but in great service of the gameplay. My campaign went a little like this: I skipped the tutorial and lost one rookie on the first mission, fine. I opted for early plated armour over magnetic weapons thinking it would help if I wanted to tackle the black site a bit earlier and otherwise keep my squad alive more consistently. I didn't go for early black site but neither did I regret the choice. My first facility was GTS for squad size plus & rookie training, followed by AWC for the bonus skills. I focused on getting a really solid squad early on and worried about avenger power and communications later, though I had been scouting for as many engineers as I could find and had them clearing towards a power coil so I wouldn't get stuck in this regard. I generally like to build two of each unit to see what synergies present themselves but I also find there are better early game or late game choices respectively for the way I play. CRASH the ranger was a full scout build with the exception of untouchable. I used her for the entire play-through. Every mission apart from the final two. She would scout ahead with her speed PCS to allow me to engage pods on my terms. She carried scanners and a mimic beacon to give her utility without breaking concealment and occasionally struck hard with shadowstrike plus chain shot from the AWC, acting as an early rapid fire. She sometimes swapped in a proximity mine for an explosive way to open encounters. Laser sight and expanded mag for weapon upgrades FLATLINE the sharpshooter was the MVP of the run, hands down. This was a full sniper build and very strong for it. Many will know the synergy of squadsight with a scout, enabling you to hit targets that don't know you're there, providing a great preemptive option that hard-counters turrets. She rolled rapid fire as her out-of-class skill which was as good as it sounds; this gave a more reliable alternative to deadeye and obliterated machines when paired with bluescreen rounds. For those wondering: rapid fire doesn't work with squadsight, which is pretty balanced IMO. She rocked the spider suit for easier access to high ground and a movement option that didn't prevent her from firing her rifle. Later she swapped to AP rounds giving a better array of one-shots on enemies with full health for greater results with serial. I think it's awesome that serial also allows you to move and reload if you killed all your targerts. Killzone was monstrous mid-game, always fun to use and often ended encounters as soon as they began. Perception PCS helped a lot with shot reliability and when combined with a scope gave me many 100% shots despite cover in the second half of the campaign. Autoloader for the other slot and later expanded mag for more shots with killzone. I'll talk about my two specialists here together. BLACK WIDOW the battle medic and SHRINK the combat hacker. The exceptions here were that both picked up threat assessment which I believe to be superior to covering fire always and they swapped trees for the final skill so I could cover for more situations; capacitor discharge meant that my medic wasn't stuck for an option against robotic enemies and restoration gave my hacker an emergency support option if things got hairy. I never used restoration but if the final battle had have lasted one more turn I would have, though it also could not have been considered an emergency. They somewhat operated as expected but where they really shined was the powerful combination of guardian and threat assessment, which offers a minimum of two overwatch shots up to four with some luck. Add to this their exclusive perk from the GTS and you have very reliable overwatch especially since I'd also opted for a perception PCS and scopes for both. I finished them off with hair triggers for a small bonus chance when taking their very reliable shots and had them carrying venom or dragon rounds to get the best odds of there being no activated enemies left on the alien's turn. My medic inherited the blue screen rounds later from my sniper and had also rolled rapid fire from the AWC; great versus robotics despite opting out of most of the hacker tree. ALL IN the grenadier was a demolitions expert build. I think shredder is a possibly a better way to go on all builds but I figured I never really wanted him to fire his cannon with its awful base aim. I think this is a good example of a unit that is really strong early and mid-game when all units struggle with good ranged options, reliable ways to hit enemies behind cover, have limited access to AoE for maximising damage & opening up pods.. not to mention destroying armour and breaking cover. My favourite way to use the grenadier is making my own entrances and exits to facilities since crossing the threshold of buildings are, for me, the times you are most vulnerable to a surprise encounter. Saving a grenade to put a hole in the base to give you the shortest dash between the objective and the evac works so well and allows you to circumvent the blind-spot issues that come with tackling the more complicated structures. An autoloader allowed for freer use of saturation fire which is great for offsetting low aim and taking out cover whilst saving on grenades. I had struggled get a second grenadier going and this is where most of my bad luck was concentrated in the run. My first heavy gunner missed an evac due to having been poisoned by a viper on the last turn. He lost enough movement range that he just couldn't make it. I managed to save him later in the campaign only to encounter a bug where a rescued unit cannot move or take actions. Like with many bugs in XCOM 2 I explained it away into the ludonarrative, suggesting to myself that he must have developed PTSD after being captured and just couldn't face the aliens again. His replacement got crit-sniped out of cover on his first mission, dying instantly from full health. I went on without a gunner for a while until a grenadier popped up at HQ, it's really great being able to spec a unit from scratch and I was late enough in the campaign that I picked her up as a major. HURRICANE was a beast! If a demolitions expert is an example of a great unit in the first half then heavy gunner is THE example of a great unit later on. Shredder doesn't care about your armour, holo targeting doesn't care about your cover or dodge and chain shot does not care about your health. I learned this campaign that you can achieve exceptional aim on a grenadier with a perception PCS and a good scope, even against closed Gatekeepers. I can see the appeal of hail of bullets but I did go for salvo because I've always found it so useful to have potential for multiple actions per turn. Autoloader to help with the ammo hungry abilities. VIKING the assault ranger was a solid unit. I've always enjoyed using the blade but overall I felt there were just too many impotent turns waiting for the right situation. The main weaknesses here are not being able to run in through fear of pulling a second pod and their damage falling off late-game. I did get one good reaper sweep off and he did see some use after I built the shadow chamber and could identify maps with many organic units or Chrissalids. Bladestorm was useful in a couple of situations and can be setup in a couple of ways, too, such as standing the unit in the middle of a reinforcement spawn. He rolled rupture as a bonus skill giving him a niche in the absence of a good gunner and as such he used an autoloader to help with ammo plus the obligatory laser sight. He came on the last mission in place of my scout because concealment wasn't going to be reliable for long and high enemy numbers called for more offense anyway. He switched between carrying an extra grenade for the squad, an armour piece or the talon rounds. Only one slot because he used the wraith suit, though I don't think it ever came into play except the odd grapple for positioning. PCS speed. I had tried to get a gunslinger going but it just didn't find its place on the team, probably because it was a later addition, though I do think they are good. ECTO was the only psi operative of the run. I love psi operatives and how versatile they are. Inspire, stasis and domination are the kind of abilities that can turn the tide of a battle by taking options away from your enemy or expanding your own. Add to this, various options for guaranteed damage. She would normally try to position for an effective null lance while looking for a good domination target. Void rift to open up a pod could lead to some instant kills as damage ticks twice if rupture takes effect, allowing other units to spend actions moving or reloading instead. Domination is excellent on the final two maps when you're so outnumbered and the expendable alien makes for a great scout and decoy. A great strategy for the last map is combining stasis with mind control; you can stasis them on the last turn of mind control and re-establish it on the following turn, essentially making it infinite if you keep track of it and take the turn to do it between pods. Speed PCS for better positioning for null lance. Scope and repeater for weapon mods The Commander Avatar is an interesting case; I didn't like it on my first ever playthrough. I hadn't used the similar psi operatives and didn't appreciate being handed a premade unit that I hadn't built myself. I was convinced I hated the final mission.. but I really don't. He is a fantastic unit if you're open to using him to his potential. Mind control is one of the most powerful abilities in the game because it can be used multiple times to take a unit out of action and give you a scout/decoy for your squad for a few turns, which can be refreshed with the aforementioned stasis combo. This time around I was better at looking for null lance set ups and the range and area of affect on dimensional rift is unparalleled. I'll just mention that I never relied on repeaters, hair triggers or other other low chance effects but pressed my advantage when they would proc. Back to the bridge. I learned through numerous playthroughs not to be overly scared of the Avatar Project progress meter. Actually in testing the limits I let it get down to about a day when I finished the scan for a facility. I was worried that I wouldn't get on top of it but, after a bit of a scramble to fill out the network, I got it down to two and it pretty much stayed there. Facility missions went smoothly partly due to having a strong, full squad and early GTS investment. I used the black market more than ever because I didn't see the use in sitting on Intel when they could be put to use and managed to get the upgrades and PCS I wanted much more reliably this way. I built the proving ground a little late, also. I didn't account for getting such bad luck with the experimental ammo and had three venom rounds before getting anything else. In the end I ran out of elerium cores before I had all the items I wanted. I ended the run with fewer heavy weapons, AP rounds and one less wraith suit than I would have liked. Region bonuses were really nothing special. Hidden reserves in my starting region was decent and quid pro quo saw some use on the black market, though it came a little late. I got fortunate with engineers and scientists, they were never a problem. Regarding mission types: I love the variety of them and the tension of the time-based ones. Retaliations were some of my favourites. Having a kind of timer built into the fact that you were losing a resistance member per turn, giving an extra reason to use scanning protocol & battle scanners and forcing you out of position to rescue people. All the missions with a timed evac have you looking at the entire map, thinking about how you'll move across it and where you need to end up, culminating in some clutch sprints at the end. My attitude towards supply raids was always relative to how much I needed the supplies. I lost one guerilla op due to a Sectopod walking through the objective, absolutely nothing I could have done to avoid that (I didn't know if it was even possible that it could happen) but again I spun it into the narrative "well it makes sense that you would walk over it and destroy it if you could" I told myself. On the topic of the timed missions: being forced to advance makes the missions much more tense and makes for some excellent stories emerging from the gameplay. I've seen people complain online about this but I think it's one of the strongest mechanics in the game. I also enjoy not having the timer, I do understand why people would say they don't like the timer but I wouldn't change it. The game would simply not be as good without it. Even more, I could have used a late game timer on the bridge to drive the suspense even more. Once I was over the curve the Avatar timer was a non-issue and I racked up about 3000 in supplies using up the last of my cores and waiting for the results. I also wanted to see if there was a trophy for getting all region bonuses, so I did that, too. I was prepared for the final mission this time. The tower is a cool spin, small squad with the Intel bonuses. I picked squadsight for the whole team and vision range plus two. The team was FLATLINE since she has the best potential for taking down multiple enemies, ECTO for the great variety plus domination for adding a friend along the way. And BLACK WIDOW for healing scrapes and other good options like rapid fire and capacitor discharge. We recruited an Archon and made use of squadsight as he scouted ahead for us. Everything went pretty smoothly. On the the main operation.The first section went well with a friendly Andromedon and Beserker along the way, using everything I had learned until now. I managed to pull what must have been two pods in the same spot: two Gatekeepers and four Mutons. Things looked a little rough until void rift killed one Muton outright and mind controlled another. Rapid fire plus BS rounds and shredder chainshot destroyed the two Gatekeepers and my sniper picked off another Muton while our pet Andromedon went forward to bait the last one. Picking off the last Muton, I was warped into the final room. I didn't want to spread my units thin so I took them all right around partition. I struggled to get into position quickly, not knowing which gates would activate when. VIKING helped finish one of the Archons from the first group and got mind controlled for his trouble. After seeing the hit-rates on the Avatar I was pleased that I'd focused so much on boosting aim. I took out the first Avatar turn two with HURRICANE's chain shot as FLATLINE and the Commander's Avatar took out a couple of Sectoids that had come in from the left side. A third Sectoid mind controlled HURRICANE, the only one who had eyes on it. I couldn't see the Sectoid and I didn't want to end the turn with the threat from my own unit. VIKING ran forward to an open spot to see the Sectoid as FLATLINE grappled to the closest right tower to get the squadsight shot, freeing my heavy gunner and activating death from above. She chose to reload rather than take cover as she really needed to keep up offensive pressure the following turns so I had ECTO stasis her to protect her on the enemy's turn. My other units took out the second Avatar who had run right in and stood near my squad as our Commander mind controlled an Andromedon that had spawned with it. The third Avatar was already around with two Codices in tow. At the beginning of the next turn a group of Vipers came in the closest gate. FLATLINE opened up with possibly the single most satisfying serial sweep of the run, picking off the vipers one by one before using deadeye to one-shot a Codex and even reaching 100% hit with it. She then ran off of the open spot on the tower for cover and to reload with her refunded actions. The next turn the final Avatar teleported in and took a shot at BLACK WIDOW, dealing five damage with a critical hit, and two Heavy MECs came in the second right gate and went into overwatch. SHRINK tickled the last Avatar with combat protocol to get him to teleport to a better spot; he teleported right in the thick of my squad! Here I could feel the end of the run, finally, with no units lost on the finale. I got excited and forgot the MECs on overwatch and ran toward the avatar with ECTO who was also the wrong unit. I had an Andromedon still to soak up those shots and I forgot. She took eight from the first shot and I thought she would go down but the second shot missed. I moved in HURRICANE, the correct unit, to pin holo targeting on the last Avatar and shred his armour. Chain shot had good hit and would leave him in range of something reliable like soulfire so she went for it. Then something fitting for the final action took place: she landed two crits with the chain shot and finished the campaign on behalf of the team. Phew. The last thing I want to acknowledge is that this game can be pretty janky, but I think it's part of the learning curve. This playthrough I was able to mitigate most of the things that frustrated me the first times I played the game or maybe I improved in accepting and working around them. Call me an apologist if you like, but I honestly don't mind this aspect anymore. TLDR I love this game. It has fantastic balance, fun to use classes and multiple routes to success, allowing for player expression. Story is unobtrusive and gives the perfect premise to tie the gameplay systems together in a great sci-fi action movie setting. Time-limit mechanics in individual battles and throughout the campaign add tension and reward strategy & decision making. Incredible variability in gameplay makes for memorable and unique moments. All of this offers superior scope for replayability. Thank you Firaxis for this masterpiece of a game Thank you XCOM2 and Xcom redditors for all the helpful posts, questions and answers. I don't know why I stayed up all night and spent all my phone battery writing this. I think it's because I wish I had someone to experience this game with. You probably shouldn't read it but I hope you liked it if you did. Lots of love, J
- Up for sale is my 2016 Hyundai Genesis Coupe R-Spec Casablanca Pearl White. The car currently has 47,000 original miles, mileage will go up slightly as the car is my current daily driver. The car is still covered under the 5 yea60,000 mile basic warranty and 10 yea100,000 mile full power-train warranty. Overall, my Genesis is in pristine condition, both interior and exterior are nearly flawless. I am the original owner of the car and have always used Pennzoil Ultra platinum full synthetic Oil with a K&N Oil Filter. I have meticulously maintained the car and changed the oil every 3,000 miles. All fluids, including brake fluid, Transmission fluid and Differential fluid have been upgraded for more longevity and durably. I have never abused or tracked the car, as I have accumulated most of the miles on the highway from driving from Houston to Dallas for work purposes. The car runs and drives great, no smoking or overheating whatsoever. Also, I will provide receipts for all the parts that I have added and will even include all the remaining stock OEM parts. Registration has also recently been renewed and is good until 4/2020. The Genesis has been garage-kept 90% of the time of my ownership. I had also just changed the oil and it is good till 50,000 miles. I am asking for $19,999 for the Genesis. I'm not interested in trades or doing payments. I will only accept cash or a cashier’s check from a certified bank. PLEASE MESSAGE ME IF YOU ARE INTERESTED TO SEE MORE PHOTOS OF THE CAR. I HAVE TONS OF PICTURES! Modification List: *************** -KS-Style Front Lip (Urethane) -Genesis Couple Emblems All Around (Front, Rear, Wheel Caps, Steering Wheel) -Front Bumper Facia Painted Casablanca Pearl White -DEWHEL JDM Folding Screw on Racing T2 Red Tow Hook -Revline QUIK-LATCH (Quick Release) BLACK ANODIZED -Diode Dynamics Low Beam HID Conversion Kit -Diode Dynamics Interior LED Conversion Kit -Diode Dynamics License Plate LED Lights & Backup LED Lights -K&N Typhoon Cold Air Intake -3point8 Performance Engine Leash -EBC Redstuff Front Brake Pads -StopTech High Performance Racing Brake/Clutch Fluid -Stoptech Slotted Front Rotors -Stoptech Stainless Steel Front Brake Lines -SRP Racing Aluminum Pedals -ATQ Short Throw Shifter + ROUND SHIFTER BUSHINGS + REAR SHIFTER BUSHING -ATQ Italian Leather Shift Boot -Raceseng Rondure Gloss Shift Knob (With signature CNC machined shift gate engravin) -Megan Racing Transmission Mount -Megan Racing Street Series Coilovers (Front Fenders rolled on both sides) -Whiteline Front (30MM) and Rear (27MM) Adjustable Sway Bars w/Endlinks -ENTHUSPEC PERFORMANCE RIGID SUBFRAME COLLAR KIT -Garageline Spacers 15MM Front / 20MM Rear -ARK GRiP Exhaust w/Burnt Tips & ARK Downpipes and Testpipes -REDLINE MT-85 SYNTHETIC MANUAL TRANSMISSION OIL FLUID -REDLINE FULL SYNTHETIC 75W90 HIGH PREFORMANCE DIFFERENTIAL GEAR OIL FLUID
And now for something completely different: our midyear MAME release. The most notable new working machines are beloved Game & Watch titles Donkey Kong Jr. (new wide screen) and Mario Bros., and the ultra-rare Kaneko prototype Jump Kun (thanks ShouTime). There are also some newly supported clones of existing systems, like additional versions of DECO Cassette games (including the more Puck-Man-like Japanese version of Lock’n’Chase), Spanish bootlegs of Rally X and Scramble, a Korean release of Macross II with Japanese text removed (to meet “cultural import” restrictions), and a simplified version of Operation Thunderbolt for smaller cabinets in shopping centres aimed at younger children. Another very exciting development in this release is support for running original protection programs for a number of games using MC68705P5 microcontrollers. A technique to exploit glitches and read the programs out of a protected MC68705P5 with reasonable success rate was discovered, and brizzo built a device implementing it. Games now using real protection programs include Get Star, Chack’n Pop, Rumba Lumber, Onna Sanshirou (Typhoon Gal), Field Day, Prebillian and others. Some of these games were known to be using poor simulation, so improvements to gameplay can be expected. Other improvements include support for a MIDI output card on the Sharp X68000 (allows game sountracks to be played through an external synthesiser), English BIOS support for the Sega VMU, fixes for several xBR shaders with bgfx, working Dragon 64 Plus and Goupil G1/G2 support, Tandy CoCo Speech/Sound Cartridge support, and a big update to the Interpro driver. Of course there’s more, which you can experience when you get the source/Windows binaries from the download page. Thanks for being part of the MAME community.
MAMETesters Bugs Fixed
03041: [Graphics] (starshp1.cpp) starshp1, starshpp: Speed and graphics information from the real machine (Frank Palazzolo)
dragon_flop: BT Codes Search, Composer Companion (DragonFire), Composer X (PSE), Copycat (PSE), DCHROME & SCANNER, Desk Top Publisher V2, Desktop, Discup (PSE), Dragon Detour, DynaFast v1.5.0, FEdit, Forth Compiler (DeltaDOS), Golden Oldies, Machine Language Tutorial, Mandragore, Multi-Disk, Orange Base, PyrAdventure, RolaBall2, Shaolin Master Plus,, Sprite Designer (PSE), Supa Nova, Super Writer 2, Telewriter V1, Telewriter V2, Telewriter V4, The Fun Disc!, The Hobbit, Utility Pack (PSE), W.I.M.P. (1989) [Nigel Barnes]
dragon_os9: Cash and VAT, DragonPlus OS9 Drivers, Stock Control [Nigel Barnes]
ibm5150: 4D Boxing, 4D Sports Boxing, 688 Attack Sub (3.5", older), Gunboat: River Combat Simulation, Ivan "Ironman" Stewart's Super Off Road, Jordan vs. Bird: One on One, Kings of the Beach, Menace, PC Tools (various versions), PKZip 2.04g, Platoon, Risky Woods, SimEarth, Star Goose!, Wrath of the Demon, Xenon [ArcadeShadow]
ibm5170: Disney's Aladdin, Gobliiins, Gobliins 2: The Prince Buffoon, Goblins Quest 3, PC Tools (various versions), SimFarm [ArcadeShadow]
pet_quik: Hardcore Petting, No Pets Allowed [Curt Coder]
pce_tourvision: Ankoku Densetsu, Batman, Burning Angels, Cadash, Gradius, Toilet Kids, World Jockey [system11, The Dumping Union]
x68k_flop: Bradion, Dennou Club Vol. 90 Tokubetsu Henshuu-ban, Dennou Club Vol. 94, Dennou Club Vols. 96-139, GJ, Nemesis '95 Gradius 2 [Justin Kerk]
vsmile_cart: Abenteuer im ABC Park (GER), Finding Nemo - De Wonderwereld Van Nemo (NL), Mickey Mouse Clubhouse (NL), Shrek De Derde - Arthurs Schooldag Avontuur (NL) [Team Europe]
Source Changes
plugins/cheat: Add hotkey support, and nes, snes and genesis Game Genie support. [Carl]
Added initial support for SiS85c496/497 PCI chipset, and added first pass shadow RAM and SM RAM support. [R. Belmont]
hp9k_3xx updates: [R. Belmont]
Preliminary working DIO/DIO-II bus implementation and 98544 video card.
Hooked up i8042 I/O microcontroller comms to main CPU.
Support medium-res built-in video on 9000/332.
Improved CD audio play track/index command handling. [smf]
Added unused DIP switches 7 and 8 to Eeekk! since it's a conversion of pacman. [smf]
terracre.cpp: Added actual hookup for protection data and fixed potential buffer overflow. [Angelo Salese]
cop01.cpp: Improved Mighty Guy sound. [Angelo Salese]
apricot: Switched to preferred Z80SIO device. [Dirk Best]
drawgfx: Made the palette optional, and fixed viewgfx for case where palette is absent. [O. Galibert]
prebillian: Replaced MCU simulation with actual dump, fixed vblank input, fixed player 2 spinner input, and added launch button. [Lord Nightmare, ShouTime, brizzo]
ay8910.cpp: Made device_clock_changed respect YM2149 pin 26, added pinout, and remove outdated comments. [Lord Nightmare]
socrates.cpp: Converted socrates and iqunlimz to bankdev, hooked up socrates hblank input, and made profweis machine configuration derive from socrates. [Lord Nightmare]
hh_sm510: Improved Mickey & Donald SVG artwork. [Sean Riddle, Roger Coltrane]
naomi.cpp: Bruteforced "Dragon Treasure" main unit DES key. [Mike Ryan]
svmu: Added two English BIOS versions and a newer Japanese BIOS version. [Kingizor]
system16.cpp: Corrected clocks for Alien Storm (bootleg, set 2). [caius, The Dumping Union]
Fixed missing VLM5030 speech in Hyper Crash and increased volume, and fixed VLM loading in jailbrek and clones. [MASH]
gradius4: Changed description to match title screen/flyer. [Pedro J. Martinez]
Renamed "Cyber Arcade 120-in-1" to "Defender M2500P 120-in-1" (correct name according to dumper). [AttackedbyGlitch]
Corrected descriptions for Gradius 4: Fukkatsu and Silent Scope 2. [sjy96525]
Changed Air Combat 22 auto-centering throttle from Pedal to AD_STICK_Z. [sjy96525]
Total Cards - 60 ****** Deck List Generated by the Pokémon TCG Online www.pokemon.com/TCGO ****** I've been playing with this a lot at league and online and I feel like I either want to play this or BuzzRoc at Portland. Here are some thoughts, concerns and considerations I have made regarding shaping the deck up before the event. I haven't done much testing with 2 Exeggcute instead of 3, but I feel like 2 is fine to deal with even if one of them gets prized. Oricorio GRI56 may be a niche tech for Night March. You can bait them into playing down their Dimension Valley by abusing your own Sky Field and making them want to replace it. I'm unsure of Night March's use of Field Blower or Delinquent. Seismitoad-EX + Karen will shut down Night March. I'm not sure how much of a threat it will be at Portland but I want to come prepared. Regarding coming prepared, I would like to find space for a Giratina XY184. I know Zoroark already has a relatively easy time against Trevenant BREAK, but my most hated deck of all time, Greninja BREAK may show up and I want to make sure I give them the harshest time possible. Sometimes I feel like I need more than 1 gusting supporter, whether it be a 2nd copy of Guzma or adding in a Lysandre. Professor Kukui sometimes sounds like it could come in handy. It will allow Mewtwo-EX with a Choice Band to 1-shot a Buzzwole-GX that only has 1 energy attached to it, where it would normally require a 2nd energy on the Buzzwole or a 2nd DCE to itself, which would be sub-optimal. It also allows Zoroark to 1-shot a Sylveon-GX provided you have a full bench and a Choice Band attached. Regarding Buzzwole, would I need more things to sway the matchup in my favor? Perhaps Mewtwo EVO51 or the aforementioned Oricorio GRI56? Maybe even Weakness Policy? Foul Play Zoroark with a Choice Band can copy Knuckle Impact for knockout, and even Absorption GX and Dangerous Rogue GX. Using either of these as your GX attack is fine, considering the deck has no primary GX attack of it's own to use. More Zoroark? I have seen lists that play 2 Foul Play or 1 Foul Play and 1 Mind Jack. Would it be this beneficial to run this much Zoroark? 2/1 Alolan Muk line - I feel that a lot of the time, a piece of this line gets prized, making it significantly more difficult to recover from Sudowoodo GRI66, so I decided that 2 Grimer would be enough initial setup while keeping only 1 Muk. I have just now made the change from Computer Search to Dowsing Machine as my ACE SPEC. I feel like with having access to Magcargo every turn (maybe even 2), Computer Search doesn't seem as good as it is for decks that don't already have free deck search. Now with the absence of Puzzle of Time from the format, it is now much more difficult, if not impossible to get non-Pokemon/energy cards out of the discard pile. Useful targets to retrieve with this card are Sky Field, Choice Band, Float Stone, VS Seeker, Rescue Stretcher and Special Charge (in case of Wailord-EX who will force you to go through 8 DCE). Regarding Wailord-EX, what's the strategy here? Choice Band Quaking Punch and hope they don't have Acerola then swoop in with a big enough Riotous Beating? That's really the only strategy I can think of. I am not sure of it's potential popularity at Portland. I have been hearing talk of using Rough Seas over Tropical Beach in favor of Steven's Decision. A hot tech in my local scene is Iris. What's the take on the viability of this slot? Can it really sway the game for you that hard later on? Thanks in advance for any advice, tips and suggestions you may have. As changes are made, I will be updating the list in this original post and will try my best to reply to your comments as soon as possible.
Up for sale is my 2016 Hyundai Genesis Coupe R-Spec Casablanca Pearl White. The car currently has 47,000 original miles, mileage will go up slightly as the car is my current daily driver. The car is still covered under the 5 yea60,000 mile basic warranty and 10 yea100,000 mile full power-train warranty. Overall, my Genesis is in pristine condition, both interior and exterior are nearly flawless. I am the original owner of the car and have always used Pennzoil Ultra platinum full synthetic Oil with a K&N Oil Filter. I have meticulously maintained the car and changed the oil every 3,000 miles. All fluids, including brake fluid, Transmission fluid and Differential fluid have been upgraded for more longevity and durably. I have never abused or tracked the car, as I have accumulated most of the miles on the highway from driving from Houston to Dallas for work purposes. The car runs and drives great, no smoking or overheating whatsoever. Also, I will provide receipts for all the parts that I have added and will even include all the remaining stock OEM parts. Registration has also recently been renewed and is good until 4/2020. The Genesis has been garage-kept 90% of the time of my ownership. I had also just changed the oil and it is good till 50,000 miles. I am asking for $19,999 for the Genesis. I'm not interested in trades or doing payments. I will only accept cash or a cashier’s check from a certified bank. PLEASE MESSAGE ME IF YOU ARE INTERESTED TO SEE MORE PHOTOS OF THE CAR. I HAVE TONS OF PICTURES! Modification List: *************** -KS-Style Front Lip (Urethane) -Genesis Couple Emblems All Around (Front, Rear, Wheel Caps, Steering Wheel) -Front Bumper Facia Painted Casablanca Pearl White -DEWHEL JDM Folding Screw on Racing T2 Red Tow Hook -Revline QUIK-LATCH (Quick Release) BLACK ANODIZED -Diode Dynamics Low Beam HID Conversion Kit -Diode Dynamics Interior LED Conversion Kit -Diode Dynamics License Plate LED Lights & Backup LED Lights -K&N Typhoon Cold Air Intake -3point8 Performance Engine Leash -EBC Redstuff Front Brake Pads -StopTech High Performance Racing Brake/Clutch Fluid -Stoptech Slotted Front Rotors -Stoptech Stainless Steel Front Brake Lines -SRP Racing Aluminum Pedals -ATQ Short Throw Shifter + ROUND SHIFTER BUSHINGS + REAR SHIFTER BUSHING -ATQ Italian Leather Shift Boot -Raceseng Rondure Gloss Shift Knob (With signature CNC machined shift gate engravin) -Megan Racing Transmission Mount -Megan Racing Street Series Coilovers (Front Fenders rolled on both sides) -Whiteline Front (30MM) and Rear (27MM) Adjustable Sway Bars w/Endlinks -ENTHUSPEC PERFORMANCE RIGID SUBFRAME COLLAR KIT -Garageline Spacers 15MM Front / 20MM Rear -ARK GRiP Exhaust w/Burnt Tips & ARK Downpipes and Testpipes -REDLINE MT-85 SYNTHETIC MANUAL TRANSMISSION OIL FLUID -REDLINE FULL SYNTHETIC 75W90 HIGH PREFORMANCE DIFFERENTIAL GEAR OIL FLUID
/r/Bonnaroo Wishlist - Part III - Artist Placement
EDIT: SHUTTING DOWN CHANGES SUNDAY AM FIRST POLL TO LAUNCH ON MONDAY I have broken down each artist by slot available. Next to the slot title, you'll see noted the number of artists available in that slot (ex: x3 = 3 slots). Keep in mind that we will vote on each genre and then all remaining artists will be entered into the Catch-All poll for that tier of artist.
Ex: We will vote first on Sunday Night Headliner, Then Rock, Then all Headliner-worthy artists not already selected will be re-entered into the catch-all poll. In other words, genre-specific artists have two shots to be selected.
The purpose of the thread is to make sure every artist is in the right category. I only have listened to ~50% of the artists on the list, so please don't take it personally if they are lowehigher than they should be. Make a recommendation and I'll gladly move it if others agree. Final Note: Subheadliners only have 6 collective slots.... and currently 56 artists. My guess is some should move down to middle-tier... Headliners Sunday Night Headliners (x1)
Prince
Eric Clapton
The Who
Rolling Stones
Talking Heads
Fleetwood Mac
Outkast
Paul Simon
Roger Waters
Rush
Garth Brooks
Bob Seger
Stevie Wonder
AC/DC
Bruce Springsteen
Aerosmith
U2
David Gilmour
David Bowie
Black Sabbath
Iron Maiden
Dr. Dre & NWA
The Dead and Co. (w/ John Mayer)
Rock Headliner (x1)
Radiohead
Arcade Fire
Foo Fighters
Metallica
Tool
The Dead Weather
Rage Against the Machine
Coldplay
Dave Matthews Band
Muse
Kings of Leon
Green Day
Oasis
REM
Pearl Jam
Catch-All Headliners (x2)
Daft Punk
Gorillaz
Katy Perry
Taylor Swift
Drake
Justin Timberlake
Eminem
Beyonce
Rihanna
Jay Z
NWA
Lady Gaga
Bjork
Phish
SUB-HEADLINERS Pop/Rock Subheadliners (x3)
Modest Mouse
The National
Tame Impala
Alt-J
Beck
Wilco
Vampire Weekend
Lana Del Ray
Death Cab for Cutie
Phoenix
Queens of the Stone Age
Lorde
System of a Down
The xx
Weezer
The Strokes
Cage the Elephant
Avett Brothers
Widespread Panic
Bon Iver
Sigur Ros
Portishead
Ryan Adams
The Lumineers
Depeche Mode
Ben Folds Five
Halsey
Hip-Hop Subheadliners (x1)
Macklemore & Ryan Lewis
Pharrell
The Weeknd
Snoop Dog
Miguel
J. Cole
Lupe Fiasco
The Roots
Ms. Lauryn Hill
Catch-All Subheadliners (x2)
Dolly Parton
Hall & Oates
M83
Meat Loaf
PJ Harvey
** EDM Subheadliners (x2) **
Skrillex
Calvin Harris
Kaskade
Pretty Lights
The Chemical Brothers
Aphex Twin
Justice
Big Gigantic
Disclosure
Major Lazer
Jack U
Middle-Tier AND Late Night Acts EDM/Electronic (x6 - best 2 go to Late Night)
Armored Core 1 Guide: Armor and Internal Part Statistics and Secrets (Minor Spoilers for the Secrets)
Hey everyone. Time to start the third part of my guide. I intend on making this four parts as the next part will cover missions, but I can't guarantee I'll fit all missions into one self post. For now, let's cover Armor and Hidden Parts. Current Parts of the Guide:
With all of this being said, I'm only going to make minor notes when possible. I'm going to avoid giving too many recommendations because any armor piece can fit well in a build. As for inner pieces, like FCS, Generators, and Boosters, I'll give some recommendations for those. Name: HD-01-SRVT Type: Head Unit Price: 26500 (You start with this) Weight: 122 Energy Drain: 350 Armor Point: 816 Shell Defense: 154 Energy Defense: 149 Computer Type: Detailed Map Type: Area Memory Noise Canceller: None Bio Sensor: Provided Radar Function: None Flavor Text: Head unit with built-in bio sensor. Name: HD-2002 Type: Head Unit Price: 29000 Weight: 156 Energy Drain: 457 Armor Points: 787 Shell Defense: 140 Energy Defense: 154 Computer Type: Standard Map Type: Area Memory Noise Canceller: None Bio Sensor: None Radar Function: Provided Radar Range: 6000 Radar Type: Standard Flavor Text: Head unit equipped with radar function. Name: HD-REDEYE Type: Head Unit Price: 41100 Weight: 146 Energy Drain: 538 Armor Points: 840 Shell Defense: 148 Energy Defense: 151 Computer Type: Detailed Map Type: Area and Place Name Noise Canceller: None Bio Sensor: None Radar Function: Provided Radar Range: 5980 Radar Type: Standard Flavor Text: Equipped with radar and an enhanced auto-map function. Name: HD-D-9066 Type: Head Unit Price: 43200 Weight: 138 Energy Drain: 657 Armor Point: 885 Shell Defense: 165 Energy Defense: 232 Computer Type: Standard Map Type: Area Memory Noise Canceller: None Bio Sensor: Provided Radar Function: Provided Radar Range: 6120 Radar Type: Standard Flavor Text: Full range of options and good EG shields. Name: HD-GRY-NX Type: Head Unit Price: 14700 Weight: 232 Energy Drain: 218 Armor Points: 1004 Shell Defense: 194 Energy Defense: 134 Computer Type: Rough Map Type: No Memory Noise Canceller: None Bio Sensor: None Radar Function None Flavor Text: Economy unit with good shields but no optional equipment. Name: HD-06-RADAR Type: Head Unit Price: 51800 Weight: 145 Energy Drain: 875 Armor Points: 741 Shell Defense: 109 Energy Defense: 194 Computer Type: Standard Map Type: Area and Place Name Noise Canceller: Provided Bio Sensor: None Radar Function: Provided Radar Range: 8120 Radar Type: Standard Flavor Text: Equipped with wide-area radar and various options. Name: HD-ONE Type: Head Unit Price: 68100 Weight: 161 Energy Drain: 304 Armor Points: 800 Shell Defense: 132 Energy Defense: 129 Computer Type: Detailed Map Type: Area Memory Noise Canceller: Provided Bio Sensor: Provided Radar Function: Provided Radar Range: 7980 Radar Type: Standard Flavor Text: Fully equipped with wide-area radar and all options. Note: This is the only head with all features. Name: HD-08-DISH Type: Head Unit Price: 33200 Weight: 133 Energy Drain: 716 Armor Points: 870 Shell Defense: 205 Energy Defense: 162 Computer Type: Standard Map Type: Area and Place Name Noise Canceller: None Bio Sensor: None Radar Function: None Flavor Text: Equipped with an enhanced auto-map function. Name: HD-ZERO Type: Head Unit Price: 22500 Weight: 185 Energy Drain: 185 Armor Points: 985 Shell Defense: 221 Energy Defense: 149 Computer Type: Rough Map Type: No Memory Noise Canceller: None Bio Sensor: None Radar Function: Provided Radar Range: 6300 Radar Type: Standard Flavor Text: Equipped with radar functions and enhanced shock protection.
Core Units
There are only three cores. Why? I don't know. But you can only pick between these three. Name: XCA-00 Type: Core Unit Price: 61500 (You start with this) Weight: 1103 Energy Drain: 1046 Armor Points: 2710 Shell Defense: 530 Energy Defense: 505 Max Weight: 2770 Anti-Missile Response: 48 Anti-Missile Angle: 48 Extension (Option) Slots: 8 Flavor Text: Standard core unit with average performance overall. Name: XCL-01 Type: Core Unit Price: 88000 Weight: 885 Energy Drain: 1380 Armor Points: 2380 Shell Defense: 492 Energy Defense: 610 Max Weight: 2450 Anti-Missile Response: 48 Anti-Missile Angle: 64 Extension (Option) Slots: 16 Flavor Text: Electronic warfare core with many slots for special equipment. Name: XCH-01 Type: Core Unit Price: 72000 Weight: 1384 Energy Drain: 873 Armor Points: 3015 Shell Defense: 615 Energy Defense: 543 Max Weight: 3600 Anti-Missile Response: 48 Anti-Missile Angle: 32 Extension (Option) Slots: 12 Flavor Text: Heavyweight core with an excellent shoulder load and heavy armor.
Arm Parts (not including Weapon Arms)
Name: AN-101 Type: Arm Unit Price: 19000 (You start out with this) Weight: 1228 Energy Drain: 1006 Armor Points: 1670 Shell Defense: 384 Energy Defense: 374 Flavor Text: Normal arm units with average performance. Name: AN-201 Type: Arm Unit Price: 15300 Weight: 1054 Armor Points: 1635 Shell Defense: 352 Energy Defense: 334 Flavor Text: Low energy consumption version of the AN-101. Name: AN-K1 Type: Arm Unit Price: 49000 Weight: 905 Energy Drain: 930 Armor Points: 1790 Shell Defense: 339 Energy Defense: 402 Flavor Text: Reduced-weight arm units with full AP and shields. Name: AN-D-7001 Type: Arm Unit Price: 23000 Weight: 1445 Energy Drain: 1512 Armor Points: 1743 Shell Defense: 306 Energy Defense: 453 Flavor Text: Average arm units with enhanced performance. Name: AN-3001 Type: Arm Unit Price: 39500 Weight: 1612 Energy Drain: 1258 Armor Points: 1935 Shell Defense: 487 Energy Defense: 353 Flavor Text: Middleweight arms with maximum energy shielding. Name: ANKS-1A46J Type: Arm Unit Price: 42100 Weight: 2120 Energy Drain: 1415 Armor Points: 1990 Shell Defense: 679 Energy Defense: 496 Flavor Text: Offers the maximum AP but interferes with some parts. Note: Don't use this part. It severely limits what you can equip. Name: AN-853-B Type: Arm Unit Price: 34000 Weight: 1726 Energy Drain: 1394 Armor Points: 1880 Shell Defense: 517 Energy Defense: 406 Flavor Text: Weight is increased for added durability. Name: AN-25 Type: Arm Unit Price: 28400 Weight: 853 Energy Drain: 682 Armor Points: 1826 Shell Defense: 344 Energy Defense: 284 Flavor Text: Lightweight arm units with better performance.
Leg Parts
Name: LN-1001 Type: Humanoid Legs (Middleweight) Price: 28500 (You start with these) Weight: 1956 (Weight is a useless stat for legs; pay attention to Max Weight) Energy Drain: 1725 Armor Points: 3235 Shell Defense: 556 Energy Defense: 531 Max Weight: 4470 Speed: 277 (how fast you go without boosting) Stability: 1018 (knock-back when hit) Jump Function: Provided Flavor Text: Balanced, standard humanoid legs. Name: LN-3001 Type: Humanoid Legs (Heavyweight) Price: 52200 Weight: 3137 Energy Drain: 2206 Armor Points: 3703 Shell Defense: 870 Energy Defense: 594 Max Weight: 6600 Speed: 153 Stability: 2518 Jump Function: Provided Flavor Text: Heavily armored humanoid with a high load capacity. Poor speed. Name: LN-1001-PX-0 Type: Humanoid Legs (Middleweight) Price: 25000 Weight: 1892 Energy Drain: 1844 Armor Points: 3035 Shell Defense: 528 Energy Defense: 508 Max Weight: 4100 Speed: 280 Stability: 904 Jump Function: Provided Flavor Text: Balanced humanoid legs for combat on all terrain. Name: LN-501 Type: Humanoid Legs (Lightweight) Price: 71800 Weight: 1675 Energy Drain: 2910 Armor Points: 2947 Shell Defense: 508 Energy Defense: 535 Max Weight: 3990 Speed: 451 Stability: 854 Jump Function: Provided Flavor Text: Has the shield performance and load capacity of a middleweight. Name: LN-SSVR Type: Humanoid Legs (Heavyweight) Price: 32400 Weight: 2750 Energy Drain: 2013 Armor Points: 3606 Shell Defense: 805 Energy Defense: 532 Max Weight: 5400 Speed: 148 Stability: 2150 Jump Function: Provided Flavor Text: Lightest of the heavily armored humanoid legs. Name: LN-1001B Type: Humanoid Legs (Middleweight) Price: 45200 Weight: 2305 Energy Drain: 1889 Armor Points: 3383 Shell Defense: 585 Energy Defense: 543 Max Weight: 4630 Speed: 272 Stability: 1320 Jump Function: Provided Flavor Text: Enhanced variation of the LN-1001. Name: LN-3001C Type: Humanoid Legs (Heavyweight) Price: 64100 Weight: 3528 Energy Drain: 2418 Armor Points: 3977 Shell Defense: 889 Energy Defense: 602 Max Weight: 7100 Speed: 151 Stability: 2977 Jump Function: Provided Flavor Text: Best AP and shields among the humanoid legs. Name: LN-502 Type: Humanoid Legs (Lightweight, don't let the flavor text fool you) Price: 35800 Weight: 1790 Energy Drain: 2466 Armor Points: 3343 Shell Defense: 538 Energy Defense: 592 Max Weight: 3800 Speed: 275 Stability: 843 Jump Function: Provided Flavor Text: This middleweight has reduced weight without sacrificing performance. Name: LN-D-8000R Type: Humanoid Legs (Middleweight) Price: 49000 Weight: 2426 Energy Drain: 2350 Armor Points: 3532 Shell Defense: 510 Energy Defense: 656 Max Weight: 4720 Speed: 269 Stability: 1200 Jump Function: Provided Flavor Text: Humanoid legs with special anti-energy weapon armor. Name: LNKS-1B46J Type: Humanoid Legs (Heavyweight) Price: 48000 Weight: 3065 Energy Drain: 2304 Armor Points: 3788 Shell Defense: 822 Energy Defense: 618 Max Weight: 6100 Speed: 146 Stability: 3802 Jump Function: Provided Flavor Text: Shock absorbing structure reduces recoil from shell hits. Name: LB-4400 Type: Reverse Joint (Middleweight) Price: 17300 Weight: 2520 Energy Drain: 1400 Armor Points: 3560 Shell Defense: 617 Energy Defense: 451 Max Weight: 4020 Speed: 294 Stability: 2084 Jump Function: Provided Flavor Text: Standard reverse joint type. Good maneuverability and inexpensive. Name: LB-4401 Type: Reverse Joint (Middleweight) Price: 31800 Weight: 2910 Energy Drain: 1456 Armor Points: 3810 Shell Defense: 672 Energy Defense: 468 Max Weight: 4510 Speed: 287 Stability: 2713 Jump Function: Provided Flavor Text: Best overall performance of the reverse joint types. Name: LB-4303 Type: Reverse Joint (Middleweight) Price: 24000 Weight: 2647 Energy Drain: 1585 Armor Points: 3575 Shell Defense: 643 Energy Defense: 488 Max Weight: 4180 Speed: 291 Stability: 2505 Jump Function: Provided Flavor Text: Increased ground contact area for enhanced shock absorbing capacity. Name: LB-1000-P Type: Reverse Joint (Lightweight) Price: 20500 Weight: 2095 Energy Drain: 1228 Armor Points: 3514 Shell Defense: 609 Energy Defense: 444 Max Weight: 3775 Speed: 286 Stability: 2310 Jump Function: Provided Flavor Text: Phenomenal maneuverability but low load carrying capacity. Name: LBKS-2B45A Type: Reverse Joint (Lightweight) Price: 27000 Weight: 2480 Energy Drain: 1703 Armor Points: 3731 Shell Defense: 584 Energy Defense: 515 Max Weight: 3990 Speed: 299 Stability: 1985 Jump Function: Provided Flavor Text: Deluxe type with enhanced shielding against energy weapons. Name: LF-205-SF Type: Four Legs Type (Lightweight) Price: 42600 Weight: 2137 Energy Drain: 2810 Armor Points: 2841 Shell Defense: 446 Energy Defense: 654 Max Weight: 3450 Speed: 483 Stability: 580 Jump Function: Provided Flavor Text: Standard four-leg type. Top-class maneuverability. Name: LFH-X3 Type: Four Legs Type (Lightweight) Price: 56000 Weight: 2400 Energy Drain: 2988 Armor Points: 3100 Shell Defense: 468 Energy Defense: 610 Max Weight: 3810 Speed: 421 Stability: 710 Jump Function: Provided Flavor Text: Energy gage (nice typo) recovers quickly when halted. Name: LF-DEX-1 Type: Four Legs Type (Middleweight) Price: 69000 Weight: 2650 Energy Drain: 4016 Armor Points: 3179 Shell Defense: 557 Energy Defense: 553 Max Weight: 4450 Speed: 360 Stability: 820 Jump Function: Provided Flavor Text: Increased load carrying capacity requires vast amounts of power. Name: LFH-X5X Type: Four Legs Type (Middleweight) Price: 82000 Weight: 2880 Energy Drain: 3584 Armor Points: 3328 Shell Defense: 497 Energy Defense: 700 Max Weight: 5000 Speed: 442 Stability: 1110 Jump Function: Provided Flavor Text: New four-leg type pushes the specs to the limit. Name: LC-MOS18 Type: Caterpillar (Heavyweight) Price: 16000 Weight: 4182 Energy Drain: 978 Armor Points: 3928 Shell Defense: 858 Energy Defense: 572 Max Weight: 8000 Speed: 105 Stability: 4245 Jump Function: None Flavor Text: Maximum load carrying capacity but poor speed and weight. Name: LC-UKI60 Type: Caterpillar (Heavyweight) Price: 35500 Weight: 3860 Energy Drain: 1104 Armor Points: 3822 Shell Defense: 812 Energy Defense: 589 Max Weight: 6950 Speed: 138 Stability: 3710 Jump Function: None Flavor Text: Economy wheeled truck type with finely adjusted performance. Name: LC-HTP-AAA Type: Caterpillar (Lightweight) Price: 38500 Weight: 2915 Energy Drain: 2877 Armor Points: 3688 Shell Defense: 728 Energy Defense: 694 Max Weight: 4130 Speed: 250 Stability: 630 Jump Function: None Flavor Text: Has performance near that of a four-legged type. Name: LC-MOS4545 Type: Caterpiullar (Heavyweight) Price: 59000 Weight: 3610 Energy Drain: 2609 Armor Points: 3990 Shell Defense: 905 Energy Defense: 753 Max Weight: 7400 Speed: 211 Stability: 5101 Jump Function: None Flavor Text: A dreadfully durable monster machine.
Generators
Name: GPS-VVA Type: Pulse Generator Price: 19500 (You start with this) Weight: 308 Energy Output: 4728 Maximum Charge: 28000 Redzone Charge: 7800 Flavor Text: Low in both power and capacity. Wide red zone. Name: GPS-V6 Type: Pulse Generator Price: 32000 Weight: 363 Energy Output: 4728 Maximum Charge: 43000 Redzone Charge: 5000 Flavor Text: Load increased to nearly twice that of the GPS-VVA. Name: GRD-RX5 Type: Pulse Generator Price: 23300 Weight: 225 Energy Output: 5300 Maximum Charge: 38000 Redzone Charge: 4000 Flavor Text: Balanced-performance generator. Name: GRD-RX6 Type: Pulse Generator Price: 27800 Weight: 286 Energy Output: 6000 Maximum Charge: 33000 Redzone Charge: 4000 Flavor Text: Performance not bad, but the equipment is so-so. Name: GRD-RX7 Type: Pulse Generator Price: 38700 Weight: 348 Energy Output: 6810 Maximum Charge: 31500 Redzone Charge: 5000 Flavor Text: Very good power but poor stamina. Name: GBG-10000 Type: Pulse Generator Price: 43500 Weight: 398 Energy Output: 9988 Maximum Charge: 34000 Redzone Charge: 2980 Flavor Text: High power provides a wide selection of equipment.
FCS (Fire Control Systems)
Name: COMDEX-C7 Type: FCS Price: 11100 (You start with this) Weight: 14 Energy Drain: 24 Maximum Lock: 4 Lock Type: Standard Flavor Text: Maximum of 4 lock-ons, average performance. Name: COMDEX-G0 Type: FCS Price: 22500 Weight: 14 Energy Drain: 24 Maximum Lock: 4 Lock Type: Standard Flavor Text: Maximum of 4 lock-ons, fast lock-on. Name: COMDEX-G8 Type: FCS Price: 16400 Weight: 14 Energy Drain: 24 Maximum Lock: 6 Lock Type: Standard Flavor Text: Maximum of 6 lock-ons, long-distance lock-on. Name: QX-21 Type: FCS Price: 20300 Weight: 8 Energy Drain: 12 Maximum Lock: 1 Lock Type: Wide and Shallow Flavor Text: Maximum of 1 lock-on, short lock over a wide area. Name: TRYX-BOXER Type: FCS Price: 48100 Weight: 10 Energy Drain: 19 Maximum Lock: 3 Lock Type: Tall (Lengthway) Flavor Text: Maximum of 3 lock-ons, vertical sight. Name: TRYX-QUAD Type: FCS Price: 63000 Weight: 18 Energy Drain: 38 Maximum Lock: 6 Lock Type: Wide (Horizontal) Flavor Text: Maximum of 6 lock-ons, horizontal sight. Note: I recommend this FCS. Name: WX-9009 Type: FCS Price: 96000 Weight: 24 Energy Drain: 55 Maximum Lock: 6 Lock Type: Narrow and Deep Flavor Text: Maximum of 6 lock-ons, longest lock distance.
Boosters
Name: B-P320 Type: Boost Unit Price: 10800 (You start with this) Weight: 208 Energy Drain: 28 Boost Power: 9800 Charge Drain: 4360 Flavor Text: Low priced but seems a bit underpowered. Name: B-P350 Type: Boost Unit Price: 13700 Weight: 162 Enegy Drain: 33 Boost Power: 12800 Charge Drain: 4410 Flavor Text: Economy type with high power but high energy consumption. Name: B-T2 Type: Boost Unit Price: 31500 Weight: 235 Energy Drain: 38 Boost Power: 14800 Charge Drain: 3850 Flavor Text: Power itself is low but offers the highest efficiency. Note: I recommend this booster. Name: B-P351 Type: Boost Unit Price: 25500 Weight: 288 Energy Drain: 41 Boost Power: 21000 Charge Drain: 6980 Flavor Text: High-performance model with both high power and energy consumption. Name: B-VR-33 Type: Boost Unit Price: 48500 Weight: 255 Energy Drain: 35 Boost Power: 19000 Charge Drain: 5070
Secrets
Armored Core as a series isn't without it's secrets. I'm going to highlight two things in this post, Human Plus and Hidden Parts. Human Plus Human Plus is an easter egg which involves you getting -50000 in debt. As you might know, you can go below 0 credits, and after failing so many missions you can lose a lot of credits. As you reach -50000 in debt, after a mission you will enter a cutscene showing experiments on your body ingame and afterwards your game restarts from scratch (unless you overwrite the save, it's still intact) and you are called a Rebel. Your credits are also set to 0. This serves as a punishment for being reckless with your credits, but also unlocks hidden abilities in case you were having trouble with some missions. However, some people just like to use Human Plus to feel more powerful, which is perfectly fine. One of the more strange things about Human Plus is that the cutscene can show more than once. In fact, it shows each time you get -50000 credits in debt. But you should only do it 6 times if you want the abilites. In this order, you'll unlock abilities each time you get -50000 credits in debt.
A special radar that is unlike any other radar. This is a grid-radar and doesn't require a head with a radar or a back-mounted radar. Those radars cannot override this radar either.
A blade wave. When you press X immediately after using your laser blade, you'll send out a laser blade wave which can hit enemies at distance. The blade wave does less damage than the blade itself, however. It also consumes double the energy (one drain for the blade, another for the wave) to fire an energy wave. It can still be handy at times.
Nothing. You get nothing in the 3rd H+ run. Not sure why.
You can now fire back mounted cannons in Bipedal and Reverse Jointed legs without having to kneel. Unfortunately, Quad legs cannot fire in air even with this due to a bug. That bug was fixed in either Project Phantasma or Armored Core 2, I'm not exactly sure which game it was. Regardless, this is an extremely powerful ability which should not be taken lightly.
...also nothing. You get nothing again for the 5th H+ run. Still not sure why.
All energy consumption, be it by weapons, laser blades, or by boosters is halved. This makes for ACs that can fly indefinitely and for much more spammable energy attacks. With a high output generator and some Optional Parts, you'll never run out of energy unless you actually try to.
Note: You can do more than six Human Plus runs, but they won't give you anything more. Don't waste your time. Overweight ACs There are claims on the internet that Human Plus can allow you to go on missions with an Overweight AC. This claim is FALSE. Human Plus does not grant you the ability to do missions while Overweight. You can do missions while Overweight if you complete every mission, and it doesn't require Human Plus. Hidden Parts Note: These parts are in no particular order. Name: HD-X1487 Type: Head Unit Price: 19000 Weight: 166 Energy Drain: 420 Armor Points: 975 Shell Defense: 160 Energy Defense: 185 Computer Type: Rough Map Type: No Memory Noise Canceller: Provided Bio Sensor: Provided Radar Function: None This part is pretty bad, but for some reason they chose this part to hide in a mission. Anyways, it's in one of the crates in the middle of the map on Guard Freight Train. Bring a rapid fire weapon and look towards the south end of the crates. You should find the head part relatively quickly, but be quick as you could fail the mission if you don't protect the freight train. Name: LN-SSVT Type: Humanoid Legs (Lightweight) Price: 44000 Weight: 1528 Energy Drain: 2338 Armor Points: 2795 Shell Defense: 482 Energy Defense: 507 Max Weight: 3560 Speed: 445 Stability: 596 Jump Function: Provided Flavor Text: Light, fast humanoid legs with low load capacity and AP. Yet another bad part. It's too bad From Soft chose some mediocre parts to give you. It's load capacity is so low that you'll realistically never get the chance to use these unless you're intentionally going in missions Overweight. This part is offered as a reward for completing Remove Gun Emplacement. Name: CBG-XR Type: Pulse Generator Price: 56000 Weight: 452 Energy Output: 8207 Maximum Charge: 48000 Redzone Charge: 3250 Flavor Text: Custom-made unit having both power and capacity. I like this Generator and recommend you use it if you get this. This same Generator was mentioned and teased in Destroy Plus Escapee's mission briefing. In that mission, below the starting point there is a destroyed part of the building. The generator should be sitting on the beam, near where it was destroyed. Name: QX-AF Type: FCS Price: 35700 Weight: 10 Energy Drain: 16 Maximum Lock: 2 Lock Type: Wide and Shallow. Flavor Text: Maximum of 2 lock-ons, short lock. This is a fine FCS, but I still tend to prefer the horizontal FCS over this one. Anyways, there should be a mission called Exterminate Organisms. In that mission, you're tasked with finding the queen of some Bio Weapons. Once you find the Queen, boost behind her and a bit to the left, there should be the FCS sitting on the ground. Nab it quick before the Queen attacks you. Name: B-T001 Type: Boost Unit Price: 34000 Weight: 149 Energy Drain: 30 Boost Power: 17300 Charge Drain: 4600 Flavor Text: Achieves both enhanced power and low weight at the same time. This is a fine booster. It's lightweight, and definitely a good one if you really need the weight. It's efficiency is rather poor but it can still get the job done. This booster is found in a crate in Guard Factory Entrance. When the mission starts, search the northeast corner of the map, in the out of bounds zone. If there's a box, shoot it and grab the part. If you can't find the part, try searching in the northwest corner. It's definitely at one of those two corners, and you shouldn't have much trouble finding it. Just do it fast so you don't fail the mission. Name: WM-S60/4 Type: Small Missile Price: 28800 Weight: 520 Energy Drain: 349 Radar Function: None Weapon Lock: Standard Attack Power: 830 Number of Ammo: 60 Ammo Type: Solid Ammo Price: 130 Range: 9000 Maximum Lock: 4 Reload Time: 10 Flavor Text: Fires up to 4 small missiles at once. Basically an inferior version of the WM-S60/6 as that can fire up to 6 small missiles at once compared to the 4 this can fire. If you manage to get a hold of it, it can still be good at times. It's at least got 60 missiles. In Secret Factory Recon, go to the southwest corner of the map, right on the red line, and there should also be a box waiting to be destroyed. Destroy the box, be careful not to go out of bounds, and grab the part before finishing the mission. Name: WR-L24 Type: Large Rocket Price: 29460 Weight: 805 Energy Drain: 18 Radar Function: None Weapon Lock: None Attack Power: 3980 Number of Ammo: 24 Ammo Type: Solid Ammo Price: 417 Range: 17700 Maximum Lock: 0 Reload Time: 16 Flavor Text: This rocket has the greatest firepower of any single weapon. These rockets do insanely high amount of damage and have a fair amount of ammo to boot. The rockets themselves can cost quite a bit due to their high ammo price, though. In Eliminate Strikers, when the mission starts, turn around and jump the concrete walls. You'll see the part lying there. Easiest part to get in the game. Name: RZT-333 Type: Radar Price: 27700 Weight: 343 Energy Drain: 451 Radar Function: Provided Radar Range: 11700 Radar Type: Octagon Flavor Text: Combines both missile detection and wide-range search capability. This radar is the best radar of them all, even if the range is a bit small compared to the higher end ones. One interesting thing to note is that this is the only radar with an Octagon shape. I still recommend a head radar, though. In Guard Wharf Warehouse, you're tasked with protecting a new AC part. That part is this radar. Just because you're tasked with protecting it doesn't mean you have to. You can, you know, steal it. Just shoot down the warehouse door and grab the part, but you'll fail the mission. It's needed to get 100%, though. Name: WX-S800-GF Type: Dual Missile Price: 90900 Weight: 1110 Energy Drain: 656 Radar Function: None Weapon Lock: Standard Attack Power: 1120 Number of Ammo: 60 Ammo Type: Solid Ammo Price: 515 Range: 11000 Maximum Lock: 1 Reload Time: 10 Flavor Text: Fires 6 missiles with one lock on. This, like the dual multi-missile launcher, has astronomical DPS, and this tends to be slightly more reliable than that as well in trde for lower DPS. This just has an issue with ammo price, though. Nonetheless it's great for taking down high AP enemies. In Retake Air Cleaner, you will start in a ventilation shaft and need to go forward. Eventually you'll reach grates that you need to destroy. Destroy the grates and you'll reach a main room with grates all over the place. Look up and destroy the westernmost grate on the ceiling, and fly up into it. You'll need to destroy another grate but you'll find the part in the shaft. Name: WG-FG99 Type: Flamethrower Price: 58300 Weight: 352 Energy Drain: 9 Weapon Lock: None Attack Power: 512 Number of Ammo: 500 Ammo Type: Solid Range: 900 Maximum Lock: 1 Reload Time: 1 Flavor Text: Close-in combat gun shows off its true worth in hand-to-hand combat. I know what you're thinking. If you're new to Armored Core, you're looking at this weapon like some sort of holy grail. After all, it has batshit insane DPS that dwarves every other weapon in the game. Well, unfortunately, this weapon is niche, and it's hardly considered good for most veterans. Low range, no lock on, and pricey ammo leave it a niche option at best, especially when DPS isn't important in Armored Core 1 where battles against other Ravens aren't common, let alone close quarters. With that being said, the weapon is in the mission Destroy Intruders. When you start the mission, look to your left and just under the bridge you're on you should see a small cavity in the wall. There should be a box in that cavity. Destroy the box to claim your flamethrower. Name: WG-1-KARASAWA Type: Laser Rifle Price: 75000 Weight: 1000 Energy Drain: 422 Weapon Lock: Special Attack Power: 1550 Number of Ammo: 50 Ammo Type: Energy Ammo Price: 0 Range: 10000 Maximum Lock: 1 Reload Time: 8 Flavor Text: Energy weapon. Powerful but heavy. This gun is one of three of the series' namesake weapons. This weapon or a reincarnation of it appears in every single game of the franchise. The Karasawa is an extremely high damage laser rifle that has a low reload time, and these traits let it one hit kill most enemies while obliterating high health enemies. It's truly an incredible weapon, but it's drawbacks are it's rather average ammo storage and it's weight. Don't let this fool you; this is easily one of the most powerful weapons in the game and the franchise. Anyways, in the mission Attack Fuel Depot, you start in a wide and open area. Go down the long hallway (north), until you reach a door. Open the door, and continue down the hallway until you see a wall. If you look up, you'll see a slightly enclosed self of fuel tanks. Boost up to that shelf and destroy the fuel tanks. In the northwest corner of that shelf should lie the Karasawa. Grab it and finish the mission. Name: LS-99-MOONLIGHT Type: Laserblade Price: 54000 Weight: 336 Energy Drain: 93 Charge Drain: 810 Attack Power: 2801 Flavor Text: Blade weapon with more than twice the power of converntional blades. This is another flagship weapon of the series. The Moonlight manages to have more damage than any other blade with a fraction of the charge drain. It's downside is also the weight but it's easily the best blade available. EQUIP EFFICIENT BOOSTERS AND A LIGHT/MIDDLEWEIGHT AC IF POSSIBLE. Unfortunately, getting it is rather convoluted. You need to get it on the mission Kill "Struggle" Leader. First, you need to head down the circular hole when you begin the mission. Head forward slowly until you see fireballs from the left. Go left towards the wall launching fireballs at you, careful to avoid them when possible. Then, the first right you can take, take it. You should fall through the floor. Head forward down the path (there are no split pathways, don't worry) until you see another fireball launcher again. This time, go down the shaft until you fall through the floor again. You will now fall down the longest shaft in the entirety of the series, and it will take 5-10 minutes to climb back up, but the Moonlight is on a pedestal at the very bottom. It's worth the climb. To finish the mission, just head back up and go forward (away from the fireball launcher; in the direction it's shooting the fireballs) and you'll eventually find another circular hole you can jump into. There is the Struggle leader and you can kill him there and finish the mission. Annoying, but that's how you get the part and beat the mission... Name: SP-SAP Type: Absorber Option (Optional Part) Price: 31800 Slot Spend: 1 Flavor Text: Reduces the recoil of cannon fire. Not really a good optional part, but you can get it by completing the mission Prototype MT Test. This is the second test that you'll do. Pretty lame reward but whatever. Name: SP-AXL Type: FCS Accelerator Price: 24000 Slot Spend: 2 Flavor Text: Shortens the lock-on time. This FCS is pretty good, although I'm not sure if it's limited to missile locks or if it shortens the lock on time for every weapon. Nonetheless it's a reward for completing the mission Stop Gang, "Dark Soul". Not too difficult to obtain. Alright then, that wraps everything up for today. Tomorrow I'll do the missions and wrap up AC: 1. What do you guys think of this?
And now for something completely different: our midyear MAME release. The most notable new working machines are beloved Game & Watch titles Donkey Kong Jr. (new wide screen) and Mario Bros., and the ultra-rare Kaneko prototype Jump Kun (thanks ShouTime). There are also some newly supported clones of existing systems, like additional versions of DECO Cassette games (including the more Puck-Man-like Japanese version of Lock’n’Chase), Spanish bootlegs of Rally X and Scramble, a Korean release of Macross II with Japanese text removed (to meet “cultural import” restrictions), and a simplified version of Operation Thunderbolt for smaller cabinets in shopping centres aimed at younger children. Another very exciting development in this release is support for running original protection programs for a number of games using MC68705P5 microcontrollers. A technique to exploit glitches and read the programs out of a protected MC68705P5 with reasonable success rate was discovered, and brizzo built a device implementing it. Games now using real protection programs include Get Star, Chack’n Pop, Rumba Lumber, Onna Sanshirou (Typhoon Gal), Field Day, Prebillian and others. Some of these games were known to be using poor simulation, so improvements to gameplay can be expected. Other improvements include support for a MIDI output card on the Sharp X68000 (allows game sountracks to be played through an external synthesiser), English BIOS support for the Sega VMU, fixes for several xBR shaders with bgfx, working Dragon 64 Plus and Goupil G1/G2 support, Tandy CoCo Speech/Sound Cartridge support, and a big update to the Interpro driver. Of course there’s more, which you can experience when you get the source/Windows binaries from the download page. Thanks for being part of the MAME community.
MAMETesters Bugs Fixed
03041: [Graphics] (starshp1.cpp) starshp1, starshpp: Speed and graphics information from the real machine (Frank Palazzolo)
dragon_flop: BT Codes Search, Composer Companion (DragonFire), Composer X (PSE), Copycat (PSE), DCHROME & SCANNER, Desk Top Publisher V2, Desktop, Discup (PSE), Dragon Detour, DynaFast v1.5.0, FEdit, Forth Compiler (DeltaDOS), Golden Oldies, Machine Language Tutorial, Mandragore, Multi-Disk, Orange Base, PyrAdventure, RolaBall2, Shaolin Master Plus,, Sprite Designer (PSE), Supa Nova, Super Writer 2, Telewriter V1, Telewriter V2, Telewriter V4, The Fun Disc!, The Hobbit, Utility Pack (PSE), W.I.M.P. (1989) [Nigel Barnes]
dragon_os9: Cash and VAT, DragonPlus OS9 Drivers, Stock Control [Nigel Barnes]
ibm5150: 4D Boxing, 4D Sports Boxing, 688 Attack Sub (3.5", older), Gunboat: River Combat Simulation, Ivan "Ironman" Stewart's Super Off Road, Jordan vs. Bird: One on One, Kings of the Beach, Menace, PC Tools (various versions), PKZip 2.04g, Platoon, Risky Woods, SimEarth, Star Goose!, Wrath of the Demon, Xenon [ArcadeShadow]
ibm5170: Disney's Aladdin, Gobliiins, Gobliins 2: The Prince Buffoon, Goblins Quest 3, PC Tools (various versions), SimFarm [ArcadeShadow]
pet_quik: Hardcore Petting, No Pets Allowed [Curt Coder]
pce_tourvision: Ankoku Densetsu, Batman, Burning Angels, Cadash, Gradius, Toilet Kids, World Jockey [system11, The Dumping Union]
x68k_flop: Bradion, Dennou Club Vol. 90 Tokubetsu Henshuu-ban, Dennou Club Vol. 94, Dennou Club Vols. 96-139, GJ, Nemesis '95 Gradius 2 [Justin Kerk]
vsmile_cart: Abenteuer im ABC Park (GER), Finding Nemo - De Wonderwereld Van Nemo (NL), Mickey Mouse Clubhouse (NL), Shrek De Derde - Arthurs Schooldag Avontuur (NL) [Team Europe]
Source Changes
plugins/cheat: Add hotkey support, and nes, snes and genesis Game Genie support. [Carl]
Added initial support for SiS85c496/497 PCI chipset, and added first pass shadow RAM and SM RAM support. [R. Belmont]
hp9k_3xx updates: [R. Belmont]
Preliminary working DIO/DIO-II bus implementation and 98544 video card.
Hooked up i8042 I/O microcontroller comms to main CPU.
Support medium-res built-in video on 9000/332.
Improved CD audio play track/index command handling. [smf]
Added unused DIP switches 7 and 8 to Eeekk! since it's a conversion of pacman. [smf]
terracre.cpp: Added actual hookup for protection data and fixed potential buffer overflow. [Angelo Salese]
cop01.cpp: Improved Mighty Guy sound. [Angelo Salese]
apricot: Switched to preferred Z80SIO device. [Dirk Best]
drawgfx: Made the palette optional, and fixed viewgfx for case where palette is absent. [O. Galibert]
prebillian: Replaced MCU simulation with actual dump, fixed vblank input, fixed player 2 spinner input, and added launch button. [Lord Nightmare, ShouTime, brizzo]
ay8910.cpp: Made device_clock_changed respect YM2149 pin 26, added pinout, and remove outdated comments. [Lord Nightmare]
socrates.cpp: Converted socrates and iqunlimz to bankdev, hooked up socrates hblank input, and made profweis machine configuration derive from socrates. [Lord Nightmare]
hh_sm510: Improved Mickey & Donald SVG artwork. [Sean Riddle, Roger Coltrane]
naomi.cpp: Bruteforced "Dragon Treasure" main unit DES key. [Mike Ryan]
svmu: Added two English BIOS versions and a newer Japanese BIOS version. [Kingizor]
system16.cpp: Corrected clocks for Alien Storm (bootleg, set 2). [caius, The Dumping Union]
Fixed missing VLM5030 speech in Hyper Crash and increased volume, and fixed VLM loading in jailbrek and clones. [MASH]
gradius4: Changed description to match title screen/flyer. [Pedro J. Martinez]
Renamed "Cyber Arcade 120-in-1" to "Defender M2500P 120-in-1" (correct name according to dumper). [AttackedbyGlitch]
Corrected descriptions for Gradius 4: Fukkatsu and Silent Scope 2. [sjy96525]
Changed Air Combat 22 auto-centering throttle from Pedal to AD_STICK_Z. [sjy96525]
With the team at Remedy really cracking down on Mal'ganis 3.3.5, we feel it's only appropriate to share with you guys some of the amazing fixes and updates we've added in the past couple of weeks in order to ensure an absolutely amazing launch. Below are updates and fixes that the team at Remedy has worked hard to accomplish. We hope you enjoy them!
New Features
Dynamic Resurrection - Allows players to resurrect within dungeons, raids, and scenarios at given checkpoints so players do not have to corpse run.
Remedy's Icon Fixer AddOn - Due to client issues with custom items, they appear as a "?" in a players inventory. This AddOn removes that red question mark and shows the proper display. Not required, but a good option.
Raid Cooldown Reset System - When players successfully kill a boss, or fully wipe on a boss within a raid, all of the raid's cooldowns will now reset, giving players minimal downtime to get into the next pull.
Profession Tokens - Profession tokens allow players to instantly level a profession to level 375, from there they will level x1 in Northrend to 450. These tokens can be obtained in Dalaran by the respective profession trainer.
In-game Poll NPC - An NPC present ingame that players can talk to. This NPC allows us to gain feedback from our players In game about important topics & questions we have for you at no inconvienance. -Item Enchant Transmogrification NPC added to the Consortium Outpost in Dalaran. -Cross faction group & chat enabled. -Morph NPC - Allows the player to morph into various models or races, only visible to the player. -Scenario Entry System - Scenarios can now only be entered by a maximum of 3 players, and will not allow you to zone in if your group is in combat. -Players now have all flight paths learned. In addition, flight paths are now instant travel.
Phased Dueling - While dueling, you will enter a different phase than other players and objects, but other players can still observe your duels.
Reins of the Transmogrifiable Steed - A mount that offers the ability to transmogrify into different mounts. This includes non-mount creatures like this: http://imgur.com/a/3RZOD
Loot & Loot Systems
Transmogrification loot system implemented - After earning achievements for completing legacy dungeons and raids, player will be able to travel to Caverns of Time and speak with Alurmi. Alurmi will only sell you transmog items from dungeons & raids in which you have the completed achievement for. All legacy bosses now drop a new currency to purchase Transmog.
Scenario loot system implimented - On top of the already available Scenario rewards, players can also complete the quests from Mako, who can be found inside any 3-man Scenario, players will unlock better loot over time, purchased by Scenario Research Tokens and Scenario Research Commendations.
Website
Voting links work properly and now reward the correct amount of voting points
Mal'ganis store added
Archived news added
Default realm selection in user settings added (for bugtrackechangelog/store)
Connection guide for 3.3.5 updated
Forgot Password option added
Voting panel updated
Fixed Features
Misc.
Starting gear Template NPC now properly gives items for all item slots.
Transmogrification NPC has recieved some updates to allow more combinations of transmog
Creatures inside dungeons will no longer continue to target players after they kill them
Dungeons, Raids, & Scenarios
Mount Hyjal (solo)
Corrections to Pal Bloodbane's gossip text.
The Slag Mines
Slag Workers can no longer be spoken to if turned hostile.
Slag Mine Enforcers will now properly attack when appearing from mole machines.
Dark Iron Reinforcements will not properly attack when appearing from mole machines.
Overlord Thandrus now had a +5% chance to spawn Pyrion (rarespawn) when killed.
Seige Golem Pyronix will now initially attack when he emerges from his mole machine.
Activated war golems no longer get stuck on objects. The Gurubashi Experiments
Boiling Bloods will now properly lock combat with players if spawned.
Blood Labs entry trigger now working properly.
Dr. Grigen's poison beam should now properly despawn when kited through the poison vats
Gri'lek now gains a stack of anger every 30 seconds, on top of gaining one when he lands his Smash ability. *Bronjahm will now interrupt his Insanity cast if he takes damage. No longer has to be stunned.
Caverns of Time: Corruption of the Hourglass
loot is fully implemented in the dungeon
Key of Time attunement added for Heroic version of Scenario
The Nexus
Crystalline Flayer will no longer spam reset
Crystalline Pack no longer stuck ontop of Omorok the Tree-Shaper *Chaotic Rift no longer locks group in combat after death
Utgarde Keep
Forgefires will now despawn when Dragonflayer Forge Master is pulled, not dead.
Enslaved Proto Drake damage has been reduced by 10%
Trash mobs before Prince Keleseth are now pullable without pulling Keleseth.
Dragonflayer Runecaster will no longer interrupt a spell to cast another spell.
Proto-Drake Rider in Tyr's Terrace will now properly ambush groups.
Utgarde Pinnacle
Players will no longer periodically enter and exit combat during the Svana RP event
Skaldi the Ruthless' door will no longer remain open during the encounter.
Ymirjir Berserkers will no longer "fear spam"
The Eye
Power Spark timer corrected.
Naxxramas
Attunement added. Players must complete [Northrend Dungeon Hero] in order to enter Naxxramas.
Health and damage on various trash mobs and boss encounter trash mobs has been corrected.
Loot implemented on custom additional bosses.
Grand Widow Faerlina's initial Frenzy timer has been corrected
Gluth's Initial Decimate timer corrected
Sapphiron Life Drain timer corrected
Loatheb's initial Itchy Spore timer corrected
Anub'rekhan Locust Swarm timer corrected
Quests
Storm Peaks
The Last of Her Kind (Son of Hodir) - Players can now properly ride the bear back to the Village.
Examples to be Made - Garhal will no longer be killed by the Vykrul Captians
The Drakkensryd - Players can now properly mount Hyldsmeet Proto-Drakes from their mount, as well as from the ground of the Temple of Storms. Also fixed "Too far away" issue when hitting mobs on mounted drakes.
Taking on All Challenges - Players can now only duel Brunnhildar Challengers while this quest is active. In addition, more Challengers have been added around Brunnhildar Village
The Warm-Up - Kirgaraak's health and damage has been significantly reduced
Into the Pit - Hyldsmeet Warbear can now be mounted without being hostile to everyone in Brunnhildar Village
Discipline - Fixed issue where Disciplining Rod wasn't working on Exhausted Vrykul
Icecrown
Into the Wild Green Yonder - Players can now properly drop off Captured Crusaders at the proper point *The Crusaders' Pinnacle - Now a fully scripted event, players must defend the Argent Banner against the scourge. Phasing for this quest also fixed.
Hope Within the Emerald Nightmare - When accepting this quest, players will now properly gain the * "fitful Dream" buff, and phase into the Emerald Nightmare. The "Fitful Dream" Debuff will now properly be removed if the player hearths before completion of the quest.
The Will of the Naaru - Properly teleports players to Dalaran on completion.
It's All Fun and Games - Eyesore Blaster can now kill The Ocular while mounted.
Free Your Mind - Vile, The Leaper, and Lady Nightswood must be dead before turning them with the Sovereign Rod
If He Cannot Be Turned - Vile, The Leaper, and Lady Nightswood now properly assist the player during the encounter. Lady Nightswood spells fixed. The Shadow Vault will now properly phase after this quest is completed.
Shoot Em' Up - Players can now properly mount harpoons. Rapid-Fire Harpoon global cooldown removed.
Zul'Drak
A Champion's Call now ends at Gurgthock
Amphitheater of Anguish: Yggdras! is now working as intended.
Amphitheater of Anguish: Magnataur! is now working as intended.
Amphitheater of Anguish: From Beyond! is now working as intended.
Amphitheater of Anguish: Tuskarrmageddon! is now working as intended.
Amphitheater of Anguish Korakk the Bloodrager! is now working as intended.
The Champion of Anguish is now working as intended.
Custom
A Flesh Giant!! - The Flesh Giant is now killable.
I dropped so much! (daily) has been removed due to various issues.
Rogue
Vanish - now successfully removes combat and increases stealth effectiveness.
Stealth - no longer breaks when approaching mobs from behind
Druid
Prowl - No longer breaks when approaching mobs from behind
Hunter
Fixed issue where some pets started at level 75
Mage
Living bomb's explosion will no longer break dragon's breath disorient effect
Racials
Shadowmeld now properly drops combat
Items
Hateful Gladiator's guns, thrown, bows, and crossbows now work properly, with the correct ammo type.
Starting items can no longer be disenchanted
Players no longer start with random level 1 starting items equipped.
Objects
Runeforge now added by trainers in Dalaran
Fixed issue where Dahlia's Tears were phased, even if you had the quest "Dahlia's Tears"
And now for something completely different: our midyear MAME release. The most notable new working machines are beloved Game & Watch titles Donkey Kong Jr. (new wide screen) and Mario Bros., and the ultra-rare Kaneko prototype Jump Kun (thanks ShouTime). There are also some newly supported clones of existing systems, like additional versions of DECO Cassette games (including the more Puck-Man-like Japanese version of Lock’n’Chase), Spanish bootlegs of Rally X and Scramble, a Korean release of Macross II with Japanese text removed (to meet “cultural import” restrictions), and a simplified version of Operation Thunderbolt for smaller cabinets in shopping centres aimed at younger children. Another very exciting development in this release is support for running original protection programs for a number of games using MC68705P5 microcontrollers. A technique to exploit glitches and read the programs out of a protected MC68705P5 with reasonable success rate was discovered, and brizzo built a device implementing it. Games now using real protection programs include Get Star, Chack’n Pop, Rumba Lumber, Onna Sanshirou (Typhoon Gal), Field Day, Prebillian and others. Some of these games were known to be using poor simulation, so improvements to gameplay can be expected. Other improvements include support for a MIDI output card on the Sharp X68000 (allows game sountracks to be played through an external synthesiser), English BIOS support for the Sega VMU, fixes for several xBR shaders with bgfx, working Dragon 64 Plus and Goupil G1/G2 support, Tandy CoCo Speech/Sound Cartridge support, and a big update to the Interpro driver. Of course there’s more, which you can experience when you get the source/Windows binaries from the download page. Thanks for being part of the MAME community.
MAMETesters Bugs Fixed
03041: [Graphics] (starshp1.cpp) starshp1, starshpp: Speed and graphics information from the real machine (Frank Palazzolo)
dragon_flop: BT Codes Search, Composer Companion (DragonFire), Composer X (PSE), Copycat (PSE), DCHROME & SCANNER, Desk Top Publisher V2, Desktop, Discup (PSE), Dragon Detour, DynaFast v1.5.0, FEdit, Forth Compiler (DeltaDOS), Golden Oldies, Machine Language Tutorial, Mandragore, Multi-Disk, Orange Base, PyrAdventure, RolaBall2, Shaolin Master Plus,, Sprite Designer (PSE), Supa Nova, Super Writer 2, Telewriter V1, Telewriter V2, Telewriter V4, The Fun Disc!, The Hobbit, Utility Pack (PSE), W.I.M.P. (1989) [Nigel Barnes]
dragon_os9: Cash and VAT, DragonPlus OS9 Drivers, Stock Control [Nigel Barnes]
ibm5150: 4D Boxing, 4D Sports Boxing, 688 Attack Sub (3.5", older), Gunboat: River Combat Simulation, Ivan "Ironman" Stewart's Super Off Road, Jordan vs. Bird: One on One, Kings of the Beach, Menace, PC Tools (various versions), PKZip 2.04g, Platoon, Risky Woods, SimEarth, Star Goose!, Wrath of the Demon, Xenon [ArcadeShadow]
ibm5170: Disney's Aladdin, Gobliiins, Gobliins 2: The Prince Buffoon, Goblins Quest 3, PC Tools (various versions), SimFarm [ArcadeShadow]
pet_quik: Hardcore Petting, No Pets Allowed [Curt Coder]
pce_tourvision: Ankoku Densetsu, Batman, Burning Angels, Cadash, Gradius, Toilet Kids, World Jockey [system11, The Dumping Union]
x68k_flop: Bradion, Dennou Club Vol. 90 Tokubetsu Henshuu-ban, Dennou Club Vol. 94, Dennou Club Vols. 96-139, GJ, Nemesis '95 Gradius 2 [Justin Kerk]
vsmile_cart: Abenteuer im ABC Park (GER), Finding Nemo - De Wonderwereld Van Nemo (NL), Mickey Mouse Clubhouse (NL), Shrek De Derde - Arthurs Schooldag Avontuur (NL) [Team Europe]
Source Changes
plugins/cheat: Add hotkey support, and nes, snes and genesis Game Genie support. [Carl]
Added initial support for SiS85c496/497 PCI chipset, and added first pass shadow RAM and SM RAM support. [R. Belmont]
hp9k_3xx updates: [R. Belmont]
Preliminary working DIO/DIO-II bus implementation and 98544 video card.
Hooked up i8042 I/O microcontroller comms to main CPU.
Support medium-res built-in video on 9000/332.
Improved CD audio play track/index command handling. [smf]
Added unused DIP switches 7 and 8 to Eeekk! since it's a conversion of pacman. [smf]
terracre.cpp: Added actual hookup for protection data and fixed potential buffer overflow. [Angelo Salese]
cop01.cpp: Improved Mighty Guy sound. [Angelo Salese]
apricot: Switched to preferred Z80SIO device. [Dirk Best]
drawgfx: Made the palette optional, and fixed viewgfx for case where palette is absent. [O. Galibert]
prebillian: Replaced MCU simulation with actual dump, fixed vblank input, fixed player 2 spinner input, and added launch button. [Lord Nightmare, ShouTime, brizzo]
ay8910.cpp: Made device_clock_changed respect YM2149 pin 26, added pinout, and remove outdated comments. [Lord Nightmare]
socrates.cpp: Converted socrates and iqunlimz to bankdev, hooked up socrates hblank input, and made profweis machine configuration derive from socrates. [Lord Nightmare]
hh_sm510: Improved Mickey & Donald SVG artwork. [Sean Riddle, Roger Coltrane]
naomi.cpp: Bruteforced "Dragon Treasure" main unit DES key. [Mike Ryan]
svmu: Added two English BIOS versions and a newer Japanese BIOS version. [Kingizor]
system16.cpp: Corrected clocks for Alien Storm (bootleg, set 2). [caius, The Dumping Union]
Fixed missing VLM5030 speech in Hyper Crash and increased volume, and fixed VLM loading in jailbrek and clones. [MASH]
gradius4: Changed description to match title screen/flyer. [Pedro J. Martinez]
Renamed "Cyber Arcade 120-in-1" to "Defender M2500P 120-in-1" (correct name according to dumper). [AttackedbyGlitch]
Corrected descriptions for Gradius 4: Fukkatsu and Silent Scope 2. [sjy96525]
Changed Air Combat 22 auto-centering throttle from Pedal to AD_STICK_Z. [sjy96525]
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Unity Tutorial How To Make Simple Slot Machine Game For ...
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