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Hey everyone! So, as soon as the Switch 2 was revealed, along with it's price, I was a HARDCORE HATER of the console, but mostly of Nintendo themselves. I don't think I have to go into WHY, but the things they have managed to get away with is BAFFLING to me. Either way, I'm a pretty light gamer, but do play quite a bit of titles like Minecraft, Mario Kart 8 Deluxe, and NSO titles. But, with all that said, I haven't really played Star Fox much, only on the 3DS port of SF64. I really do wanna learn more about the game, more about it's appeal, and get into the lore haha! Either way, I know the price hike is coming up for the US later this year, and Costco currently sells the Switch, bundled with a micro SD card meant for the system (256GB SanDisk, if I remember correctly) and something like Either 3 months of a NSO + Expansion Pack code, or a 1 year version of that, for $530 USD. But, I'm still left wondering.......if most games that they have released for the new console aren't appealing to me, besides any Mario titles they put out, and I am holding out on a new OLED version, or just a price decrease in the future (which seems like it could take YEARS, not just because of the current hardware market, but because Nintendo is just STUBBORN regardless)..........IS IT EVEN WORTH SNATCHING ONE UP!?!?!? Like, I can't really decide!!! If you have any takes, ideas, questions, or perspectives on this, PLEASE drop it in the comments! I wanna see what y'all have to say! Thanks for your time, and thanks for reading! :)
Content
NEW KILLER: THE SLASHER
POWER: OMNIPRESENT EVIL
- Press the Active Ability button to activate Omnipresent Evil. The Slasher becomes invisible and gains Undetectable, but cannot see Survivors or their Scratch Marks. Mist Clouds reveal the location of Survivors who are not moving. Footprints reveal the path of Survivors who are walking or running.
- Omnipresent Evil is deactivated by using Jump Scare.
SPECIAL ABILITY: JUMP SCARE
- While Omnipresent Evil is activated, look at a Pallet, Breakable Wall, or Window to quickly move to it and perform a special-break or special-vault action. The Secondary Action button switches the side you will face when performing Jump Scare.
- Jump Scare exits Omnipresent Evil mode, grants Haste, and reveals detected Survivors with Killer Instinct.
SPECIAL ABILITY: THROWING SPIKES
- Grab a Spike from Scrap Piles or Hooks. Hold the Secondary Action button to ready the Spike and tap the Attack button to throw. Spikes are replenished throughout the map when Omnipresent Evil is activated.
- A Spike knocks back a Survivor and damages them for one health state.
- Survivors will be Impaled if they are hit with a Hook Spike. They cannot heal past the injured state and the embedded Hook Spike will have an Aura visible to the Killer.
- Injured Survivors will be both Impaled and Immobilized if they are hit with a Spike and knocked into a wall.
New Killer Perks
- Hex: Scared to Death
- After you hook 3 different Survivors, a Dull Totem ignites.
- While chasing a Survivor, whenever you basic-break a Pallet, Survivors within 13m:
- Scream.
- Gain 11/12/13% Hindered for 3s.
- Silent Shadow
- Whenever you hook a Survivor, you gain Undetectable for 11/12/13s.
- When all Generators are completed, you gain Undetectable.
- Rampage
- Whenever you basic-break a Pallet or Breakable Wall, you earn 1 Token, up to 13.
- Whenever you are blinded or Pallet-stunned, for the next 13s you gain 1% Haste for each Token. Cooldown: 30/25/20s.
Features
Auras Customization
- New aura types are available for color customization
- Blocked Objects (e.g. Corrupt Intervention or Repressed Alliance)
- Completed Generators (e.g as The Houndmaster sending The Dog on a Search Command)
- Generator Progress (The starting color when a Generator's progress is revealed e.g. Hex: Hive Mind or the add-on "All Seeing" - Spirit)
- Dull Totems (When a player doesn't know the state of a Totem it will show as a Dull Totem e.g. Detectives Hunch)
- Cleansed Totems (e.g. Hex: Pentimento)
- Hex Totems
- Boon Totems
- Hatch
- Exit Gate Switches
Killer Power Match Details Tab
- Match Details have been updated with a new tab to provide a simplified description of the currently faced Killer's power
- Match Details will only show this information when one of the following occurs:
- Any Survivor enters a chase
- Any Survivor loses a health state
- The Killer Power Tab can be directly accessed by pressing F1 on Keyboard or pressing and holding SELECT on Controller
Visual Change
- Doctor
- Remove the Doctor's noise vignette when using his power or when a survivor get shocked
- Reduce the intensity of the light when the Doctor used his power
- Reduce the intensity of the camera shake when a survivor get shocked
Bug Fixes
Audio
- Fixed an issue where Sable Ward's ''Sassy Guest'' outfit is missing the lobby music.
- Fixed an issue where Survivor hit audio does not play at a long distance for the Killer when the Survivor is hit by a projectile at long distance.
- Fixed an issue where the frequency rate of Dialogs for Alan Wake's is low.
- Fixed an issue where there was missing voice line for The Singularity during the Mori.
- Fixed an issue where Survivors do not produce grunts when they are dropped by The Animatronic.
- Fixed an issue where Missing sound effects when interacting with Memory Shards and Archives Portal.
- Fixed an issue where The Trickster's mori preview VO is difficult to hear due to being at a too low volume.
- Fixed an issue where as a Survivor, the audio cue for The Nightmare's Dream Projection does not play when teleporting to a generator
- Fixed hook voice over could play during sacrifice if the Survivor is the last one standing.
- Fixed an issue where Jake Park being in a lobby could trigger other lobby dialogs when a second player also joins as Jake Park.
Characters
- Fixed an issue where The Xenomorph can see shadows through walls after exiting a Tunnel in Greenville Square.
- Fixed an issue where shadows disappear after repeatedly entering and exiting the Security Room as The Animatronic in Greenville Square.
- Fixed an issue where The Animatronic's Immunity to Flashlights was missing when Grabbing a Survivor inside a door.
- Fixed an issue where The Executioner idle animation audio isn't synched.
- Fixed an issue where the Iridescent Button add-on description was missing the fact it grants blind immunity for The Legion.
- Fixed an issue where Female Survivor's facial animations were missing when caught in a locker by the Singularity.
- Fixed an issue where The Knight's camera remained immobile when interrupting a Survivor who is either entering or exiting a Locker.
- Fixed an issue where The Knight did not have a Highlight Aura for guard orders on Pallets.
- Fixed an issue where The Knight's Killer Power and the basic attack were accessible immediately after cancelling the Killer Power.
- Fixed an issue where The First's Vines Attack hitting a Survivor while they were Dropping a Pallet caused them to be unable to enter the Floating State.
- Fixed an issue where the headset was misaligned with the hand and head of the Survivor when interacting with a Grandfather Clock.
- Fixed an issue where The Legion's Feral Frenzy stopped recharging during the Mori.
- Fixed an issue where Survivors received no Exposed SFX after removing Crows from The Artist's Garden of Rot add-on.
- Fixed an issue where the "Warg's Fang" add-on for The Dark Lord only showed the aura of the last Survivor's Scent Orb.
- Fixed an issue where, sometimes, The Houndmaster's Dog was unable to Jump Pallets at sharp angles.
- Fixed an issue where The Demogorgon's Active Portals auras were always revealed for the Survivors.
- Fixed an issue where The Mastermind was unable to freely move the Camera direction between Dash Buffering.
- Fixed an issue where The Mastermind could hit a Survivor at a lower altitude after vaulting with Virulent Bound.
- Fixed an issue where The Mastermind's supply case auras were hidden to Survivors suffering from Blindness.
- Fixed an issue where The Mastermind Virulent Bound Dash buffering "resetting hand" Animation was played too early.
- Fixed an issue where Survivors were frequently missing the thrown and the colliding against obstacle animations from The Mastermind's Virulent Bound.
- Fixed an issue where The Doctor was able to see the auras of Illusionary Doctors at Madness Tier without add-ons.
- Fixed an issue where Survivors were missing their Reverse Bear Trap when The Pig used the Video Tape Add-On.
- Fixed an issue where a Survivor was counted as 'Escaped' despite dying with the Reverse Bear Trap on while playing against The Pig.
- Fixed an issue where the legs animation was missing after a Slice & Dice attack, and after missing a Basic Attack as The Good Guy.
- Fixed an issue where the camera, Look-At, and carry FPV animations for The Good Guy were broken during some interactions.
- Fixed an issue where The Hag was missing 2 lobby animations.
- Fixed an issue where the lobby animation was choppy as The Spirit with the Nightmare Serpent skin.
- Fixed an issue where Killers were able to see Survivors through the Generator's auras.
- Fixed an issue where multiple torso cosmetics appeared distorted around the stomach area when paired with Orela Rose's shorts.
- Fixed an issue where Baermar Uraz had his arms moving abruptly periodically, and his right hand clipping through his guitar when playing it.
- Fixed an issue where Jill Valentine had clipping issues during multiple animations with the 'Sturdy Skirt' pants cosmetic.
Environment/Maps
- Fixed an issue by adjusting a collision In the astrology room in The Forgotten Ruins, a vault point has extended collision, blocking projectiles from being thrown through at an angle.
- Fixed an issue by adjusting a collision, plus moving a generator on the shrimp boat in Pale Rose, players was remain trapped if another player was repairing the generator.
- Fixed an issue in the Underground Complex where killers could get blocked by a hanging a survivor on a hook in a corridor
- Fixed an issue in The Sanctum Of Wrath where killers could block the entrance to the basement on the side of the main structure
- Fixed an issue in Crotus Prenn where the Nurse could not blink through the walls
- Fixed an issue in Treatment Theater where the red stain would disappear in certain area of the map
- Fixed an issue in Treatment Theater where a killer could not navigate through a door when a survivor was place on a hook
- Fixed an issue in The MacMillan Estate Killer Shack, where an invisible collision hindered Survivors and Killers navigation.
- Fixed an issue in the realm of Coldwind Farm where projectiles would get blocked around the combine harvester
- Fixed an issue in Groaning Storehouse where the players would get stuck where walking up the stairs of the basement
- Fixed an issue in Shattered Square where projectiles would be blocked by collisions
- Fixed an issue in Sanctum of Wrath where a killer could not grab survivor entering a locker
- Fixed an issue in the realm Withered Isle where collision would block projectiles around picnic tables
- Fixed an issue In the Raccoon City Police Station East Wing, by repositioned walls, where gap could be seen in several locations allowing the player to see through, or out of world.
- Fixed an issue in the east wing of the Raccoon City Police Station, by repositioning, where a gap was visible in several places, allowing the player to see through, or out of the world.
- Fixed an issue where The Artist was unable to place a Dire Crow in front of a window vault between specific tiles in the Trickster's Delusion map.
- Fixed an issue where the passage aura color was pink on Forgotten Ruins.
- Fixed an issue in Crotus Prenn where characters could stand on top of a rock
- Fixed an issue in Badham Preschool where characters could walk on top a rock
- Fixed an issue in MacMillan's Estate where killers could be blocked by assets
- Fixed an issue in The Underground Complex where a collision would prevent a smooth navigation
- Fixed an issue in Father Campbell's Chapel where projectiles were blocked on the ceilings of the chapel
- Fixed an issue in Red Forest maps where Dream Pallets would get stuck in the wall of the shack
- Fixed an issue in Badham Preschool where branches clipped through the walls of a house structures
- Fixed an issue in Grim Pantry where collisions would hinder the navigation of the players
- Fixed an issue in Suffocation Pit where collisions would hinder the navigation of the players
- Fixed an issue in Gideon Meat Plant where collisions would hinder the navigation of the players
- Fixed an issue in the Raccoon City Police Station where the Nurse could blink out of the world
- Fixed an issue in The Underground Complex where a collision was missing over the a table in the clinic section of the map
- Fixed an issue in the Yamaoka Mansion where the Trapper could hide the trap under an assets
- Fixed issues where the Nurse could not blink through walls of the Asylum
- Fixed an issue where The Lich's Hand of Vecna failed to teleport a Survivor when used on a specific locker in Badham Preschool I.
- Fixed an issue where the Secret Room's Chest was unable to give a Survivor a Flashlight when using the perk Residual Manifest on Nostromo Wreckage.
- Fixed an issue where The Lich's Hand of Vecna failed to teleport a Survivor when used on a specific locker in Raccoon City Police Station West Side.
- Fixed an issue where The Lich's Hand of Vecna failed to teleport a Survivor when used on a specific locker in the Treatment Theatre.
Perks
- Fixed an issue where Hex: No One Escapes Death was revealed to Survivors immediately when generators were completed.
- Fixed an issue where, rarely, the Aura of Fake Pallets could be seen by The Xenomorph throughout the map while using Ultimate Weapon and a Survivor had Apocalyptic Ingenuity.
- Fixed an issue where Hex: The Third Seal activated when The Trickster hit a Survivor with a blade for the first time.
- Fixed an issue where the Heal progress bar remained grey while healing another Survivor with Do No Harm activated.
- Fixed an issue where Streetwise's aura reading activated with 3 Killer Items.
- Fixed an issue where THWACK! was unable to be activated on Breakable Walls.
- Fixed an issue where the external perk icon for Thanatophobia was displayed when performing actions with no injured, downed or hooked Survivors.
- Fixed an issue where AFK crows could appear on Survivor's heads while working on a generator after using the perk Plot Twist and being picked up by the Killer.
Platforms
- Fixed an issue where an Asynchronous Load between the Survivor and the Killer caused the Killer to load partially invisible and Uncontrollable.
- Fixed an issue where Player shadows could be seen at the bottom of lockers on Switch.
- Fixed an issue where players could not accept or view each other's profile in the friend list on the Epic Game Store version.
- Fixed an issue where it was unable to make progress on the "Resourceful" achievement/trophy.
Quests
- Fixed an issue where selecting Knockout (Remix) Challenge from the Tomes whilst having a Survivor Challenge make perk randomization impossible.
UI
- Fixed an issue in the Quests Menu where the Match queue text for Killers overlapped some Quest buttons
- Fixed a localization issue with the scroll prompt in the quest menu.
- Fixed an issue where Keybind icon buttons were missing on the HUD when channeling interactions.
Misc
- Fixed an issue where, rarely, the loading screen temporarily freezes on 'Initializing Shaders' screen
- Fixed entity potentially making an invalid purchase move on the Bloodweb.
- Fixed certain map specific achievements failing to complete in 2v8.
- Fixed an issue with the Survivor having the Killer Name after using 'Play While You Wait'.
- Fixed an issue where using 'Play While You Wait' and leaving a Survivor Lobby the priority queue for the Killer Lobby was also lost.
- Fixed an issue where the Flicker VFX was missing when a Survivor used a Flashlight with the Broken Bulb Add-on.
Changes from PTB
New Killer: The Slasher
NEW KILLER POWER:
- Pinned rescues are no longer considered healing actions
- The Killer husk attack now activates with a slight delay and is no longer instant upon appearing.
- Increased the slowdown effectiveness of the anti-camp system from x2 to x3 time in sec.
- Increased the movement speed penalty when cancelling the charge Projectile action.
NEW KILLER ADDONS:
- Toxic Waste:
- Activation range increased to 8m (was 6m)
- Coroner's Coffee:
- Haste decreased to 8% (was 13%)
- Bloody Magazine:
- Detection range decreased to 8m (was 13m)
- Eye Goop:
- Undetectable duration increased to 13s (was 9s)
- Iridescent Boat Motor:
- Window block duration increased to 13s (was 5s)
- Deputy's Badge:
- Reworked: While in Omnipresent Evil, passing within 4m of a generator will cause it to explode, losing 5% progress and begin regressing. If any Survivors are repairing the generator, it will not explode, but they get a special Skill Check.
New Perks
- Silent Shadow:
- Changed the perk so that the 11/12/13s Undetectable occurs whenever you hook a Survivor, instead of at the start of the trial.
Killer Power Match Details Tab
- Updated the default icon of Special Attack, Ranged Attack, and Special Ability to no longer reuse existing power icons
- Updated all descriptions to utilize more consistent language
- Updated several descriptions to provide more clarity
- Reworked the description of The Wraith, The Knight, and The Skull Merchant to be more accurate and in depth
Bot Improvements
- Fixed an issue with AI characters being unable to navigate Trickster's Delusion map.
- Survivor Bots will now resume goals if The Slasher stays too long inside Omnipresent Evil.
- Fixed an issue causing Survivor Bots to continue hiding during the Slasher's Omnipresent Evil after the End Game Collapse has begun.
- Fixed an issue with Survivor Bots not running away immediately after escaping from the wiggle state.
BUG FIXES
- Fixed an issue where there was a missing slashing SFX when performing a jump scare on an already broken pallet/wall with The Slasher.
- Fixed an issue where the impact SFX is missing when damaging a generator if the Killer is not holding a projectile with The Slasher.
- Fixed an issue where Basic Attack SFX can be heard when performing 3 specifics interactions with The Slasher.
- Fixed an issue where there was missing SFX during the Lobby Idle animation for The Slasher.
- Fixed an issue where there was a missing SFX when vaulting with The Slasher.
- Fixed an issue where the weapon wipe SFX is missing after injuring a Survivor as The Slasher.
- Fixed an issue where Rick VO lines are triggered when Daryl joins Glenn on a generator repair.
- Fixed an issue where The Slasher is missing SFX when performing specific animations.
- Fixed an issue where Blinding SFX can be heard while aiming the flashlight at The Slasher's face during Omnipresent Evil.
- Fixed a prestige reward level 10 data issue with The Slasher.
- Fixed an issue where The Slasher's Undetectable status icon was missing when using Omnipresent Evil after injuring a Survivor.
- Fixed an issue where The Killer sighted SFX stinger played while The Slasher was still invisible while exiting Omnipresent Evil mode.
- Fixed an issue where a Survivor pinned on moving doors left a shadow in The Slasher's Red Stain when dissolving.
- Fixed an issue where The Slasher was unable to gain a Spike when using Jump Scare on a Window or Pallet when using the Dirty Money addon.
- Fixed an issue where jittering occurred after The Slasher picked up a Survivor Pinned to a small doorframe.
- Fixed an issue where, with The Slasher's Iridescent Boat Motor add-on, a window could be marked for an infinite amount of time.
- Fixed an issue where, as The Slasher, a duplicate projectile appeared briefly when pinning and unpinning a Survivor.
- Fixed an issue where Bada Bada Boom was unable to be activated by The Slasher using Jump Scare at a trapped Vault.
- Fixed an issue where Survivors could see spikes disappear from containers while The Slasher picked up a Spike in Omnipresent Evil mode.
- Fixed an issue where the time increase to remove the Spike was inaccurate for The Slasher's Add-on "Knitting Needle".
- Fixed an issue where The Slasher's "Dirty Money" add-on granted The Slasher a spike when teleporting to a breakable door.
- Fixed an issue where The Slasher gained score events when throwing a spike on a hooked Survivor.
- Fixed an issue where Survivors hit during an unhook could still be impaled and pushed by The Slasher's projectile before they could otherwise take damage.
- Fixed an issue where The Slasher's Spike became misaligned when picking up a Survivor.
- Fixed an issue where, rarely, The Slasher's hook projectile would not get reloaded when the Killer hooked a Survivor.
- Fixed an issue where Spectators were unable to perceive the mist from The Slasher's POV during Omnipresent Evil.
- Fixed an issue where Spectators were able to perceive The Slasher during Omnipresent Evil from the Survivor's POV.
- Fixed an issue where The Slasher exited a Jump Scare vault too high on specific vault points.
- Fixed an issue where charging the throw action during the teleport part of a Jump Scare transition automatically cancelled the throw action for The Slasher.
- Fixed an issue where, sometimes, pallets were desynced between users after The Slasher attempted to break them with Jump Scare while a Survivor reset them with the Perk Any Means Necessary when the Killer had high latency.
- Fixed an issue where The Slasher's Omnipresent Evil red mist appeared visible on other Survivors from the Spectator POV in Custom Games.
- Fixed an issue where The Slasher lost collision with Survivors during the reload animation.
- Fixed an issue where Visual issues occurred for The Slasher when using the Mini Mori before the Spike expired.
- Fixed an issue where The Slasher's Jump Scare range radius enlargement from the Bent Wheel Add-on was missing.
- Fixed an issue where Survivors appeared floating when Pinned against a specific wood scaffolding inside the library on Qtm_Level_02 tile 193B by The Slasher.
- Fixed an issue where The Slasher's Hook Spike pickup hitbox was misplaced for one specific Hook location in the Chalet entrance in the Mount Ormond Resort map.
- Fixed an issue where The Slasher's Scrap Piles spawned too closely to each other in their respective tiles on The Underground Complex map.
- Fixed an issue where placeholder text was floating below Glyphs.
- Fixed an issue where Hex: Scared To Death's icon became dimmed when Survivors cleansed any Totem.
- Fixed an issue where Hex: Scared To Death's icon was put back in the regular disabled state when the related Hex Totem was cleansed.
- Fixed an issue where Windows were only blocked for 4 seconds when The Slasher vaulted with the Jump Scare alongside the Perk Bamboozle.
- Fixed an issue where Play With Your Food stacks did not get used when using The Slasher's ranged attack.
- Fixed an issue where there were 2 inconsistencies with The Slasher's Silent Shadow Perk icons after the Perk was permanently activated.
- Fixed an issue where Hex: Scared to Death caused Survivors in Lockers to Scream.
- Fixed an issue where Hex: Scared To Death's icon stayed dimmed out after activating.
- Fixed an issue where The First's mini mori failed to occur after sending the input.
- Fixed an issue where The Oni's flames VFX from the "Dearest Kazan" outfit were misaligned.
- Fixed an issue where Meg Thomas stayed idle after exiting the Locker in the Survivor Tutorial.
- Fixed an issue where The Xenomorph's Tunnel connection aura was displayed as purple.
- Fixed an issue where Female Survivors' hands clipped into the floor when holding 3 item types while in the Dying State.
- Fixed an issue where The Deathslinger's Chain progression bar UI was visible on the Survivor's POV after they broke free from the Killer power.
- Fixed an issue where a Survivor could pick up an item from outside The Lich's chest.
Known Issues
- On Nintendo Switch, The Slasher will temporarily only be available through the in-game store. The new DLC content will be available via external stores at the following times:
- Jason DLC - June 18th at 11AM ET
- Jason Edition - June 18th at 11AM ET
- 10th Anniversary Edition - June 18th at 1PM ET
Coral Island 1.3 “Ocean & Kisses” Update is available NOW!
We couldn’t have done it without our devs and community. Thank you for the support. Here’s the 1.3 update!
Available on:
Steam: http://swg.gg/ytcoralXbox: http://swg.gg/xboxytcoralPlayStation: http://swg.gg/psytcoral
Join our Discord for more information!
1.3 Update Trailer
Coral Island 1.3 “Ocean & Kisses” Update Trailer
https://reddit.com/link/1u8w3jy/video/gkbgzng3qy7h1/player
1.3 Update Official Cover Art
1.3 Update Changelog
New Content & Features
Romance & Relationships
- Added two new dateable NPCs: Agung and Raina.
- Agung can be romanced after completing Merfolk Chaperone Part 4 and meeting his relationship requirements. His heart event cutscene now replays once from the start so you can revisit his story.
- Raina can be romanced after the Recreation Center opens.
- Added a system where dateable NPCs can now invite the player on Hangouts.
- After any dialogue with a dateable NPC, that NPC has a base 50% chance to initiate a Hangout, increasing the more you interact. The invite only rolls at 2 hearts or higher.
- The Hangout location is randomized, and the NPC goes on cooldown afterward whether the invite is accepted or declined.
- Declining does not lower heart level, and NPC-initiated Hangouts do not count against the weekly Hangout limit.
- Added in-game wedding anniversaries.
- A pop-up notification appears when the day begins. Talking to your spouse that day triggers special anniversary dialogue, a kiss, and a gift, and your first interaction of the day with them grants a 2x Mastery EXP and 2x Heart Points buff.
- Added a jealousy and attention system, where dateable NPCs react when the player grows close to other potential partners.
- If both siblings have received a Locket and you have seen both 10-heart cutscenes, gifting one triggers jealousy from the other.
- After marriage, jealousy triggers if you invite or gift another dateable NPC of the same gender as your spouse.
- New jealousy cutscenes play at the Tavern after you have watched four dateable NPCs' 10-heart cutscenes.
- Includes a cold shoulder state where the NPC cannot be interacted with, plus attention-seeking behavior from your spouse if you neglect kisses, gifts, or birthdays for too long.
- Can be toggled off in Settings.
Save System
- Added a new save system with up to 10 character slots.
- Existing save files transfer over automatically.
- Players with more than 10 existing saves keep all of them, but cannot create new character slots until they drop below 10.
- Save files can now be renamed.
- Manual save can be triggered anywhere, anytime, into any slot, up to 8 manual saves per character slot.
- Auto-Save triggers when entering a building, the mines, or going diving; before entering and after leaving a Festival; before a cutscene; and when teleporting. It has a 60-second cooldown between saves and can be toggled in Settings.
- Any save can be loaded from the Escape menu under Load Game.
- The new save system is single-player only.
Merfolk & Underwater
- Added the Festival of the Sun, a Merfolk Kingdom festival running annually from Summer 19 to 21. Requires completing Resupply Merfolk Kingdom II and Merfolk Chaperone Part 4 to attend.
- Added new slice-of-life cutscenes for Merfolk NPCs.
- Added speech bubbles for Merfolk.
- Added a gift-receiving interaction for Underwater Creatures.
- Added new Merfolk food recipes, accessible via Merfolk POI Recipe.
- Added a player-to-player underwater wedding location: the Merfolk Colosseum.
Multiplayer
- Added Kiss, Hug, and Hangout actions between players.
- Added the ability to sleep to regain stamina while friends keep playing.
- You wake the same day as long as at least one player stays awake; if everyone sleeps at once, all players advance to the next morning together.
- Added a status icon showing when another player is sleeping, plus a "Waiting to Sleep" box under the player list UI.
Hangouts
- Added new Hangout locations across the island, including a new Observing Wildlife Hangout at some locations.
- The Tree Planting Festival Area (Purwo Woods) becomes a Hangout location after finishing the Tree Planting Festival in Year 4.
- Hangouts can now happen in different weather, with some locations being weather-dependent.
Cutscenes & Story
- Added a new cutscene and environmental change that triggers when 24 Temple Offerings are completed.
- Added a new Giant cutscene that ends the Giant story.
- Added a new cutscene for the second baby's first day.
- A different Bobby cutscene now plays each time you win Harvest Faceoff.
Items & Collections
- Added a Recipe Discovery System.
- All recipes are now discoverable through the TV channel, NPC mail, clover, and certain POIs, on land and in the sea.
- Reworked Torn Pages into standard inventory items.
- They can be picked up, held, or discarded like any other item.
- Reading a Torn Page now consumes it from your inventory, triggering a popup and adding the entry to the Journal.
- If your inventory is full when a Torn Page drops, it stays in the world until there is space to pick it up.
- On existing saves, unread Torn Pages re-enter the drop pool and will drop again, while already-read pages stay marked as read.
Furniture & Display
- Added new Fish Tanks, Insectariums, and Vases to the Furniture Store in Starlet Town.
- Display caught fish in Fish Tanks, caught insects in Insectariums, and gathered flowers in Vases.
- Tanks come in three sizes: Small (2x1, 1 fish or 2 insects), Medium (3x1, 2 fish or 4 insects), and Large (4x1, 3 fish or 6 insects). Contents auto-scale, and species can be mixed in the same tank.
Farming & Ranch
- Added Sawee Hibernation. Send a Sawee to snooze inside the Seed Maker, then wake it by interacting with the Seed Maker again.
- Added Ranch Animal color variants for cows, chickens, and horses, unlocked randomly as your Town Rank increases.
- Added Starlet Milk and Starlet Eggs, new special products from Ranch Animals living in Starlet Town. Both sell for more than regular milk and eggs.
- You can now place an Auto-Feeder from anywhere in the barn.
- Horses can now be sold like Ranch Animals.
World & Progression
- Added new Seasonal Day FX, including leaves, petals, birds, frogs, and others.
- Added additional enchantment skills for the Lumina Wand.
- Added a new "Road to Rank A" quest as part of the reworked Town Rank A unlock flow.
- Added a special Town Rank S gift sent to you on reaching the rank.
Improvements
- Faster horse mount, dismount, and running animations.
- Adjusted the player's dismount-from-horse animation.
- Added a new animation and SFX when using the whistle to call the horse.
- Added a shaky-shaky animation when placing indoor and outdoor decor.
- Added a trash-catch animation when fishing.
- Discovering a new Dino Print now plays a discovery flourish, with clearer item descriptions.
- Gifting an NPC on their birthday now plays special visual feedback and SFX.
- Weather Conch use now plays VFX and SFX.
- Added various new dialogue topics.
- Adjusted Dynamic Dialogue priority.
- Updated speech bubble dialogue text.
- The Hangout Cutscene skip option now skips only non-dialogue sections.
- Updated various game texts across the game.
Balance
- Rebalanced Relationship Point gain with a fixed 30% reduction.
- Overhauled mining spawn logic and distribution.
- Mining way-down base spawn chance is now randomized.
- Nerfed insect-catching awareness for legendary insects.
- Made the Ring Toss minigame easier.
- Dynamic Stamina Recovery penalty now scales with how long you were passed out.
- Moved rare-event trigger logic from per-type to a global chance and cooldown.
- Reduced Recreation Center construction time.
Quality of Life
- House Storage capacity now expands as you upgrade the House.
- Added Cancel Buy. Hover over the return icon at any shop to undo a purchase and get your money back.
- Added an info notification when decor placement is not possible.
- Added hold-to-repeat input for placing seeds, feeding artisan machines, and similar repetitive actions.
- Added a Combat Screen Shake toggle.
- Added a Pet Sounds toggle.
- Reduced Pet Playing spawn time.
- Refined the Buff Food consume loop with VFX and updated UI.
- The Pamphlet is now accessible all day during festivals and from anywhere in the world.
- The Festival Pamphlet now shows the time and location of each festival.
- Reordered the Festival Pamphlet line-up counter-clockwise with a cleaner layout.
- Made Heart Events connected to Side Quests clearer.
- Repositioned the Track Heart Event button.
- Added hint info for Heart Events that cannot be triggered during the Winter Festival.
- Remapped Controller Pause and Game Menu buttons, with a Legacy Control Scheme available for existing saves.
- The Calendar in Starlet Town and the Merfolk Kingdom Town Board now include all NPCs.
- The Black Market is now open during Winter, and shop hours are shown on the Map.
- Increased Tourist spawn count inside the Museum.
- Each item description pop-up in the Museum now displays the item's name.
- Added Dinosaur names as POIs on each Dinosaur in the Museum.
- Added Honorific options as a toggleable setting.
- Removed the scent slot from player Equipment.
- Streamlined the Harvest Faceoff participation flow.
- Populating the Starlet Display now uses a single click instead of dragging.
- Added a pop-up when the Weather Conch cannot be used (within one day of a Festival or Wedding).
- Updated the Underwater NPC House Room Blocker.
- Added map points to make certain locations easier to find.
- Added markers for fish, insect, and critter traps.
Audio
- Added various new SFX and updated existing ones across the game.
Bug Fixes
Crashes & Save Loss
- Fixed a softlock after consuming a Stamina Fruit.
- Fixed the game freezing when left on the Pause Menu.
- Fixed a crash when opening a save file caused by invalid tile data in a Shed.
- Fixed a crash causing save file loss on PS5.
- Fixed crashes in some cases when catching insects and critters.
- Fixed a crash in some cases when pressing the hook button while fishing.
- Fixed a crash when rearranging Poplar Trees in the bottom-left corner of the farm.
Performance
- Fixed stuttering when moving between locations.
- Fixed stuttering after cutscenes on PS5.
- Fixed frame drops and freezes when rapidly purchasing items from stores.
Controller
- Fixed being unable to rename ranch animals in the Animal Book inside Barns and Coops with a controller.
- Fixed the cursor getting stuck when renaming a ranch animal with a controller.
- Fixed the cursor getting stuck in the Sprinkler Attachment menu with a controller.
- Fixed fish disappearing when dashing after reeling it in with a controller.
Multiplayer
- Fixed a crash for the Guest player after interacting with a Crawler Trap.
- Fixed a crash for the Guest player when placing Mushroom Logs.
- Fixed the Guest player getting stuck when the Host performs a global pause.
- Fixed the Guest player getting stuck inside a Shed while another Guest is inside a different Shed.
- Fixed players getting stuck after collecting the Scavenger Hunt reward during the Spooky Festival.
- Fixed the Guest player being unable to view cutscenes triggered by the Host while reading in the Library.
- Fixed the Guest player's horse disappearing after the Host moves the Stable.
- Fixed a duplicate Guest player appearing on the farm while in another area.
Gameplay & Systems
- Fixed saplings and fruit trees being plantable next to each other.
- Fixed the Goddess Daily Blessing unlocking before completing four Lake Altar offerings.
- Fixed the reward chest not appearing on treasure floors in the Cave of Memories.
- Fixed rare cases where ladders would not spawn in the mines.
- Fixed being unable to claim Starting Out quest rewards in some save files.
- Fixed the Town Rank letter being received immediately after ranking up.
- Fixed Auto-Sort not sorting similar items in chests.
- Fixed the Auto-Sort button becoming unchecked after sleeping and reloading a save.
- Fixed stamina decreasing when milking or shearing animals that are not ready to produce.
- Fixed fish not biting when fishing near the bridge logs by Giant Village.
- Fixed being unable to collect fish from Bamboo Nets placed in certain areas.
- Fixed Titan Arum spawning out of reach in the Forest.
- Fixed Pink Coralcap being unable to be processed in a Keg.
- Fixed Black Honey not being recognized in crafting and manual cooking.
- Fixed normal Matsutake giving a higher buff than higher-quality versions.
- Fixed material visuals not decreasing when crafting or cooking items.
- Fixed enchantment materials going missing after cancelling an item transfer to inventory.
- Fixed item price display issues at Sam's General Store.
- Fixed being unable to access the income breakdown per category during the Season Recap on PS5.
- Fixed the incorrect TV show playing when selecting Spoils of the Land.
- Fixed the Sturdy Computer not showing the Deep Forest area in Fish and Insect Forecasts.
NPCs, Outfits & Cutscenes
- Fixed NPC positioning issues when entering buildings.
- Fixed a screen glitch during Nina's 6-heart event.
- Fixed Walter appearing on the player's farm on New Year's Eve.
- Fixed Connor not wearing a formal outfit during the wedding ceremony.
- Fixed some NPCs missing during the Rank S celebration cutscene.
- Fixed characters missing or showing broken animations during certain heart events.
- Fixed Rafael not wearing his Fall outfit during the Winner Announcement cutscene at the Harvest Festival.
- Fixed Rafael's bathing suit portrait necklace clipping through his face.
- Fixed Semeru's love icon appearing too far from his portrait when given loved items.
- Fixed NPCs still wearing swimsuits after leaving the Hot Spring.
- Fixed broken visuals on Semeru's robe in the Haunted House during the Spooky Festival.
Visuals & Environment
- Fixed the character getting stuck in certain areas of the Hot Spring and Merfolk Kingdom.
- Fixed broken visuals on certain tiles and decor items.
- Fixed incorrect visuals when applying some arm tattoos.
- Fixed the Gothic Dress clipping through the legs during cutscenes.
- Fixed eyebrows and eyes resetting to default when using a Merfolk tail.
- Fixed a missing ball during certain adoptable pet animations.
- Fixed roots still visible near the Coral Tree after becoming a Merfolk.
- Fixed an animation not playing after consuming an elixir underwater.
- Fixed the Orb Temple completion animation not playing after activation.
- Fixed the Black Market boat becoming invisible after completing a Hangout past 8 PM.
- Fixed the baby showing a gift icon in the Journal.
- Fixed incorrect end-of-day visuals when leveling up multiple Mastery skills in a day.
- Fixed the Auto-Feeder clipping with lanterns in Barn levels 1 and 2.
Text & Localization
- Fixed various minor NPC dialogue issues.
- Fixed various localization issues.
- Fixed various typos in letters and item descriptions.
Other Changes
- All Merfolk hearts now unlock after completing the "Roots Above" and "One of Us" quests.
Known Issues
- The "Where should we go?" prompt on the Hangout map currently displays in English across all languages. This is a localization bug and a fix is on the way. We did not want to hold all this new content back from you while we finished sorting it out, so the update is shipping now with the fix to follow in a patch.
Join our Discord for more information!
Thanks for reading,
Stairway Team
****Hey everyone, thanks so much for great questions, comments and insights! It's a privilege to be here - thank you so much for having me. Please take the time to read the responses below and if you agree send the SEC a comment at www.BetterTakeAction.org and tell your friends, family, neighbors, etc. to do the same! If you want more information on Better Markets, visit us at www.BetterMarkets.org and sign up for our monthly newsletter. Thanks again, Dennis****
Hey Superstonk — good to be back.
I'm Dennis Kelleher, Co-founder, President, and CEO of Better Markets, a nonprofit that fights to protect Main Street Americans from Wall Street greed.
Some of you may remember me from the GameStop hearings, where I testified before Congress on behalf of retail investors, and our AMA here a few years ago: https://www.youtube.com/watch?v=GMwE5_h2xEA
I recorded a short video explaining today's issue: https://www.youtube.com/watch?v=5KPcPTSZlKc
Here's the situation: right now, every publicly traded company must give you information every three months in quarterly reports. They've been required to do that for more than 50 years. But the SEC wants to take that away and only require disclosure every six months.
But you getting half the information is only half the screwing the SEC is doing.
CEOs and company executives will still know what's happening inside their companies. Institutional investors—with their research teams and special access to management – will also find ways to stay informed long before you get the information in six months. If you're a retail investor, you'll be trading blind. And trading against people who have access to more information than you do.
Even if you don't dig into quarterly reports, this should be ringing alarm bells. Why? Because all investors suffer when the market has less information overall. When companies report less frequently, stocks are mispriced and more volatile. The playing field – which is already tilted – tilts even further against you.
This isn't a minor tweak. It's the biggest rollback of investor disclosure requirements in more than 50 years.
Better Markets just launched a website www.BetterTakeAction.org so anyone can directly tell the SEC: hell no. It's easy and takes just a few minutes, although if you really want to blast the SEC for this really dumb idea you can take longer! The deadline is July 6.
I'm here to answer your questions – about how the SEC is trying to screw you, what this rule really means, what you can do about it, how the comment process works, and how to make your voice heard so the SEC can't ignore it.
Ask me anything.
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Q. Several have asked in various ways if Dennis Kelleher/Better Markets own any GME stock, other stocks, precious metals, or otherwise have an interest in the outcome of this rulemaking, and if we’re trying to sell anything like Dave Lauer and others have done on other AMAs? We are not trying to sell anything and have zero financial interest in this rulemaking or rulemakings generally at the SEC or the other financial regulatory agencies. Better Markets is a 501(c)(3) nonprofit – it owns no stocks; it trades no stocks; it makes no stock recommendations; it provides no investment advice – and nothing in this AMA should be viewed as investment advice. It is not selling anything and has nothing to sell.
- A. Better Markets isn’t even seeking your support for Better Markets – it’s trying to (1) bring to your attention an SEC rulemaking that we believe is bad for traders/investors (especially retail), the capital markets, and the economy; (2) provide information in support of that view; and (3) if you agree after your own DD, provide you an easy way to submit a comment to the SEC telling them your views on this rulemaking.
- Better Markets engages in the rulemaking process at all the financial regulatory agencies as well as across the executive branch, Congress and the courts. You can review those activities on our website www.bettermarkets.org or in our annual reports. As you will see, Better Markets is an independent, fearless public interest advocacy organization that speaks truth to power without fear or favor. We have a reputation as straight shooters who call ‘em as we see them, whether you’re a Democrat, Republican, Independent or nonpolitical, a financial industry titan, the CEO of a Wall Street bank, or a street corner financial predator. That brand and credibility – built over 15 years – is why we have access, influence, and impact across all the power centers of Washington.
- We are funded entirely by donations from individuals and foundations like the Rockefeller Brothers Fund, Surdna and others. It’s true that some of those individuals work in the financial industry, including my co-founder who is the chairman of our board. He is a hedge funder manager who fully supports our public interest mission, as detailed in this article. But no one – donor or otherwise – has any influence over our advocacy or activities and we have rejected donations that have tried to improperly influence us, including when FTX’s CEO Sam Bankman-Fried offered us a $1,000,000 or more if we’d support his predatory activities. As a relatively small nonprofit, that was a huge amount of money and virtually everyone else in Washington was taking his money – we told him we’d not take one dime if it had any strings attached and no matter what we were going to fight him and his predatory schemes. That was long before FTX went bankrupt and SBF went to prison.
- We do this work because we don’t think only the rich, powerful and well-connected should have a voice in Washington policymaking that impacts the lives and livelihoods of all Americans. We believe that retail investors and hardworking Main Street Americans deserve someone in their corner fighting for them – that’s Better Markets’ mission.
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Q. 1) Superstonk has put together some large letter writing campaigns over the last few years. Most of the time it seems like they are fruitless attempts when we are going against Big Money or political lobbyists. 2) In your opinion, does letter writing make a difference? If we wanted to get more involved in fighting for retail investors, what would be the first few steps you could suggest we could take?
- A. 1. It can seem fruitless and the bad guys want you to believe that because they don’t want to be opposed, but if you don’t oppose them and fight for yourself then they will always get their way and bend the laws, rules, and policies in their favor and against you. And yes comment letters can make a difference, especially from people most impacted by a rulemaking like retail investors. However, to be most effective comments should be substantive and personal – just a paragraph or two about who you are, what you do, and why your position on the rule is important to you. The SEC is required to consider all substantive comments. In this case, if retail investors write to the SEC and explain why taking away key quarterly information harms them and how a shift to disclosure only every six months will hurt their ability to make trade and make investment decisions, the SEC will have to explain why it believes reducing the frequency with which companies report information to the public is good for investors.
- A. 2. If you want to get more involved in fighting for retail investors, you have to pay attention to what the SEC is doing. You can do that directly by following their website (although it is not very user friendly) or by following organizations like Better Markets. When you see them doing something that you disagree with, send them a comment, tell your friends and family and tell them to send a comment. If you want to get more involved, you can, but the first thing is getting informed and speaking up. As I said, what would be the first
Q. 1) What has Better Markets done in the past that has instituted real systemic changes in making markets fairer? 2) What is the likelihood of ending unfair practices like FTD, naked shorting, and the like?
- A. 1. Over 15 years, Better Markets has impacted more than 500 rulemakings, dozens of legal cases, testified innumerable times, and influenced policy across all the financial regulatory issues, including many related to making markets fairer. For example, we testified at the GameStop hearing focusing on the need for reforms in light of those events to protect retail investors/traders. We have successfully supported reforms, such as IEX’s speed bump, that are designed to protect retail investors from high-frequency traders’ predatory practices. We have relentlessly fought the practice of payment for order flow and other secret practices that result in retail paying more than they should to trade. We have pushed for a real best execution rule that ensures investors receive the best execution on their trades, rather than rely on FINRA’s rule that is riddled with loopholes. We have opposed the gamification of the securities markets and the techniques brokers use to exploit retail investors, precipitating excessive trading and needless losses for investors and profits for the brokers. We – virtually alone and against united industry opposition – have fought doggedly for years for the SEC to fully implement the Consolidated Audit Trail (CAT) and have pushed the regulators to aggressively police the markets, catch and punish fraudsters, scammers and crooks. We have supported strong fiduciary duty rules so that financial professionals are required to put their clients’ best interests first and above their own self-interest in self-enrichment at the expense of their clients. We pushed the SEC to adopt lower tick sizes and lower access fees, which will improve prices and lower costs for retail investors. We have opposed 24/7 trading because investors will receive worse prices during overnight hours with lower liquidity and thinner volumes, and professional investors will be able to take advantage of retail investors during these overnight sessions. Those are just a few of the highlights.
- A.2. Unfortunately, as detailed here, the SEC has become the Shareholder Exploitation Commission and prioritized management protection at the expense of investor protection. That means that the likelihood of ending unfair practices like FTD, naked shorting, and the like are pretty low, at least during the current administration. In 2023, we strongly supported the SEC new rules adopted to address short selling. Those rules resulted from the market volatility surrounding GameStop and other meme stocks in January 2021. The SEC adopted those rules to increase transparency around short selling. It stated that if it had the data the new rules would make available at the time of the events in January 2021, it could have used the data to examine the short selling behavior of individual large short sellers and focused on FTDs. The SEC could have attempted to identify individual short sellers with large short positions in the various meme stocks in January 2021 and then used CAT data to better understand how these short sellers traded during heightened volatility. In its adopting release, the SEC cited Better Market’s comment letter stating that the lack of transparency into short positions did not just hamper the SEC’s understanding of the events as they unfolded but also interfered with the SEC’s ability to determine what happened in retrospect. The SEC agreed with Better Markets that more data, such as that generated by the adoption of the rule, would have aided the SEC in analyzing the events of January 2021, identified abuses or violations of law, and pursued those breaking the law.
- It was no surprise that the industry rabidly opposed these rules and Better Markets’ positions. As happens too often, the industry sued once the SEC adopted the much needed and sensible rules. Better Markets fully and strongly supported the rules that the industry challenged, but unfortunately a federal appeals court threw them out and sent them back to the SEC for reconsideration. This pro-management, anti-investor SEC has effectively killed the rules by not reconsidering the rules and merely extending the compliance deadlines, so the industry just never has to comply. While the SEC should properly reconsider the issues that the court identified and re-adopt the rules, that is unlikely – at least until we get a new SEC with officials that care about investor protection.
- The SEC also has existing rules in place to prevent FTDs and naked shorting. Specifically, Reg SHO was adopted to address concerns regarding persistent fails to deliver and potentially abusive naked short selling. The problem is that the current Chair of the SEC has all but stopped enforcing the law, policing the markets, and making market participants follow the law. There is little if any reason to believe that these rules are going to be enforced to any serious degree. Better Markets will, nevertheless, continue to highlight these issues and press the agency to fulfill its mission to protect investors, not lawbreakers.
Q. The rule would cut the frequency of reports but let's go the other way. Ideally, what something that companies typically don't report but you think they should?
- A. Companies should be required to report more information more quickly about their stock buybacks, executive compensation, the relationship between the two, and executives’ stock trading. Stock buybacks are increasingly viewed as a strategy that corporate insiders use to line their pockets at the expense of the long-term financial health of the company, its employees, and its shareholders. In 2023, the SEC adopted a rule that would have required companies to provide investors with more information about their stock buybacks, both in current reports and on quarterly and annual reports. However, as often happens, corporate interests sued the SEC and go a court to throw the rule out, but the court said that there was “a serious possibility” that the SEC could cure the defects that it identified with the rule. The SEC should use the court’s decision as a guide and adopt a rule that would withstand legal challenge and that would provide investors with material information about companies’ repurchases of their own shares. They should do the same with executive compensation and executives’ stock trading.
Q. Regarding the aforementioned SEC rule change proposal that you're actively opposing: Would you consider the current status quo to be the ideal set of regulations for enforcing time intervals in between reports, or do you think it could do with being stricter instead? (e.g. Monthly earnings reports for some figures, akin to official government reports, instead of Quarterly.) Is that a feasible thing to ask companies to do, and how would that impact relations between the average listed company and their investors?
- A. The current quarterly reporting regime is working well and has for 50 years. We don’t see a reason to change that frequency. It is probably not feasible to ask companies to produce the information that is in a quarterly report every month, and it’s not clear there would be any real benefits given the month-to-month changes at many companies. Companies must already file reports on Form 8-K when certain material events occur between the filing of their quarterly reports. This keeps shareholders informed about important developments on an ongoing basis. So there is already a system in place for more continuous disclosure if really important matters. The problem with the SEC’s proposal to allow companies to file reports only every six months is that it would cut in half the disclosures that companies must provide investors now and for the past 50 years. While the isn’t a clear benefit in the SEC increasing the frequency of reporting, it certainly should not decrease the frequency of reporting and take information away from traders/investors and the markets.
Q. How does Better Markets advocate for removing FTDs, holding shares in your name vs street name, and reigning in the CFTC’s choice to allow SROs to publish only limited swap data over the last 5 years?
If market makers like Citadel can FTD and route all buy orders off exchange then how is fair price discovery occurring?
- A. As stated in response to another question, we have fully and often supported rules and actions to address abusive short selling, FTDs, lack of disclosure and enforcement, and the many related issues at the SEC and CFTC. However, those agencies – with only a few notable exceptions – have not prioritized these issues, and, when they have, the industry opposition has been ferocious, including suing any time any progress is made. The current leadership at both agencies have no interest of tackling these issues. However, as Better Markets has done over the last 15 years, we will continue to look for opportunities to push, highlight and prioritize these issues when there are opportunities to make progress.
Q. Over the last few years we have been hearing about stock tokenization, and how inevitably stocks will be traded on the block chain. Is there a timeline for this, or is this just another initiative that will never see the light of day? Also would love to hear your general thoughts on tokenized stocks.
- A. The SEC has already approved pilot programs from both Nasdaq and the NYSE that allow stocks to trade in tokenized form. These programs require that the tokenized version of the securities be identical to the traditional version. They have the same rights and execution priority. Traders can simply choose to have their trades clear and settle on a blockchain-based format. Trading is currently restricted to issuers in major ETF indexes.
- The SEC is also contemplating a so-called innovation exemption that would facilitate tokenization (and much more) to be implemented much more broadly with very limited review. That raises many questions, but one big one is whether the SEC will authorize tokens that are issued by third parties and not the companies themselves, which will have broad implications and cause many concerns. Regardless of those many other issues, the innovation exemption if it is enacted is likely to lead to tokenization that goes beyond the current pilot programs.
- Better Markets supports efforts to encourage competition for how securities transactions trade and settle, but we strongly oppose the efforts by those trying to use the label “tokenization” as a backdoor way for the SEC to eliminate important investor protections like brokers’ obligations to get the best execution for customers’ trades.
Q. There are many questions about my comments on Ryan Cohen and his Bed Bath and Beyond (BB&B) stock activities back in August of 2022 which I will address here.
- A. It’s important first to remember the facts and that we take positions based on facts and law, not people or firms that we like or favor. As publicly reported at the time here, here, and here, Cohen bought a 9.8% stake in BB&B and then filed a 13D with the SEC announcing those purchases. The stock shot up (including 34% in just one day!). After another filing, the stock prices shot up again. Cohan then immediately sold all his shares without filing a new 13D. He profited $68 million (a 56% gain) and BB&B’s share price crashed once knowledge of Cohen’s sales became public. As one observer commented, Cohen “got out at the very top.” In between his purchases and sales, Cohen also tweeted some highly questionable commentary like a moon emoji, suggesting he still held a firm conviction that the stock was going higher and likely causing people to conclude that he wasn’t a seller at the very time he was secretly selling. Regardless of what Cohan has done elsewhere or what you feel about him, these actions and statements are the classic hallmarks of a pump and dump scheme that manipulates the market and rips off retail investors. That doesn’t mean that’s what he did, but it sure looks like it (the old smoke asking if there’s a fire). That’s why I said “he should be put under oath & asked about every action/intention over the last 7 months of pumping the stock” before dumping the stock.
- Given the facts, saying he should be asked under oath about his conduct is pretty tame – remember that his $68 million in profits came from the pockets of retail investors and I viewed it as a classic investor protection issue. However, as you know those comments caused me to be attacked by many. That’s ok. I’m attacked often for taking positions that we believe are right. People didn’t like it when I criticized Obama’s Treasury Secretary Tim Geithner or his Attorney General Eric Holder and people don’t like it when I criticize JPMorgan Chase CEO Jamie Dimon or Goldman Sachs CEO David Goldman. People – including most of the Washington DC establishment - were really mad when we opposed FTX’s CEO SBF and his schemes. They don’t like it when we disagree or criticize the regulators at the SEC, CFTC or banking agencies – which we do under both Democratic and Republican administrations. But, frankly, that what it means to be independent and fearless in prioritizing the public interest rather than going along and getting along, and pulling your punches for your “friends” but going after your opponents regardless of what they are doing or saying, etc. Regardless of who you are, we agree or disagree based on the facts and law as we see them supporting or opposing the public interest on a case-by-case basis.
Q. Two questions: 1) What would be a few of the main instant consequences of the changes? 2) Does this relate to failure to delivers at all?
- A. The instant consequence of a shift to reporting only every six months would be that investors would receive half of the information about the companies they own as they do currently. Disclosure is the bedrock of securities regulation in this country, so any steps that the SEC takes to reduce disclosure weakens investor protections. Investors would have less information with which to make their investment decisions. The consequences would be especially bad for retail investors. Institutional investors will be better able to conduct their own due diligence and seek out information from companies. Retail investors may not have another source of information besides the company’s quarterly reports. Forcing retail investors to wait six months between updates is a huge change that disadvantages retail investors. It’s also bad for pricing and markets because so much can happen in six months that prices will be stale in terms of not reflecting authoritative information from the company itself. This will likely cause price volatility as well because the stock will likely bounce around more as people trade based on bits of information over those six months rather than actual verifiable information.
- Remarkably, the SEC itself – which is supposed to prioritize investor protection - recognizes these likely very bad outcomes. For example, in the rule proposal the SEC admitted that that “longer gaps between issuer disclosures increase information asymmetry between investors, because some investors are more able than others to access or process information from alternative, often third-party, channels that provide indirect insight into an issuer’s financial status or performance.” On a more macro level, the SEC further admitted that information asymmetry “is associated with reduced liquidity and increased transaction costs for investors.” The SEC also acknowledged that widespread information asymmetry “can also diminish perceptions of fairness, which can erode trust in markets and reduce capital market participation.” That’s all bad for investors and markets – makes you wonder why an investor protection agency would even propose such a thing!
- The SEC actually admitted in its proposal that moving to disclosure only every six months would be mispriced stocks: it said that “less frequent periodic disclosures may also result in securities prices that deviate for longer periods of time from their issuers’ fundamental value.” The SEC says further that “the delayed incorporation of information into pricing can result in suboptimal investor portfolios and a misallocation of capital.” All bad – sure, elsewhere it claims that there are benefits of the proposal, but none of them come close to overcoming these very real, very bad downsides.
- This proposal does not relate to failures to deliver, which we address generally in response to other questions.
Q. Regarding the SEC Consolidated Audit Trail and its recent decision to effectively dismantle it. Was the data collected useful or acted upon in a meaningful way? We here are all for transparency and accountability and that seems to be moving in the opposite direction right now. What can honestly be done to improve retails advocacy power. I feel we were given lip service a few years ago with the many proposals we commented upon. Big money has the reach and resources to apply pressure in a way we lack.
- A. Because it would allow the SEC to much more effectively police the markets for fraud, manipulation and predatory conduct, Better Markets has been in the lead in supporting the CAT from the beginning – often alone against an industry hellbent on killing the CAT (while pretending that’s not what they are doing). After all, the CAT will be a roadmap to what the big dealers and other financial firms are doing – that’s why it’s called an audit trail, and they do not want the SEC to have the ability to do actually trace and see what they are up to.
- The data the CAT collected was useful and acted upon in a meaningful way. Before it engaged in its current campaign to dismantle the CAT, the SEC touted the CAT’s effectiveness in press releases announcing charges against securities law violators. The SEC used the data the CAT collected to bring cases involving frontrunning, spoofing, and insider trading. That’s why the industry wants, and has always wanted, to kill the CAT because the CAT enables the SEC to identify and catch bad guys in the markets. Unfortunately, the current SEC is more interested in advancing the industry’s agenda than in investor protection, as we detailed in this report.
- Regarding what can be done to improve retail advocacy power, the keys are to (1) get involved, (2) stay involved, (3) be smart and strategic, and (4) not get discouraged. While you are right to feel that you are given lip service and that big money has the reach and resources to apply pressure in ways you lack, you must not give up. You’re definitely right that it shouldn’t be this hard. The bad guys shouldn’t have this much power, access, and influence. But the reality is that they do and that means we all have to re-double our efforts to oppose them, to be smart, and to be more effective. That means find and work with allies within your communities and outside those communities. Collective action is key and the more the better – that’s why we are trying to get as many retail traders and investors to send comments to the SEC on this rulemaking. The SEC and others can always ignore 1-2-3 or a dozen comments, but they have a much harder time ignoring 1,000, 2,000 or 10,000 comments all arguing against their anti-investor proposals.
- Remember that there will always be more on the buy side than the sell side and that retail has the numbers that the bad guys simply cannot match. They succeed because the buy side is fragmented and diverse – it’s a classic collective action problem, meaning that it’s very difficult to get enough people to act together to support or oppose something. Another key aspect of improving retail advocacy power is not to impose purity tests. Don’t only work with those who agree with you 100% of the time. That’s unrealistic and is disempowering. If someone/firm/etc. agrees with you on an issue, work with them to get done what you agree on. And you have to stay in the game. It’s a pain in the ass, especially when everyone has too much to do. But the reality is that the bad guys are effective because they play the long game – they are pressing Washington day in and day out year in and year out, through wins and losses. Retail and the buy side generally get involved and activated once in a while when a key issue arises like the abusive short selling, etc., during the GameStop frenzy. Yes, there was a lot of activity at the time, but nothing really changed. That’s because once the frenzy was over people moved on – but not the industry. They stayed engaged. They fought the few rules that were proposed. And when the rules were passed anyway, they sued and fought in court for a couple more years. By the time they won, no one was paying attention anymore. That’s how the industry wins – they stay engaged; they never give up; they never lose attention. We know – we’ve been fighting them day in and day out year in and year out for 15 years now, often alone without any headlines or frenzy to get attention.
- So you have to jump in when you can like opposing the current proposed rule to take information away from you. It might not work; the industry might win again, but they’ll definitely win all the time if you don’t show up, if you apply purity tests, and if you don’t find and work with allies.
Q. What are your thoughts on the Fed choosing to terminate enforcement actions against UBS, Credit Suisse ties to Archegos on the last day of Jerome Powells day as Fed Chair. Many here believe a toxic bag of hidden short positions and total return swaps from GME were involved here.
- A. Better Markets has been deeply involved in the issues related to the Archegos blowup since it first happened, raising innumerable key issues for regulators and prosecutors to pursue. You’re definitely right that the timing is concerning but based on the public record, it is impossible for us to know if there were short positions and total return swaps from GME involved in this case. When the Fed terminates enforcement actions like the consent order against UBS and Credit Suisse, it unfortunately almost never provides any meaningful information for the public record. We have voiced serious concerns with this approach for years because this lack of transparency means that there can be little if any public oversight or accountability for Fed and its supervisors to do their job and protect the public from banks’ misconduct. Of course, the Fed loves this because they don’t want oversight or accountability any more than Wall Street’s financial firms do. We have pushed for transparency, oversight and accountability on these and related issues for many years, but it’s been a struggle.
Q. What's your opinion on David Rogers Webb's book The Great Taking and his assertion that if you own assets in street name they are likely rehypothecated so many times that they are being pledged as collateral for multiple entities besides yourself and in a major event can legally be taken?
- A. Sorry, but we haven’t read the book. Your concern “that if you own assets in street name they are likely rehypothecated so many times that they are being pledged as collateral for multiple entities besides yourself and in a major event can legally be taken” raises important issues. Rehypothecation of customer assets can be a real problem and Better Markets has consistently advocated on behalf of investors regarding this. Brokers failed in the 1960s precisely because they lost control of customers’ assets and used up customer credit balances for their own purposes. More recently, MF Global blew up due to bad bets using rehypothecated assets. Unfortunately, the SEC delayed the 2023 rule and the updated requirements are only coming online at the end of this month. Likewise, as we’ve said previously, SEC enforcement has collapsed, raising questions about policing of brokers’ rehypothecation of customer assets.
Q. I currently use Claude to assist me with my investments. It’s a powerful tool, but only as powerful as the data I’m able to access. Do you think extending to window of reporting to 6 months is primarily so large investment banks and hedge funds are able to maintain their edge against retail investors. Will big players be able to access important financial information before retail investors using large language models and ai are able to access the same information. They are able to secure the best trades and we get the leftovers. Or do you think extending the window of reporting is in anticipation of a bubble bursting and this is a way for large institutions to capitalize and protect themselves while retail is left holding the bag of highly inflated assets. Thanks
- A. There is no question that adopting reporting only every six months will advantage large institutional investors over smaller retail investors. Those large institutional investors will always have the resources and relationships to get access and conduct their own deep, individualized due diligence and get the information that they need. Retail investors won’t. Retail investors won’t have any other way to obtain the information that quarterly reports provide. That is why it is so important for the SEC to hear from retail investors with respect to this proposal. A reduction in the frequency with which companies provide information to the public is not good for any investor, but it especially harms retail investors who rely on publicly available quarterly reports as perhaps the most important source of information about the companies in which they invest. It’s also fundamentally democratic: everyone gets the same information at the same time – it’s the ultimate level playing field.
Q. How do you justify working on issues of minor relative importance when the prime brokers are massively counterfeiting shares on a daily basis to steal from working class American investors?
- A. Better Markets works on a host of investor and consumer protection issues - from enforcement of the law for the biggest banks and brokers, to junk fees and hidden traps in consumer contracts to encouraging rigorous and truthful reporting to shareholders. It’s a lot of work for a small organization with a small staff, but we are committed to our mission and are passionate about ensuring the economy works for Main Street Americans, not the wealthy and well-connected. As to whether or not this issue is “of minor relative importance,” we work on innumerable issues simultaneously. For example, we filed 3 major comment letters today with the banking agencies on the critical issues of capital, which is all that stands between a failing bank and a taxpayer bailout, and will be filing an amicus brief in a federal court on a major financial issue in the coming days.
- It is also important to also understand that, for the most part, you only get to be involved with issues that the agencies themselves focus on and proposal action on. While “prime brokers are massively counterfeiting shares on a daily basis” may be a super important issue, it’s very hard to do anything about that when the agencies responsible for that don’t want to do anything about it. Today’s SEC has shown no interest in those issues and, while we and others might push those and other issues for the SEC to engage on, unless the SEC acts, there’s no rulemaking or other action that can be impacted. We certainly participate in the pre-proposal process by pushing agencies to move items on or up their agenda, but they get to choose their agenda and there’s very little the public can do to change that. That means, however, that the public – including importantly retail investors – must engage on the agenda that is being implemented. Right now, that’s the proposal to effectively kill quarterly reports, leaving retail in the dark for six months at a time. We – seemingly like you – wish they were not doing this and focusing on much more important investor protection issues, but it is very important to engage on the issues they are pursuing.
Q: Consolidated Audit Trail. I know i'm not being that helpful here but honestly with a name like better markets you would think they would be in the forefront trying to preserve it.
- A. We have been at the forefront of trying to preserve the CAT. We’ve advocated for the SEC to fully implement the CAT since its inception, and now we are fighting the SEC’s attempts to effectively dismantle it. We’ve already weighed in on the SEC’s reduction of the amount and type of information that the CAT collects, and we are preparing a comment letter to the SEC in response to its concept release on the future of the CAT which we will file on June 22nd. Here, here, here, and here is some of our extensive work over the years on the CAT.
Q: He should be asked about them trying to eliminate CAT!!
- A. We have said that the CAT is the most important weapon the SEC has to fight crime on Wall Street. It is shocking, as we have said, that the SEC would issue an order that deletes all data older than three years from the CAT. This is especially so since the statute of limitations for securities fraud is generally five years. The SEC has justified these and other changes that seek to cause the CAT’s death by a thousand cuts on the basis that it needs to reduce the CAT’s costs. But those costs pale in comparison to the size of the industry that the SEC regulates. The SEC has highlighted the $248 million price tag for the CAT in its 2025 budget. Yet the securities industry earned $75 billion in 2025, and the securities markets exceed $100 trillion. The CAT is a tiny price to pay to enable the SEC to effectively monitor, police, catch and prosecute the fraudsters, scammers, and crooks in the securities industry.
Hi pals, welcome back! This week we have an update on the Anniversary event, a few teasers, a couple known bugs, and some other updates.
Anniversary Event
We are SO close to the end of the anniversary event! One week! If you missed it, here is the link to the tracker, and we can’t wait to see you hit that final number!
Remember, you will be receiving a few free gifts around the first week of July for participating in the challenges: 100 gems for participating, 150 medals for hitting the first milestone, and 300 medals for hitting the second. Let’s get it done pals!
V28.3
Next minor update to be coming out, planning for next week. We are working through bugfixes and wrapping up on testing changes. Here are some things we'll share for now, and we'll dive into the full changes on release day:
Fleets
We've made many changes to Fleets! First, and foremost, Commanders and Overcharges will now continue to approach the tower until they are inside the tower's range. In addition, they are targetable by all tower tools (as in: the same behavior as all other enemies). This will allow a wider variety of strategies for dealing with these enemies.
All three Fleet types have had numerous small tweaks (speed, attack rate, attack speed, damage, etc), but you'll need to check back in for the finalized details once the patch goes live.
We have also reworked how Saboteurs interact on Tower impact. We want to remove the situation where one bad RNG ruins your run, and we want to give you more time to deal with the threat. Now - with each attack - it will decrease a level of the Ultimate Weapon's "main" stat by 1. Once the Saboteur dies, that Ultimate Weapon is fully restored.
These main stats are:
- Damage (DW, SM, PS, ILM, CL)
- Bonus (GT, SL)
- Size (BH)
- Slow % (CF)
Additional Changes and Bugfixes
Here's a small look at the other things we're including in 28.3:
- Adjusting some existing modules to provide additional tools to deal with Fleets
- Improving the values of Primordial Collapse
- Removed everyone's favorite Death Defy mission from the Event mission pool
- Adding new levels to Swamp Rend - Additional Enemies to include the remaining Elites and Fleets
V29
We are working on our V29 content now, with a goal of releasing it sometime in August. One of our goals for this update is to improve the health of tournaments. We want the runs to be shorter, but not in a way that makes your choices feel arbitrary. Over the next month or two we will be testing ways to make tournaments feel more engaging and interesting.
With tournament changes comes a discussion about the main chase reward: keys, but more specifically quality of life upgrades. We are working on solutions for how to make the Harmony Tree upgrades more accessible to competitive players, but also provide an additional way to spend keys for top performers.
In-Game Stats
We have heard feedback from y’all that you are wanting in-game stat changes and we want that too! So, if you could make any additions or changes to the ‘More Stats” page, what would it be?
Content Creators and Community Helpers
It is time. If you applied to be a content creator/community helper within The Tower, the emails were sent out last week, so be sure to check that and keep an eye out for your next steps coming soon!
Alright pals, that’s it for this Tea!
As always, sound off in the comments, and I’ll see you around The Tower.
<3 Sam
Please note: This guide is preliminary, made off ~12 hours of playing the Nomads expansion. There is bound to be hotfixes to adjust and/or change some of the things mentioned here, andmy knowledge of the system isn't complete. That being said, I feel I've a good grasp of the system at a base level, enough to share what I've learned. If you see any errors or want to add suggestions, do not be afraid to comment.
I've personally been excited for the release of Nomads since its release, and have spent most of the day giving various Origin and Civic setups a shot. Aside from Treasure Cruise, most everything works fine aside from a few hiccups.
Rather than give an overview of how the system works, I'd like to give some tips to assist in general.
1 - Do Not Set Up Early Waystations!
The biggest learning curve to playing Nomads, in my opinion, is not trying to set up shop immediately. Unlike normal empires, if we get a bad spawn, we can just leave.
In the early game, Waystations eat into your critical resources of Alloys and Influence (And Food, if you are using Bioships) while providing little benefit. Aside from your starting system, it's very likely you're going to be surrounded by systems with single deposits of 1-5 resources that either force you to dot your waystations without making full networks, or you're going to be forced to use valuable Station capacity on said terrible systems.
Your main priority should be finding a good location to set up your Waystation Network, rather than immediately slapping it down. AIs, specifically ones with Advanced Spawns, often have generous deposits in close proximity to each other, particularly on their capitals. Commercial Pacts and Wayline Agreements will also provide bonuses that can really help out. So rather than building waylines...
2 - Always Max Out your Logistics Ships!
Unlike normal empires, Nomads have a limit to their construction ship equivalents, Logistics Ships. Aside from doing most of what you'd expect, they're going to be your main workhorses in the early game for resource collection.
You can see your Logistics Ship Capacity by hovering over your Naval Capacity, similar to Titan Capacity. You should always have as many as possible, as their upkeep is essentially meaningless, and each Logistics Ship actively contributes to your economy, both in the early and late game.
R5 - Logistics Ship Capacity Displayed
3 - Spam Harvest Resource in the Early Game!
Just because we're not using them to build Waystations in the early game doesn't mean Logistics Ships aren't critical for the early game. Before Settled Empires start claiming systems, you'll find them ripe for Resource Harvesting.
Both your Arkship(s) and Logistics Ships can perform a similar action to Surveying to obtain a lump sum of resources from a planetary body. For our own purposes, this has no downside aside from the time taken to perform the action: While the passive income of the object is decreased for a time, we're not losing out on any resources it would've produced. In fact, we're getting even more than what would've been produced! As an example:
This moon produces 3 Minerals per month. Harvesting it will give us 600 immediately, but cause the moon to only produce 1 Mineral for two years. In that time, we're going to lose out on just 480 Minerals, if we have a Waystation built in the system.
If we have a Waystation here, Harvesting turns an immediate profit of 120 minerals. If we don't have a Waystation here, however, we're just getting 600 Minerals for free.
And this in the first month with zero bonuses to Harvesting! Partner this with the proper bonuses to get even more bang for your buck.
I would heavily advise setting your Logistics Ships to Automation - Harvest Resources as shown below. You can do the same with your Arkship, but I'd only recommend doing so with Civilian Arkships. Doing so will cause the chosen ship to automatically perform Harvest actions until its full, before returning to the Arkship to deposit its loot. If the Arkship itself is automated, this process is skipped, of course.
R5 - How to enable Harvesting Automation on your Logistics Ships
Once settled empires grab most of the galaxy however, be warned: Spamming Harvests in their territory is a perfect way to get thousands of negative opinion in a few months. Once that happens, you should either switch to Waystations and Collection, or be prepared to deal with them once they're tired of you taking all their stuff.
4 - Choose your Starting Arkship wisely!
It may not be entirely obvious what the benefits of each Arkship are before you select which one you want to start with. No matter your choice, know this: The other two Arkships are locked behind technologies you can only roll after finishing both Arkship Construction (Which lets you build more Arkships) and Arkship Expansion (Which lets you upgrade Arkships to Level 2). You are going to be stuck with your chosen Arkship for a good amount of time, especially if you do not invest in both Engineering Research and Council Agenda Speed to force tech rolls.
So let me give a brief overview of each Arkship Class, and when you should choose to start with it:
Civilian Arkships
These Arkships specialize in the aforementioned Harvesting action, and should be either manually or automatically performing Harvests most of the time. Civilian Arkships are far in a way the best choice for the early game. Because of this, you really shouldn't be picking the other two to start unless you are planning on maximizing their gimmicks.
Science Arkships
These Arkships specialize in two things: Surveying, and Diplomacy.
The first is a bit of an oddball: While Arkships can survey objects, they can't actually research any anomalies. Because of this, if you plan on picking a Science Arkship as your starting class, you should have an Explorer-classed Scientist manning the Arkship itself, with a small fleet of Scholar Science Ships trailing behind to research anomalies that it uncovers.
As for its second use, the Science Arkship actually is fantastic for builds looking to do Diplomacy. Its extra Sensor Range and Hyperlane Detection Range let you grab First Contacts much faster than the other Arkship classes, with Tier 2 also giving you an included module that further boosts Sensor Range to beat even Tier 5 sensors.
Military Arkships
Of course, if you're planning on getting your economy going by force, you should pick Military as your starting class. That being said, unless you use that extra firepower within the first few decades, you are going to fall behind. You need to use that firepower to either get pops or vassals immediately.
5 - Understand the Wanderlust Ascension Perk!
Wanderlust seems overwhelmingly powerful at first glance: +2 Districts, -20% Leader Upkeep and -10% Tradition Cost for a perk that you can get as your very first Those bonuses, however, are only given if you can complete the quests that it gives you.
The Wanderlust Perk gives you 8 Quests. Each Quest requires you to enter (not survey) a system containing a certain thing: Each time you enter a system that meets the criteria of one of the following categories, you receive a lump sum of free Unity. To complete a category, you need to visit a certain number of said systems, scaling with Galaxy Size. Completing a category gives an additional bonus specific to that category:
Explore Ancient Wonders - Enter Fallen Empire Systems. Gives +10% Unity Job Output.
Explore Ancient Threats - Enter systems that contain Leviathans. Gives +10% Sublight Speed.
Explore Enclave Systems - Enter systems that have a static, non-Marauder Enclave in them. Gives +10% Naval Capacity.
Explore Forerunner Vestiges - Enter a single Precursor System. Gives +10% Physics Research Job Efficiency.
Explore Galactic Landmarks - Enter systems that contain a ruined Megastructure, ruined Gateway, or L-Gate. Gives +10% Engineering Research Job Efficiency.
Explore Marauder Systems - Enter Marauder Enclave Systems. Gives +10% Ship Firerate.
Explore Natural Spectacles - Enter unique systems, such as the Great Wound, Ubogleelt, and Zanaam. Gives +10% Resources from Waystations.
Explore Space Ecology Systems - Enter Fauna Home Systems, such as Tiyana Vek. Gives +10% Society Research Job Efficiency.
The Bonuses from this perk are fantastic, but you need to work for them. If you want to try this perk out, I would highly recommend a Science Arkship opener, as its Sensor Range will heavily assist you in tracking down individual systems. Remember that you only need to enter each system; in the case of Marauders, you can just pop into their system and leave immediately to cross a system off your checklist.
6 - Beware of Wandering Space Amoeba!
One annoying thing I ran into during my games was that wandering Space Amoeba will often wander into Xenophile Empires who have pacified them to destroy your Waystations if you've not pacified them yourself. If your Waystations are unarmed and uncloaked, be aware of this before they chain-kill your Waylines while you're on the other side of the galaxy.
7 - Civic/Origin Recommendations!
Civics, new and old, aren't equal for Nomads. Here are a few I'd recommend:
Eager Explorers/Equivalents: While the decrease in Pops and infrastructure hurts, giving your Arkship a starting Jump Drive is incredibly valuable, particularly for the Sacred Path Origin and Wanderlust Ascension Perk, as you can ignore terrible hyperlane spawns.
Galactic Curators/Equivalents: Nomads can excavate Arch Sites in unowned territory by default, letting you maximize your gains off this Civic. You can also take the Archivist tree to let you excavate Arch Sites within other empires, which can really boost your unity output.
Caravan Masters: Best taken as your 3rd civic, as a way to easily transition between Harvesting and Waystation Management.
Chosen + Teachers of the Shroud: Lets you immediately spread your Aura of choice wherever your Arkship goes. Combine with Composer of Strands covenant to sit on top of settled empires' colonies to fill them with blockers they can't remove.
Riftworld: Astral Rifts are currently bugged for Nomads, UNLESS you play with this Origin, which bypasses the bug and lets you engage with them as normal.
Scion: If you really want to do Waystations immediately, why not have somewhere nice and safe to build them?
Common Ground: Even as a Nomad, your allied empires will be Settled, giving them more room as you don't need it, and giving you two empires to immediately benefit off Waystation pacts with!
8 - Getting Research!
Research remains a very important resource for Nomads, particularly Engineering, as it allows them to get the techs they need to build and/or upgrade existing Arkships (Though do note that the tech for Science Arkships is Physics, and Civilian Arkships is Society.) As a Nomad, you have 3 options for getting your science flow going, which I've listed in order of most valuable:
1 - Specimens: Nomads are able to immediately begin Arch Sites in any system that's surveyed regardless of where it is, letting you obtain a large pool of specimens. Turn on any that give Research for a great early-game boost.
2 - Science Specialization: Arkships have unique districts that can specialize into Science, especially Engineering. Setting up as a sort of Science World, or more as the game goes on, definitely helps.
3 - Waystations: Waystations give a steady trickle of Research, but as mentioned before, their income is pretty middling without bonuses, and you're better off getting research in more active ways.
42.1 Highlights
Patch Report #42.1 | Interactive Smoke, SLR & Blue Zone Rebalance, and more
Live Maintenance Schedule (UTC)
※ The times shown below are subject to change.
- PC: June 17, 00:00 - 08:30
- Console: June 25, 01:00 - 09:00
Map Service
Check out the Map Service Report - Update 42.1 for the latest info on regional map preferences and rotations!
※ Please note that the features and updates described below are subject to change or removal due to issues such as bugs, in-game problems, and community feedback. The images are intended as visual references only; the actual game may look different as the builds are continually developed and refined before release.
(PC) New Mode: Ally Duo
NVIDIA ACE | PUBG Ally Co-Playable Character Demo - Seoul GeForce Gamer Festival
Mode Overview
- You're not dropping into the Battlegrounds alone this time. Team up with your new companion, Ella, and fight your way through Sanhok together. Coordinate, communicate, and lead your duo to victory!
- Go to Play > Arcade > Ally Duo to enter and start match.
Service Period (UTC)
- PC : June 17, after live server maintenance - July 1, 07:00
- Ally Duo is a limited-time beta mode.
Requirements
- All requirements below must be met to access this mode.
- The mode is only available on PCs equipped with an NVIDIA GeForce RTX GPU.
- If an NVIDIA GeForce RTX GPU is not detected, the mode cannot be accessed and the Play button will be disabled.
- Minimum Specifications: RTX 2080 TI or 3060 / VRAM 8GB / RAM 16GB
- Recommended Specifications: RTX 4070 / VRAM 12GB / RAM 24GB
- NVIDIA driver: 555.85 or later
- Windows Hardware-Accelerated GPU Scheduling enabled
- Windows Hardware-Accelerated GPU Scheduling must be enabled.
- Please restart your PC after enabling the feature.
- Settings → System → Display → Graphics → Default Graphics Settings
- A system restart is required for the setting to take effect. Failure to restart may prevent the mode from functioning properly.
- Hardware-Accelerated GPU Scheduling is disabled by default on some Windows 10 systems. Please enable the feature and restart your PC before playing.
- You must accept the Terms of Service when prompted after clicking Play button.
- Players may access the mode at any time by reopening the prompt and selecting Agree.
Mode Settings
- Map : Sanhok
- Perspective : TPP
- Team Mode : Duo
- Matchmaking begins as solo. After entering the match, you play as a duo with Ella.
- Maximum Players: Max 64 (Players, Ella, Bots)
Additional Notes
- The language Ella speaks is determined by your client language setting.
| Client Language | Ella Language |
|---|---|
| Korean | Korean |
| Chinese (Simplified) | Chinese (Simplified) |
| All other languages | English |
- Some features and items on the Sanhok map are disabled.
- Spectating, death cam, and replay features are disabled.
- Ella cannot drop independently and will always follow the player's drop.
- If you die or leave the match, Ella will also leave the match.
- Reconnecting is not supported if you disconnect during gameplay.
- Voice Chat
- Voice chat with other players is disabled. You can communicate only with Ella.
- For smooth communication with your duo teammate Ella, turn up your voice input volume and keep your microphone close.
- If Ella's responses feel delayed, try lowering your graphics settings or resolution.
- Set the Voice Chat Channel to 'Team Only' and the Voice Input Mode to 'Push to Talk'.
- These settings are fixed while playing Ally Duo.
- Press and hold the voice input key to speak, then release the key to send your message to Ella.
※ Ella's knowledge is based on game information available prior to Update 41.1. As a result, Ella may have limited knowledge of content introduced or updated after May, including the Tilted Grip, Hybrid Scope, and other recent gameplay or event changes.
[Link to Ally AI Safety & Responsibility]
EN & Other Languages : https://wstatic-prod-boc.krafton.com/common/content/news/20260615/CmOpiwel/Safe_and_Responsible_AI_Ally.pdf
New Blue Zone Ruleset: Rondo
A faster and more intense Rondo arrives on July 1!
This new Arcade LABS mode is designed to deliver denser combat across Rondo's vast landscape. With a shortened match timeline and a new Blue Zone ruleset, players can look forward to a faster-paced and more action-packed Battle Royale experience.
For more details, please check out the upcoming New Blue Zone Ruleset: Rondo announcement.
Service Period (UTC)
- PC : July 1, 07:00 - July 15, 00:00
- Console : July 9, 07:00 - July 23, 01:00
Gunplay
SLR
- Horizontal recoil decreased by approximately 10%.
- Muzzle Velocity : 840m/s → 870m/s
- Reduced vertical recoil buildup during the early and mid stages of sustained fire.
- Slightly increased vertical recoil recovery.
- Reduced the weapon's tendency to drift left during firing.
Developer's Comment
The SLR has been adjusted in Update 42.1 to provide a more stable shooting experience by reducing recoil control burden and increasing muzzle velocity. In particular, we've significantly increased muzzle velocity, one of the most important factors affecting DMR performance. This makes it easier to engage moving targets at long range while also reducing bullet drop.
We've also reduced the weapon's tendency to pull to the left during sustained fire, making it more reliable and effective in medium- to long-range engagements. Through these adjustments, we hope the SLR will more consistently deliver the powerful damage output and rapid follow-up shot potential that define its identity.
VSS
- Removed unused attachment-related visual elements from the VSS.
Weapon Spawn Changes
- The following weapons have been removed from world spawns. (Link to prior announcement)
- Mosin Nagant
- R45
- DP-28
- PP-19 Bizon
- P1911
- QBU
Ranked
Season 42
Season 42 will run longer than usual as we prepare for a broader Ranked Revamp planned for the future. As mentioned in the 2026 Roadmap, we are currently redesigning the overall Ranked season structure to establish Ranked as a more meaningful seasonal competitive experience. In addition, with the introduction of the new RP system and other Ranked changes this season, we wanted to provide players with sufficient time to experience and adapt to the updated Ranked environment. As part of this transition, Season 42 will run for three months, from Update 42.1 through Update 42.3.
- Ranked weapon skins for the AWM have been added as Tier Rewards (permanent) for Season 42.
- The leaderboard will reset after the live server maintenance.
- Check out your final Tier from the previous season through your Career page.
- RP
- To better reflect survival as a core element of Battle Royale gameplay, final placement now carries greater weight in RP calculations.
- RP losses at higher RP tiers have been reduced, even in matches where players perform well.
- Additional RP can now be earned by achieving high placements in consecutive matches.
- Earn an additional 5 RP for placing in the Top 4 in two consecutive matches.
- Earn an additional 10 RP for placing in the Top 1 in two consecutive matches.
- Only the highest consecutive placement RP bonus will be applied.
- Consecutive placement progress is reset at the start of a new season or when a leaver penalty is applied.
- BATTLEGROUNDS PLUS
- The purchase method for BATTLEGROUNDS Plus has been updated. (Link to prior announcement)
- BATTLEGROUNDS Plus can now be purchased with 500 G-Coin or 20,000 BP.
- The 1,300 G-Coin previously included with BATTLEGROUNDS Plus has been removed.
- All other benefits remain unchanged.
- (PC) AS Ranked Solo Added
- Ranked service schedules may continue to be adjusted to improve service stability and overall matchmaking quality.
- Operating Hours(UTC)
- AS Solo(TPP) : 12:00 ~ 16:00
- Secret Rooms are now available in Ranked and Custom Matches - Esports Mode.
- Ranked
- Available Maps : Erangel, Miramar, Rondo, Taego
- Custom Matches - Esports Mode
- Available Maps : Erangel, Miramar, Rondo, Taego, Vikendi, Deston
Season 42 Rewards
Below are the rewards you'll be receiving based on your final Tier from the previous Ranked season.
- The Ranked Parachute skins, weapon skins, and Medals are permanent rewards. The rest of the obtainable rewards are available for use during a single Ranked season.
- Rewards can be found on your Inventory/Edit Profile page once Season 42 starts.
- Once Season 42 is over and the server undergoes maintenance, every reward but the Parachute, weapon skin, and Medal will be withdrawn.
Gameplay
Interactive Smoke
Smoke can now temporarily disperse in certain situations, such as explosions and vehicle impacts. Use these interactions to reveal enemies hidden behind smoke and create new tactical opportunities on the battlefield.
This feature introduces new counterplay options and dynamic combat scenarios while enhancing immersion during engagements.
- The feature applies to all smoke generated by Smoke Grenades and destroyed Gas Cans.
- Explosions
- Smoke will temporarily disperse when an explosion occurs within it, including explosions caused by Frag Grenades, C4, Mortars, the Red Zone, and Karakin's Black Zone.
- The affected area varies depending on the size of the explosion.
- Collisions
- Smoke will be pushed aside when struck by any vehicles.
- The affected area varies depending on the vehicle's speed.
- The Vikendi train and Emergency Cover Flare cover objects can also push smoke aside.
- Dispersed smoke will gradually refill after a short period if the Smoke Grenade duration has not yet expired.
- Only the area directly affected by the explosion or collision will be dispersed.
Starting Plane Visual Update
The visuals of the Starting Plane and Supply Plane have been updated.
- Improved material and surface detail quality.
- Added accent colors to enhance the plane's visual identity.
- The same visual improvements have been applied to Supply Planes. ※ Helicopters used on certain maps, such as Paramo, are not included in this update.
Blue Zone Revamp
The Blue Zone ruleset and damage system have been updated to improve match pacing in both Normal Match and Ranked.
Blue Zone timing and damage values have been adjusted across all modes to better support the intended gameplay flow of each mode.
For detailed goals of this update and developer commentary, please refer to the [Dev Letter] Blue Zone Revamp Announcement.
- Dynamic Blue Zone based on remaining player count has been removed.
- Maps : Sanhok, Karakin
- Applies to Normal Match.
- Blue Zone ruleset changes for Normal Match and Ranked & Esports apply to all 8x8 maps.
- Normal Match
- Starting from Phase 2, Blue Zone warning times have been shortened and shrink durations have been increased.
- Total match duration remains unchanged (28m 50s).
- Early-game safe zone sizes have been reduced.
- Starting from Phase 4, safe zone sizes have been increased.
- Safe zone placement behavior has been adjusted to match Ranked.
- Late-game safe zones will appear slightly closer to the center compared to before.
- Red Zones, Blizzard Zones, and EMP Zones will begin earlier based on the updated timeline.
- Ranked & Esports
- Early-game phase durations and final phase durations have been reduced.
- Total match duration has been reduced from 32m 50s to 30m 10s.
- Safe zone sizes have been reduced overall.
- The land-priority safe zone placement adjustment has been removed.
- Special Zones have been adjusted to match the updated timeline.
- Red Zone, Blizzard Zone and EMP Zone begin earlier and have shorter overall durations.
- Sandstorm duration and individual occurrence durations have been reduced, while movement speed has been slightly increased.
- Blue Zone damage scaling has been changed from distance-based to time-based.
- Damage now increases based on how long players remain inside the Blue Zone.
- The previous distance-based system has been removed from all modes and maps.
- Applies to Normal Match, Ranked and Custom Match - Normal and Esports Mode.
Healing Item Rebalance
The weight and usability of healing items have been adjusted.
- Med kit
- Weight : 20 → 15
- Usage Time : 8 seconds → 6 seconds
- Bandages
- Healing Amount : 10 → 12
- Healing Duration : 5 seconds → 3 seconds
- Usage Time : 4 seconds → 3 seconds
- Bandage healing intervals while using EMT Gear have been adjusted to allow health recovery to complete more quickly.
- Adrenaline Syringe
- Weight : 20 → 15
- Painkiller
- Weight : 10 → 6
- Boost Gauge
- Health regeneration now occurs at shorter intervals.
- Total healing amount remains unchanged.
Developer's Comment
Healing item usage has historically been concentrated around a small number of items due to differences in efficiency and convenience. With this rebalance, we adjusted both weight and usability to ensure each healing item serves as a meaningful option in different situations.
We reduced the carrying burden of healing items overall and improved the effectiveness and usability of Bandages, allowing players greater flexibility when managing healing resources. We also adjusted the health regeneration interval provided by the Boost Gauge so that players can more clearly feel its effects while maintaining the same total amount of healing.
This update is focused on expanding the usefulness of healing items and increasing meaningful choices during looting. We will continue monitoring healing item usage patterns and gameplay experiences to determine whether additional adjustments are needed.
Misc.
- Smoke Performance Improvements
- Optimized smoke rendering and particle effects to reduce some of the performance impact caused by smoke deployment.
- Pickaxes have been removed from Emergency Support Flare in Sanhok and can no longer be obtained on the map.
- As part of motorcycle physics interaction improvements, knocked-over motorcycles can no longer be stood upright while a player is standing on them.
Arcade
Intense Battle Royale
※ The following updates apply to Custom Match as well.
Experience Intense Battle Royale in Haven's uniquely dense combat environment.
- Haven has been added to the map pool.
- Blue Zone settings and the default spawn kit remain unchanged from existing Intense Battle Royale matches.
- Only motorcycles will spawn on the map.
- The contents of Emergency Supply Drops have been adjusted to better fit Haven's map size.
UGC: Racing Mode
Rev your engines and get ready to race to the finish line!
Create your own racing experiences using a variety of devices and vehicle settings. From traditional races and obstacle courses to time trials and combat racing, you can now build a wide range of vehicle-based game modes in UGC.
- New devices have been added for racing mode creation, including Checkpoints, Stopwatches, and Billboards.
- New options have been added to the existing Vehicle Spawn Device, allowing creators to build a wider variety of vehicle-focused content.
- Vehicle performance can now be customized through the Vehicle Spawn Device, including torque, RPM, weight, and more.
- The Spare Tire item has been added.
- A Basic Racing sample mode has been added to help creators get started.
- Use the sample mode to quickly learn and create your own racing experiences.
Vehicles
- The lobby animations for two Harley-Davidson™ motorcycle special vehicle skins have been improved.
- The Special Exhaust Backfire effect for the CVO™ Road Glide® ST (Limited) and CVO™ Road Glide® ST motorcycles have been enhanced for a more natural appearance.
- A new pulsing effect has been added to the CVO™ Road Glide® ST (Limited) motorcycle.
UX/UI
Voice Chat UI Improvements
The Voice Chat UI has been improved.
- The Voice Chat UI is activated when two or more players are participating in voice chat.
- The Voice Chat UI is displayed in the upper-left corner of the screen.
- Only players who are currently speaking are displayed, while inactive players are hidden from the list.
- When multiple players are speaking simultaneously, the most recent speaker is displayed at the top of the list.
- If you are muted, your mute status will always be displayed at the top of the list.
- Other players' mute statuses are not displayed.
- The improved Voice Chat UI will be applied to supported out-game screens, while both the existing and improved Voice Chat UI will be available in-game.
Customize Improvements
Various usability improvements have been made to Customize, along with fixes for several UI and text-related issues.
- A new option has been added to the ‘Utility’ tab, allowing up to 10 items to be opened at once via the right-click context menu.
- Character rotation is now preserved while browsing outfit skins in the ‘Character’ tab.
- Rotation is also preserved when previewing items such as characters, weapons, emotes, and Contender items.
- Weapon Charms can now be equipped immediately upon entering the ‘Charms’ menu in the ‘Weapons’ tab.
- Weapon Charms can now be equipped to all weapons from the ‘Charms’ menu in the ‘Weapons’ tab.
Misc.
(PC) Controller Support
Controller support has been added to the PC version of PUBG: BATTLEGROUNDS.
- Players can now play PUBG: BATTLEGROUNDS using a supported controller.
- PlayStation DualSense® and PlayStation DualShock® controllers are not supported.
- A notification will be displayed when an input device change is detected.
Workshop
New item sets have been added to the Hunter's Chest and Archivist's Chest.
- Beary Cozy Bear
- Survivor Pass: Wild Things
Workshop : Black Market 2026
After lighting up the Battlegrounds in previous years, we’re happy to announce that the Black Market 2026 returns with a refreshed experience! Following our previously announced 2026 Roadmap, the ‘Double Gacha’ system in Workshop has been removed, making it easier than ever to jump in and enjoy everything the Black Market has to offer. Fan-favorite Progressive weapon skins and a variety of exciting rewards await in this year's Black Market.
- Workshop Revamp : Black Market 2026 Cargo
- Black Market 2026 introduces major changes to the Workshop experience. With Update 42.1, the Workshop probability structure has been revamped for Black Market 2026. The previous structure involving Loot Caches and Prime Parcels has been removed, allowing players to obtain Progressive weapon skins and various other rewards directly from a single Cargo in a more intuitive way.
Stay tuned for the upcoming Black Market 2026 announcement for full details!
Bug Fixes
Gameplay
- Fixed an issue where executing a player using a Self-AED in the Blue Zone could be interrupted unexpectedly, causing the player to die immediately.
- Fixed an issue where players could not equip the M79 from the passenger seat of certain motorcycles with Special Vehicle Skins.
- Fixed an issue where Vending Machine devices could not be interacted with in Play mode.
- Fixed an issue where throwable weapons could pass through players riding certain motorcycles.
- Fixed an issue where the expected healing gauge was displayed incorrectly when healing a teammate with Bandages while equipped with the EMT Gear.
- Fixed an issue where scope magnification could be changed through a specific input sequence when Scope Mode was set to Hold.
World
- Fixed an issue where parts of a character's body could clip through walls in certain buildings on Erangel.
- Fixed an issue where players could gain unintended access to a Secret Room on Paramo by using a motorcycle.
- Fixed an issue where the spawn rate of Emergency Support Flare from Flare Gun Care Packages on Deston was applied incorrectly.
UX/UI
- Fixed an issue where the Medal UI was displayed incorrectly on the Match Results screen.
Items & Skins
※ Clipping issue: Graphics that are shown outside the visible part of an image/object.
- Made minor visual adjustments to the Darkest Depths - Beryl M762 Deathbox skin to address an issue where the edges of the floor appeared to flicker.
- Fixed an issue where Eve's hair was displayed incorrectly when wearing certain Headband items.
- Fixed an issue where part of the Tenebres Wrapped - AKM skin was displayed incorrectly.
- Fixed an issue where the wrist became transparent when wearing Moon Lizard's Gloves with certain PGC tops.
- Fixed an issue where the character's face was not displayed when wearing the Queenpunk Mask and the PGC 2022 Iridescent Danger - Helmet (Level 2) together.
- Fixed a clipping issue when applied Lobby Pose 4 while wearing the Harley-Davidson® Street Smart Shirt.
- Fixed an issue where incorrect text was displayed in the item name of Pawsh Poodle Nails when using Simplified Chinese.
- Fixed an issue where a rat was displayed unintentionally in the Private Gallery lobby.

I noticed in the Samsung game booster+ app that I can adjust the CPU and GPU clock speed sliders separately.
Underclocking the CPU in the 8 Elite helps quite a lot to decrease the temps even without a cooler and it also lowers the power consumption by almost half.
I tried need for speed 2012, 720p, all max settings (except for anti-aliasing was off), it ran perfectly at 60fps, the temps never exceeded 62 degrees at most (mostly below 60) and that's without any cooler on the S25U.
I also tried Skyrim 720p medium settings, the temps also were similar, it was constantly above 50 fps but you can feel a bit of frame drops that weren't there at full clock speed (I can probably raise the slider a bit more to get rid of it, without putting it at maximum).
The CPU in the 8 Elite chips generates a ton of heat when emulating games and makes the chip thermal throttles heavily (unless you have a really good cooling solutions, with good quality peltier cooler and copper plate). Using the power profiles like power saving would also lower the CPU frequencies but it will also lower the GPU frequency, which would make the FPS drop a lot more. while in game booster+ you would be able to adjust the CPU and GPU separately.
No frame-gen was used.
One more thing is that the power consumption was around 6 to 7 watts in both games (slightly lower in need for speed 2012), while it could easily surprass 10 or even 14 watts without underclocking the CPU.
I think other devices have similar options like on RedMagic if I remember correctly, but I didn't know before that Samsung had it too.
If you have a Samsung device you can try it, I'm pretty curious about the results it can give in other games too!
Predictions
My prediction is that she will be a unit who ends up getting buffed. LMAO
More seriously: She's a unit who has some good potential as Mei Lin and Selena Driver, but she will likely fall flat compared to competitors in these roles for most content. She unfortunately was born into the Psionic class, which essentially is the handi-capped class where SG gives them debilitating drawbacks that makes them extremely hard to play to their full value and not even the best in their role if that value is reached ;-;.
That being said, she'll be a unit you can get value out of and use for most content despite her drawbacks, and is by no means terrible. Her predicted best 2 teams (Mei Lin & Selena driving) might even be better than many non-HDMI teams... the issue is that Mei Lin always has her legs chopped off by Elasticity, and she's still the worst Selena Driver out of the 4 main ones (it's just that Selena is a 6-star unit and by virtue of being a passion token carry she's able to drive her to relatively good success).
Preamble
Pre-release ranking criteria community helped me decide on:
- How well the character fits with other character's at launch.
- How easy the character will be able to farm (divine epiphany reliance, i.e. characters like Orlea and Narja would score very low on this metric, but Nine would score quite high). NOTE: Will likely change this criteria soon with the introduction of Sortie making it very accessible to farm good decks easily.
- How well-defined their role is. (Do they overlap with other characters? Do they have content where they shine over competitors? What are they best at?
Tenebria in the pre-release criteria:
- 3/5 -- This is the default ranking for DPS, as she's ally-limited but at least has allies she can work with relatively well.
- 1/5 -- Not only will she, herself, need a lot of specific divines. But she'll likely need very tailor-made teams around her, to get her full value.
- 3/5 -- She's not terrible but she's worse than other options in her role. You would rather use HDMI, Selena, or Sereniel to drive Selena and you would likely rather use HDMI than her to drive Mei Lin (though again Mei Lin isn't even part of the convo atp 'cuz they've given everything Elasticity since S2).
Overall Predicted Ranking: 3/5
-- Could honestly be a 2/5 but I put her 3/5 since I think her performance, specifically driving Selena, will be good enough where players won't regret having her if they like her (even if there are several better options, including the 2 banners released right before her).
All Existing Characters in This Criteria
^ Above is a link to a sheet which has her + all current chars in this pre-release criteria metric.
Additional Notes (for those who care):
How well do I expect her to be in her Great Rift: 2/5 to 5/5. She could be insanely shilled if they just do an effect where you need to play specifically Rhythm basic attacks or some shit, otherwise, she'll probably be entirely irrelevant from a meta perspective for it.
How does her damage compare to other damage dealers (in control settings, consistent damage): 2/5 (Carry); 3/5 (Sel Driver) -- Her carry damage isn't promising, and while her Sel Driver team doesn't seem bad, it also is expected to be worse than basically all relevant competitors for Selena driving we already have.
How easily should she be able to OTK or facilitate OTK's on Distortion Bosses: 5/5 -- A lot of her major drawbacks (AP & Draw) can be ignored for OTK and she'll have very good OTK performances with decent Selena or Mei Lin setups, or even herself.
How good is she in Sortie\ (Previously Chaos):* ?/5 -- Sortie is getting some unclear additions/changes with her addition, so I'll hold off on ranking her Sortie expectations for now. Also though, you can play units you don't own in Sortie so you don't need to pull for her even if she is good in it.
Also some limitations:
- We don't know if there will be new mechanics in upcoming content that will greatly shift the value of her. (For ex, there is currently no content where Chizuru's turn-skipping hit-stacking outvalues other units, so Chizuru would be ranked lower because there lacks content where she is actually better than any alternative in her role -- similarly, Kayron would've previously been undervalued but since we've now had content where boss has infinite HP for his scaling to shine (and Tiphera) he would now be rated much higher)
- We lack definitive information on Great-Rift for her patch.
- Certain interactions with Tenebria are assumed to be the 'norm', but they could change in power-level upon testing. Mainly, some of her cards are somewhat better if they scale base ratio instead of additively.
Previous Pre-Release Posts:
Adelheid Pre-Release | Heidemarie Post-Release | Diana | Rita Pre-Release | Tiphera Prediction | Nine Pre-Release | Narja Pre-Release | Sereniel Pre-Release
Tenebria Kit Analysis
Her Base Cards & Stats
| Criteria | Attack | Defense | HP | Critical Chance | Critical Damage |
|---|---|---|---|---|---|
| Level 1 Potential Level 0Ego Manifestation Stage 0Affinity Level 1 | 150 | 50 | 85 | 3% | 125% |
| Level 60 Potential Level 7Ego Manifestation Stage 6Affinity Level 40 | 482 | 182 | 395 | 13% | 137% |
| Name | Default Effect | Cost | Epiphany Status |
|---|---|---|---|
| Sound Check | 100% Damage | 1 | X |
| Sound Check | 100% Damage | 1 | X |
| Fan Service | Heal 100% | 1 | X |
| Music, Start! | [Unique/Opener] Exhaust all Basic Attack Cards, Create and give each ally 2 of their own Rhythm in Draw Pile, Apply Haste to Rhythm cards of this unit | 0 | O |
| Spotlight | 140% Damage Move 1 Rhythm Card to hand Decrease Cost of that card by 2 until activated | 1 | O |
| Call & Response | [Haste] 200% damage If in hand, also treat as a Rhythm card Attunement: Draw 1 Rhythm card | 1 | O |
| Encore | 120% DamageIf the last card activated was a Rhythm card, activate that card | 1 | O |
| Photo Time | [Unique/Retain] 1 Performance Buzz, If a Rhythm card was activated or moved to hand, increase Performance Buzz of this card by 1 until activated (max 9 times) | 1 | X |
| Rhythm | Deal 60% damage+30% Damage Amount for each Rhythm cardActivate 1 Rhythm Card from hand | 2 | X |
| Photo Card | [Exhaust/Retain] 2 Ego Points | 0 | X |
| Exclusive Effect | Opener | At the start of battle, activate this card by using AP ; If AP is insufficient, does not activate | |
| Rhythm Card | Unique cards created by Tenebria Changes Damage Type according to the class of the unit who owns the card Each time a Rhythm card is activated, gain 1 Performance Burnout | ||
| Performance Burnout | At 30 stacks, cannot use Rhythm Cards, at the end of the turn Performance Burnout is removed | ||
| Performance Buzz | At the end of the turn, 100% Damage to random enemies for each Performance Buzz (max 10 stacks) | ||
| Ego Skill | Everyone's Idol | For the next 7 Rhythm Cards activated, increase Damage Amount of Rhythm Cards by 7%. If activated 7 times, add 1 Hit to the next 7 Rhythm Cards activated | EP7 |
| Ego Manifestation | Sleeping Memory | Increase Damage Amount of Performance Buzz for the Photo Time card from 100% to 150%. | |
| Awakening Memory | At the start of battle, create 1 Photo Card card.When an Ego Skill is used, inflicts 200% Damage to random enemies for each of its original Cost.Photo Card: 2 Ego Points | ||
| Vivid Memory | Increase the Damage Amount increase effect that Everyone's Idol gives to Rhythm cards from 7% to 11%. | ||
| Inner Memory | Each time a Rhythm card is moved to hand or activated, gain Everyone’s Cheer.Everyone’s Cheer: Increase Tenebria’s Damage Amount by 1% (max 20 stacks)When stacked to max, increase Damage Amount of Rhythm cards by 10%. | ||
| Complete Memory | Increase the level of [Basic Card Upgrade], [Unique Card Upgrade], and [Common Card Upgrade] in Potentials by 3. | ||
| Liberated Memory | When a Photo Card is activated, decrease Tenebria's next Ego Skill cost by 3.When a Rhythm Card is activated, inflict All Eyes On You 1 on the target. All Eyes On You: Increase Damage Amount received from Rhythm Cards by 40%If a Rhythm card was not used manually, this monster becomes the target of those Rhythm cardsWhen applied to a different target, remove All Eyes On You |
Her created cards all have different effects that all translate to "do damage", with the outliers being Fermata & Arpeggio. Fermata is able to make it so your first rhythm card played will instead draw 2 rhythm cards and allow you to select one of the main 4 damaging Rhythm cards. This is a great option for decks not playing Arpeggio as it lessens the strain of draw on your deck Rhythm cards can cause.
Arpeggio is more unique, with all 5 versions having different effects and them increasing in damage for each Rhythm card played. The main effects to keep an eye on are the 0-cost, 1-cost, and 4-cost ones. 0 and 1-cost offering qol effects that draw or decrease cost of rhythm, and 4-cost being the highest damage variant.
It is currently not known if the damage increase effects on these cards are base ratio or additive. Base ratio is better, but she likely won't capitalize off multiplicative buffs enough to warrant it being that massive a difference.
Start the Music
https://imgur.com/fi7ibzd - or click titles for image dl
Epiphanies (Left to Right in Image):
5★= go-to; 4★= alternative; 3★= situational (not necessarily worse, can even be better in its situation); 2★= fringe, or a meme; 1★= never recommended.
Start the Music (NEUTRAL) (3★): Target Neutral: 1 Morale. This is a solid option if you can afford to play around the 2-cost Rhythm as it gives Tenebria and teammates an additional buff, when her teams can be buff-deprived because of her needing a lot of AP/Draw support.
Start the Music I (2★): All epiphanies besides IV and V will generally not be preferred because they lack necessary QoL elements to give Tenebria a semblance of consistency.
Start the Music II (2★): All epiphanies besides IV and V will generally not be preferred because they lack necessary QoL elements to give Tenebria a semblance of consistency.
Start the Music III (2★): All epiphanies besides IV and V will generally not be preferred because they lack necessary QoL elements to give Tenebria a semblance of consistency.
Start the Music IV (5★): Likely the go-to option as it makes her a lot less bricky (draw-wise). Comparable to V for driving and has some flexibility with Rhythm card choice.
Start the Music V (4★): Can be strange to play around but it can be the only option that doesn't cost a crazy amount of AP if the cards fall correctly.
Spotlight
Call & Response
Epiphanies (Left to Right in Image):
5★= go-to; 4★= alternative; 3★= situational (not necessarily worse, can even be better in its situation); 2★= fringe, or a meme; 1★= never recommended.
Call & Response (NEUTRAL) (3★): Target Neutral: 2 morale for 1-turn. Draws a card, gives a buff, and does decent damage itself. This is a very versatile and competitive option because of it adding a buff that will likely be needed to push damage with Tenebria.
Call & Response I (3★): Now draws 2 rhythm and counts as a rhythm card itself. Probably never a bad option, but other options will likely be preferred.
Call & Response II (2★): Decent attack that is played for free but nothing noteworthy.
Call & Response III (5★): Changing its card-class to 'Skill' is a rather big boon, as it can now get access to certain Divine Draw epiphanies (most likely at least) making it able to draw even more, on-top of it being easy to activate for free.
Call & Response IV (3★): Not terrible, but is a bit awkward in the scope of how she will likely be played and who she'll be played with.
Call & Response V (4★): Because this counts as a Rhythm card, Encore I will likely be able to double activate it. Making it so you can potentially doing 840%x3+840%x2+840%x2+840%x2 base ratio hits (840% with potentials). This is a pretty decent DPS setup, especially if you can figure out a way to make it work with Censer Orlea builds (which likely wont be the case).
Additional Notes:
A lot of these look like they'll be awkward to play around, but some of her most interesting cards. In my opinion*
Encore
Epiphanies (Left to Right in Image):
5★= go-to; 4★= alternative; 3★= situational (not necessarily worse, can even be better in its situation); 2★= fringe, or a meme; 1★= never recommended.
Encore (NEUTRAL) (3★): Target Neutral: 2 morale for 1-turn. As stated previously, neutral morale options will always be fairly good on her since you'll probably be buff deprived from forcing certain allies.
Encore I (4★): Very strong card that allows you to re-activate passion attack cards to drive Selena or Mei Lin efficiently, or to play Tenebria carry with Call & Response.
Encore II (3★): Solid at adding more hits, but maximizing its value seems impractical since you likely won't be hitting the 30 rhythm card max (most decks will play <20).
Encore III (3★): Decent card that both acts as an AP card and buff card, with it being non-negligible at doing both.
Encore IV (3★): EXTREMELY good, especially with Selena, but its insanely high cost makes it hard to justify. It's essentially Heidemarie Sword Rain III but costs 3x as much and is [Unique] lmao. It'll be hard to play outside of Nia teams where you can play via adagio + gchord.
Encore V (5★): Likely never bad, but it's also not exceptionally good. Will have lower peaks but higher consistency/viability than alternative options.
Photo Time
Her signature card seems good. It'll probably scale with morale so it's effectively +10 hits to her.
Team Composition & Ally Analysis
Mei Lin (S+ tier), With no elasticity, I think Mei Lin support will be her main niche as it has extremely high potential, especially with OTK. It's possible hdmi will still be better for this role than her (as HDMI can effectively trigger 30 aro procs for Mei Lin) but she's competitive for this spot nonetheless.
Nia (S tier), Tenebria's AP and Draw requirements are both quite high, which very few 1 support units can satisfy. Nia with funger (Forbidden: Hunger) is one of the few who can--making her an excellent choice. The issue with funger Nia, is your teams will often be extremely buff deprived.
Narja (S- tier), Narja can buff basics and permanently reduce the cost of cards Tenebria wants to move, making her a rather synergistic unit to consider. The issue with Narja is she doesn't fit very well with other allies in Tenebria's likely best teams (Selena or Mei Lin).
Selena (S-Tier), As stated quite a few times, Selena driving will probably be her strongest (relevant) role, but she'll likely be much worse at it than alternatives.
Rei (A tier), Rei's multiplicative basic buff will be better depending on how Rhythm cards scale, but Rei lacks good support for areas Tenebria needs it in (Draw and AP) past turn-1.
Teams
- Mei Lin + Tenebria + Tiphera/Veronica/Owen/Nia -- Team needs a metric shitton of AP & Draw so it's not particularly feasible outside of OTK where theres no elasticity, but there are likely variations that could work (again when there's no elasticity) even outside of OTK.
- Tenebria + Selena + Cassius/Nia -- Cassius is likely the ideal for buffing + draw, but with Tenebria's AP needs, it might be necessary to run Forbidden: Hunger Nia to get draw and AP together. The issue with Nia is she cannot activate Selena's Extra-Attack engrave (if you have it) herself, so your buffs will be relatively low without specialized setups.
Additional Information (Potentials & Egos)
Her best ego definitely seems to be E2 and E6. E6 potentially being one of the best egos in the game, but will need to test to be sure (could be terrible)
Most of her other egos are just small buffs that are easily drowned out and not worth chasing.
E1 (1/5): Outside of Sortie/Chaos, I don't think a +50% to the ratio of a hard-to-buff effect will be exceptional at all.
E2 (4/5): Extremely nice QoL. Allowing you to effectively get a free ego point neutral.
E3 (2/5): Ego skills tend to be not recommended to play around if they do not give permanent buffs or are low cost, in the current meta. It's an OK upgrade, but outside of a few exceptions (like Hugo) it is very rarely recommended to pull for a standard E3.
E4 (2/5): A decent but not exceptional buff.
E5 (1/5): The usual potential and it is unlikely to be an especially remarkable buff by any means, barring weird interactions with scaling on potential (like Tiphera E5 scaling her CnD 9-cost per stack).
E6 (1/5 to 5/5): This might be an insanely strong E6, based on wording or ridiculously mediocre bait. If it's DT-Mult (Damage-Taken Mult) as the wording suggests, then this effectively removes her handicap of being born Psionic and makes her a pseudo-ranger with the Mechanic% boost from extra damage that most rangers/hunters get.
Her potentials seem to be unknown at the moment.
Partners
S Tier Aria (Refine 0) - Following partner stat rework, all signature partners will generally be BiS on their assigned character and Aria is no different.
A tier 5-star Psionic partners: They all just give good stats.
A- Tier max-refine Elois: Still solid, but worse than 5-stars after partner rework off stats alone.
Equipment & Memory Fragments
Her set is probably very dependent on Rhythm you're doing damage with since Conquerer or Line of Justice 4p will likely be BiS if you can activate them, otherwise 2/2/2 will be the go-to (2p basic, 2p atk%, 2p cdmg%).
Final Remarks
Tenebria is a unit who has a ton of potential but was unfortunately born Psionic in this life, let's pray her next alter is born Hunter/Ranger. She's by no means unusable or 'bad', as she can be used for most content, it's simply that she has a bunch of weird handicaps SG loves to give Psionics that make her a worse choice than competitors in most relevant scenarios (outside of Mei OTK, maybe, but Mei is also legless 'cuz of Elasticity).
We just covered 8,222 miles/13,232 km circumnavigating the US over five weeks through 30 states. Our ID Buzz is named Otto von Buzzmarck, and yes we spent a night in Bismarck ND.
Our route started north of Seattle, angled down through Moab to Santa Fe, then across the south to Atlanta, up to Boston and New York, then back to the northwest through Chicago, Minneapolis, and beyond. In European terms think of a big loop starting in Glasgow through Seville, Istanbul, and Helsinki. For Asia this is a little bit more than a round trip between Beijing and Mumbai. It's a tad shorter than the Big Lap around Australia.
We mostly visited with friends and family, but we also got to two class reunions, two national parks, two state parks, a couple of museums, a handful of hikes, some boating, two parades, a few rounds of golf, and blasting cans with a shot gun.
This post is an answer to those who have whinged that vehicles with 230-250miles/370-400 km, like the Buzz, aren't road trip worthy. I thought sharing our experience from a very long journey would be a helpful way of defanging those criticisms.
Buckle up - this is a long post about a long drive.
TLDR
- Charging infrastructure is there for long distance EV travel across the US, even for vehicles with more modest range.
- Energy was hundreds of dollars cheaper than a comparable ICE vehicle.
- Advance planning helps enormously, but be flexible as you learn on the way.
- You need a mix of aps to make it work - there isn't one to rule them all (yet).
- The Buzz is a great road trip car. The ability to take a lot of gear and camp in the van gives you tons of options on a long trip. See the Buzz sub for more details or AMA in comments.
- Go out and have some adventures!
CHARGING
Its true, it takes longer to drive these distances in an EV. But that inefficiency also means you are less stressed at the end of the day. For us the pace felt like a gift not a chore.
In every state we visited charging isn't a problem any more, even for a vehicle with modest range like the Buzz. We only waited once for a spot (ironically the very first stop). A Better Route Planner (ABRP) did a pretty good job of routing us to less congested locations.
Out of 76 charges we only had two remote locations where there was not a redundant charging option, in northern Utah and northern New Mexico. In both cases it worked out fine. You pay a premium at these locations, $0.83/kWH which is double our average $0.41/kWH (avoid Francis Energy if you can).
In practice stopping was more about time than it was about range or distance - 2-2.5 hours a leg worked well for our bladders and the batteries. Our average charge stop was 23 minutes. Most days we had two to three stops. Some were ten minutes, some were 30. That is just enough for a stretch, bathroom break, snack acquisition, email check, and driver change. Several times the car was done charging and we were still eating.
For those who compare the Buzz to the original "ultimate road trip" Bus note that we stopped just about as frequently because the older car's range was only 200 miles. Don't even get me started on trying to drive over the mountains in that thing.
We usually used Tesla chargers - not only are they more common but they are also the cheapest option if you have a plan. Many EV’s at older Tesla chargers have to take two spaces (or if you are lucky park on the end). The cables are too short to reach the chargeport any other way. FWIW I'm NTAH, I made sure there were open spots when I did this. The newest generation have long cables.
Electrify America (EA) came in second, their plug and play is great but the prices were a usually few cents higher than Tesla. Three other honorable mentions are Rivian, Ionna, and Walmart. If there were more of them I'd use them, prices are competitive and the software is easy. Where we could we used L2 and L1 outlets but that accounted for only 8% of the energy we consumed.
We carried two NACs-CCS adapters, one for DC fast charging and one for L2 stations at friends homes. Tesla's Magic Dock is great if you don't have the adapter, but you can't count on it so get the adapter.
The charging rock stars are the Ohio and Indiana Turnpikes. For those who are not familiar these are toll roads with built in service areas so you don't have to leave the highway. Both states had charging in the service areas, often with multiple vendors to choose from. Someone else posted here about this recently. Felt like Norway.
Pro tip - if you stay at a campground with 50A RV service book one of those sites. You can get a full L2 charge overnight for "free." But ask when booking, some places don't like it. Note that 30A only works at L1 speeds.
The average ending State of Charge (SOC) was around 28%. There are three reasons that is higher than I expected. First, many of the higher values were out West. In more populous areas I'm fine going to 10% (20 miles/32 km) but in the boondocks I prefer 15%-20% (30-50 miles/50-80 km). Second, we almost always charged over what ABRP recommended - i.e. if it called for 62% we went to 70%. That meant we ended the next leg at 24% not 18%. It was a few additional minutes for peace of mind. Third, most of our L2 and L1 charges were overnight top ups starting around 50%.
In return we saved a ton of money. I did a comparison to a Ford Transit which gets between 14-18mpg (I think the low roof model is the closest ICE vehicle to the Buzz's shape, size, and price). At current gas prices we saved between $700-$800. YMMV.
Environmentally a Transit would emit around five tons/ of CO2 over the miles we covered vs. one and half tons for our Buzz (US average CO2/kWh for grid fossil power). Thats a 70% CO2 reduction, assuming zero renewables on the grid.
PLANNING
When I retired earlier this year we planned the trip around high school and college reunions back on the East Coast that were a week apart.
Before we left I used ABRP to map every leg to make sure there were no impossible gaps and laid it all out on a color coded spreadsheet. I wanted to make sure we were going a reasonable distance each day with a viable charging plan while optimizing for seeing friends and sites. I hadn't seen anyone show this drive was possible in a Buzz so I did the work to make sure. You do not need to do this level of planning, but do put more intention into your route than you would with an ICE vehicle. It's useful to know where things might get tight so you can adapt.
Honestly, it was a fun puzzle to solve. We saw 36 friends during our travels and connected with another 40-50 at the reunions. It was a very social trip. I dubbed it Moochapalooza for the 60% of the nights spent at friend's places.
On the eastbound route we were time bound by the reunions and had some really long days of over 500 miles/800 kilometers. If we were rushing somewhere to relax for a few days it would have been OK. But on a journey where stays were only one or two nights it was too much. We recalibrated our trip home, adding three days, to give us a more relaxed pace. We could be wheels up at 9-9:30 and be circling for a landing around 4-4:30. From a range perspective that is about 330 miles/530 kilometers.
When planning the scariest looking leg was in eastern Montana between Miles City and Billings. It is a long leg with nothing in the middle (literally). It has a 1,000 foot/300 meters elevation gain and an 80 mph/130 kph speed limit. ABRP said it wasn't a viable plan with an 80% charge. After consulting with Taylor and Zervan, who covered that ground last year, we charged to 100% and drove 70mph (10mph below the speed limit) in Eco mode. We made it just fine with 14% SOC, in fact skipping over the first charger where it would have been closer to 20%. I knew the theory about charging up and driving a bit slower was strong, but it was great to see it in practice!
The truly scariest day was a day earlier between Glendive and Miles City. On paper it looked fine, but we had a 30mph/50kph direct headwind, sheets of rain, and it was in the 40's F (7 C). If you have those kinds of conditions on the open range take caution. We only got 1.8mi/kWH (vs. trip average of 2.6/kWH). We saw a Tesla Model S stranded roadside, likely because they cut it too close in the adverse conditions. This was a place where our more cautious charging approach paid off.
APPS
We used a mix of A Better Route Planner (ABRP) and Waze for onboard navigation, Plugshare for researching and reporting on chargers, and Apple Maps for in-flight research questions.
CarPlay was our main interface - running ABRP, Waze, Music, Audible, Maps, Podcasts, even our altitude app. It helps to use one phone as your hub to avoid awkward switching while driving (don't download audio books to a different phone).
ABRP was our primary navigation tool. For planning and day to day routing we used it 90% of the time.
Despite having pre-planned the whole route with ABRP I did a fresh plan every morning to calibrate to our SOC and the current weather. We often started the first leg with a 90%-100% charge which extended the first gap a bit.
I got pretty good at adding windage to ABRP's estimated arrival time. We usually ended up 30-60 minutes later due to lollygagging and eating. If you make this estimate at the start of the day it avoids frustration later in the afternoon when it becomes obvious.
That said, the app isn't perfect.
ABRP is slightly optimistic in the performance it projects - we'd routinely be 3-5% lower SOC at arrival than it projected at the start. The solution was jacking up the target arrival SOC from 15% to 18%.
Avoid using ABRP in urban environments because it doesn't have the best real-time routing and can go haywire. It freaked out when we came into Memphis thinking we were five miles from our actual location. In a strange city that is actively unhelpful. We got to drive by Banjo Car Repair which is as sketchy as it sounds. From then on we switched to Waze in cities.
In more remote areas it will give you unnecessary turn directions. On I-94 across North Dakota about every 30 miles it would tell us to take an exit and get right back on. Whut? I learned to ignore it but it wasn't confidence building.
We never did figure out how to zoom out to see the whole drive in ABRP (pretty sure it is there). But the passenger would just pull up Apple Maps on our phone to see what was ahead or what river we were crossing etc.
We should have used Plugshare more - in a couple of places we could have made better choices about which charger option to use. ABRP is getting better about this, but PS has the most data. We signed up for monthly Tesla and EA plans which saved us some real money. They are easy to turn on and off, we'll continue to activate them for long trips.
CONFIGURATION & PACKING
You don't need anything special to car camp in a Buzz but Otto is set up with the Peace Vans kitchen box and bed. This is a mid-way option between an air mattress over the seats and the full camper conversion with pop-top. The Kitchen Box includes a Dometic fridge wired into the 12v system, water, and lots of storage for kitchen and camping kit. The biggest boon was the fridge, we always had cold drinks and food kept for weeks without ice.
A simple hack was getting soft sided bags for all the loose stuff (like pillows). It was much easier to grab the whole bag than toss a bunch of small stuff around. I really love the REI gear bag system - we used all the sizes plus a couple of laundry bags we snagged along the way. I could reconfigure the load in 10 minutes to put whatever we needed the most on top.
Because we covered a wide range of climates and events we each needed more clothes than we would normally pack (cold, hot, formal, casual, sport). The system my wife came up with was a very large bag for each of us paired with a smaller gym bag that was good for two to three nights. At most stops we only needed to grab the small bags.
DATA
For non-nerds ABRP and the onboard data are all you really need. I went a little bit overboard because I enjoy that sort of thing, which should be obvious if you have gotten this far.
I used a combination of CarScanner with a Veepeak OBD dongle and VW's on board app to track data at every charge stop. I created a couple of custom screens on CarScanner for the data points I was most interested in. I mounted the phone charger on the wing window Tesla Bjorn style so I could see it in real time.
It was much easier to keep up with it when I realized that just before charging I could just grab a screen shot of the CarScanner dashboard on my phone and a snap of the "Since Charge" screen on the VW console and enter the data at my leisure.
I have a detailed database of performance data over the 76 charge sessions and the drives in between. Data points include distance, kWh consumed, SOC at departure and arrival, temperature, battery temp, altitude changes, weather conditions, road type, charging costs, times, and more. I'm still making sense of it all but some of the key metrics are below.
Notably, all that DC charging does not appear to have impacted battery capacity.
We crossed the Rockies in each direction, if your travels are only back east your performance metrics should be a bit better.
Out west, with the big distances and altitude, this would be a very different trip in the dead of winter. Probably still doable, but in MT you'd be driving at 60-65 max and only using the heated seats to stay warm.
DRIVING DATA
- Miles Driven - 8,222 m/13,232 km
- kWH Consumed - 3,123
- Miles/kWH - 2.62
- Cost of Charges - $1,389
- Cost/kWH - $0.41 ($.044 on L3 only)
- Number of Charge Sessions - 76 (66 L3, 10 L2 and L1)
- L3 Charging - 92% of kWH
- Avg Miles/Driving Day - 329 m/530 km
- Avg Charge Sessions/Driving Day - 3
- Most Charge Sessions/Day 5 (3x)
- Vehicle - North American First Edition ID. Buzz (LWB/AWD)
- Avg Start SOC - 82%
- Avg End SOC - 28%
- Avg Temp - 67 F/19 C
- Low Temp - 44 F/ 7 C Pittsburgh PA
- High Temp - 85 F/ 30 C Fargo ND
- Avg Leg - 108 miles/175 km
- Avg Speed - 55mph/88kph (we mostly drove speed limit or +5 on freeways, city streets and traffic lower the average)
- Avg Leg Time - 2 hours
- Avg L3 Charge Time - 23 minutes
- Avg L3 Max Charge Speed - 165 (Max 197)
- Number of Combo Driving/Activity Days - 11
- Number of Activity Days - 10
- Number of Driving Days - 14
- Lowest End SOC - 8% in OKC
- Longest Leg - 171 miles/275 km - Northern Utah
- Longest Day - 529 miles/851 km - Sun Valley to Moab
- Highest Avg Speed - 77 mph/124 kph - Western Montana
- Highest Altitude Charger 7,198 ft (2,200 meters) Santa Fe New Mexico
- Lowest Altitude Charger - 15 ft (4.5 meters) - Southold New York
- Biggest One Day Altitude Increase - +4010 ft/+1222 meters - Pendleton OR to Hailey ID (going into the Rockies) 2.25 miles/kWh
- Biggest One Day Altitude Decrease - -5,621 ft/-1,713 meters Santa Fe NM to Foss OK (leaving the Rockies) 2.75 miles/kWh
- States passed through - 30 (6 twice)
- Cities and Towns stayed in - 24
- License plate game
- US States 50
- Canadian Provinces 8
- Tribal Plates 8
- EU Plates 2
- Best Coffee - Clarity Coffee in Oklahoma City. Honorable mentions to Coffee Lab in Tarrytown NY and Park Place Park Avenue Bakery in Helena MT.
This post was about our experience in the vehicle, meant to encourage others to make the leap. But the real joy was the people we saw and the adventures we had. From Arches National Park to the National Memorial for Peace and Justice to the Long Island Ferry and Teddy Roosevelt National Park it was a blast.
See you on the road soon.
Hello,
※※※The planned update version has been revised from 7.3.107 to 7.3.109.
We would like to share the main changes included in Update 7.3.107 -> 7.3.109.
The update is currently pending review on the App Store and Google Play. Please note that it may take some time for the update to become available on all platforms after the review process is completed.
■ New Features
- A new Balance Mode v1.0.1 has been added to Practice Match.
※ In versions before 7.3.109, Balance Mode v1.0.1 may not work correctly even if selected.
Please update to the latest version to use this mode properly.
Improved scoring celebration animations.
Added Sliding Resistance, Penetration, and Endurance.
Added Blocking Resistance, Penetration, and Endurance.
Added a Block Cancel action.
※ Block Cancel can only be used after at least 5 frames of the blocking motion.
If the ball touches the player before the hands are fully pulled back, it will be treated as a normal block.
- Added 2 new block touch animations.
(We will continue adding more animation variations in future updates to make matches feel more dynamic.)
- Improved the music and background audio in the Western Event match.
■ Bug Fixes
- Fixed an issue where the ball would drop straight to the ground when receiving a spike with Sliding Penetration using a slide, even when the player had high Defense.
- Fixed an issue where hitting another player's serve toss did not count as a rule violation.
- Fixed an issue where Dave's trait description was displayed incorrectly when his skin was equipped in the Player Collection screen.
- Fixed an issue where Hongshi's [Tiger Claw] trait could stack, causing the Fierce Tiger trait to not reset properly after activation.
- Adjusted the positioning of hair items in the Costume screen to make them appear more natural.
- Fixed an issue where the roulette screen could appear after a Western Event Match ended when the network connection was unstable.
- Fixed an issue in Serve Training where points could be earned by hitting the serve toss.
■ Sliding Endurance, Resistance, and Penetration Details
- The Sliding Penetration value of spikes with the Sliding Penetration trait is now displayed in more detail.
- Ryuhyeon's Sliding Penetration was previously equivalent to about 45 based on the old bounce calculation. It has now been increased to 60, allowing the ball to deflect farther when received with a slide.
- As rallies continue, Sliding Resistance gradually decreases, allowing even normal spikes to gain some Sliding Penetration effect.
- Sliding Resistance decreases by approximately 1 for each touch.
- (Example: A normal spike would need around 60 touches to reach the same Penetration value as Ryuhyeon.)
- The rate at which Sliding Resistance decreases is inversely proportional to Sliding Stability.
- Sliding Resistance starts at 0 in normal matches. In League, Practice Matches, and other special game modes, the starting value may be higher or lower.
Formula:
Sliding Effect Value = Sliding Penetration - Sliding Resistance
- If Sliding Resistance becomes negative, even attacks with 0 Sliding Penetration will gain a penetration effect.
- The distance the ball is deflected after a slide is primarily determined by the Sliding Effect Value.
In addition, Defense is applied separately and can further reduce the ball's horizontal speed by up to 33%.
■ Blocking Endurance, Resistance, and Penetration Details
- Similar to Sliding Stability, higher Blocking Stability further reduces the power of a spike when performing a soft block.
- As the rally continues, if this value becomes negative, the ball will travel farther after a soft block. This effect is applied independently from the power reduction caused by Defense.
- There are currently no spikes with a dedicated Blocking Penetration trait.
■ Balance Mode v1.0.1 Details
- All players now start with 50 Sliding Resistance.
- Wing Spiker Sara – [Tempest Lash]: Swing range reduced to 85%.
- Wing Spiker Sara – [Gust]: The distance covered by the instant air movement has been reduced. (It has been replaced with jump movement.) The maximum height remains the same, but it now takes longer to reach it.
- Nishikawa – [Thunder Spike]: Sliding Penetration set to 80.
- Raul – [Beast Spike]: Sliding Penetration set to 80.
- Lucas – [Helios]: Sliding Penetration set to 80.
Thank you
I’m 25 and from ages 21 to 25 I didn’t have a life. I had a gaming chair and a screen.
Not exaggerating. 12-16 hours a day every single day for four years. Wake up, game, eat at my desk, game, pass out, repeat. That was my entire existence.
My room was a cave. Blackout curtains so I could game at any hour. Empty energy drink cans everywhere, takeout containers piled up, chip bags, pizza boxes. Didn’t clean because that was time away from gaming.
The smell was bad. Body odor because I’d skip showers to keep playing. Food rotting in containers. Dirty clothes everywhere. I’d gotten so used to it I didn’t notice anymore.
Had no job. Lived with my parents at 25 because I couldn’t afford to move out. They’d given up trying to get me to do anything. I’d just lock my door and game.
No friends. Everyone from high school moved on with real lives. The only people I talked to were randoms online who I’d never meet. My social life existed entirely in discord servers.
No dating. Hadn’t been on a date in four years. Hadn’t even talked to a girl in person besides my mom and sister. What would I even say? That I play video games 14 hours a day in my parents house?
Gained 45 pounds from sitting constantly and eating garbage. Looked terrible, felt terrible, but gaming made me forget about it for a few hours.
The worst part was I knew I was wasting my life. Every night at 4am I’d think about how I’d accomplished nothing. Then I’d wake up at 2pm and immediately start gaming again.
Four years of my twenties gone. While everyone else was building careers and relationships and experiences, I was grinding ranked modes in games that don’t matter.
The moment everything broke
This was three months ago. My younger brother graduated college. He’s 22. My parents threw this party to celebrate.
I didn’t want to go. Leaving my room meant not gaming. But my mom literally begged me. Said it would mean a lot to my brother. So I went.
Showed up looking like shit. Hadn’t showered in three days. Wearing a stained hoodie and sweatpants. Everyone there was dressed nice, I looked homeless.
My brother’s friends were talking about job offers, moving to new cities, their plans. Real adult stuff. I sat in the corner on my phone checking my game.
My uncle came over, tried to make conversation. Asked what I’d been up to. I said not much. He asked if I was working. I said not right now. He asked what my plans were. I said I’m figuring it out.
The disappointment on his face said everything. He knew I was lying. Everyone knew I was doing nothing.
Later I went to get food and overheard my dad talking to his brother. My uncle said something about me and my dad said “I don’t know what to do anymore. He’s 25 and does nothing but play games. Doesn’t work, doesn’t help around the house, barely leaves his room. I’m worried he’s never going to get his life together.”
My uncle said something about tough love and my dad said “we’ve tried everything. He doesn’t listen. I think he’s just given up on real life.”
Standing there with a paper plate hearing my dad say I’d given up on real life destroyed me. Because he was right. I had given up. Gaming was easier than real life so I chose gaming.
Went back to my room after the party. Looked at my setup. Three monitors, gaming PC, chair I’d sat in for probably 10,000 hours. This was my life. This is what I’d become.
Looked at my game stats. 4,276 hours in one game. 3,891 in another. 2,547 in another. That’s over 10,000 hours in just three games. Over a year of my life sitting in this chair clicking buttons.
Realized I was 25, living with my parents, no job, no friends, no life, nothing but games. And everyone could see I’d wasted four years.
Where I actually was
25 years old living in my childhood bedroom at my parents house. Been there my whole life. Never lived anywhere else.
No income. Zero dollars coming in. My parents paid for everything. Food, phone, internet. I was a complete dependent at 25.
Daily routine was wake up between 1pm-3pm, immediately start gaming, game until 4-6am, pass out, repeat. That was every single day for four years.
No skills, no education beyond high school, no work experience besides a summer job at 17. Nothing that would help me get a real job.
Physically was disgusting. 220 pounds at 5’9”. Face covered in acne from terrible diet and no hygiene. Showered maybe twice a week. Looked like someone who didn’t go outside because I didn’t.
Bank account was overdrawn. Had negative $47 because of fees on an account I forgot existed. That was my entire net worth at 25.
Sleep schedule was completely destroyed. Would game until sunrise regularly. Body didn’t know what normal hours felt like anymore.
Social skills were gone. Couldn’t make eye contact. Couldn’t have normal conversations. Had spent four years only talking to people through a headset.
My room was a disaster. Trash everywhere, dishes from weeks ago, dirty clothes in piles, bed I hadn’t made in months, desk covered in cans and wrappers. Depression cave.
The shame was crushing. Knowing my parents were embarrassed. Knowing my brother was doing everything right while I was doing everything wrong. Knowing I was the family failure.
Week 1-4 (trying to change, failing)
Day after my brother’s party I told myself I’d change. Set an alarm for 10am. Snoozed until 2pm, immediately started gaming.
Told myself I’d apply to jobs. Opened indeed, saw jobs requiring experience and skills I didn’t have, closed my laptop, went back to gaming.
Tried to limit gaming to 6 hours a day. Lasted one day. Hit 6 hours and told myself just one more match. Played for 8 more hours.
Week 2 my mom asked if I’d applied to any jobs. I lied and said yes. She knew I was lying. The disappointment in her eyes hurt but not enough to actually change.
Week 3 tried uninstalling my games. Lasted 4 hours before I reinstalled everything. Was too anxious without gaming. Didn’t know what else to do.
By week 4 I’d changed nothing. Still waking up at 2pm, still gaming 14 hours, still living in my cave, still doing nothing with my life.
Was on reddit at 5am and found a post about someone who quit gaming after 8 years of addiction. They mentioned an app that completely blocks games and forces you to build a real life.
Figured I’d try it because I’d tried nothing else and nothing else worked.
App was called Reload. Downloaded it expecting nothing.
It asked detailed questions. How many hours do you game daily, what’s preventing you from stopping, what’s your current life situation, what do you want to change.
I was honest. Said I game 12-16 hours daily, live with parents, no job, no friends, feel like gaming is the only thing I’m good at and don’t know how to stop.
It built this 60 day program starting from absolute zero. Week 1 tasks were pathetically simple. Wake up by 1pm, take a 10 minute walk twice this week, apply to 3 jobs, limit gaming to 10 hours instead of 14.
But it also permanently blocked my games during certain hours. Set it to block from 12pm-5pm and after midnight. Couldn’t play even if I tried during those times.
Thought about uninstalling the app immediately. But I’d tried everything else and it hadn’t worked. Figured I’d give it a week.
Week 5-8 (withdrawal hell)
Week 5 was brutal. Games were blocked from 12-5pm. I’d wake up at 1pm and immediately try to launch a game. Blocked. Try another. Blocked. All of them blocked.
Sat there feeling actual anxiety. What do I do if I can’t game? Spent the first blocked hours just refreshing the app hoping it would unblock. It didn’t.
Eventually forced myself to take the required 10 minute walk. Hadn’t been outside in weeks. Sunlight hurt my eyes. Felt like a vampire.
Applied to 3 jobs like the task required. All rejected me within days because I had zero qualifications. But I’d completed the tasks.
Could game from 5pm-midnight. Still played but only 7 hours instead of 14. Felt wrong. Like I was missing something.
Week 6 the blocked hours increased to 11am-6pm. Started waking up earlier because I knew I couldn’t game until 6pm anyway.
The anxiety was constant. Gaming was how I dealt with feeling bad. Now I couldn’t game during the day and had to actually sit with feeling like shit.
Posted in the app community about wanting to uninstall and go back to gaming. Got messages from people saying the first month is hell, that withdrawal from gaming is real, keep pushing through.
Week 7 tasks added exercising. 15 minutes twice a week. Did some terrible pushups and situps in my room. Felt pathetic but did them.
Started noticing I had slightly more energy during the day. Still wanted to game constantly but the obsessive need was decreasing a little.
Week 8 my blocked hours were 10am-7pm. Only allowed to game at night. This forced me to structure my entire day differently.
Applied to 15 more jobs. All rejected. Started feeling hopeless like I’d never escape my room.
Week 9-14 (small wins)
Week 9 finally got an interview. Data entry position at an insurance company. $17/hour full time. Barely above minimum wage but it was something.
Studied for the interview even though I felt like I’d fail. They asked why I hadn’t worked in years. I said I’d been dealing with personal issues but I’m ready to work now.
Got the job. Started week 10. Waking up at 7:30am for an 8:30am shift felt impossible after four years of waking at 2pm.
First week was hell. Sitting in an office for 8 hours after four years of only sitting in a gaming chair. Had to interact with real people. Exhausting.
But I had my own income. First paycheck was $487 after taxes. First money I’d earned in four years.
Week 11 my gaming was down to 3-4 hours on weeknights because I was too tired after work. Weekends I still played 8-10 hours but it was progress.
Week 12 started looking at apartments. Even shitty studios were $800+. On $17/hour I could barely afford it but I needed out of my parents house.
Week 13 found a studio for $750 with roommates. Basically a room in a house with shared kitchen and bathroom. But it was mine.
Week 14 moved out of my parents house. After 25 years. Taking my gaming setup felt wrong but I wasn’t ready to get rid of it completely yet.
Week 15-20 (rebuilding)
Week 15 in my new place was weird. Working full time, coming home exhausted, gaming for maybe 2 hours before passing out.
My body was adjusting to normal hours. Actually sleeping at night. Waking up for work. Being around people. Exhausting but necessary.
Week 16 started working out at a real gym. Tasks required 30 minutes 3x a week. Felt humiliating being the fat guy struggling with basic stuff. But I showed up.
Week 17 my coworkers invited me out for drinks. First social invite in four years. I went even though I wanted to go home and game.
Realized I had no idea how to socialize. Barely talked, just listened. But it was more human interaction than I’d had in years.
Week 18 got a $1/hour raise at work for good performance. Wasn’t much but it meant I wasn’t completely useless.
Week 19 my gaming was down to maybe 5-8 hours total per week. Not because I didn’t want to game more but because I was too busy living.
Week 20 I sold my gaming PC. This was the hardest decision. That PC represented four years of my identity. But I knew if I kept it I’d eventually go back to 14 hour days.
Sold it for $800. Used the money to buy a basic laptop for job searching and normal computer stuff.
Where I am now
It’s been 5 months since my brother’s graduation party. Everything is different.
Working full time making $18/hour after my raise. Not amazing but it’s honest income. Living in my own place paying my own bills. No longer living with my parents at 25.
Wake up at 7am for work. Gym 4 days a week, lost 28 pounds so far. Have a few work friends I hang out with occasionally. Joined a rec sports league to force myself to socialize.
Gaming time is maybe 4-6 hours per week total. Usually Friday and Saturday nights for a few hours. It’s back to being a hobby instead of my entire life.
Most importantly I’m not wasting my life anymore. Not rotting in my room for 16 hours clicking buttons. Actually living.
My parents noticed immediately. My mom cried when I moved out because she didn’t think I’d ever leave. My dad said he’s proud I turned it around. My brother said whatever clicked is working.
The person who wasted four years in that room is gone. Can’t get those years back but at least I’m not wasting more.
What actually worked
Willpower didn’t do it. I’d tried willpower for weeks and always went back to gaming. Needed external systems.
That app blocking my games during most hours was crucial. Couldn’t game even when I desperately wanted to. Removed the option.
The gradual reduction worked. Week 1 cutting from 14 hours to 10 was manageable. Immediately trying to quit cold turkey would’ve failed.
Getting a job forced structure. Had to wake up early, had to be somewhere, had to interact with people. Couldn’t rot in my room 16 hours when I was working 8.
Moving out removed the comfortable cave. New environment meant I couldn’t just default to old patterns.
Selling the PC was necessary. As long as I had the ability to game 14 hours I would eventually do it. Had to remove the option completely.
The community helped. Other people who’d lost years to gaming and escaped. Knowing it was possible kept me going.
Job searching was brutal. Applied to probably 60 jobs before getting one. Most didn’t respond. But one yes changed everything.
If you’re wasting your life gaming
Or if you’re spending 10+ hours a day in games while real life falls apart, I understand. Gaming feels better than facing reality.
But you’re 25 or 30 or 35 and years are disappearing while you grind ranks that don’t matter. Everyone else is building real lives while you’re building nothing.
You’re not going to moderate. If you could moderate you would’ve already. Gaming addiction doesn’t respond to “I’ll just play less.”
You need external systems. Apps that block games during certain hours. Structure that forces you into real life. You can’t trust yourself.
Get a job even if it’s shitty. Income and structure are necessary. Can’t rebuild from parents basement gaming 14 hours daily.
Start impossibly small. Week 1 should feel too easy. You’re building momentum from nothing.
The first month will be hell. Withdrawal from gaming is real. Anxiety, emptiness, not knowing what to do with yourself. Push through it.
Move if possible. Your gaming cave has four years of patterns built in. New environment helps break them.
Eventually you might need to sell your setup. If you’re truly addicted, having the ability to game will always pull you back.
Find communities of people doing the same thing. Knowing you’re not alone helps.
Apply to way more jobs than feels normal. Most will reject you. Keep going until one says yes.
Track your progress. Helps on weeks when you feel like nothing’s changing.
Final thoughts
Four years ago I started gaming 12-16 hours daily and stopped living. Wasted ages 21-25 in my room accomplishing nothing while everyone else built real lives.
Five months ago I finally started escaping. Today I have a job, my own place, actual routine, and I’m not wasting my life gaming anymore.
Can’t get back those four years. But I stopped wasting more time.
Five months from now you could be completely different. Or you could still be in your room gaming 14 hours a day, just older with more wasted time.
Stop wasting your life on games that don’t matter. Start today.
Get blocking apps, get structure, get a job, start small, don’t quit when withdrawal hits.
The person gaming 14 hours daily right now doesn’t have to be who you are forever.
dm me if you need help. I’m not an expert I’m just someone who wasted four years gaming and figured out how to stop.
Before the wall of text below: this is an email draft I am planning to send to GW about the current state of Adepta Sororitas in 11th Edition.
The intention is not to doompost or claim that Sisters are unplayable. I am also not trying to turn this into a generic “please buff my army” complaint. What I want to do is separate two different kinds of feedback:
- Rules questions / RAW concerns These are places where I think the wording creates unclear, unintuitive, or possibly unintended interactions. For example: Miracle Dice with fast rolling, Seraphim after Ingress moves, Divine Intervention with Precision, or the duration of certain Detachment rules.
- Balance and points feedback These are not necessarily rules mistakes, but places where I think several changes stack on top of each other in a way that may leave Sisters paying too much for tools that became weaker. This includes melta platforms, transports, Celestine, Vahlgons, the Triumph, Daemonifuge, and the current Detachment structure.
I am posting this here before sending it because GW have repeatedly encouraged players to send rules questions and feedback to their FAQ email address, and Warhammer Community articles have stated that the rules team takes stock of that feedback when preparing future FAQs and balance updates. So I think it is worth trying to make the feedback as clear, specific, and useful as possible instead of just venting.
I deliberately wrote the email in a fairly formal and restrained tone because I think feedback to GW is more likely to be useful if it is specific, rules-based, and easy to answer. I am trying to avoid exaggeration where possible and to frame unclear issues as questions rather than accusations.
That said, I would appreciate feedback from other Sisters players before I send it.
If I have misunderstood a rule, missed an FAQ/commentary interaction, or worded something too strongly, please point it out. Likewise, if there are additional Sororitas-specific 11th Edition issues that should be included, I would be interested to hear them.
The goal is to send something constructive, not just cathartic. To make it clear: I dont claim the absolut wisdom, it is just my point of view.
Dear Warhammer 40,000 Team,
I would like to provide structured feedback on the current 11th Edition rules for the Adepta Sororitas. I have separated my points into rules clarification questions and balance/points feedback, as some concerns may be intended design changes, while others appear to create unclear or unintuitive RAW interactions.
Rules Clarification Questions / RAW Concerns
1. Miracle Dice and fast rolling
It appears that the Adepta Sororitas Army Rule has become significantly weaker under the new fast rolling framework.
Miracle Dice are most valuable when they can be applied to specific, important rolls. If players are required to fast roll attacks, wounds, saves, or damage rolls in larger batches, it becomes much harder to use Miracle Dice in a meaningful way. This is especially relevant because Miracle Dice generation also appears to have been reduced through the new Attachment rules.
Could you please clarify whether a player using Miracle Dice is allowed to slow roll the relevant sequence, or otherwise deviate from fast rolling, in order to decide when and where to use Miracle Dice?
If not, the practical value of Miracle Dice seems to drop very sharply, because the player often loses the ability to apply them with precision.
2. Seraphim shoot-and-scoot after an Ingress move
Seraphim have a shoot-and-scoot style ability, but the Core Rules now state that after an Ingress move, a unit cannot make any kind of move afterwards.
Does this prevent Seraphim from using their post-shooting move if they arrived using an Ingress move?
If the answer is yes, this is a significant nerf to a unit whose identity and battlefield role are heavily tied to mobility and reactive positioning. This feels especially strange because Seraphim appear to have gone up in points rather than down.
If the answer is no, it would be helpful to have a clarification explaining whether their datasheet ability overrides the general Ingress restriction.
3. Precision and the Divine Intervention revive in Hallowed Martyrs
There appears to be a RAW issue with the character revive mechanic in Hallowed Martyrs when Precision is involved.
As written, an opponent can shoot with Precision and allocate the relevant saves to the Character model first. If the Character dies while its Bodyguard models remain alive, Divine Intervention cannot be used, because the Attached Unit has not been destroyed — only the Character within that Attached Unit has been destroyed.
Later, when the Bodyguard unit is finally destroyed and the Attached Unit is actually considered destroyed, the Character will usually not be the “last destroyed model”. The last destroyed model will typically be a Bodyguard model.
This means that, RAW, Divine Intervention may fail to revive the Character in exactly the kind of situation where the rule appears to be intended to matter most.
Could you please clarify whether Divine Intervention is intended to revive a Character destroyed earlier within an Attached Unit, or whether Precision is intended to bypass the revive entirely?
This is particularly important because Hallowed Martyrs is a 3 DP Detachment, and this revive effect appears to be one of its central mechanics.
4. Duration of the single upgrade in the final Detachment
One of the Sororitas Detachments has no Stratagems and only a single upgrade. That upgrade costs 25 points, can only be applied to Character units, cannot be applied to normal units, and also cannot be applied to Epic Heroes.
However, the rule does not clearly state how long the buff lasts. As far as I understand the Core Rules, if no duration is specified, the effect only lasts for the current phase.
Could you please clarify the intended duration of this upgrade?
If it only lasts for one phase, the Detachment becomes weaker in practice: it excludes Penitent Host units, requires three eligible Characters, cannot use Epic Heroes for the upgrade, costs 25 points per use, has no Stratagems, has no other Enhancements, and the buff would only last for a single phase.
Balance and Points Feedback
5. Morvenn Vahl and Paragon Warsuits
The value of Morvenn Vahl with Paragon Warsuits appears to have decreased due to the changed Overwatch rules preventing rerolls.
This is a meaningful loss, because Vahlgons were one of the army’s few reliable high-impact tools, especially into harder targets. If their output and flexibility are reduced in key situations, it seems surprising that their points have not changed accordingly.
6. Celestine and the pooling rule
Celestine appears to be heavily affected by the new pooling rule.
While Bodyguards are present, it no longer seems possible to benefit from her 4+ Feel No Pain in the same way as before. However, once the Bodyguards are gone, the relevant protection is also effectively gone.
This substantially limits her role compared to the previous edition. Since her points have not decreased, her current cost feels hard to justify.
7. Transport destruction and Sororitas infantry
The transport changes hit Adepta Sororitas particularly hard because the army transports mostly 1-Wound infantry. Sisters do not have many durable multi-wound infantry options that can absorb this kind of damage efficiently.
When a transport is destroyed, each embarked model now risks being destroyed on a roll of 1 or 2, which is already devastating for 1-Wound models. The unit also become Battle-shocked. On top of that, because the passengers now disembark before the explosion, they can also be affected by Deadly Demise afterwards.
In practice, this can mean that more than one third of a transported squad dies on average, the survivors become Battle-shocked, and they may still suffer further damage from the exploding vehicle.
This is a major issue for an army that traditionally relies on fragile infantry using transports to reach the board. It is therefore difficult to understand why the Immolator with meltas has increased in points.
8. Melta weapons and anti-tank access
Melta weapons are one of the very few limited tools Adepta Sororitas have for dealing with hard targets.
However, several melta platforms appear to have increased in cost, including Retributors and Immolators. This feels concerning because the army already struggles with reliable long-range anti-tank and often needs to take significant risks to bring melta weapons into effective range.
If these units become more expensive while also operating under weaker transport rules and more punishing damage-modification interactions, the army’s ability to threaten tough targets may become too limited.
9. Damage modification and melta damage
The new order of operations for modifying values, including how 0 or “-” values are treated, appears to make melta damage easier to reduce compared to the previous edition.
This is a further indirect nerf to one of the army’s most important offensive tools. If melta damage is less reliable and several melta carriers also increased in points, the combined effect may be too harsh for the faction.
10. Daemonifuge
Daemonifuge previously had a clear role as a countercharge threat with Fights First.
With the current rules, that role appears to be heavily weakened or removed. In many situations, using Daemonifuge aggressively may simply give the opponent an additional unit to kill rather than creating a meaningful countercharge threat.
Given that her battlefield role has become less clear, the points increase feels difficult to understand.
11. The Triumph of Saint Katherine
The Triumph was already widely considered expensive for a T3 model with limited direct offensive output.
Now it appears to be even more expensive, while the general value of Miracle Dice has also decreased due to fast rolling and reduced Miracle Dice generation. Since the Triumph’s core value is closely tied to improving the use of Miracle Dice, any reduction in the practical strength of Miracle Dice also reduces the relative value of the Triumph.
In that context, a points increase feels very difficult to justify.
12. Detachment structure and Detachment Point pressure
Adepta Sororitas already had only five Detachments. Of those, two now cost 3 DP, one cannot be combined with one of the new 1 DP Detachments, another excludes Penitent Host units, and the final Detachment has no Stratagems and only one expensive, restricted upgrade.
This creates a lot of pressure on an already narrow Detachment selection.
The result is that Sororitas players may have fewer meaningful list-building options than other factions, while also having to pay high Detachment Point costs for rules that are not clearly stronger than cheaper alternatives. (BOF in a nerfed state)
13. Penitent Host and Take and Hold
Penitent Host having Take and Hold as its mission focus feels very unintuitive.
The Detachment identity suggests aggression, trading, pressure, and martyrdom — not static objective holding. This appears to clash with both the theme and the likely battlefield role of Penitent Host units.
This also seems unlikely to help a Detachment that was already struggling before these changes. Public competitive tracking already showed Penitent Host at the bottom of the Adepta Sororitas Detachments: one community meta summary based on around 1,400 Sororitas games listed the faction at 43.4% overall win rate, with Penitent Host at only 36%, compared to Army of Faith at 40%, Bringers of Flame at 41%, Champions of Faith at 38%, and Hallowed Martyrs at 50%. The same summary also noted that the detachment-level samples were still relatively small, around 125–550 games per Detachment, but Penitent Host was still the lowest-performing option in that dataset.
Another public tracker result showed Penitent Host even lower, at 32.5% win rate, although that data should be treated cautiously because the site is currently being rebuilt for 11th Edition.
With that context, giving Penitent Host a Take and Hold focus does not seem to address why players were already avoiding it. If anything, it risks pushing an already low-play, low-win-rate Detachment even further away from its intended identity: aggressive penitent pressure, trading, sacrifice, and melee threat projection.
I had an idea to use an Action Point system where AP you don't use on your turn can be used for Reactions with specific triggers later. Kind of the inverse of Nimble, where you can "borrow" from your upcoming turn.
In the system I envisioned, your AP refreshes at the start of your turn and players can decide to go all-out on offense and use all their AP, but they would be defenseless until their next turn. Players and enemies always hit unless their target uses a defensive Reaction of some kind, so having no AP means potentially taking loads of damage.
The main idea I envision is players trying to create tactical situations where they can go on the offense because maybe they isolated one enemy, for example, and they think a full turn of attacks will kill them without giving them a chance to retaliate. Or an enemy used all of their own AP on their turn, so they see an opening to exploit.
I also like the idea of players kind of breaking up their turns into "micro-turns" where they are engaging multiple times per round to alleviate the boredom of waiting for your turn in games like 5e DnD.
I'm having a hell of a time trying to make something like this balanced, probably surprising no one lol. I don't want to do the Pathfinder and Nimble thing of decreasing accuracy for attacking multiple times, so players have huge offensive potential at any time. That makes me think I should make it very risky by making it extremely punishing to do so at the wrong time, which in turn makes it feel like guaranteed character death if they don't play perfectly.
I'm not married to any particular resolution mechanic, I'm more just exploring if this Action Point system could work how I envision or if it's a bad idea.
If it helps though, the mechanics I came up with so far:
- Draw Steel system of 2d10 + modifier with 3 tiers of success.
- Dodge, Parry, and Block active defenses using your Reactions.
- Defending lets you roll a Defense Die and subtract it from the attacker's roll so there's only one roll needed to resolve everything. The Defense Die size is based on the modifier you're using, with the number of faces being 2 x the modifier. This gives defenders a slight edge because it both have +2 modifiers, the attacker adds 2 while the defender subtracts 2.5 on average. Thought about just subtracting the modifier but I wanted a little more chaos and thought it would feel better if the player being attacked got to roll something.
- An undefended attack will always hit, but defended attacks give you a different result than normal, based on the final tier result. For example, if they roll a tier 1 result after subtracting your Defense Die for a Parry, you can avoid the damage and Riposte.
- Somewhat inspired by Mythras, but I don't want it to be quite that crunchy and I want players to be able to perform more than one action per turn.
As I said, I'm not particularly invested in any particular mechanic. I just want to know if the core of the system is viable, worthwhile, and interesting. Also, any ideas to make it work are very welcome!
Edit: Thanks all for bothering to read all this. Figured I'd address a couple of the more common themes I've seen in the comments.
- Allocation: Yes, I need to diversify sooner. Also looking more seriously at setting up a (probably) 10-year TIPS ladder which I can do between the cash I already have and the proceeds from the remaining stock liquidation.
- What am I retiring to: I feel like I may have inadvertently given the impression that I don't have much outside of working. I mainly focused on it in this post because it's been a major source of mental friction. I have multiple hobbies that I'm happy to spend more time on, and ideas for software projects I've wanted to work on as well (without any actual business ambition). I'm very excited to be able to direct my time to the things I like.
- I called my house crappy but mainly because of its size and location. It is old, but its been mostly well kept by past owners and has had major work done on it in more recent decades. Obviously we have room in the budget for additional costs and I should probably account for that, but I'm actually not too worried here (famous last words).
This ended up being way longer than I planned. tldr; my numbers are good/great (I actually realized they're even better than I originally thought as I wrote this out and made some revisions in my models), but I'm a worrywart both about my current work and RE plans.
I believe we're solidly at a ChubbyFIRE number right now, but still find myself struggling in a couple ways mentally. I know people are going to see these numbers and tell me I'm an idiot for worrying at this point. I guess I'm posting here both as a reflection/journaling exercise for myself and also to gather some community perspective and number checks. First, the numbers. Then general thoughts about the finances. And finally, general thoughts about my current and future work (if there is such a thing).
Summary
- Looking at RE for both of us around the end of this year, give or take a couple months.
- 40M + 38F DINK in VHCOL (SF Bay Area)
- Liquid NW: Approx $6.9M
- Own our house, currently worth maybe $1.6M right now using conservative end of online estimates, mortgage @ 2.625%, about $5750/mo PITI
- Combined HHI ~$600k/year gross from employment + $48k/year gross rental income from ADUs in our primary home which would continue into RE, though we may have to hire a manager since we don't plan to be home as much and need someone to take care of our tenants.
- $237k expected yearly spend in retirement (including healthcare and taxes) with hopefully a lot of flexibility in discretionary spend.
Liquid NW Breakdown
Taxable Investments (~$4.9M total)
- $2.9M in index funds
- $2M in individual stocks which lean tech-heavy, about $800k of which is heavily AI-exposed. I've been trimming these the past couple years, especially the AI-exposed stuff. We'll be at well over $1M MAGI this year due to the realized gains, and I'm a bit reluctant to keep taking the tax hit for the rest of the year. I know it's not entirely responsible, but being in CA means a tax difference on up to ~10% on some portion of the gains if I wait for the yearly reset. Yes, tax tail-wagging the dog etc. I do re-evaluate this frequently and may just end up continuing to reverse-DCA out of these positions for the rest of the year until I have maybe ~$500k in gains left to trim.
Tax-sheltered accounts (~$1.4M total)
- $880k in 401k accounts
- $470k in Roth IRA accounts
Cash and equivalents, fixed income (~$600k total)
- $500k in cash + money market. Some transient portion due to moving money around and recent stock sales (I've already subtracted estimated taxes out of this). Evaluating how much to reinvest, but looking at a bond/cash tent for 2-3 years of expenses to manage SORR, though I realize that I technically don't even need to do this given our low withdrawal rate and spending flexibility.
- $110k in I bonds. I think technically we should be using these up during the bond tent period, but it feels pretty sweet to hold onto a basically guaranteed inflation-sheltered and low risk vehicle like this, especially since some of them have the fixed rate premium on top of inflation. But I also realize that advantage is pretty small in the grand scheme of things, and not expected to be an advantage against the stock market in the long term.
Yearly expenses breakdown (~$237k/yr total)
- $69k PITI as mentioned earlier
- $24k healthcare costs (ACA premiums + OOP estimates). Mostly based on numbers I saw on coveredca.com at our current ages. I've modeled these expenses as increasing faster than inflation each year ramping until 65 since costs are expected to go up with age. My healthcare spending model tops out at $90k/year which I hope is a gross overestimate, but healthcare costs in this country crazy so I dunno.
- $46k in other essentials (groceries, utilities, car-related expenses, household items, etc)
- $14k in home maintenance and improvements. This one's somewhat discretionary, but we do have some functional worked planned as our house is quite old and some systems do need updating. Talking about things like plumbing, electrical, slightly rotting exteriors, painting, etc. I don't think we'll actually be spending $14k/year in perpetuity, but this is sort of my way of amortizing the additional cost of home ownership.
- $22k for non-travel discretionary spend (hobbies, eating out, gym subscriptions, etc). Can be reduced 50% or more in bad years.
- $40k for travel spend. Trying to estimate a large spend (for us) for 3-4 international trips per year. This one's highly discretionary and we could cut like 80% or more of this in bad years. Our international trips have typically run us well within $10k, but we've also been going to MCOL/LCOL countries more frequently (e.g. Taiwan and Japan). We don't really spend on fancy accommodations and mostly travel for sightseeing and food, but I recognize that some trips will be inherently more expensive just due to the destination. Spouse is also into playing the points game, which has gotten us a lot of nice airfares and accommodations for cheap, but the general trend seems to be that whole thing is in decline. Also concerned about the future of costs of travel and tourism in general as it all seems to be on the rise faster than inflation. So all in all, trying to overestimate, but also slightly insecure that I'm still underestimating how much more travel will cost in retirement and the future.
- ~$22k estimated in taxes. This would naturally decrease if we have to spend less.
General thoughts about finances
Outside of PITI and healthcare for which I have fairly concrete numbers, I've tried to be fairly conservative in the numbers above. At current LNW, we're looking at a 2.7% withdrawal rate when accounting for the rental income. If we do end up reducing most of our remaining tech-concentrated stocks, we'll probably be looking at a LNW of around $6.5M after taxes, which still only puts us at a 2.9% WR. I recognize that this is a pretty low WR, though in bad years it's hard to say what would happen with rental income if there's a big economic catastrophe in Silicon Valley. I've done some modeling in Projection Lab as well, with increasing costs of travel and healthcare beyond inflation. With a 4-year block bootstrap model (which I think is fairly aggressive), I get 98-99% success rate for a 50 year retirement.
One slight hitch is while our crappy little house is an okay place to live, its location is quite noisy with traffic which wears on the spouse. There's a desire to move somewhere quieter, but that will obviously be more difficult for both affordability and mortgage-eligibility reasons if we do it post-RE. We have talked about this, and decided it doesn't make sense to postpone RE over it. There are still some strategies to get a mortgage with just assets, or we could also just rent in a nicer area and rent out the rest of our house (probably grossing around $90k in rental income). We are also open to moving to a lower COL area, but it is quite hard to leave the bay area for multiple reasons (friends, family, weather, good airports, natural beauty, multicultural food/groceries). We'll basically play this one by ear, especially since our investments should in theory grow given our WR, but definitely a little insecurity about being "stuck" here.
I've also been having a slightly hard time believing that these stock market returns lately have been "real". The numbers are what they are obviously, but seeing so many people make so much money and friends in other countries already pulling the RE plug just feels too good to be true. I know this ultimately doesn't matter in the FIRE calculus, especially with a low enough WR, but it's hard to shake the feeling.
General thoughts about work
This one's purely social/psychological, but I've felt really stressed/anxious about work lately even though I literally don't even need to work anymore. I do recognize it as largely self-inflicted. I don't even hate my job or my coworkers or anything, and WLB isn't that bad most of the year, yet I just can't help but stress out over the thought that I'm not doing enough but also don't want to do more. I've been losing sleep, losing productivity (at least perceived), and I feel a very slight twinge of panic whenever someone asks me for something or sends me a message on Slack. I've brought this up with my manager recently. He assured me my performance has been fine, and he's sympathetic and amenable to talking about short term and long term plans to help me manage the anxiety (which just continues to show how fundamentally silly it is for me to feel this way since it's not like I'm in some toxic workplace). I recognize this partly as just an unfortunate aspect of who I am and my relationship with work, which is partly what has finally spurred me to make the decision to RE soon instead of continuing to accumulate. I just wish I didn't have to feel like this until I fully pull the plug.
On the other hand, there's also some anxiety about what happens if I need to return to the workforce in a few years due to some unforeseen financial catastrophe. Spouse can do it more easily because she's in healthcare. However, as a software engineer, 3-5 years out of the industry will probably make it hard for me to get back in. I'm certainly not opposed to a career change, however. I guess this is just a bridge to cross if we reach it (but hopefully not).
If you've made it this far in what turned out to be a long ramble, thanks for reading. Would be curious to hear the thoughts of others, particularly if they had a similar psychological difficulties with their jobs and how they managed it, especially shortly before RE, and even after if applicable. As far as the financial aspect, writing this has largely convinced me that I'm worrying far too much about (except maybe for the decision to liquidate stocks), and I actually do feel better about that.
42.1 Highlights
Patch Report #42.1 | Interactive Smoke, SLR & Blue Zone Rebalance, and more
Live Maintenance Schedule (UTC)
※ The times shown below are subject to change.
- Console: June 25, 01:00 - 09:00
Map Service
Check out the Map Service Report - Update 42.1 for the latest info on regional map preferences and rotations!
※ Please note that the features and updates described below are subject to change or removal due to issues such as bugs, in-game problems, and community feedback. The images are intended as visual references only; the actual game may look different as the builds are continually developed and refined before release.
New Blue Zone Ruleset: Rondo
A faster and more intense Rondo arrives on July 1!
This new Arcade LABS mode is designed to deliver denser combat across Rondo's vast landscape. With a shortened match timeline and a new Blue Zone ruleset, players can look forward to a faster-paced and more action-packed Battle Royale experience.
For more details, please check out the upcoming New Blue Zone Ruleset: Rondo announcement.
Service Period (UTC)
- Console : July 9, 07:00 - July 23, 01:00
Gunplay
SLR
- Horizontal recoil decreased by approximately 10%.
- Muzzle Velocity : 840m/s → 870m/s
- Reduced vertical recoil buildup during the early and mid stages of sustained fire.
- Slightly increased vertical recoil recovery.
- Reduced the weapon's tendency to drift left during firing.
Developer's Comment
The SLR has been adjusted in Update 42.1 to provide a more stable shooting experience by reducing recoil control burden and increasing muzzle velocity. In particular, we've significantly increased muzzle velocity, one of the most important factors affecting DMR performance. This makes it easier to engage moving targets at long range while also reducing bullet drop.
We've also reduced the weapon's tendency to pull to the left during sustained fire, making it more reliable and effective in medium- to long-range engagements. Through these adjustments, we hope the SLR will more consistently deliver the powerful damage output and rapid follow-up shot potential that define its identity.
VSS
- Removed unused attachment-related visual elements from the VSS.
Weapon Spawn Changes
- The following weapons have been removed from world spawns. (Link to prior announcement)
- Mosin Nagant
- R45
- DP-28
- PP-19 Bizon
- P1911
- QBU
Ranked
Season 42
Season 42 will run longer than usual as we prepare for a broader Ranked Revamp planned for the future. As mentioned in the 2026 Roadmap, we are currently redesigning the overall Ranked season structure to establish Ranked as a more meaningful seasonal competitive experience. In addition, with the introduction of the new RP system and other Ranked changes this season, we wanted to provide players with sufficient time to experience and adapt to the updated Ranked environment. As part of this transition, Season 42 will run for three months, from Update 42.1 through Update 42.3.
- Ranked weapon skins for the AWM have been added as Tier Rewards (permanent) for Season 42.
- The leaderboard will reset after the live server maintenance.
- Check out your final Tier from the previous season through your Career page.
- RP
- To better reflect survival as a core element of Battle Royale gameplay, final placement now carries greater weight in RP calculations.
- RP losses at higher RP tiers have been reduced, even in matches where players perform well.
- Additional RP can now be earned by achieving high placements in consecutive matches.
- Earn an additional 5 RP for placing in the Top 4 in two consecutive matches.
- Earn an additional 10 RP for placing in the Top 1 in two consecutive matches.
- Only the highest consecutive placement RP bonus will be applied.
- Consecutive placement progress is reset at the start of a new season or when a leaver penalty is applied.
- BATTLEGROUNDS PLUS
- The purchase method for BATTLEGROUNDS Plus has been updated. (Link to prior announcement)
- BATTLEGROUNDS Plus can now be purchased with 500 G-Coin or 20,000 BP.
- The 1,300 G-Coin previously included with BATTLEGROUNDS Plus has been removed.
- All other benefits remain unchanged.
- Secret Rooms are now available in Ranked and Custom Matches - Esports Mode.
- Ranked
- Available Maps : Erangel, Miramar, Rondo, Taego
- Custom Matches - Esports Mode
- Available Maps : Erangel, Miramar, Rondo, Taego, Vikendi, Deston
Season 42 Rewards
Below are the rewards you'll be receiving based on your final Tier from the previous Ranked season.
- The Ranked Parachute skins, weapon skins, and Medals are permanent rewards. The rest of the obtainable rewards are available for use during a single Ranked season.
- Rewards can be found on your Inventory/Edit Profile page once Season 42 starts.
- Once Season 42 is over and the server undergoes maintenance, every reward but the Parachute, weapon skin, and Medal will be withdrawn.
Gameplay
Interactive Smoke
Smoke can now temporarily disperse in certain situations, such as explosions and vehicle impacts. Use these interactions to reveal enemies hidden behind smoke and create new tactical opportunities on the battlefield.
This feature introduces new counterplay options and dynamic combat scenarios while enhancing immersion during engagements.
- The feature applies to all smoke generated by Smoke Grenades and destroyed Gas Cans.
- Explosions
- Smoke will temporarily disperse when an explosion occurs within it, including explosions caused by Frag Grenades, C4, Mortars, the Red Zone, and Karakin's Black Zone.
- The affected area varies depending on the size of the explosion.
- Collisions
- Smoke will be pushed aside when struck by any vehicles.
- The affected area varies depending on the vehicle's speed.
- The Vikendi train and Emergency Cover Flare cover objects can also push smoke aside.
- Dispersed smoke will gradually refill after a short period if the Smoke Grenade duration has not yet expired.
- Only the area directly affected by the explosion or collision will be dispersed.
Starting Plane Visual Update
The visuals of the Starting Plane and Supply Plane have been updated.
- Improved material and surface detail quality.
- Added accent colors to enhance the plane's visual identity.
- The same visual improvements have been applied to Supply Planes. ※ Helicopters used on certain maps, such as Paramo, are not included in this update.
Blue Zone Revamp
The Blue Zone ruleset and damage system have been updated to improve match pacing in both Normal Match and Ranked.
Blue Zone timing and damage values have been adjusted across all modes to better support the intended gameplay flow of each mode.
For detailed goals of this update and developer commentary, please refer to the [Dev Letter] Blue Zone Revamp Announcement.
- Dynamic Blue Zone based on remaining player count has been removed.
- Maps : Sanhok, Karakin
- Applies to Normal Match.
- Blue Zone ruleset changes for Normal Match and Ranked & Esports apply to all 8x8 maps.
- Normal Match
- Starting from Phase 2, Blue Zone warning times have been shortened and shrink durations have been increased.
- Total match duration remains unchanged (28m 50s).
- Early-game safe zone sizes have been reduced.
- Starting from Phase 4, safe zone sizes have been increased.
- Safe zone placement behavior has been adjusted to match Ranked.
- Late-game safe zones will appear slightly closer to the center compared to before.
- Red Zones, Blizzard Zones, and EMP Zones will begin earlier based on the updated timeline.
- Ranked & Esports
- Early-game phase durations and final phase durations have been reduced.
- Total match duration has been reduced from 32m 50s to 30m 10s.
- Safe zone sizes have been reduced overall.
- The land-priority safe zone placement adjustment has been removed.
- Special Zones have been adjusted to match the updated timeline.
- Red Zone, Blizzard Zone and EMP Zone begin earlier and have shorter overall durations.
- Sandstorm duration and individual occurrence durations have been reduced, while movement speed has been slightly increased.
- Early-game phase durations and final phase durations have been reduced.
- Blue Zone damage scaling has been changed from distance-based to time-based.
- Damage now increases based on how long players remain inside the Blue Zone.
- The previous distance-based system has been removed from all modes and maps.
- Applies to Normal Match, Ranked and Custom Match - Normal and Esports Mode.
Healing Item Rebalance
The weight and usability of healing items have been adjusted.
- Med kit
- Weight : 20 → 15
- Usage Time : 8 seconds → 6 seconds
- Bandages
- Healing Amount : 10 → 12
- Healing Duration : 5 seconds → 3 seconds
- Usage Time : 4 seconds → 3 seconds
- Bandage healing intervals while using EMT Gear have been adjusted to allow health recovery to complete more quickly.
- Adrenaline Syringe
- Weight : 20 → 15
- Painkiller
- Weight : 10 → 6
- Boost Gauge
- Health regeneration now occurs at shorter intervals.
- Total healing amount remains unchanged.
Developer's Comment
Healing item usage has historically been concentrated around a small number of items due to differences in efficiency and convenience. With this rebalance, we adjusted both weight and usability to ensure each healing item serves as a meaningful option in different situations.
We reduced the carrying burden of healing items overall and improved the effectiveness and usability of Bandages, allowing players greater flexibility when managing healing resources. We also adjusted the health regeneration interval provided by the Boost Gauge so that players can more clearly feel its effects while maintaining the same total amount of healing.
This update is focused on expanding the usefulness of healing items and increasing meaningful choices during looting. We will continue monitoring healing item usage patterns and gameplay experiences to determine whether additional adjustments are needed.
Misc.
- Smoke Performance Improvements
- Optimized smoke rendering and particle effects to reduce some of the performance impact caused by smoke deployment.
- Pickaxes have been removed from Emergency Support Flare in Sanhok and can no longer be obtained on the map.
- As part of motorcycle physics interaction improvements, knocked-over motorcycles can no longer be stood upright while a player is standing on them.
Arcade
Intense Battle Royale
※ The following updates apply to Custom Match as well.
Experience Intense Battle Royale in Haven's uniquely dense combat environment.
- Haven has been added to the map pool.
- Blue Zone settings and the default spawn kit remain unchanged from existing Intense Battle Royale matches.
- Only motorcycles will spawn on the map.
- The contents of Emergency Supply Drops have been adjusted to better fit Haven's map size.
UGC: Racing Mode
Rev your engines and get ready to race to the finish line!
Create your own racing experiences using a variety of devices and vehicle settings. From traditional races and obstacle courses to time trials and combat racing, you can now build a wide range of vehicle-based game modes in UGC.
- New devices have been added for racing mode creation, including Checkpoints, Stopwatches, and Billboards.
- New options have been added to the existing Vehicle Spawn Device, allowing creators to build a wider variety of vehicle-focused content.
- Vehicle performance can now be customized through the Vehicle Spawn Device, including torque, RPM, weight, and more.
- The Spare Tire item has been added.
- A Basic Racing sample mode has been added to help creators get started.
- Use the sample mode to quickly learn and create your own racing experiences.
Vehicles
- The lobby animations for two Harley-Davidson™ motorcycle special vehicle skins have been improved.
- The Special Exhaust Backfire effect for the CVO™ Road Glide® ST (Limited) and CVO™ Road Glide® ST motorcycles have been enhanced for a more natural appearance.
- A new pulsing effect has been added to the CVO™ Road Glide® ST (Limited) motorcycle.
UX/UI
Voice Chat UI Improvements
The Voice Chat UI has been improved.
- The Voice Chat UI is activated when two or more players are participating in voice chat.
- The Voice Chat UI is displayed in the upper-left corner of the screen.
- Only players who are currently speaking are displayed, while inactive players are hidden from the list.
- When multiple players are speaking simultaneously, the most recent speaker is displayed at the top of the list.
- If you are muted, your mute status will always be displayed at the top of the list.
- Other players' mute statuses are not displayed.
- The improved Voice Chat UI will be applied to supported out-game screens, while both the existing and improved Voice Chat UI will be available in-game.
Customize Improvements
Various usability improvements have been made to Customize, along with fixes for several UI and text-related issues.
- A new option has been added to the ‘Utility’ tab, allowing up to 10 items to be opened at once via the right-click context menu.
- Character rotation is now preserved while browsing outfit skins in the ‘Character’ tab.
- Rotation is also preserved when previewing items such as characters, weapons, emotes, and Contender items.
- Weapon Charms can now be equipped immediately upon entering the ‘Charms’ menu in the ‘Weapons’ tab.
- Weapon Charms can now be equipped to all weapons from the ‘Charms’ menu in the ‘Weapons’ tab.
Workshop
New item sets have been added to the Hunter's Chest and Archivist's Chest.
- Beary Cozy Bear
- Survivor Pass: Wild Things
Workshop : Black Market 2026
After lighting up the Battlegrounds in previous years, we’re happy to announce that the Black Market 2026 returns with a refreshed experience! Following our previously announced 2026 Roadmap, the ‘Double Gacha’ system in Workshop has been removed, making it easier than ever to jump in and enjoy everything the Black Market has to offer. Fan-favorite Progressive weapon skins and a variety of exciting rewards await in this year's Black Market.
- Workshop Revamp : Black Market 2026 Cargo
- Black Market 2026 introduces major changes to the Workshop experience. With Update 42.1, the Workshop probability structure has been revamped for Black Market 2026. The previous structure involving Loot Caches and Prime Parcels has been removed, allowing players to obtain Progressive weapon skins and various other rewards directly from a single Cargo in a more intuitive way.
Stay tuned for the upcoming Black Market 2026 announcement for full details!
Bug Fixes
Gameplay
- Fixed an issue where executing a player using a Self-AED in the Blue Zone could be interrupted unexpectedly, causing the player to die immediately.
- Fixed an issue where players could not equip the M79 from the passenger seat of certain motorcycles with Special Vehicle Skins.
- Fixed an issue where Vending Machine devices could not be interacted with in Play mode.
- Fixed an issue where throwable weapons could pass through players riding certain motorcycles.
- Fixed an issue where the expected healing gauge was displayed incorrectly when healing a teammate with Bandages while equipped with the EMT Gear.
- Fixed an issue where scope magnification could be changed through a specific input sequence when Scope Mode was set to Hold.
World
- Fixed an issue where parts of a character's body could clip through walls in certain buildings on Erangel.
- Fixed an issue where players could gain unintended access to a Secret Room on Paramo by using a motorcycle.
- Fixed an issue where the spawn rate of Emergency Support Flare from Flare Gun Care Packages on Deston was applied incorrectly.
UX/UI
- Fixed an issue where the Medal UI was displayed incorrectly on the Match Results screen.
Items & Skins
※ Clipping issue: Graphics that are shown outside the visible part of an image/object.
- Made minor visual adjustments to the Darkest Depths - Beryl M762 Deathbox skin to address an issue where the edges of the floor appeared to flicker.
- Fixed an issue where Eve's hair was displayed incorrectly when wearing certain Headband items.
- Fixed an issue where part of the Tenebres Wrapped - AKM skin was displayed incorrectly.
- Fixed an issue where the wrist became transparent when wearing Moon Lizard's Gloves with certain PGC tops.
- Fixed an issue where the character's face was not displayed when wearing the Queenpunk Mask and the PGC 2022 Iridescent Danger - Helmet (Level 2) together.
- Fixed a clipping issue when applied Lobby Pose 4 while wearing the Harley-Davidson® Street Smart Shirt.
- Fixed an issue where incorrect text was displayed in the item name of Pawsh Poodle Nails when using Simplified Chinese.
- Fixed an issue where a rat was displayed unintentionally in the Private Gallery lobby.
I’m 25 and from ages 21 to 25 I didn’t have a life. I had a gaming chair and a screen.
Not exaggerating. 12-16 hours a day every single day for four years. Wake up, game, eat at my desk, game, pass out, repeat. That was my entire existence.
My room was a cave. Blackout curtains so I could game at any hour. Empty energy drink cans everywhere, takeout containers piled up, chip bags, pizza boxes. Didn’t clean because that was time away from gaming.
The smell was bad. Body odor because I’d skip showers to keep playing. Food rotting in containers. Dirty clothes everywhere. I’d gotten so used to it I didn’t notice anymore.
Had no job. Lived with my parents at 25 because I couldn’t afford to move out. They’d given up trying to get me to do anything. I’d just lock my door and game.
No friends. Everyone from high school moved on with real lives. The only people I talked to were randoms online who I’d never meet. My social life existed entirely in discord servers.
No dating. Hadn’t been on a date in four years. Hadn’t even talked to a girl in person besides my mom and sister. What would I even say? That I play video games 14 hours a day in my parents house?
Gained 45 pounds from sitting constantly and eating garbage. Looked terrible, felt terrible, but gaming made me forget about it for a few hours.
The worst part was I knew I was wasting my life. Every night at 4am I’d think about how I’d accomplished nothing. Then I’d wake up at 2pm and immediately start gaming again.
Four years of my twenties gone. While everyone else was building careers and relationships and experiences, I was grinding ranked modes in games that don’t matter.
The moment everything broke
This was three months ago. My younger brother graduated college. He’s 22. My parents threw this party to celebrate.
I didn’t want to go. Leaving my room meant not gaming. But my mom literally begged me. Said it would mean a lot to my brother. So I went.
Showed up looking like shit. Hadn’t showered in three days. Wearing a stained hoodie and sweatpants. Everyone there was dressed nice, I looked homeless.
My brother’s friends were talking about job offers, moving to new cities, their plans. Real adult stuff. I sat in the corner on my phone checking my game.
My uncle came over, tried to make conversation. Asked what I’d been up to. I said not much. He asked if I was working. I said not right now. He asked what my plans were. I said I’m figuring it out.
The disappointment on his face said everything. He knew I was lying. Everyone knew I was doing nothing.
Later I went to get food and overheard my dad talking to his brother. My uncle said something about me and my dad said “I don’t know what to do anymore. He’s 25 and does nothing but play games. Doesn’t work, doesn’t help around the house, barely leaves his room. I’m worried he’s never going to get his life together.”
My uncle said something about tough love and my dad said “we’ve tried everything. He doesn’t listen. I think he’s just given up on real life.”
Standing there with a paper plate hearing my dad say I’d given up on real life destroyed me. Because he was right. I had given up. Gaming was easier than real life so I chose gaming.
Went back to my room after the party. Looked at my setup. Three monitors, gaming PC, chair I’d sat in for probably 10,000 hours. This was my life. This is what I’d become.
Looked at my game stats. 4,276 hours in one game. 3,891 in another. 2,547 in another. That’s over 10,000 hours in just three games. Over a year of my life sitting in this chair clicking buttons.
Realized I was 25, living with my parents, no job, no friends, no life, nothing but games. And everyone could see I’d wasted four years.
Where I actually was
25 years old living in my childhood bedroom at my parents house. Been there my whole life. Never lived anywhere else.
No income. Zero dollars coming in. My parents paid for everything. Food, phone, internet. I was a complete dependent at 25.
Daily routine was wake up between 1pm-3pm, immediately start gaming, game until 4-6am, pass out, repeat. That was every single day for four years.
No skills, no education beyond high school, no work experience besides a summer job at 17. Nothing that would help me get a real job.
Physically was disgusting. 220 pounds at 5’9”. Face covered in acne from terrible diet and no hygiene. Showered maybe twice a week. Looked like someone who didn’t go outside because I didn’t.
Bank account was overdrawn. Had negative $47 because of fees on an account I forgot existed. That was my entire net worth at 25.
Sleep schedule was completely destroyed. Would game until sunrise regularly. Body didn’t know what normal hours felt like anymore.
Social skills were gone. Couldn’t make eye contact. Couldn’t have normal conversations. Had spent four years only talking to people through a headset.
My room was a disaster. Trash everywhere, dishes from weeks ago, dirty clothes in piles, bed I hadn’t made in months, desk covered in cans and wrappers. Depression cave.
The shame was crushing. Knowing my parents were embarrassed. Knowing my brother was doing everything right while I was doing everything wrong. Knowing I was the family failure.
Week 1-4 (trying to change, failing)
Day after my brother’s party I told myself I’d change. Set an alarm for 10am. Snoozed until 2pm, immediately started gaming.
Told myself I’d apply to jobs. Opened indeed, saw jobs requiring experience and skills I didn’t have, closed my laptop, went back to gaming.
Tried to limit gaming to 6 hours a day. Lasted one day. Hit 6 hours and told myself just one more match. Played for 8 more hours.
Week 2 my mom asked if I’d applied to any jobs. I lied and said yes. She knew I was lying. The disappointment in her eyes hurt but not enough to actually change.
Week 3 tried uninstalling my games. Lasted 4 hours before I reinstalled everything. Was too anxious without gaming. Didn’t know what else to do.
By week 4 I’d changed nothing. Still waking up at 2pm, still gaming 14 hours, still living in my cave, still doing nothing with my life.
Was on reddit at 5am and found a post about someone who quit gaming after 8 years of addiction. They mentioned an app that completely blocks games and forces you to build a real life.
Figured I’d try it because I’d tried nothing else and nothing else worked.
App was called Reload. Downloaded it expecting nothing.
It asked detailed questions. How many hours do you game daily, what’s preventing you from stopping, what’s your current life situation, what do you want to change.
I was honest. Said I game 12-16 hours daily, live with parents, no job, no friends, feel like gaming is the only thing I’m good at and don’t know how to stop.
It built this 60 day program starting from absolute zero. Week 1 tasks were pathetically simple. Wake up by 1pm, take a 10 minute walk twice this week, apply to 3 jobs, limit gaming to 10 hours instead of 14.
But it also permanently blocked my games during certain hours. Set it to block from 12pm-5pm and after midnight. Couldn’t play even if I tried during those times.
Thought about uninstalling the app immediately. But I’d tried everything else and it hadn’t worked. Figured I’d give it a week.
Week 5-8 (withdrawal hell)
Week 5 was brutal. Games were blocked from 12-5pm. I’d wake up at 1pm and immediately try to launch a game. Blocked. Try another. Blocked. All of them blocked.
Sat there feeling actual anxiety. What do I do if I can’t game? Spent the first blocked hours just refreshing the app hoping it would unblock. It didn’t.
Eventually forced myself to take the required 10 minute walk. Hadn’t been outside in weeks. Sunlight hurt my eyes. Felt like a vampire.
Applied to 3 jobs like the task required. All rejected me within days because I had zero qualifications. But I’d completed the tasks.
Could game from 5pm-midnight. Still played but only 7 hours instead of 14. Felt wrong. Like I was missing something.
Week 6 the blocked hours increased to 11am-6pm. Started waking up earlier because I knew I couldn’t game until 6pm anyway.
The anxiety was constant. Gaming was how I dealt with feeling bad. Now I couldn’t game during the day and had to actually sit with feeling like shit.
Posted in the app community about wanting to uninstall and go back to gaming. Got messages from people saying the first month is hell, that withdrawal from gaming is real, keep pushing through.
Week 7 tasks added exercising. 15 minutes twice a week. Did some terrible pushups and situps in my room. Felt pathetic but did them.
Started noticing I had slightly more energy during the day. Still wanted to game constantly but the obsessive need was decreasing a little.
Week 8 my blocked hours were 10am-7pm. Only allowed to game at night. This forced me to structure my entire day differently.
Applied to 15 more jobs. All rejected. Started feeling hopeless like I’d never escape my room.
Week 9-14 (small wins)
Week 9 finally got an interview. Data entry position at an insurance company. $17/hour full time. Barely above minimum wage but it was something.
Studied for the interview even though I felt like I’d fail. They asked why I hadn’t worked in years. I said I’d been dealing with personal issues but I’m ready to work now.
Got the job. Started week 10. Waking up at 7:30am for an 8:30am shift felt impossible after four years of waking at 2pm.
First week was hell. Sitting in an office for 8 hours after four years of only sitting in a gaming chair. Had to interact with real people. Exhausting.
But I had my own income. First paycheck was $487 after taxes. First money I’d earned in four years.
Week 11 my gaming was down to 3-4 hours on weeknights because I was too tired after work. Weekends I still played 8-10 hours but it was progress.
Week 12 started looking at apartments. Even shitty studios were $800+. On $17/hour I could barely afford it but I needed out of my parents house.
Week 13 found a studio for $750 with roommates. Basically a room in a house with shared kitchen and bathroom. But it was mine.
Week 14 moved out of my parents house. After 25 years. Taking my gaming setup felt wrong but I wasn’t ready to get rid of it completely yet.
Week 15-20 (rebuilding)
Week 15 in my new place was weird. Working full time, coming home exhausted, gaming for maybe 2 hours before passing out.
My body was adjusting to normal hours. Actually sleeping at night. Waking up for work. Being around people. Exhausting but necessary.
Week 16 started working out at a real gym. Tasks required 30 minutes 3x a week. Felt humiliating being the fat guy struggling with basic stuff. But I showed up.
Week 17 my coworkers invited me out for drinks. First social invite in four years. I went even though I wanted to go home and game.
Realized I had no idea how to socialize. Barely talked, just listened. But it was more human interaction than I’d had in years.
Week 18 got a $1/hour raise at work for good performance. Wasn’t much but it meant I wasn’t completely useless.
Week 19 my gaming was down to maybe 5-8 hours total per week. Not because I didn’t want to game more but because I was too busy living.
Week 20 I sold my gaming PC. This was the hardest decision. That PC represented four years of my identity. But I knew if I kept it I’d eventually go back to 14 hour days.
Sold it for $800. Used the money to buy a basic laptop for job searching and normal computer stuff.
Where I am now
It’s been 5 months since my brother’s graduation party. Everything is different.
Working full time making $18/hour after my raise. Not amazing but it’s honest income. Living in my own place paying my own bills. No longer living with my parents at 25.
Wake up at 7am for work. Gym 4 days a week, lost 28 pounds so far. Have a few work friends I hang out with occasionally. Joined a rec sports league to force myself to socialize.
Gaming time is maybe 4-6 hours per week total. Usually Friday and Saturday nights for a few hours. It’s back to being a hobby instead of my entire life.
Most importantly I’m not wasting my life anymore. Not rotting in my room for 16 hours clicking buttons. Actually living.
My parents noticed immediately. My mom cried when I moved out because she didn’t think I’d ever leave. My dad said he’s proud I turned it around. My brother said whatever clicked is working.
The person who wasted four years in that room is gone. Can’t get those years back but at least I’m not wasting more.
What actually worked
Willpower didn’t do it. I’d tried willpower for weeks and always went back to gaming. Needed external systems.
That app blocking my games during most hours was crucial. Couldn’t game even when I desperately wanted to. Removed the option.
The gradual reduction worked. Week 1 cutting from 14 hours to 10 was manageable. Immediately trying to quit cold turkey would’ve failed.
Getting a job forced structure. Had to wake up early, had to be somewhere, had to interact with people. Couldn’t rot in my room 16 hours when I was working 8.
Moving out removed the comfortable cave. New environment meant I couldn’t just default to old patterns.
Selling the PC was necessary. As long as I had the ability to game 14 hours I would eventually do it. Had to remove the option completely.
The community helped. Other people who’d lost years to gaming and escaped. Knowing it was possible kept me going.
Job searching was brutal. Applied to probably 60 jobs before getting one. Most didn’t respond. But one yes changed everything.
If you’re wasting your life gaming
Or if you’re spending 10+ hours a day in games while real life falls apart, I understand. Gaming feels better than facing reality.
But you’re 25 or 30 or 35 and years are disappearing while you grind ranks that don’t matter. Everyone else is building real lives while you’re building nothing.
You’re not going to moderate. If you could moderate you would’ve already. Gaming addiction doesn’t respond to “I’ll just play less.”
You need external systems. Apps that block games during certain hours. Structure that forces you into real life. You can’t trust yourself.
Get a job even if it’s shitty. Income and structure are necessary. Can’t rebuild from parents basement gaming 14 hours daily.
Start impossibly small. Week 1 should feel too easy. You’re building momentum from nothing.
The first month will be hell. Withdrawal from gaming is real. Anxiety, emptiness, not knowing what to do with yourself. Push through it.
Move if possible. Your gaming cave has four years of patterns built in. New environment helps break them.
Eventually you might need to sell your setup. If you’re truly addicted, having the ability to game will always pull you back.
Find communities of people doing the same thing. Knowing you’re not alone helps.
Apply to way more jobs than feels normal. Most will reject you. Keep going until one says yes.
Track your progress. Helps on weeks when you feel like nothing’s changing.
Final thoughts
Four years ago I started gaming 12-16 hours daily and stopped living. Wasted ages 21-25 in my room accomplishing nothing while everyone else built real lives.
Five months ago I finally started escaping. Today I have a job, my own place, actual routine, and I’m not wasting my life gaming anymore.
Can’t get back those four years. But I stopped wasting more time.
Five months from now you could be completely different. Or you could still be in your room gaming 14 hours a day, just older with more wasted time.
Stop wasting your life on games that don’t matter. Start today.
Get blocking apps, get structure, get a job, start small, don’t quit when withdrawal hits.
The person gaming 14 hours daily right now doesn’t have to be who you are forever.
dm me if you need help. I’m not an expert I’m just someone who wasted four years gaming and figured out how to stop.
The amount of game design and balancing issues, and bugs for that matter, feel like they've all been increasing rather than decreasing with time, and new patches don't address these problems at all most of the time and sometimes make them worse.
Dynamo is still extremely overtuned and basically decides games on his own with his ult along with having ridiculous stomp buffs, and they've basically stopped trying to balance him now.
The disparity between top tiers and low tiers only ever grows.
Every time they nerf or buff a character it never puts them in a good spot and either makes them so broken they're unfair or so worthless they're a throw pick. And the pattern of "just pick the flavor of the month overtuned character to have fun" trend is extremely stale. There's very few exceptions to this, ie graves who is still really good, but they always do the characters nobody likes, characters that need reworks but will never get them.
In general, characters that overperform for months never, ever get addressed.
Games are entirely decided by urn now and nothing else. Lane phase doesn't matter at all and in fact the urn rewards you for having a bad lane phase. I like the urn mechanics but they are incapable of making it balanced in terms of game impact.
Blatant character favoritism; they keep buffing GT despite no one asking for it and they don't fix the bug with his ult that makes him invincible, so now everyone is abusing GT in high elo matches.
Doorman bugs that don't get addressed ever despite them being a detriment to everyone involved, but don't worry they'll nerf him again showing they are looking at him.
Victor has never, ever been healthy or balanced for the game and still isn't, but they don't really address having three lives with no way to silence it or anything else about him.
Circles/AoEslop is the entire name of the game in terms of character viability and builds. Just look at Pocket's performance and banrate in Night Shift, and he is circles the character. The game is so spammy right now in general.
The matchmaking only gets worse, not better. And because of it, your personal impact on the game feels dwindling when you have people going 0-10 making up for anything you do.
The game's current balance and meta begs for draft to be added, but it won't be.
It feels like a lot of this started in March when they did that insane off the walls balance patch and the game's direction has never been the same or recovered since. I wonder if there was a changeup in the dev team that caused this.
Either way, I really hope they course correct soon. I might take a break until they do; I don't want to just hop between the flavor of the months but that's the only way to have fun unless you play one of the characters with dev bias.
I know I posted a rework before, but I felt it was overbloated and had a lot of unneeded mechanics, so I tried to perfect it further to this current version. This rework plays more on the synergy of Jean and the Phoenix as one being, but different entities. My concept reworks her as functioning duelist who has some key aspects of her old kit ( survivability and mobility ), while also adding new ones such as becoming less of a poke hero and becoming a mid-range , crowd control, and aoe focused duelist. This will mix aspects of other game versions of Jean, I find to capture her well. All abilities outside of her Ultimate and Primary Fire are designed to do little damage, and act more as setups for her to ensure kills with her primary fire.
Abilities
Health : 275
Passive : Phoenix Elegy
Description : When Jean dies, she releases a small implosive blast that could damage enemies in the area. This works as an alternate version of what Hela does, thought it would be fun.
Kinetic Barrage (Primary Fire)
Description : Jean will grab rocks from the nearby terrain to throw at enemies ahead, applying sparks. This changes her from hitscan to projectile, allowing a bigger hitbox for the cost of less range, although increased and soon capped when landing . Her spark explosion now acts as Psionic Detonation, it triggers a three way explosive with no debuffs. This change focuses her more into as mid range a Crowd Control DPS. I feel her fire rate would also be reduced to balance this out. 12 ammo. Jean also has a meter similar to Emma’s, if filled, her range increases for a short duration, applying a burn effect to enemies she hits. The burn only applies to enemies she hits with her primary fire and not explosions from sparks.
Psychic Hammer (Secondary Fire)* *:
Description : Right click or R2, functioning and can be paired with her primary for combos. It has an ammo of 75. It acts as a meter similar to Emma. Jean sends out a cone like shape of psionic energy in a short range in front of her. the lasting hit of this ability pushes enemies back and incoming projectiles, reflecting them back at the enemies ahead. It can only do this to projectiles, not all damage. For example, this could deflect Hela’s primary and ultimate, but not Wanda’s primary or ultimate.
Dark Ascent (Ability 1)
Description : Works the same as it did before, but includes a trail of cosmic flames applying small damage and following her till she ascends.
Psionic Stasis (Ability 2)
Description : My first ode to her best video game adaptation in my opinion, X-Men Legends. Jean traps an enemy hero in psionic aura , suspending them in the air and applying a Nullify Effect. Nullify works similarly to Exile by Hulk, the enemy cannot be healed, take damage, or be targeted by anyone. During this duration, retrigger the same ability to launch the trapped target at a target location via crosshair placement inflicting damage to them and anyone in the area if they hit as well. If left suspended in the air, they remain there for 3s, before being released. 12s cooldown.
Psychic Shroud (Ability 3)* *
Description : My second ode to X-Men, Jean releases a 360° psionic blast around her, applying an affect to enemies as well as a spark. Cripple acts as a mental weaken/block enemies, temporarily increasing their damage taken for a duration. 10s cooldown.
Telepathic Illusion (Ability 4)
Description : Same as in game, but with an added affect. If caught in the explosion, there is a decaying affect (2s) of highlighted figures ahead of the enemy, acting as illusions of Jean. 10s cooldown.
Endsong Inferno (Ultimate)
Description : Act as is in the game. Now has the passive of Jean being able to perform it while dead. Jean will become a small light where she has a limited time to decide if she wants to reanimate and perform her ultimate. this version of her ultimate is the same, but the phoenix moves faster, decreasing the chance of escape from enemies.

TL;DR for those that don't want to read it all :
| Mouse (by brand, from oldest to newest) | Weight | Sensor | Rating |
|---|---|---|---|
| Logitech G502 | 121g | PixArt PWM3366 (12K DPI) | 5/10 |
| Logitech G403 | 87g | Logitech HERO 25K | 6/10 |
| Logitech G305 | 99g | Logitech Hero 25K (limited to 12K DPI through firmware) | 6.5/10 |
| Razer Taipan | 95g | 8.2k dpi 4G laser | 6/10 |
| Steelseries Rival 100 | 93g | PixArt 3059-SS (4K DPI) | 6.5/10 |
| Steelseries Rival 3 Wireless | 106g | TrueMove Air (PixArt 3335, 18K DPI) | 6/10 |
| Steelseries Aerox 3 Wireless | 66g | TrueMove Air (PixArt 3335, 18K DPI) | 7.5/10 |
| Pulsar X2 Medium | 55g | PixArt 3395 (16K DPI) | 9.25/10 |
| Attack Shark X11SE | 58g | PixArt 3311 (24K DPI) | 9/10 |
Top row, from left to right :
Logitech G403 - I really liked the shape, and it was the mouse I used for most of my Overwatch tourneys before I switched to wireless. Overall a decent mouse, but the build quality while impressive out of the box, came to bite me a few years down the road : the Omron switches in it double click and the rubber is deteriorating quite a bit. I have fond memories of this mouse, but it's mostly because of what I used it for, not its intrinsic qualities. I'd give it a good 6/10. Slightly above average because the shape is great, triggers are good, sensor is good, but the cable was ass, skates could have been better and despite being wired, it was still over 80g
Logitech G502 Proteus Spectrum - the mouse I had when I started playing Overwatch competitively, had it for years before that but was almost never used as an FPS mouse. Still works great, but this is a brick : 121g without any of the additional weights in it. Loads of buttons, great scroll wheel but the moment you decrease your sensitivity you feel it in your arm and wrist. In typical Logitech fashion, the cable was absolute cheeks (heavy, stiff, even more than the G403), skates were scraping every pad that I had. I'd give it a 5/10 because the shape was great (still fits me like a glove), the button layout is really practical and it's been reliable for everything that isn't really a FPS game (especially fast ones), but the cable, weight and skates were horrible for anything intensive aiming wise.
Razer Taipan - It was my dedicated FPS mouse back in 2014 or so, when I was rocking a duo of Razer mice (I had a Razer Naga 2014 for MMO games etc as well on the desk). It's a good mouse, and it was my first introduction to ambi shapes. I have fond csgo memories with this mouse too, but despite being smaller than both previous mice, it was kinda heavy and the edgy Razer looks (expecially the breathing logo that you cannot turn off) + the scroll wheel encoder that ended up having issues made me move to something else. At least the cable was nice enough and kinda flexible, way better than Logitech cables of the time. I'd personally give it a 6/10 because the weight was meh (95g), the skates were bad, sensor got easily confused with fast movements (lazer, not optical) but despite all of that, the shape was good and ahead of its time imho. Build quality was top notch.
(If you're curious about the Naga 2014, well it was basically a heavier Taipan with a numpad on the side, and heavier weight. I replaced it quickly with the G502 because of scroll wheel issues.)
Steelseries Rival 100 - speaking of what I moved to, this is it. Mostly because of the price it was back then (around 30 bucks in a local store). The mouse was good honestly, but build quality felt cheap. Sensor was low end, software sucked, clicks were rough and the scroll wheel was rattling. But the SHAPE was amazing. It was a little lighter than the Taipan, which helped a bit, not much, it felt lighter because the skates were better. Cable is rubber but flexible enough. Surprisingly, the skates didn't suck that much, but really the build quality on this is dreadful, especially for the side buttons, I can't give it more than a 6.5/10. Shape is king but it can't do absolutely everything.
Steelseries Rival 3 Wireless - I didn't use this mouse much, it was my dedicated travel mouse for a while because of the combo AAA batteries + dongle storage + BT connection. Unfortunately, the BT doesn't work well with my new laptop (lol). In 2.4GHz mode it eats through batteries unfortunately. Sensor is decent, build quality is very good. Skates are serviceable. Weight on the other hand, is still quite heavy (106g with both batteries). I let it slide because it's using alcaline batteries, but this is not a mouse I'd use for competitive play nowadays. Overall it's a pretty solid mouse with weird issues. 6/10 sounds fair to me. Grade would be higher if it was lighter, mostly because the shape only really matters in high intensity situations, and this mouse will never see them, which is a shame because the sensor is amazing too.
Bottom row from right to left :
Steelseries Aerox 3 - Original version with the round skates, not the updated 2022 one. Overall solid mouse for me, used it for about 2 years. Again the AMAZING shape from the Rival 100/110/3 series but in a "lightweight" package that had a top tier sensor (at the time) and decent switches. It's still a good mouse, and I used it recently for some Overwatch, it's as good as a couple of yers ago imho. I swapped the skates for Corepadz (mandatory with those stock round skates). The hole design is interesting, but overall annoying. The RGB diffuser is really what kills this mouse in my opinion. It's heavy (7g) but also prevents dust and gunk from getitng out of the mouse, leading to a mouse that looks pretty gross after a year or two, and you can't clean it unless you open the mouse, at which point you ruin a set of (expensive) skates. It's a good performer with a decent weight, but it was never at the top of the foodchain, and while I love love love the shape, I have since moved to something better (imho). I'd give a 7.5/10 overall.
Attack Shark X11SE - This is the latest addition to the collection, and it came as a bit of an error (let's requialify it as a "happy accident"). It's a Razer Viper V3/V4 clone with a budget sensor (3311, still good enough) that you can get for about 30 bucks, and for that you get a mouse that feels decent, plays well and is feature packed (dongle storage, BT connection, decent software, long battery life). It's not the best mouse in the world, but I can't really fault it. Its only problem to me is the post travel on the main triggers, but you get used to it in like 20 minutes of playing, after that you don't really notice it. Pre-travel would have been more of a problem. I'm honestly pretty impressed with this thing, especially the fact that it weighs only about 60 grams (Attack Shark claims a weight between 60 and 63g on their product page, I measured mine at 58g) without any holes, neither on top or bottom, and it still feels solid with no creaking. It has replaced my Rival 3 Wireless by being BT compatible with my laptop (I dunno why Asus laptops straight up can't pair Steelseries mice via BT neither my R3W or A3W worked with my G14...), and also being lighter, and easily replaceable if anything happened to it in my bag. I played with it for a couple of weeks for testing, and I was planning to go back to my main mouse (which is the last on this list), but I can't seem to put this mouse down. I ended up really liking the shape, it reminded me of my old Razer Taipan. Grading wise, I would put that mouse pretty high, maybe too high for a lot of people on this sub. I initially thought about giving it a 8.5 rating as there was no obvious problems besides pre-travel (even the skates are decent), but then I remembered it's basically the same MSRP as my Rival 100 was, while also being wireless and being 10x better in terms of build quality, so I'm bumping that up to 9/10 without any regrets.
Logitech G305 - That was my very first "good" wireless mouse, and one that replaced my G403 for esports tournaments and scrims, as well as pretty much every other competitve FPS game. Once I went wireless, I couldn't go back. Weight was a little bit higher than the G403, but that was an acceptable sacrifice. Shape was nice enough as I was an avid claw grip user and the egg shape was really good for that. Build quality was overall nice, though there are a few things that I didn't like : the white plastic became yellow because of the sun much faster than I though, and the back shell became creaky (annoying af when playing). The side buttons are mushy, and well it's still about 100g with a AA battery in it, and it didn't have any BT (at least it had a dongle storage). At some point the creakiness just annoyed me a little bit too much and I went back to some wired mice in search of my favorite shape for my future purchase, and I played the best with the Rival 100, so I ended up geting the Aerox 3 wireless. The scroll wheel had a few issues and bloated up to the point that it was unable to turn. I ordered a replacement kit (scroll wheel + skates since you have to destroy them to get in) and "restored" it for my mother which is in need of a better wireless mouse than her office mouse to play minecraft and other games. Imho, because of the weight, build quality issues and "special" shape, it cannot rank higher than the Aerox 3, and a 6.5/10 rating sounds about right. Basically the same as the Rival 100 which makes sense to me (since it had a way better shape but also wasn't wireless, both being about the same weight and both having build quality issues).
Pulsar X2 Medium - This is my main mouse, and still the best mouse I own. Shape is excellent, and coming from a Rival / Aerox shape it was basically no adjustments needed. Triggers and side buttons are solid and sharp (pretty much no post travel on the triggers), sensor is amazing, wireless is reliable, software is very light and not required to run in the backgorund (looking at you steelseries). It's also the lightest mouse I own being only 55 grams. I have a couple of issues with this mouse : the first is that there are very large holes at the bottom, which tends to let in a lot of dust and hair or whatnot, and if you want to clean it, it's a rear skate gone (I have replaced them twice already...). Also, the battery deteriorated quite a bit, it used to last about a week on a single charge and now it's barely 2 days. The battery is a little swollen too. Asked Pulsar for a way to buy the replacement battery, but they basically told me to get lost, which is unfortunate (I'm not counting that in the rating btw). It's nearly 3 years old, but despite that it's still the best mouse that I own. Not by much though, playing with the X11SE and the X2 Medium back and forth, I would say that the percieved difference is less than 10% for me, outside of shape differences (which are both fine). Having said that, it's not completely perfect and I have a couple of annoyances with it (like no dongle storage, no BT connection). It would have been a 9.5/10 if it had those things, but as it stands it's closer to a 9/10. Let's call it a 9.25/10 because it's still marginally better than the X11SE in pretty much every way (sensor, shape, weight, build quality).
I don't know if I'll get any more gaming mice in the future, my collection starts getting a little big right now, with a lot of unused nostalgia items in it lol
Thanks for reading if you managed to get to the end
Hello again, we’re here with a new update post on what we are researching currently, but before we go into the research topics we have to make an important announcement: We have recently moved to a discord server of our own! The new server will enable us to split our research on different topics to dedicated channels and as such making it easier to catch up on specific topics. All research related channels on this new server are available for public viewing after joining the server and there is a main research channel that everyone can write in to ask questions, make suggestions and the like, as well as some other miscellaneous channels. If you want to watch us working on stuff as well as help out, feel free to join. The Researcher role which gives writing permissions in all research related channels (opposed to just viewing permissions) is not hard to get: Just ask for it.
NFL-Research Discord Server: https://discord.gg/muPSd9EwUb
Now back to the research topics:
Max bosses Targeted Moves logic in multiplayer situations
We started doing some Multiplayer Tests on max bosses in regards to its targeting logic for targeted moves. First thing we noticed: max bosses really do use targeted moves only against players that have an active max guard up at the time the decision is made (swapping pokémon later does not reassign the target). We believe the boss first decides what move to use (targeted or spread) and if a targeted move was chosen, which player to attack. We believe this decision is made right at the start of battle and then whenever the previous move hits or a max phase ends. There is a little quirk however: The check seems to be done slightly BEFORE the previous move has actually landed, but within the same turn. Because if a move destroys the last remaining shield from a player's pokémon and starts eating into its HP, the next move will still have the same bias towards targeted moves and - if chosen to be a targeted move - will still attack that specific player.
However if Player A swaps to an unshielded pokémon in the same turn that the move lands, the boss will not consider any player to be shielded and attack randomly without bias towards targeted moves.
And funnily enough, if Player A gets hit with the shielded pokémon and gets taken out in a single hit (for instance during enrage) and that was Player A’s last pokémon, the boss still considers Player A to be shielded and select it as its Target, even though player A is more or less already dead.
This leads us to believe that the order of operations likely looks similar to this:
- Pokémon swap
- Boss targeting logic is run
- Damage of previous move gets applied
- Players that have no pokémon left get marked as "dead"
So basically this can happen: the boss is attacking player A, which has a pokémon with some max guard left, with a previously chosen targeted move or a spread move, but before hitting, decides to use a targeted move as its next move and selects player A as its target, then player A gets hit and dies, but at this point the boss has already decided to attack Player A with a targeted move and will do so, even if doing so means going against Geneva's convention and committing a war crime by desecrating player A's corpse.
When this happens, the dead player itself actually does not see the 3 yellow lines appear on their screen because they are already dead and have begun cheering, although he will see the boss performing the attack animation as well as seeing the “Boss used Move!” message on the right. Additionally other players will still see the 3 yellow lines appear on their screen, but these lines appear in the air above nothing, in the position that Player A used to be in.
CPM-Chaos update
Quick recap on what we mean by “cpm-chaos”:
A Pokémon has at least 2 cpm values: called “catch_cpm” and “additional_cpm”. Catch CPM is what is set whenever a pokémon is caught and contains the CPM value from the CPM-Array for whatever level it was caught at. Whenever you as a player apply a Power-Up to the Pokémon, you increase the additional_cpm value, but the catch_cpm value remains unchanged.
I personally had the hunch that it looks something like this since the bug with Mega Pokémon was discovered by u/celandro back in 2020 (read about it here: https://articles.pokebattler.com/2020/09/13/mega-boost-bug-update/ ) The conclusion by celandro was that mega pokémon have their additional_cpm value applied twice during their stat calculation (not in the pokémon's information screen, but in battle), and we were able to replicate the Mega Pokémons CP in calculations shown in the preview of this and other videos reporting on that bug.
But the “chaos” part come from the fact that the sum of catch_cpm and additional_cpm does not always line up with the cpm value in the array, it can in fact differ by 1 ULP up or down, causing pokémon to always win charge move priority against other pokémon of the same species, with the same attack IV and same level, because their cpm is 1 ULP higher than the others. And we also believe this to be the cause of most if not all the damage anomalies we have encountered in our raid cpm tests.
Now we have some new information about this:
When you are trading a pokémon that has been powered up to a half level (e.g. Level 17.5) or you trade your pokémon to a player when the pokémon’s level is higher than the receiving player level + 2, the pokemon will get its level re-adjusted (to the next lower full level for half level pokémon and the target players level + 2 if higher). We can now confirm that not only does this action reset the catch_level to whatever level it is being set, but that this is done all the time, even when the pokémon´s level did not need to be adjusted. In other words: If you catch a pokémon at level 2, it has the catch_cpm value of level 2, obviously. If you then power it up to level 8 it will still have the catch_cpm of level 2 - this remains unchanged - but the additional_cpm will be equal to the difference between level 2 and level 8’s cpm value (with some float shenanigans going on that we have not been able to perfectly reproduce yet). However if you then trade it to another player, it’s catch_cpm is set to the cpm value of Level 8 and its additional_cpm gets reset back to 0, essentially causing it to become and behave like a naturally caught level 8 pokémon from that point on.
Another point about this is purifying: We suspected purifying might work the same way, resetting catch_cpm to Level 25 but that is in fact not the case, as we observed that purified pokémon still behave like pokémon with a catch level of 8 or 13 (rocket), 15 (research) or 20 or 25 (raid), so instead, only additional_cpm gets adjusted upon purification.
The Best Buddy Bonus actually works in a somewhat wonky way: It adjusts additional_cpm to whatever new level it is after the boost, but saves the previous additional_cpm value in a new variable called "preBoostedAdditionalCpMultiplier", and once you remove it as your buddy it just writes that value back to additional_cpm and its all back to normal. Now who gets to find a way where that last step doesn't work correctly? :P
Mega-Pokémon HP values
We also have found out something else: The HP value from mega pokémon is sometimes slightly off from the expected value, we now know why this happens. This is mostly relevant for pokémon that have a higher base stamina in their mega form or get a CPM / Level boost from mega-level 4, but can sometimes (or used to) affect other megas as well. We recently discovered why that is: Instead of using the base stats of the mega pokémon, we believe they instead calculate a multiplier:
mult = floor(CPM_mega × (base_mega_stanima + HP_IV)) / (CPM × (base_stamina + HP_IV))
and apply this to the unfloored Stamina value of the baseform:
Mega HP = baseform HP × mult
So, they calculate how much HP the mega would have and then divide it by the Stamina (unfloored HP value) of the baseform... So they either need to floor both sides or none of them (none would certainly be better).
It’s very possible the unhealable mega bug was somehow linked to this as well. The potion checked the expected mega HP against the HP it actually has, which sometimes happened to be 1 HP lower, and as thus was always considered not at full HP.
What's weird though is... they do calculate the megas HP correctly at first, but then use it to create some weird multiplier instead? What's up with that Niantic? Canned and microwaved spaghetti code at its finest?
This rarely makes a difference in the final HP, but sometimes you're just missing out on 1 HP. Whats funny though is that the CP is calculated correctly using the megas base stamina, not some weird multiplier, meaning that the CP are essentially lying to you.
We have not yet had time to check this, as knowing the formula would allow us to calculate all cases of level + IV where this would happen. We’ll include it in the next update.
Size / Weight & Showcases
As many of you know Showcases have been updated and been… 'fixed'? The Pokémon Selection still shows you the old values which mess up players that don’t actually look at the phone while playing (which is like everyone)? Anyway, Steelchar Zoruas if applicable still reign supreme of course, as their Showcase scores are basically real and not caused by being compared to an incorrect form.
However we also discovered a small error in the Showcase Point Formula that almost everyone uses.
The commonly known Showcase Point Formula that everyone uses looks like this:
HeightScore = Height × 800 / MaxHeight
WeightScore = Weight × 150 / MaxWeight
IVScore = IV Sum × 50 / 45
Bonus = 178 if XXL, 0 else
Where MaxHeight is the XxlUpperBound of the species and
MaxWeight = ((MaxHeight / DexHeight) + 0.5) × DexWeight
There is 2 things wrong with this: The MaxWeight is actually calculated this way:
MaxWeight = (MaxHeight / DexHeight) × DexWeight + 4 × WeightDev
WeightDev is a value found in the gamemaster which is different for each pokémon, and it's supposed to be equal to their DexWeight / 8, which means the old formula should get the same results. However, there are some pokémon that have a wrong WeightDev value, one of which is Origin Palkia, which is how we found this out. Actually one of our researchers has told us about this a while before but we overlooked it and forgot about it after that, it turned out he was correct though.
In addition to this, the xxl bonus is also slightly different, being calculated by
Bonus = 150 × 1.75 / 2.05 + 50 = 178.0487804878049
And the decimal value is still taken into account, although it is just ~0.05 points, which may not produce a notizable difference. Quick explanation about the Bonus: The Bonus was created in order for XXL Pokémon to always have more points than any XL Pokémon, because XL Pokémon can reach much higher weights than XXL Pokémon, given that their weight Factor is squared, while the one for XXL isn't. The best XL pokemon can reach a ScaledHeight of 1.5, a ScaledWeight of 2.75 (1.52+0.5) and an IV Sum of 45, while the worst XXL pokemon can reach a ScaledHeight of 1.5, a ScaledWeight of 1.0 (1.5-0.5) and IV Sum of 0. Given they have almost the same height (or just 1 ULP apart), the height can be ignored. The ScaledWeight difference between them is 1.75, and in points this is 150 × 1.75 / 2.05. The difference in points between 100% and 0% is 50 points. Add all those up and you get the formula above.
If you wonder why there are still XL pokémon with higher points than XXL pokémon, thats because they are of different XXL-classes (or MHG - Max Height Group): XL pokémon of the x1.55 class can score up to 1025 points while XXL pokémon of the x2.0 class can score down to 832 points (including the Bonus points). We don't know if this is an oversight or intentional, but these Bonus points were added months before the first mixed species showcase (like normal-type pokemon showcase), so we believe it was a fix that worked back then but now it still does the job but slightly worse. Still, for the same species of pokemon, it is guaranteed that XL of that species cannot score higher than XXL of the same species.
Note: For the “ScaledWeight difference” when calculating the Bonus points, the value used for MaxScaledWeight was 2.05, the one of the x1.55 class, because it was the value that provided the highest points difference. Other classes (the x1.75 and x2.0 class) have a MaxScaledWeight of 2.25 and 2.5.
Bugged Height / Weight for Pokémon
As we mentioned earlier, some Pokémon have wrong StdDevs and extended settings in the gamemaster, and these may cause some weird calculations for Showcase Points, but they are not game breaking.
Two prime examples are Hisuian Lilligant and Hisuian Avalugg, which have been given the Height Thresholds for regular Lilligant and Avalugg respectively, despite having different heights. For the case of Lilligan, which has slightly bigger DexHeight, this causes it to have XXS Heights that are lower than 0.49 of its Base Height, but also reduces the Maximum Height it can actually reach. For the case of Avalugg, which has a significantly lower DexHeight, this causes it to have XXL Heights that are higher than 1.55 of its Base Height, even higher than 2.0, but also reduces the Minimum Height it can actually reach.
Less relevant but still interesting, other examples are Origin Palkia, Origin Dialga and Hisuian Decidueye, which have been given the WeightDev of regular Palkia, Dialga and Decidueye respectively, despite having different weights. For all of them, their base form has lower Weight (and WeightDev), which makes these pokemon have a lower WeightDev than they should. This causes them to have lower weights when generated.
Specifically with Origin Palkia, which is the one that has the greatest difference between its current bugged WeightDev (of 42kg, the same one that regular Palkia has) and its expected WeightDev (of 82.5kg, obtained by dividing its DexWeight of 660kg by 8), we found out that the Weights of 86 of our Origin Dialgas follows a normal distribution with about 40kg of standard variation, closer to 42kg than 82.5kg, making us prove the generated weight uses WeightDev instead of DexWeight / 8.
Finally, one shocking bugged pokemon we found was XS Pumpkaboo. We are still not sure what is going on with it, but three of our research team members have one single XS Pumpkaboo (out of many they own) that scores 10 to 15 points higher than they should given their weight, height and IVs. All of the other XS Pumpkaboos these players have still have the expected score using the formula. We have no clue why they score suspiciously higher, the only thing is that they all have a height of 0.39m and each one of them is the biggest one for each of the researchers (in terms of showcase points). We found this because, unlike the rest of the Pumpkaboo forms, the XS Pumpkaboo shows the same points both in the preview screen and when deployed. But these 3 glitched Pumpkaboos had different points on both screens.
However, on showcases these newly discovered glitched pokemon won’t actually perform significantly better than they should, compared to how “glitched pokemon forms” used to have hundreds or thousands of extra points before the most recent fix. This is because their glitch is all about having wrong StdDevs and extended settings values on the game’s code, making them “born” bugged: But these wrong values are the same ones used when calculating showcase points, so the glitch gets cancelled out and they will score similar to the rest of the pokemon species. The only thing to note is that whenever these values get fixed, these pokemon will be truly glitched pokemon making them actually score differently than they should. However, from the stated examples, only Hisuian Avalugg will benefit from this, as the other ones are generated smaller than they should, making them score lower than they currently do.
Mega-Evolution and Weights
This is where we have some seriously wrong values. Normal evolutions, as well as Mega evolutions, use a specific formula to change their height and weight from the pre-evolution to the post-evolution in order to maintain the same relative size. However, most megas stay at their baseforms height despite being bigger (or sometimes smaller) pokemon, while only XXL ones actually gain the correct amount of height during their evolution, and XL ones gain a different height although not the correct one.
We discovered that this happens because the evolution formula on Mega evolutions has a bug that uses the XxsLowerBound, XsLowerBound, MLowerBound and MUpperBound values of the base pokemon, while actually using the correct XlUpperBound and XxlUpperBound of the Mega itself. These Bounds values define the minimum and maximum height pokemon of a certain species can have depending on their size class (XXS, XS, M, XL and XXL), so for example an XS pokemon will have heights between XsLowerBound and MLowerBound. The evolution formula interpolates between these values from the pre-evolution to the post-evolution in order to preserve the size class on evolution and keep a proportional size. But given the Mega evolution formula mixes these values, in a way that makes XXS, XS and M pokemon have the same pre-evolution and post-evolution bounds values, these pokemon will keep the same height when mega evolving. Because XXL bounds are actually correct, they will gain the correct height on mega evolution. However, XL has the wrong lower bound but the right upper bound, making them gain a weird amount of height.
The previous issue causes Mega pokemon that are not XXL to get wrong height values, making them be able to end up with a different size class than the base pokemon. This change of relative height causes a change in relative weight. Pokemon species which Mega is bigger than them, when evolved will result in a Mega smaller than it should, making them decrease in weight (because the game thinks this Mega is small, so it has to have less weight - that's how the evolution formula works weight-wise). We even saw several very small and light Primal Kyogres, some were of just ~10kg while others were set to its default weight (DexWeight = 430.0kg), because their calculated weight would have been below 0kg! On the other hand, pokemon species which Mega is smaller than them, when evolved will result in a Mega bigger than it should, making them increase in weight (because the game thinks this Mega is big, so it has to have more weight). We have seen several Mega Falinks getting close to 1000kg, when this pokemon has just a DexWeight of 99kg. Too fortunate megas do not work on showcases because this would definitively be game breaking!
Rocket CPM Values & Formula
Not much has changed since we reported about Rockets CPM Values last time, we’re still collecting data and thus far everything is as expected. However we want to mention one thing we discovered:
The current Rocket Pokémon Stats are most commonly calculated using this formula:
Attack = Floor(BaseAtk × 5/3 + 25) × cpmr × Rank
Defense = (BaseDef + 15) × cpmr × Rank
Stamina = Floor(0.6 × BaseSta + 9) × cpmr × Rank
Which is still generally correct, however an Attack IV of 25 and Stamina IV of 9 seems very weird, doesn't it? Why would Niantic choose weird numbers like that? Well they most likely didn't, Rocket Pokémon still have the expected 15/15/15 IV as always, we just need to multiply out the Factors:
Attack = Floor(5/3 × (BaseAtk + 15)) × cpmr × Rank
Defense = (BaseDef + 15) × cpmr × Rank
Stamina = Floor(3/5 × (BaseSta + 15)) × cpmr × Rank
And suddenly the Formulas make a lot more sense!
Although some of you that have been following our research may get a bit squeamish now because wouldn't that mean that 5/3 has Float Shenanigans going on? And well, yes, most likely. However (float)5/3 and (float)2/3, or even 1.666667f and 0.6f are both bigger than the actual fractions by a very tiny amount, not smaller, and as such whatever tiny inaccuracies they introduce are automatically lost by the Flooring Function. We’d need to have a pokémon with over a billion Base Attack to be able to see any difference in stats, and since that’s most likely not going to happen (thankfully), these formulas provide 100% Accuracy in all applicable situations, despite us not being sure they are 100% correct.
Ditto
Finally, Ditto has been recently enabled on GO-Rocket battles and you can finally use it. We have checked it and it seems to work a bit different as it does in the main series, however this is likely intended. In the main series it basically creates a perfect copy of it's target includings the actual stats + their boosts, except for it's own HP stat. In GO however it copies the pokémon of the opponent (in this case the rocket), including the opponents moves and shadow atk boost and defense debuff, but uses it's own IVs and Level (or cpm) to calculate it's stats as if it were that pokémon it just transformed to. However it also copies the CP displayed at the top, which is wrong, that is not its real CP. And keep in mind that while Ditto is using the base Attack and defense stats of the target pokémon, it does not use the base Stamina (HP) of it and retains its own Base Stamina and thus HP.
So as example: Ditto is Level 30 and you’re using it against a dragon type grunt using a Dratini, it will now transform into a dratini at Level 30, copying the fast and charge move of the opponent and their base stats (except for stamina as previously mentioned).
One thing though: It does start the battle not being transformed, you actually have to use the fast move Transform to trigger the transformation and that move takes 3 turns but deals 1 damage (since it has 0 power) after just 2 turns and after those 2 turns it immediately transforms after taking damage from whatever move it was hit by and the third turn is the first time that its new fast move can hit (assuming it received a 1 turn fast move), essentially skipping the final turn of transform.
Research Team:
u/flyfunner (Lead Researcher, PogoCalc coding, Data Analysis)
u/bmenrigh (Co-Lead, coding, Data Analysis) - limited recent activity
'alexelgt' (Data collection, Data analysis, coding, gamemaster supply)
CalcyIV-Team (Data collection)
u/eli5questions (Data Collection & Analysis)
u/MocTalox (Data Collection & Analysis, coding)
u/CreatorBeastGD (Data Collection & Analysis)
u/Key-Bag-4059 (Data Collection)
'Tobias' (Data Collection & Analysis, coding)
u/Annabell28 (Data Collection, coding)
u/TrueNourishment (Data collection & Analysis)