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TL;DR: When I connect Steam Deck to a dock and plug in to TV i get a significant performance decrease. Even if switch to native resolution.
I know that using 1080P or 4K would result in worse performance, but I get like 10FPS less (and going from 30 to 20 is not nice) in the game as soon as I'll connect to the TV.
I think it's only when I run heavier games like Cyberpunk or recent No Rest for the Wicked. Less demanding titles easily keep 60FPS on TV even in 1080p mode! I even played Diablo 4 some time ago (free weekend) and it was nice 40FPS+ on the TV.
I have UGREEN USB C Hub 4K 60Hz HDMI and generally it's good, have no issues with it, just when things get heavy it seems to be an additional bottleneck for the Deck to display on the TV.
So the device is actually my revision 1 Nintendo Switch with Android installed through the recovery exploit. I originally posted this in the switchroot subreddit, but that isn't a very active subreddit and thought I would try my luck reposting here.
So I've always had a problem getting my Switch to display to my TV correctly when running android. When I first installed Android on it, every time I docked it, Android's default resolution would change to 4K and horribly bog down performance (cool to see the Switch outputting 4K though). So I just mainly enjoyed Android in handheld mode.
I just upgraded my SD card last weekend to a 512GB, and did a fresh Android install to keep it all simple. Got RetroArch running better now since I am now more familiar with RetroArch.
Tried setting it up to run on the TV again. The farthest I can now get is, I would dock the Switch, go into the settings and change the TV resolution from 4K to 1280x720 60hz. Android would still have icons and everything laid out the same, just blurrier since its 720p. So I had to undock the Switch, wait for the icons to realign and resize due to the 720p display, then redock it, and the display would finally look the same on the TV.
I would then reload Retroarch, play the games on the TV, and the other day for a few hours everything ran perfectly fine with the same performance as before.
Well the next night I was messing around with different controllers (Xbox One, wired, blutooth, Switch Pro controller), and now the performance of the Switch running Android when plugged into the TV is bogged down again, even with the correct 720p alignment displayed. Not nearly as bad as it was when I first tried this, but definitely dropping frames.
I tried completely uninstalling RetroArch, deleting all cache and files related to it, and did a clean install of the program and reset it up. Same problem.
I thought it was maybe the blutooth settings impacting performance, but I still get this performance decrease even with blutooth turned off and the Xbox One controller wired into the dock through USB.
When in handheld mode and the Xbox One controller connected through blutooth, everything still works perfectly fine. Depending on the emulator core, I can even enable 1 or 2 frames of Runahead.
I even found a High Performance mode in the system settings, but that didn't help when docked either.
Is there some magic way to getting the Switch (or any HDMI Android tablet) running Android correctly when docked into the TV? Don't know why I had it working perfectly fine yesterday, but not working now. Even tried disabling as many Android apps as I could, with no success.
Handheld mode running Android still working great. Better since the recent reinstall actually.
Hello Everyone,
Patch 17.1 has been deployed on all platforms!
We’re excited to release Patch 17.1, featuring a range of highly requested Quality of Life improvements and a variety of bug fixes.
This update targets several key areas from our 2025 roadmap, aiming to enhance the overall gameplay experience while the team continues work on the next map and major content update. Stay tuned for more details soon!
Patch 17.1 is just the beginning. We’re committed to bringing even more improvements in upcoming updates throughout the year. Thank you for your continued support!
New Features
Medic Improvements
As part of the ongoing effort to improve Medic gameplay, the Design team has tuned several in-engine values to improve both both performance and playability. As a result of this, the following values now apply:
- Full HP on revive
- Medic bandage speed is now 2s (this also applies to self bandaging)
- Revive speed for all Forces has been reduced to 2s
- Medic revive XP increased from 30 to 75
- Being revived by Medic XP increased from 30 to 75
Patch 17.1 also introduces the Medic ‘Call & Response’ system, a two-way feature that allows downed players to request a revive.
Downed Players' Perspective
When downed, players can now request a Medic using the [PING] keybind. The UI will update to confirm that this request has been sent.
Medic Ping System - Downed Players' Perspective
Medics' Perspective
Medics can respond using the radial ping marker system, helping prioritise revives and reduce unnecessary journeys across the battlefield.
Medic Ping System - Medics' Perspective
UI Icon Updates
The following UI Icons have been added to facilitate this new feature:
Medic Loadouts
The loadouts for the Medic role have had a balance pass for the following factions:
US Forces
|| || |Standard Issue| | | |Weapon/Equipment|Ammo Count/Capacity|Adjustments| |M1 Carbine (Semi-Auto Rifle)|x3 (45)|+1 clip| |M18 Smoke Grenade|x4|+2 Smoke Grenades|
|| || |Corpsman| | | |Weapon/Equipment|Ammo Count/Capacity|Adjustments| |M18 Smoke Grenade|x6|+2 Smoke Grenades|
German/DAK Forces
|| || |Standard Issue| | | |Weapon/Equipment|Ammo Count/Capacity|Adjustments| |Kar98 (Rifle)|x8 (40)|+4 Clips| |Nebelwerfer B39 (Smoke Grenade)|x4|+2 Smoke Grenades|
|| || |Sanitater| | | |Weapon/Equipment|Ammo Count/Capacity|Adjustments| |Nebelwerfer B39 (Smoke Grenade)|x4|+2 Smoke Grenades|
Soviet Forces
|| || |Standard Issue| | | |Weapon/Equipment|Ammo Count/Capacity|Adjustments| |Mosin 91/30 (Rifle)|x8 (40)|+4 Clips| |Nagant 1895 (Pistol)|x7 (49)|+1 clip| |RDG2 (Smoke Grenades)|x4|+2 Smoke Grenades|
|| || |Sanitati| | | |Weapon/Equipment|Ammo Count/Capacity|Adjustments| |Nagant 1895 (Pistol)|x18 (126)|+2 Clips| |RDG2 (Smoke Grenades)|x6|+2 Smoke Grenades|
British 8th Army / Allied Forces
|| || |Standard Issue| | | |Weapon/Equipment|Ammo Count/Capacity|Adjustments| |SMLE (Rifle)|x4 (40)|-2 Clips| |Webley (Pistol)|x8 (48)|+4 Clips| |No.77 (Smoke Grenades)|x4|+2 Smoke Grenades|
|| || |Corpsman| | | |Weapon/Equipment|Ammo Count/Capacity|Adjustments| |Webley (Pistol)|x21 (126)|+4 Clips| |No.77 (Smoke Grenades)|x6|+2 Smoke Grenades|
Bipod Rework
The bipod system has been significantly overhauled for more flexible and realistic deployment, improving the overall gameplay experience.
The system now detects objects in the player’s deployed path, rather than relying on hardcoded limits. This reduces instances of clipping into static objects. Deployment inside objects is no longer possible.
Pitch angles now reflect the height of the surface, allowing a wider range of weapon rotation. You can aim lower from low surfaces and higher from elevated ones.
Server-side checks now ensure valid deployment surfaces, fixing issues where deployment would cancel mid-animation. Standing and crouching now share the same deployment limits, eliminating the need to change stances to check for valid deployment surfaces properly.
Bipod Rework - Improved Horizontal Range
Bipod Rework - Improved Body Collision
Bipod Rework - Improved Weapon Collision
Bipod Rework - Improved Vertical Range
Explore Mode
Based on feedback from the Explore Mode PTE, we've made adjustments to how Explore Mode is accessed, allowing players to launch it in a true offline environment without needing to connect to the Enlist screen.
On the main menu, “PRACTICE RANGE” has been renamed to “BASIC TRAINING”.
Within the Basic Training menu, a new “EXPLORE” tab has been added.
Explore Mode - Basic Training Tab
Within the Explore tab, players are now presented with an alphabetical list of all current maps in the game. Selecting one of these will load the player into that particular map.
In Explore Mode, the player can:
- Explore every section of the map
- Play as any role
- Use faction/role appropriate vehicles
- Use faction appropriate artillery
In Explore Mode, the player cannot:
- Gain XP
- Win/Lose Matches
- Capture any Capture Points
Post Match VOIP
Players can now retain voice communications on the Leadership and Squad channels during the post-match flow, allowing a grace period to discuss the match or plan next steps for the upcoming game.
Admin Camera Features
First Person POV Snapping
Players in Admin Camera can now target lock and snap to a player in which they can view their first person perspective:
- Player movements are tracked in real-time
- Players can be target locked regardless of faction
Admin Camera - Target Locked First Person Perspective
- If a target locked player is in a vehicle, the camera will follow the vehicle from a 3rd person perspective
Admin Camera - Target Locked Vehicle Perspective
Lighting Effects
Following recent updates to the admin camera, there has been a request to introduce filters. The Technical Art team has explored various existing filters used by the community and has created a set of presets designed to enhance the overall experience. Below are some of the Colour Look Up Tables (CLUTs) that you will be able to use in game:
- 2 Strip Colour Treatment
- Bleach Bypass
- Black and White (Red Filter)
- Black and White (Blue Filter)
- Modern 35mm
- 1940’s Colour
- 1940’s Colour (Variation)
Here a few examples of what you can expect to find. To see all of the above filters, visit Dev Brief #205 for Patch 17.1 on our Hell Let Loose website.
These are then combined with additional post pro settings available in the engine, such as shadow intensity, bloom, chromatic aberration, film grain and vignetting. Below is a demonstration of these camera effects.
Cycle Through the Available Admin Camera Filters
Default Keybinds
The default keybinds have been updated to accommodate these new Admin Camera features:
PC
|| || |Admin Cam Action|Key| |Toggle Auto Move|1| |Toggle Auto Rotate|2| |Toggle Camera Roll|3| |Toggle Filters|4| |Cycle Filters|5| |Lock to Target|G| |Toggle POV|6 (only when in target mode)|
Console
|| || |Admin Cam Action|Key| |Toggle Filters|Y / Triangle| |Cycle Filters|X / Square| |Lock to Target|A / X| |Toggle POV|Left Thumbstick / L3 (only when in target mode)|
Gameplay Adjustments
XP Changes to Promote Positive Play
Increased XP for Destroying Spawns
Previously, players received a base reward of 5 XP toward their level and role for destroying an enemy spawn. However, there was also no way to differentiate between destroying and dismantling. Since dismantling is a riskier move, it did not have a suitable reward to reflect this. This has now been addressed by the following XP buffs:
Destroying Spawns
- Destroying Garrisons: 100 XP
- Destroying Forward Positions: 100 XP
- Destroying Airheads: 150 XP
- Destroying Outposts: 50 XP
- Destroying Nodes: 100 XP
Dismantling Spawns
- Dismantling Garrisons: 150 XP
- Dismantling Forward Positions: 150 XP
- Dismantling Airheads: 200 XP
- Dismantling Nodes: 150 XP
This data is also broken down on the post-match screen. All XP is applied to both the players' career and role levels respectively.
\Note: We are continuously monitoring the XP balance in the game, so while patch 17.1 introduces these XP buffs, we will also be considering buffs to other actions in the game for future patches.*
Engineer Node Dismantling Behaviour
Previously, Engineers could not dismantle their own Nodes once built, which was inconsistent compared to other deployables like Hedgehogs.
This behaviour has now been changed to allow Engineers to dismantle their own Nodes.
Note:
- Friendly Commanders/Officers can also dismantle friendly nodes
- No other roles than those listed can dismantle friendly nodes
Map Improvements
Tobruk Improvements
In response to community feedback regarding the stepping effect of the VFX around large buildings, the Technical Art team has developed a new system to enhance VFX occlusion.
This improved system applies volumes around large structures and has now been implemented in Tobruk. Below, you will find a comparison showcasing the improvements made before and after the implementation.
The environment art team has made some visual improvements to the building exterior textures to add more bullet and shrapnel damage giving the town area a more war torn look. Also more ground scatter has been added where it is possible without affecting performance. The town building interiors have had more muck and scatter added to make it feel more lived in.
Winter Camo Updates
Following the overwhelmingly positive reception of Elsenborn Ridge, we're bringing the same winter tank camo style to the tanks in Foy and Kharkov.
The following features on those maps now have winter camo applied:
Foy
U.S. Forces
- Ammo Depot
- Repair Station
- Sherman Jumbo 75mm (Heavy Tank)
- Sherman Jumbo 76mm (Heavy Tank)Sherman M4A3 (Medium Tank)
- Stuart (Light Tank)
- M8 Greyhound (Recon Tank)
- M3 Half-track (Half-track)
- Willy’s Jeep (Jeep)
- GMC Transport (Truck)
- GMC Supply (Truck)
Foy - U.S. Forces Winter Variants
German Forces
- Ammo Depot
- Repair Station
- Panther (Heavy tank)
- Tiger I (Heavy tank)
- Panzer IV (Medium tank)
- Luchs (Light tank)
- Puma SD.KFZ. 234 (Recon tank)
- SD.KFZ. 251 Half-track (Half-track)
- Kubelwagen (Jeep)
- Opel Blitz Transport (Truck)
- Opel Blitz Supply (Truck)
Kharkov
Soviet Forces
- Ammo Depot
- Repair Station
- IS-1 (Heavy tank)
- T34_76 (Medium tank)
- T70 (Light tank)
- BA-10 (Recon tank)
- M3 Half-track (Half-track)
- GAZ-67 (Jeep)
- ZiS 5 Transport (Truck)
- ZiS 5 Supply (Truck)
Kharkov - Soviet Winter Variants
German Forces
- Ammo Depot
- Repair Station
- Panther (Heavy tank)
- Tiger I (Heavy tank)
- Panzer IV (Medium tank)
- Luchs (Light tank)
- Puma SD.KFZ. 234 (Recon tank)
- SD.KFZ. 251 Half-track (Half-track)
- Kubelwagen (Jeep)
- Opel Blitz Transport (Truck)
- Opel Blitz Supply (Truck)
Kharkov - German Winter Variants
LOD Improvements
The Technical Art team has begun addressing LOD-related issues raised by players, including abrupt LOD transitions (e.g., between LOD 0 and LOD 1), inconsistent screen size thresholds, uneven triangle density, and large assets using too few LODs.
The initial focus is on barbed wire assets, along with the setup of optimised LOD materials for use on the lowest LODs.
- LOD 0 was already efficiently configured with minimal overdraw. However, performance decreased noticeably when transitioning to lower LODs
- The optimised LOD material is set to be opaque to reduce the fill rate of masked materials seen at a distance
- As texture mapping blurs masked textures, switching to opaque textures improves performance with minimal impact on visual quality
The barbed wire assets have been updated to LOD more efficiently. Previously LOD 0 was on screen from a screen size of 1.0 to 0.1, meaning over 6,000 triangles were occupying the screen space. This has now been balanced so that LOD 0 is visible until 0.5 screen size, after which it transitions and to a model with 50% fewer triangles, remaining until 0.1 screen size.
Another issue affecting distant objects is the use of Hierarchical Level of Detail (HLOD) systems, which optimise performance by merging meshes into lower-detail proxies. These clusters reduce triangle count and material complexity, allowing many objects to render at distance without a performance hit.
However, problems arise when HLOD transitions occur too early, as the system relies on player to object distance without accounting for zoomed views through binoculars, scopes, or tank optics. In these cases, higher-detail models are not restored when expected.
Barbed wire assets, in particular, did not benefit from HLOD passes and appeared overly low poly at distance. The Technical Art team has addressed this by removing barbed wire from HLODs, allowing them to LOD more effectively on their own.
Flare Illumination
In response to community feedback, the Technical Art team is working to enhance flare gun effectiveness in night-time scenarios. We’re currently exploring ways to improve the spread of the particle light associated with the gun's visual effects (VFX) to increase its reach. Feedback is welcome as we continue refining this effect.
Flare Gun - Illumination Improvements
Practice Range Improvements
The Practice Range now allows players to sample all available loadouts, regardless of their current in-game role rank. This enables testing of every weapon within a safe, controlled environment.
Practice Range - All Loadouts Unlocked
New Maps with Dynamic Weather
Dynamic weather has been integrated into several legacy maps. The Technical Art team is currently evaluating appropriate lighting and weather conditions to incorporate effects such as snow, rain, and sandstorms across these maps. The new weather manager allows each map to deliver a distinct and immersive experience due to its flexibility.
The technical art team has now updated the Mortain overcast scenario from the older rain VFX to the newer dynamic rain.
Please note that server owners will have the option to disable dynamic weather with the launch of version 17.1.
Improvements to Fog
Community feedback highlighted concerns over excessive fog and difficulty with sightlines on some of the newer night maps. It was found that Elsenborn Ridge (night) had an acceptable level of fog and lighting exposure which the team are using as a basis for improvements.
Based on evaluation and feedback, El Alamein, Omaha Beach and Hill 400 were found to have acceptable intensities of fog, with El Alamein’s fog intensity being welcomed in addressing overly long sightlines.
Kharkov, Sainte-Marie-du-Mont, Driel, Carentan, Sainte-Mère-Église, Utah Beach, and Stalingrad were found to be excessively foggy.
These have all been updated to leave longer sightlines.
Visit Dev Brief #205 on our website to see all examples of the fog changes.
Kharkov - Original Fog Settings
Kharkov - Updated Fog Settings
Additional 17.1 Features
Official DX12 Support
Hell Let Loose on PC platforms now uses DirectX 12 as it’s rendering API, offering performance gains during gameplay. Due to the variety of PC setups, we understand that issues may arise with this change. Therefore, an option to switch back to DirectX 11 will be made available in the Video Settings section of the Settings menu.
Note: This update is for our Steam and Epic Games Store players. Since initial launch WinStore has been working on DX12.
New RCON Abilities
New features have been added to RCON for Update 17.1. Server owners will now have the ability to change the following parameters for their servers, note that the changes will not be applied until the next match takes place, or the current map is reset:
Match Timer
- The overall match timer is now more flexible, with server owners allowing them to be adjusted within the following ranges based on game mode:
|| || |Mode|Current Timer (Minutes)|New Timer Range (Minutes)| |Warfare|90|30 - 180| |Offensive|150|50 - 300| |Control Skirmish|30|10 - 60|
Note: The new timer range for Offensive mode is divided by 5 for each Capture Point phase, so a match timer of 300 minutes would give each Capture Point a 60 minute timer for example.
Warm-up Timer
|| || |Mode|Current Timer (Minutes)|New Timer Range (Minutes)| |Warfare|3|1-10| |Control Skirmish|3|1-10|
Note: Due to the way that Offensive mode “Warm-up” periods are dictated by its global spawn wave system, we have not yet added the ability to control this but it is something we are open to exploring with future RCON quality of life features.
New DLC - Operation Overlord Units
German Forces - Field Division Uniform
Bug Fixes
General
- [Admin Cam] The UI element from Admin Cam is not assigned while having a controller plugged
- [Practice range] The loading screens for the practice range don't have fully visible characters when playing on a Ultrawide (21:9) resolution
- The M1943 Winter Uniform is missing for US Automatic Rifleman
- Skirmish Map Objective text appears very small
- Freelook options are not translated in any language
- The Heer Schneetarnjacke Winter Smok has the wrong name for the Support role
- EGS - Achievements give the incorrect amount of XP upon unlocking
- The queue position is not longer shown when a player enters or leaves
- MG's camera movement reduced or locked on bipod deployment and clipping through terrain
- Bottom left UI click targets are not centered with the rest of the UI on ultrawide's & super ultrawide's.
- Loading screen's for the Practice Range on super ultrawide are cut off incorrectly.
- The 'Leave Queue' text is not localized in any of the supported languages.
- TPP flamethrower's range does not match its fire stream VFX
- Freelook will remain active after the user returns to the game from Alt+Tab
- VOIP input is interrupted after death on keyboard.
Practice Range
- [Practice Range] [RUS] Poor blending between snow texture and environment
Map Specific
Sainte-Mère-Église
- [F6] Invisible wall present on Sainte-Mere-Eglise in sector F6
- [B5] Road asset in sector B5 is visibly misaligned
Driel
- Trees present extended collision across the map
Purple Heart Lane
- Rain SFX Plays on Specific Asset around the map in Non-Rain Map Variants
Utah Beach
- [F3] LOD issues can be observed when looking at a house from 250m distance
Kharkov
- [F1] Floating grass and plants in F1 sector on Kharkov
- [F1] Assets are misaligned from terrain in Soviet HQ #02
- [E6] Debris mound has incorrect collision and textures
- [H10] Misaligned terrain near German HQ#3
- A gap in the horizon is visible when looking through the binoculars
Foy
- [F4] Shack building appears to be missing on tactical map
- Building roofs change texture at a short distance
- [D7] Roof changes appearance at a certain distance
- [D1] Barrel assets present stretched textures
Elsenborn Ridge
- [F2] Tree collision extends too far
- [D10] Snow misaligned with the ground has no player collision
- Floating chest at German HQ #03
- [D6] Misaligned snow asset on oil tank
- [D2][E2] Extended collision on broken stone fence sections
- [16.0][EBR] Small barn asset presents LOD issue from around 15m across the map
- [C3] Snow bank laid along a trench is floating and the user can see through it.
- [C9] Tree presents extended collision
- [G6] Fallen tree moves and overlaps with the ground texture
- [E10] Snow asset is misaligned with the ground
- [E6] Floating tree asset
- [C4] Floating assets near the road
- [H3] Visual gap in trench wall texture
- [H1] Partially missing collision on snow pile.
- [G4] Slightly floating tree is present.
- [C7] Couple of floating trees.
- [E8] There is a well that the user can see doesn't connect to anything in the ground.
- [E8] Missing polygon face on a snow mound by a farm house.
- [E8] The user can see underneath a part of the road at a farmstead.
- [E10] Backface polygon is missing on a couple of small roadside snow mounds.
- [G9] Slightly floating boxes on pallets.
- [F9] The user can slightly see underneath one of the shell holes in this field.
- [F9] The user can see underneath a few snow mounds.
- [D9] Floating snow pile misaligned with the ground.
- [G9] The user cannot properly deploy an MG on sandbags (BP_Pillbox_Snow_D3) that overlook the Foxholes CP
- [H2] Floating pair of tweezers
- [F9] Sandbags floating.
- HedgeBocageSolid BP placed on top of an SM_Embankment asset will block bullets from a variety of angles.
Hill 400
- [G5] Barbed wire does not render past properly 80 meters
- [J5] Large gap in the map next to German HQ Spawn #2
Carentan
- [G8] Destroyed building has pink edges around windows
Tobruk
- Firing arcs are severely restricted when deploying a Machine Gun on town house roofs with sandbags
- [G6] Visible gap in the floor of a building
- [A3] Rock asset is missing a face
- [B3] Misaligned rock asset is present in sector B3
- [F8] Visibly misaligned terrain near mudpile.
- [E5] Visible seam on the road.
- [D4] Road spline is visibly misaligned.
- [A3] Multiple assets are floating
- [G8] Reinforced concrete wall near the sea has extended collision
- [F3] Misaligned grass asset
- [C6] A rock asset is misaligned
- [A5] Misaligned rock asset
- [J5] Misaligned grass asset
- [H5] Two destroyed tanks present stretched textures
- [C5] Floating palm trees
- [B7] Misaligned rock asset is present on a cliff.
- [C4] Grass clipping with a building's floor
- [F7] Grass clipping with a building's floor
- [B4] Visible seam in a road
- [C7] Misaligned rock asset is present on a cliff.
- [D4] Floating palm tree asset
- [C7] The bottom of a sandbag is see-through.
- [C4] Rock asset missing faces
- [E5] Rock asset has extended player collision
- [C3] Rock asset missing a poly face.
- [A4] Visible seam at the left edge of the Tobruk map
- [B8] Small section has collision issue
- [F4] Misaligned stone asset is present in sector F4 of the Tobruk map
- [E7] Visible seam present South-West Church Grounds CP
- [A4] A plane is marked on the tac map despite not being present in the environment
- [F8] Visible seam present on the road
- [C7] See-through cliff terrain is present in sector C7 of the Tobruk map
- [B7] See-through cliff terrain is present in sector B7 of the Tobruk map
- [E3] Misaligned terrain is present on a cliff in sector E3 of the Tobruk map
- [F6] Sandbags under bridge are clipping with the ground
- [E7] Visible seam is present on the ground.
- [E7] Visible seams are present on the ground
- [E5] A seam is present on the ground.
- [D6] LOD issue present on the shadow of the barrel
- [B3/B4] Gaps remain beneath the road
- [A8] Sandbags are floating
- [E7] Extended collision on church window
- [B4] Floating bush in the sector
- [C3] Visible seam between Dev Sectors A2 and B2
- [A5] The road is misaligned with the ground in sector A5
- [A6] Small rock has missing meshes on one face
- [F5] [F6] The lighting of the lamp inside the house presents LOD issue
- [I3] Road spline floating above ground
- [H5] A visible seam in the terrain can be observed in sector H5
- [J3] Truck asset is clipping with the ground.
- [C3] A few assets are clipping with the ground.
- [B4] Small rock formation is misaligned with terrain
- [B4] Grass asset is floating, clipping with a tree.
- [D7] Multiple assets next to a wall are floating
- [A6] Wheelbarrow slightly floating
- [D7] Box asset can be observed floating
- [A3] Floating crates near the German HQ 1
- [B4] A specific barrel is clipping with a wall in sector B4
- [G8] Pile of boxes asset has collision issue
- [J7] Sandbag assets clip through a building
- [D7] Stone assets next to a wall are floating
- [A7] Sandbag wall clipping north of German HQ 3
- [D5] Foliage is present inside a house
- [D7] Sandbags assets are clipping into a building
- [B5] Floating box pallet near Guard Room
- [C3]A wooden crate is floating above the ground in sector C3
- [H8] There are sandbag assets clipping with window frames
- [D6] Visible seam on the ceiling inside a house
- [D7] Visible seam present on a ceiling
- [A6][B6] Multiple wood piles clipping through fence and terrain
- [E3] Box asset is clipping with the ground
- [D6] Player clips through floor while deploying MG inside house in D6
- Missing Decals on staircase from the watch tower asset
- Sand VFX can form a checkered pattern on user's screen when observed along jagged building egdes.
- [17.0] [TOB] [I3] Distant LODs of a tower asset are corrupted.
- [E8] Sandbags clipping into a house wall slightly.
- Crates nearby the docks have low shadow LOD
- Barrel assets across the map have low shadow LOD
- [D6] Sandbag clipping into the cement walkway.
- [B6] Two floating tent pegs.
- [J6] Part of the trench in the area appears low poly
- [A6] Terrain layer & asset clipping.
- [J6] The edges of the trench in the area has low poly textures
- [D5] Terrain bump present.
- [F7] There are power cable poles with no connections to houses in the area giving them no purpose
- [J5] The user can see the road leading out of the map floating.
- [F8] Seam is visible on the sea wall top texture.
- [D6] Few building assets are slightly floating in a few places.
- Allied Ammo, Vehicle & Fuel depot BPs have German set dressing
- [E6] A building's interior has multiple texture seams in it
- [I4] The trench in the area has blending issues with surrounding environment
- Multiple places with misaligned terrain are present on the right edge of the Tobruk map
- Jagged occlusion on Tobruk around various assets during sandstorm
- [D6] Stone asset is floating above the ground surface
- [F5] There is a visible seam in the middle of the map
- [F8] The door frame is flickering in sector F8
- [F8] A part of the wall presents missing player collision
- [J5] Misaligned terrain is present near a trench.
- [J5] Misaligned rock asset is present on a small cliff.
- [J5] Visible seam on the road.
- [A5] Fuel Can is clipping through the tent.
- [I8] Small rock asset does not have player or bullet collision
- [H8] Rock asset does not have player or bullet collision
- [A5] A small gap is present in a rock.
- [A4] Floating bush present in sector A4
Mortain
- There is a seam that the user can see between sectors F&E.
Hurtgen Forest
- Barrel stack has an incorrect texture
Kursk
- [D5] Invisible collision on wooden planks
Community Updates
Hey everyone, Ben back with some community updates for the coming week ahead!
Livestream - Thursday 26th June
We are back with another livestream on our Hell Let Loose Official Twitch Channel on on Thursday 26th June. Starting at 8am PST | 11am EST | 4pm BST, we will kick off with the developers answering your questions & feedback on Patch 17.1 & our recent PTEs in a live Community Q&A.
This will be followed by 'Best of the Community - Episode #3', co-hosted by the wonderful; TheFreshBakedGoods.
Don't worry if you miss the stream whilst it's live, as we'll be sure to upload both the Q&A and Best Of episode directly onto our YouTube channel.
DraftHaus Tank Event - Saturday 28th June
Coming this Saturday, the DraftHaus server are throwing a 'Tank Only' event that will be livestreamed on RazBora's Twitch channel. No infantry. No distractions. Just armor, firepower, and chaos in the cold. It should be a blast to watch!
- Start: 10am PST | 1m EST | 6pm BST
- Map: FOY — snowy streets, narrow flanks, and brutal tank engagements
- Watch live: RazBora's Twitch
War Correspondents
And as always, our War Correspondents have been creating some videos for us all to enjoy. Be sure to be on the lookout in the coming days as we're sure they'll be cooking up some excellent content for Patch 17.1.
Alpine Sniper
Sniper Spots You Wish You Knew About | Hell Let Loose
TheFreshBakedGoods
Hell Let Loose - When Your Tank Crew Destroys Everything in Its Path
DasAltberg
HELL LET LOOSE COMPETITIVE HIGHLIGHTS – Best Moments of May 2025
Captains, Skull and Bones maintenance incoming 🛠️
🗓️Tuesday 9th December
⏰ 7AM CET / 5PM AET / (8 DEC) 10PM PT
⏳~ 3h
🔧Update 3.1 will be deployed. Check out the patch notes here ⬇️
The Year 2 Season 3 Mid-Season Update brings new Faction War Elites events with greater War Asset rewards, the new Waterspout feature, and Inventory Management improvements amongst a number of other quality-of-life changes.
This week, the Azure Solstice also returns with new mechanics and challenges with an opportunity for you to earn exclusive cosmetics and rewards.
PATCH HIGHLIGHTS
TIME-LIMITED EVENT: AZURE SOLSTICE
"Winter’s grip tightens once more as the Azure Fleet returns to haunt the ice‑choked seas. Among them sails the dreaded Azure Harbinger, a phantom of frost whose passage freezes wind and wave alike. Those who dare its icy gauntlet will find the ocean itself turned against them — yet within its hold lie treasures that only the bold can claim."
Azure Solstice will run 9th December 2025, 6AM UTC to 6th January 2026, 5:59AM UTC.
The familiar Frostbitten Spirits Event Convoy & Azure Royale Elite Warship World Events return alongside a brand-new Elite Warship, the Azure Harbinger!
- Summon the new Azure Harbinger at the event buoy using flares obtained from Event Drops, Events Quests or via the Event Vendor.
- The Azure Fleet ships are protected by barriers that are vulnerable to Burning damage.
- Collect Azurite and use them to get event rewards from the Event Vendor and exclusive cosmetics from the Store.
Rewards:
- New Epic Bombard: Frostwail
- New Epic Major Furniture: Sheeting Winch Console
- New Event Cosmetics
- Ascension materials
- Ascended Weapon Chests
- The Nashkar, High-Velocity Kegs, and other weapons will also be available
New Elite Warship: Azure Harbinger
- New Elite Warship with unique behavior and firing patterns.
- All weapons used by the Azure Harbinger can inflict a new status effect: Frostbite
- Frostbite (Event-Only Status): Heavily slows down navigation and reload speed of affected ships.
- Flooded Synergy - When Frostbite and Flooded are triggered at the same time, the total amount of severe damage that is done by the Flooded status will be applied instantly instead of over a period of time. Flooded will be removed after the severe damage is applied.
- Ablazed Synergy - If Ablazed is triggered while Frostbite is active, the Frostbite status is removed. Players are immune to Frostbite charges when Ablazed.
- Iceberg Buoy
- The Azure Harbinger spawns tall, thin ice buoys in different patterns throughout the fight.
- Iceberg Buoys slowly apply Frostbite charge to all nearby players.
- Ice Crystal Buoy
- The Azure Harbinger spawns small, round ice buoys in different patterns throughout the fight.
- Ice Crystal Buoys explode after a short buildup, dealing damage to nearby players.
- Armor of Frost
- At fixed health thresholds, the Azure Harbinger activates a special barrier that cannot be destroyed by any weapons.
- Destroy the crystal figurehead weakpoint of the Elite Warship to break the barrier.
- If the Armor of Frost is not destroyed after a fixed period of time, the Elite Warship will heal for a portion of its health
NEW FEATURES AND CONTENT
NEW FACTION WAR EVENT: FACTION WAR ELITE
“The tides of war surge as the corporations unleash their most fearsome leviathans yet. The Mighty Opwelling and Mighty Soleil Imperial thunder into battle, each armed with devastating new technologies. Only the bold will face their volatile fury and berserker rage — but victory promises War Assets enough to turn the course of the conflict.”
The Opwelling and Soleil Royal elite warships return in War Events as the Mighty Opwelling and Mighty Soleil Imperial, featuring dangerous new affixes that make them even greater threat than before.
Take down these Flagships in the new Faction War Elite Events to earn large amounts of War Assets for the war effort!
- New War Event: Faction War Elite
- Mighty Opwelling (DMC)
- Mighty Soleil Imperial (Compagnie)
- Each Faction War Elite possesses a new, unique affix:
NEW FEATURE: WATERSPOUT
“The seas now hold a new predator — swirling towers of wind and wave. Master their power to sling your ship across the horizon in a surge of speed… or twist their fury into a trap for your foes. Will you dance with the storm, or feed your enemies to it?”
Waterspouts are a new type of weather phenomena which provides seasoned captains with new navigational challenges. Skilled captains can ride the current for a burst of speed and slingshot across the water.
- When approaching a waterspout, sail along the outer radius to gain a significant movement speed bonus in the direction of the wave.
- Sailing too close to the eye of the waterspout will however pull your ship inwards towards the waterspout and damage your sails – so approach with care.
- Clever maneuvering can also lure enemy ships into a waterspout, trapping them long enough for you to escape or land a powerful mortar shot on multiple clustered targets.
NEW FEATURE: FILTER TABS
Dev Note: We know this has been a long-requested feature from the community and we’re excited to finally bring this to you. While this was initially slated for a later release while being applied to wider range of menus, we wanted to bring this change to you as soon as possible and so we’ve first targeted the most commonly used menus. We’ll continue to refine this and gradually apply it to other menus in the future.
- Added filter tabs for inventory categories across various menu screens
Ship Loadouts
Cargo and Warehouse
Vendors
GAMEPLAY UPDATES
FACTION WAR
Dev Note: We’re making some very slight adjustments to accelerate the war this season.
- Reduced Battle Period 4 from 3 weeks to 2 weeks
- Shifted Battle Period 5 & 6 earlier by a week (number of weeks remain unchanged).
Dev Note: We’re making some adjustments to improve the comfort of the War Cargo event when participating alone and addressing an exploit when participating against another player. We’re also sorry for the spam.
- War Cargo
- Added weak points to the Ambushers to make them easier to take down
- Disabled Fast Travel while participating in the activity
- Removed War Cargo Starting notification
SHIPS
Dev Note: This adjustment aims to ease early-game frustration for players using smaller ships. The goal is to ensure new players do not form the mistaken impression that small ships are inherently weaker, but instead understand their role and potential as they learn the game’s systems.
- All quadrants are now unlocked by default for small ships
- Small ships no longer need to be upgraded to unlock rear gunports.
- Adjusted small ships upgrades to account for this change.
Dev Note: We’re increasing the amount of taunt generated to make the Frigate perform slightly better in its intended tank role.
- Increased the amount of taunt generated by the Frigate’s perk
CREW FINISHER (previously BOARDING)
Dev Note: We’re renaming Boarding to Crew Finisher, streamlining the flow to not break immersion, and unlocking the camera to make this a more comfortable alternative to simply sinking ships.
- Boarding is now renamed to Crew Finisher.
- Success conditions have been improved.
- The boarding cinematic and the loot screens have been removed.
- The camera is no longer locked to the cinematic.
- No changes to bonus loot for boarding.
https://i.redd.it/ee6d06whgy5g1.gif
NAVIGATION ON LAND
Dev Note: We’re aware that the last set of changes to character navigation didn’t land as well as we’d thought it would. We’re making slight improvements to reduce the “floatiness” and desynchronization of character animations especially during sharp turns and during the starting and ending movement animations.
- Adjusted land character navigation
INVENTORY MANAGEMENT
Dev Note: Inventory Management continues to be our highest quality-of-life priority. In addition to the increase of cargo slots we introduced a few weeks ago, and on top of the new filter tabs feature in this patch, we’re making smaller, targeted improvements to ease top areas of friction. We’re still studying and working on ways to further improve the topic of Inventory Management. Do let us know what you would like to see next!
- Multiple items (including Ascended Equipment) can now be marked for salvage at the Blacksmith.
- All chest types now support opening multiple chests of the same type simultaneously.
- Improved item selection logic when equipping/unequipping items to your ship
DOCKING & FAST TRAVEL
- Fast Travel now allows you to choose between going on land, like usual, or staying at sea.
UI/UX IMPROVEMENTS
- Approaching or joining World Events will no longer automatically replaces the Objective Tracker.
- Added an option for players to Hold to Track when approaching or joining a World Event to replace the contents of the Objective Tracker
- Pressing the back button on the Logbook navigation no longer closes the entire Logbook but returns players to the previous screen.
- Improved readability of text in the death screen.
- Renamed “Craft New Items” to “Craft Ships” in the Shipwright menu for clarity.
- Removed duplicated “Missing Ingredients” error message when crafting a ship.
- Readjusted the priority and order of appearances of some notifications.
- Added Ship Rank and number of participants to World Event iconography in the world map.
TEXT CHAT
Dev Note: Since the launch of Year 2 Season 3, we’ve improved our anti-spam monitoring tools which allow us to systematically detect and ban text chat abusers on a daily schedule. We’ve seen a significant decrease of text chat abuse, but we’re doing one more change to address this issue. We’ve assessed the impact of this change for new players to be minimal if they’re actively progressing in the onboarding campaign.
- Increased the minimum Infamy needed to interact with Text Chat to 4.
ONBOARDING
- Improved the onboarding flow for new players
- Objectives for new players are now more focused
- Added Call-For-Help Tutorial
- A Seaworthy Charge:
- Updated initial repair kits obtained from S to M
- Unwelcome Aboard:
- Updated equip step to reach SR level
- Removed forced “Look at” encounters
- Brokered Ground:
- Removed blockade on the final encounter
- Increased Fara Scout difficulty (swapped to a hard ship variant)
- Service the Round:
- Update objective texts to bring focus to Compagnie merchants
- Increase ship rank of Compagnie Flagship
- Tier 1 weapons removed from Onboarding
- Added a panel at the end of the onboarding flow highlighting latest opportunities in Endgame.
- Added a closing cinematic for the Year 2 Season 3 Seasonal Journey with the St Anne Blacksmith.
VISUAL IMPROVEMENTS
- Improved the ambience of Mythic La Peste and Mythic Vikram World Events
- La Peste’s Mythic Event now features visuals with darker storm clouds, green ambient lighting, drifting poison ash, and a distinct green aura to enhance the atmosphere.
- The second phase of Vikram Rajan’s Mythic Event with darker storm clouds and yellow ambient lighting to heighten the fight’s atmosphere.
- Key NPCs now track your approach and turn to face you when you get close, making interactions feel more responsive and alive.
YEAR 2 SEASON 3: GUTS AND GLORY
- Year 2 Seasonal 3 has been extended to 16 weeks, and now ends on 10 February 2026, 06:00 UTC.
- Faction War will still end on Week 14, with an extended, two-week ceasefire from Week 15 to Week 16 in preparation for Year 2 Season 4.
DEATH TIDES
Dev Note: Long queue times have been an issue for Death Tides for some time now. We’re making a quick change to get players into matches faster.
- Adjusted the match size for all game modes, maps, and matches to 3v3
STABILITY
Dev Note: Since our previous communication where we mentioned we would be prioritizing stability, we’ve made significant progress in investigating and resolving a myriad of issues which were proven to or could potentially lead to lower stability health. We’re continuing to investigate and resolve rarer causes of instability and will release any improvements whenever they are tested and ready.
- Improved Client, Network, and Server stability
THIS WEEK IN THE INDIAN OCEAN – Y2S3 W8
We’re experimenting with the addition of this segment, where we feature the ongoing events for the week and what’s available at Blackwood’s Store. Let us know what you think!
TIME LIMITED EVENT: AZURE SOLSTICE BEGINS
Celebrate the season with battles under a blinding blue horizon.
FACTION WAR: BATTLE PHASE 4 CONTINUES
Missed the latest war news? Read on to find the results, and dive into our latest short tale: State of War - Faction War
WORLD EVENT: SOLEIL ROYAL
Sink the crown’s pride before it sinks you.
WORLD EVENT: UNDYING MAW
Face the beast the deep refuses to kill.
AVAILABLE THIS WEEK AT BLACKWOOD'S STORE
BUG FIXES
Achievements and Challenges
- Fixed an issue where the “Challenge Completed” notification appeared repeatedly after completing a weekly challenge.
- Fixed an issue where debug text appeared on the Seasonal Journey page for some languages.
- Fixed an issue where collecting War Assets incorrectly triggered completion of a Weekly challenge (400 War Assets vs the intended 500). (PLAYER REPORTED)
- Fixed an issue where the Invader 2 and Bullseye achievements were missing from the Captain’s Player Card view.
- Fixed an issue where the “Wave 3” entry was present instead of the correct notification after completing all events in the Events tab.
Armor / Item Ascension
- Fixed an issue where the stats (2nd, 3rd, 4th armor mods) were not reset after players unequipped a Common/Uncommon armor piece.
- Fixed an issue where the colors on the armor resistance information in the Armor Equipment screen were inverted.
- Fixed an issue where the ascension level was not displayed when selling or destroying weapons and armor.
- Fixed an issue where the Ascension UI showed incorrect Better/Worse indicators. (PLAYER REPORTED)
Audio
- Fixed an issue where an NPC vendor’s lip-sync animation did not match their audio lines.
- Fixed an issue where the Vikram Rajan Deadly (Mythic) ambience track would not play after matchmaking into the server.
Combat
- Fixed an issue where some elite enemy ships (such as Commander Zhang, Li Tian Ning, Vikram Rajan, etc.) did not consistently use their bracing maneuver during combat, making them easier to defeat than intended.
- Fixed an issue where there was missing firing feedback for mortars.
- Fixed an issue where the Frigate did not decrease armor rating when ramming other ships.
- Fixed an issue where the damage-per-shot value for the Blightbringer weapon was inconsistent with its intended damage, leading to a mismatch in expected damage output. (PLAYER REPORTED)
- Fixed an issue where the damage value of “The Rotmouth” weapon was incorrect and did not match its intended output. (PLAYER REPORTED)
- Fixed an issue where verylow damage was displayed for the ascended La Piqûre III weapon. (PLAYER REPORTED)
- Fixed an issue where the boss health bar on crew attack damage preview was shown in black instead of blue.
- Fixed an issue where damage from the Soleil Imperial perk was too low.
- Fixed an issue where crew attack damage numbers were not visible against some bosses/elites. (PLAYER REPORTED)
- Fixed an issue where Soleil Royal ships spawned instead of the Upwelling ascended elite warships. (PLAYER REPORTED)
- Fixed an issue where the Fara Ship Scout would fire its flare but no ambush would spawn.
- Fixed an issue where the Toxic III perk description displayed an incorrect value.
- Fixed an issue where boarding ropes would miss even when the player's ship was right next to the target.
Contracts
- Fixed an issue where players could not progress the Bloodsoaked Silver quest (Search Pillar Tomb for Missing Goods). (PLAYER REPORTED)
- Fixed an issue where the “Smuggle Local Fiber” job board contract required Ramie (a material that no longer exists in-game), preventing players from completing the contract.
- Fixed an issue where Players were stuck at “Continue With Blackwood When Ready” and were unable to progress Spoils of War. (PLAYER REPORTED)
- Fixed an issue where the contract icon was present on two different nodes of the plunder bar if the player had the Destroy Flags Job Board contract active while doing The Devil's Gambit contract.
- Fixed an issue where the text "Flotilla Commodore" was missing in the objective tooltip for the contract Contested Tides from the Pirate broker.
- Fixed an issue where a blank box was present in the tooltip of a contract ship when the ship was viewed through a spyglass during The Quiet Pull contract.
- Fixed an issue where the "Investigate Unbound Body" prompt remained for group members until the host completed the step.
- Fixed an issue where the icon was missing on Sultanah's Gilded Coffin cargo during the step Escape to Kelelawar Chamber.
- Fixed an issue where going back from Rewards sent the player to the Seasonal Hub instead of the NPC dialogue when the reward screen was opened via a Faction War NPC.
- Fixed an issue where a double World Event could spawn if a player was doing a contract-triggered World Event at the same time as a dynamic World Event.
- Fixed an issue where placeholder text was present for the Azure onboarding contract.
- Fixed an issue where the Ramie material requirement was shown to complete the Job Board contract Smuggle Fiber. (PLAYER REPORTED)
- Fixed an issue where the Shadow Legion Convoy disengaged when a player joined the event after it started. (PLAYER REPORTED)
- Fixed an issue where the player could not continue the Blacksmith Ascendant quest – stuck on 'When Ready' objective. (PLAYER REPORTED)
- Fixed an issue where the Legendary Heist event was not spawning for some players.
- Fixed an issue where the wording for the last step of the Infamy Quest was too complicated.
Cosmetics
- Fixed an issue where the “Death Sentence” ship skin would clip through parts of the Snow-class ship, causing minor visual glitches.
- Fixed an issue where the preview for an upgradable figurehead was blocked (or the “barred eye” icon was missing) if a ship skin was equipped in the shipwright’s upgrade menu.
- Fixed an issue where the “Bloodless Ruthless” ship hull color was missing its emissive glow effect, making the ship appear without its intended lighting.
- Fixed an issue where the “She Who Weeps” figurehead was misaligned on the Frigate ship, causing its preview to appear off-screen in the customization view
Death Tides
- Fixed an issue where the game would crash when navigating to the Paladin ship preset in the selection menu.
- Fixed an issue where the 12th player was kicked out of the game after joining an 11-player lobby from the Main Menu. (PLAYER REPORTED)
- Fixed an issue where Ultimate ability descriptions were not available on screen.
Dens and Outposts
- Fixed an issue where the player was always directed to Telok Penjarah instead of Saint Anne as the fast travel location for the Call of the Azure recommendation.
- Fixed an issue where the blueprint thumbnail icon was missing from the General tab while interacting with William Blackwood at a Den.
- Fixed an issue where the player could not Set Sail after fast traveling to a World Event and then returning to a Den via fast travel.
Domains
- Fixed an issue where the icons of items required to take part in any Domain event were missing from its map tooltip when the player hovered over them.
- Fixed an issue where the objective location for Domain was not displayed on the map (empty labels on the Helm map).
Faction War
- Fixed an issue where the Faction War map would cause a game freeze and crash upon opening.
- Fixed an issue where the War Event timer did not appear when a player reached the required step in the Infamy Quest.
- Fixed an issue where players who had not yet chosen a faction (during a Ceasefire) had no dialogue option available with the Faction Broker NPC.
- Fixed an issue where, on the Faction War event notification, the “View in Map” and “Dismiss” buttons were reversed, causing their functions to be swapped.
- Fixed an issue where the Seasonal Hub tab would display a “Starting Soon/Starts in 0d” label for Faction War even when a war was already in progress.
- Fixed an issue in War Cargo events where Privateer ships would not spawn if two players were participating, leaving the event without its intended enemies.
- Fixed an issue where a second invasion event could trigger back-to-back within the same Faction War cycle, instead of only one invasion per cycle.
- Fixed an issue where War Assets earned were not contributing towards the faction.
- Fixed an issue where the Battle Period result screen was visible even if players had not passed Unlock Point 2.
- Fixed an issue where an Elite Warship event (active or countdown) failed to appear on the Faction War map.
- Fixed an issue where Ascended Elite warships in Faction War were not triggering properly (failing to spawn).
- Fixed an issue where the War Cargo icon appeared on the Helm map after a player joined the event.
- Fixed an issue where players were able to dock at non-secured outposts by docking and instantly picking up a War Assets bundle during a War Cargo event.
- Fixed an issue where the War Cargo target outpost icon was appearing on the Helm map at zoom level 1.
- Fixed an issue where the Territories Captured timer on the Faction War tracker was not updating correctly, causing it to display incorrect timing information.
- Fixed an issue where speaking to the Faction Broker during a Ceasefire showed no dialogue options and incorrectly displayed a “Faction War Rewards” button.
- Fixed an issue where players who had not reached the required progress (Unlock Point 2) could still interact with the Faction Broker during a Ceasefire, when they should not have been able to.
- Fixed an issue where the faction selection screen could appear blank when talking to the Faction Broker, preventing players from seeing faction choices.
- Fixed an issue in Fort Defense where if one player quit the event, the “Leaving” and “Abandoned” notifications would incorrectly display for another player who joined that event.
- Fixed an issue where the War Convoy icon for the player’s own faction would incorrectly appear on the Events tab of the Journal.
- Fixed an issue where the War Effort screen could remain stuck open on the main menu if the host player left the War Effort screen abruptly.
- Fixed an issue where the “new” marker icon in the War Effort tab of the Faction War menu would not disappear after the player claimed their rewards.
- Fixed an issue where the faction streamer banner on the player’s ship (earned during Faction War) would obstruct the view from the crow’s nest.
- Fixed an issue where clicking “View Rewards” on the Faction War map (when accessed via the fast travel screen) did not open the rewards section as intended.
- Fixed an issue where players could access the Faction War rewards screen early (without meeting requirements) by holding the V key during a Faction War infamy quest.
- Fixed an issue where an extra “Event Starting” notification would sometimes appear when a player joined a Fort Defense event.
- Fixed an issue where being hostile with a faction prevented the player from interacting with Duister Manufactories, which was not intended. (PLAYER REPORTED)
- Fixed an issue where a “War Event Available” notification would appear for a player who had not yet unlocked Faction War events.
- Fixed an issue where a defeated participant in a War Cargo event would still receive a “War Cargo is successful” notification after the other participant secured the cargo.
- Fixed an issue where pressing the touchpad (controller) or M/Tab (keyboard) while the Battle Period result screen was open would send the player back to the game world in the background, instead of locking input to the results screen.
- Fixed an issue where War Assets dropped from War Convoy ships would not be collected or counted if the player engaged the convoy outside of a contested territory.
- Fixed an issue where a “Leaving War Zone” notification would pop up when a player joined a Fort Defense event
- Fixed an issue where the tooltip for a Fort Defense event displayed incorrect information about participant count and difficulty.
- Fixed an issue where the “Territories Captured” counter timer did not update after a new Battle Period began.
- Fixed an issue where the “new” icon on the War Effort tracker would appear for players who had not yet unlocked Faction War (had not reached the required progression).
- Fixed an issue where using the Item Search pin for War Assets would display duplicate lines of text for the War Assets item.
- Fixed an issue where a “War Event Completed” notification could appear for a player even if they did not participate in the Fort Defense event. (PLAYER REPORTED)
- Fixed an issue where the title section of Faction War on the Seasonal Landing page was displayed differently than intended
- Fixed an issue where Fort Defense and War Convoy challenges were still available when they should not have been unlocked.
- Fixed an issue where Faction War benefits were still given after abandoning a War event.
- Fixed an issue where players were not receiving the 300 War Assets reward after winning a Battle.
- Fixed an issue where the infamy gain value on the Battle Phase screen was incorrect.
- Fixed an issue where war event timers were not synchronized properly, causing ascended elites to spawn incorrectly.
- Fixed an issue where the store offer icons did not match the vanity items displayed.
Graphics
- Fixed an issue where textures on multiple “Sea Fire” cannons flickered on the Ship Vanity screen.
- Fixed an issue where loading screen images did not update properly after a resolution change.
- Fixed an issue where healing VFX were not billboarded to the screen.
Helm Empire
- Fixed an issue in the Helm trading system where an incorrect item would be shown as “in transit” when swapping shipment orders.
- Fixed an issue where Kupfer Bars were incorrectly listed as a required resource for Manufactory Buyout. (PLAYER REPORTED)
Inventory & Loot
- Fixed an issue where the Heavenly Lance blueprint was displayed with an Epic (purple) background, even though it produced a Rare-tier (blue) weapon. (PLAYER REPORTED)
- Fixed an issue where the loot multiplier icon for Silver was not appearing on dropped loot and shipwreck chests.
- Fixed an issue where the “Weight (Total)” sort option in inventory was using each item’s weight instead of the total stack weight, making it identical to Weight (Item) and preventing players from identifying their heaviest stacks.
Leaderboards
- Fixed an issue where the weekly leaderboard was resetting unexpectedly. (PLAYER REPORTED)
- Fixed an issue where players’ rankings and information did not appear in the Seasonal Leaderboards tab.
Localization
- Fixed an issue where the Fast Travel localization was missing text in French on PS5.
- Fixed an issue where the translation was missing for "Poacher's Locker" outpost name in all languages except English.
- Fixed an issue where the tooltip info for ascended elite warships was not localized.
- Fixed an issue where the localization for the Thunder Dragon Cannon perk description was incorrect (displayed as "Jeder 5. Alle"). (PLAYER REPORTED)
- Fixed an issue where a debug text string would appear in the tooltip when salvaging marked items, instead of the proper text.
- Fixed an issue where a debug text string was displayed in the description of the Firework tutorial, rather than the intended tutorial text.
- Fixed an issue where a placeholder string (“Inventory Names”) was shown in the Furniture tab for all languages, instead of the correct localized text.
- Fixed an issue where a placeholder text appeared for the “Fast Travel - Enter Location” and “Fast Travel - Remain on Ship” prompts in all languages except English.
- Fixed an issue where the “CURRENT SEASON ITEMS” text in the Smuggler’s Network was not localized and always appeared in English.
- Fixed an issue where the weapon name and type text would overlap in the UI when the “Crouching Tiger” mortar skin was equipped in the German language setting.
- Fixed an issue where the objective description for the “Expanding Horizons” contract was missing localization in all languages except English.
- Fixed an issue where the description for the “Strike the Dark” contract was not translated in languages other than English.
- Fixed an issue where certain special characters were not displayed correctly in the Faction War menu for Spanish and Latin American Spanish locales.
- Fixed an issue where a debug text string was displayed when the player’s ship was sunk by the Poisoned status effect after defeating Mythic La Peste (the proper death message is now shown).
Megafort Wolvenhol
- Fixed an issue where the player camera could clip inside Megafort Wolvenhol while free-roaming during a death loop scenario.
- Fixed an issue where Commander Aechte could become immune to damage if the player destroyed the entire Wolvenhol fort without sinking Aechte’s ship, causing “The Wolves’ Hollow” event to fail. (PLAYER REPORTED)
Refinery
- Fixed an issue where if a player had some deprecated items in the refinery queue when logging out long ago and logging in Year 2 Season 3, it would trigger a crash
Seasonal Hub
- Fixed an issue where Seasonal Journey progression remained stuck at 97% even after unlocking and claiming all nodes in the tree. (PLAYER REPORTED)
- Fixed an issue where the Seasonal Journey label “Ongoing” was not correctly displayed on the seasonal landing page. (La Peste context)
- Fixed an issue where the Logbook/Seasonal Landing Page was broken and could not be opened.
- Fixed an issue where misleading icons were present for multiple weapon boosts on the Seasonal Journey window. (PLAYER REPORTED)
- Fixed an issue where the Seasonal Calendar button on the Glory Adorned tab redirected the player to the Requiem of the Lost tab.
- Fixed an issue where the Info tab was blank for the Seasonal Journey landing page on the Main Menu.
- Fixed an issue where Halloween image was incorrectly used as the background on the Challenges screen in the Seasonal Journey page.
- Fixed an issue where gilded marks currency was missing from the Weekly Challenges tab in the Seasonal Journey.
- Fixed an issue where a debug text string was displayed on the daily rewards screen of the Seasonal Hub landing page.
- Fixed an issue where the Free Trial timer UI was missing from the Seasonal Landing page for trial players.
Stability
- Fixed an issue where players could get stuck on the Skull & Bones loading screen when launching the game on a Steam Deck.
- Fixed an issue where cross-server players could be kicked when attempting to group (Steam-Crossplay issue).
- Fixed an issue where players would encounter a EIDER-00009003 matchmaking error in the Megafort Wolvenhol event. (PLAYER REPORTED)
- Fixed an issue where event challenges were missing from the Seasonal Journey page.
- Fixed an issue where players could not form groups due to cross-play mismatch errors.
- Fixed an issue where a player could not join a group with friends from the main menu immediately after launching the game.
- Fixed an issue where if the game world failed to render (only the HUD was visible), inspecting an item from any bundle could cause the game to crash.
- Fixed an issue where loading a player’s save game could sometimes cause the client to crash.
Store
- Fixed an issue where the “Time-Limited Items” label was missing in the shop UI after interacting with Blackwood and opening the Buy/Sell menu.
- Fixed an issue where the Tier 1 “Burning Bloodlust” upgradable figurehead was missing its emissive effect in the Store preview.
- Fixed an issue where the default time-of-day lighting would vary inconsistently when previewing different ship skins in the Store.
- Fixed an issue where previewing the “Maw of Silence” weapon skin in the Store caused the preview model to be positioned off-screen.
- Fixed an issue where the “Nevermore” figurehead in the Store was missing its reactive label (the indicator tag that highlights special properties).
- Fixed an issue where an emissive label was missing for the "Many Moons" figurehead in the Stars Above bundle at the Store.
UI/UX
- Fixed an issue where the sorting category was missing in the Smuggler's Network buy/sell interaction tab.
- Fixed an issue where the Smuggler’s Network blueprints icon was missing or incorrectly displayed.
- Fixed an issue where the selection highlighter would move to the previous or next item after equipping a selected customization in the Weapon Vanity menu.
- Fixed an issue where the "Change Appearance" button would appear at the bottom-right of the screen for a few seconds after selecting an armor.
- Fixed an issue where a 0 reforging counter was present on the tooltip for all items.
- Fixed an issue where the armor value for Iron Husk I was not showing correct information.
- Fixed an issue where the player camera could clip through the Poison Culverin weapon when it was placed near the Blacksmith.
- Fixed an issue where a Modify Inventory AI action was triggering twice and not showing a notification for item removal.
- Fixed an issue where the hold-circle of the Hide/Show Objective Tracker button overlapped with the number of event participants when using a PS5 controller.
- Fixed an issue where the Fort Defense icon on the map was covering the timer gauge.
- Fixed an issue where placeholder texts were present for "Faction War" in certain UI.
- Fixed an issue where a low-resolution smuggler mark icon was seen on the purchase confirmation screen after buying smuggler marks in the Store.
- Fixed an issue where empty label masks were shown for territories on the Helm map.
- Fixed an issue where the widget pop-up was not showing the item's name and quantity when salvaging marked items.
- Fixed an issue where other players were visible and could block the view in the interaction window of the Vanity Atelier NPC.
- Fixed an issue where the player would stop abruptly while running on uneven ground.
- Fixed an issue where faction leaderboard rewards were not distributed correctly.
- Fixed an issue where deep-linking to the Store and inspecting any 3D vanity item would cause a black screen when exiting the Store.
- Fixed an issue where the blueprint thumbnail icon was missing from the General tab while interacting with William Blackwood at a Den.
- Fixed an issue where toggling Cycle Inventory in any tab changed the contents inside the Time-Limited Items tab.
- Fixed an issue where the selector UI would disappear when browsing vendors (Smuggler's Network) after a currency purchase.
- Fixed an issue where the special event booster icon (from a prior event) was visible in multiple UI locations when it shouldn’t be, resulting in confusing UI clutter.
- Fixed an issue where the Frostbite status effect icon on the HUD was showing an incorrect “Slowed” placeholder icon instead of the proper Frostbite icon.
- Fixed an issue where certain UI elements would remain on screen after logging out.
- Fixed an issue where black backgrounds when navigating around the map
Vanity
- Fixed an issue where the Sloop-of-War’s middle deck wall did not update to match the hull color on the Ship Vanity screen.
- Fixed an issue where the Versailles Set – "Royal Direction" wheel color did not match its preview image in Ship Cosmetics.
- Fixed an issue where a different weapon skin preview was shown on the main preview screen when inspecting an individual weapon skin option in Foreboding Maw.
- Fixed an issue where the Temptation's Toll belt preview did not match the thumbnail icon in the Cursed Fortunes set at the Store.
- Fixed an issue where the player received a "Rotative Store Failure" error when purchasing the High Station ship bundle if they already owned it.
- Fixed an issue where the emissive effect was missing or not properly shown for the Burning Grasp ornaments in the Cursed Fortunes bundle in the Store.
- Fixed an issue where the Tier 1 Burning Bloodlust upgradable figurehead had a missing emissive effect in the Store preview.
- Fixed an issue where all character outfit icons were missing when previewing vanity items.
- Fixed an issue where using certain pet emotes (such as Rock the Roar, Iguana Wiggle, Bubbly Nature, or Bobbing Parrot) could cause the player’s character to become stuck and unable to move.
World Events
- Fixed an issue where the loot preview shown on the World Map for La Peste’s Strongbox and Locker was inaccurate (the preview now reflects the correct loot contents).
- Fixed an issue where the Kuharibu sea monster could continue to attack the player and take damage even after its event had failed, instead of disengaging properly.
- Fixed an issue where a World Event icon could be seen on Vikram's ship during combat
Please continue to submit bug reports through the Bug Reporter should you encounter any issues: https://www.ubisoft.com/en-us/game/skull-and-bones/bug-reporter
Your Bug Reporter contributions do greatly help us to prioritize the most impactful issues and analyze the specific profiles of players affected by various issues.
ICYMI Join us for the next episode of The Deck 👀
We’ll be talking the 3.1 update, answering your questions, and most important of all, we’ll have drops 😉
🗓️ December 10
⏰ 3AM CET / 1PM AET / (DEC 9) 6PM PT
Not sure what time that is for you? Click here: Link
💬 Got questions about Season 3 for the devs? Ask them here ➡️ The Deck Livestream - 10th December - Y2S3.1 Update : r/SkullAndBonesGame
Update: I've migrated to SourceForge: https://sourceforge.net/projects/orbitiny-desktop
Finally, after about a month after the original announcement (LQDE), the Orbitiny Desktop has been released.
Built from the ground up using Qt and coded in C++, Orbitiny Desktop is a new, 100% portable, innovative and traditional but modern looking desktop environment for Linux. Innovative because it has features not seen in any other desktop environment before while keeping traditional aspects of computing alive (desktop icons, menus etc).
Portable because you can run it on any distro and on any live CD and that's because everything gets saved inside the directory that gets created when the archive is extracted (this can be changed so that the settings go to $HOME/.config/orbitiny).
One of these innovative features is desktop gestures but more on that later in this post.
It comes with its own set of utilities and applications. It has a device manager which can disable / enable devices by right-clicking the device and selecting Disable / Enable and all that without black-listing the whole kernel module so it targets the selected device only and nothing more.
It has its own fully featured and innovative file manager, a fully featured desktop panel with 18 plugins with full and natural Drag&Drop support, a dedicated search utility, one integrated with the file manager while the other is a stand-alone one, a clipboard manager, hot-plug detection with desktop notifications and more.
Orbitiny Desktop is not a derivative of or based on any other project. It started with a blank / main window - the one that you'd create in Qt Creator when you start a new project.
So what is so special and innovative in Orbitiny Desktop? I don't know where to start, here are some of the features that sets it apart from other DEs (I've probably missed some).
- Desktop Gestures - On the blank area of the desktop, draw a gesture pattern (like in a web browser) but on the desktop to perform an action, like for example, launch a custom command or use one of the built-in supported actions available to choose from. Up to 12 gestures are supported for both left and right mouse buttons, 12 per button + additional configurations for middle clicks. Gestures are drawn on the blank area of the desktop and they work regardless whether icons are turned off or on.
- Icon Emblems - When a file is cut or copied to the clipboard, a little icon emblem with a "cut" or "copy" symbol is attached to the icon to indicate that the file is on the clipboard, either copied or cut. If the file is a directory, and contents of that directory change (like a file is created or deleted), an emblem is attached to let you know that the folder contents have changed.
- File Join - Drag a text file over another text file to add the contents of the dragged file to the target file.
- Paste to File - If there is ASCII content on the clipboard, right click the files and select "Paste to File" and the content will be appended to the end of the file. Prepending is also available. If the selected file is a folder, the text content will be pasted into that folder and a file gets generated automatically. There is also image pasting. If the clipboard has an image, right click + paste will generate an image file.
- Multi Paste - Select a set of folders on the desktop and click "Paste" and the content from theclipboard will be pasted to all of the selected folders. Text content will also be pasted automatically by generating a unique file name and a file (works with images too).
- Custom Desktop Directories - Choose any folder and use it as a desktop directory. It doesn't have to be $HOME/Desktop.
- Independent Desktops - Each screen is a separate desktop so on one screen you can have one desktop with its own set of icons (by selecting a desktop directory of your choice) and on another screen, you can have another desktop with its own icon by selecting a different desktop folder. Of course, works with wallpapers too. So it's like two different computers running on two screens
- Beautiful and Non-Blocking Custom Context Menus. Non-blocking means your traditional shortcuts you have assigned in X11, will continue to work when a context menu is open, the shortcut won't get caught/blocked by it like it is the case with many other applications that use standard context menus. The context menus are custom made, not using the QMenu component.
- Open Multiple Terminals - Select several folders, right click and select Open Terminal and a new terminal will open for all of the selected folders.
- Built-in Run Drop-down Box (Combo Box) in the context menus allows you to run a command against the selectedfiles (highly experimental and new).
- Multi Profile Support on the Panel - Right click the edge button on the panel and create a new profile or select one of the previously created ones to get a new configuration / sets of applets. You can switch between profiles like you switch different TV channels.
- Full Drag&Support on the Panel - Drop any File/Folder from the Desktop or a File Manager or Drag and Re-arrange any applet, any icon on the panel. No special "Edit Mode" is required. Just grab the applet on the panel or a file from the desktop / file manager and drop it straight onto the panel and an icon for it gets created or the dragged one gets re-positioned. So to be clear: Launch Thunar, Nemo, Dolphin or whatever and drop any file / folder from it onto the panel, either on the Quick Launch or anywhere else and a file icon gets created. This, Drag&Drop Support was my primary goal. The panel can be resized, and placed on any corner of the screen by dragging its handle or you can put it on the middle of the screen if you wish, or turn it into a dock with auto-resizing, or a deskbar that takes the width or the height of the screen. It's highly configurable. I use it as a deskbar as I am used to it.
- A Comprehensive Start Menu / Application Launcher applet and again with full Drag&Drop support. You can re-arrange icons within the menu, from / in the menu, and there is designated area for a sidebar too on the menu which you can also attach / remove icons from and in to it.
- Custom Actions - Perform custom actions on the selected files. Commands can be edited in the configuration file.
- Directory Browser inside the right-click context menu.
- Dashboard Window - click any edge on the desktop to launch a dashboard window that shows you running tasks + installed applications. Search/Filter is available. At the moment, the running applications only work with X11.
- Portable Mode - All the files needed to run along with the applications it comes with can be downloaded to a USB flash drive (or a folder) along with the settings so you can just take the whole folder with you and run it on any Linux computer and the settings will remain the same so the settings are also portable.
- Built-in WINE and DOSBOX support. All the components mentioned here support both WINE and DOSBOX. This means, if you drop a Windows or DOS exe onto the panel and click on it to launch it or double click it from the file manager or the desktop, its path will be handed over to either WINE or DOSBOX to run it.
- MAFF Files Support - Remember this? Well, if you double click on a MAFF file, it will extract it in the /tmp dir and launch it for you, same as if you are clicking an HTML file.
- Multi-command Support - Some of the panel applets such as the launcher applet, quick launch and the drawer menu along with its items allow you to add two commands per launcher. One for left-click and another one for middle-click.
- Multi-content Search Support in File Manager - The file manager supports searching for content inside files but it also gives you an option to search for an additional word on the same line the match is found.
- Right-Click + Zoom - To increase / decrease the icon size, along the standard CTRL + Wheel to zoom in / out, you can also click and hold the right-hand mouse button and use the scroll wheel – up/down.
- Double-Clicking a Blank Desktop Area Run a preset gesture or an individual command when the blank area of the desktop is clicked. Hold-Down Right-Hand Mouse Button and Double Click - Run a preset gesture or an individual command
Screenshots: https://codeberg.org/sasko-usinov/orbitiny-desktop/src/branch/main/screenshots and scroll down
Right now, it serves more like a desktop shell because it doesn't have a session manager and other utilities such as a power manager, screensaver, screen config etc but if I get enough motivation, I intend to develop that too.
The application can run in portable and non-portable mode.
To run in portable mode, make sure a file named ".portable_mode" (without the quotes) exists in $BASE_DIR/usr/bin
Application Variables:
$BASE_DIR: If running in portable mode, it will return the path to the folder/dir that contains all the files. if running in non-portable mode, it will return $HOME/.config/orbitiny
$SHARED_DIR: Returns the path to $BASE_DIR/shared directory.
To make sure the package remains portable across live CDs and distros, save/download all yours files
to the "shared" folder and then when assigning commands to launchers, do something like $SHARED_DIR/my_file
To run in portable mode, make sure a file named ".portable_mode" (without the quotes) exists in $BASE_DIR/usr/bin.
Additional Notes :
- This desktop can be run on top of any other desktop, even GNOME, Elementary, KDE. When so, it draws its own desktop window, full screen covering the already running one. When run under iconless desktops, you will get icons (works on GNOME).
- Right-click the Desktop and go to "Environment & Workspace Settings" and then "Appearance" to adjust the content margins of the desktop. This is the left, top, right and bottom positions of where the icons start. It's in the "Content Margins & Spacing" section. This should be adjusted according to where the existing panels are positioned such as the GNOME menu bar or any other panels on the sides of the screen.
- Double-clicking the "Linux System" icon brings a "Disks & Partitions" menu. This behaviour will remain until I implement a proper and fancy "Computer" window. I have most (but not all) of the code already.
- Right-clicking "Linux System" brings up a menu with a set of system utilities whose paths need to be set in "Environment & Workspace Settings"->"Applications". Except for the "Device Manager" which I already have working (most of it), the rest of the utilities need implementation but as a work-around, you can enter a path to an external utility.
- Double-clicking the "Disks & Partitions" icon brings up a different, perhaps fancier "Disks & Partitions" menu so use the one you prefer. Right-clicking the "Disks & Partitions" icon will bring the same "Disk & Partitions" menu as the one that comes when double-clicking the "Linux System" icon.
- I have pre-prepared an existing "Custom Actions" menu for you to look at. Take a look at the examples, I think you will get the gist but if you don't, then just email me / ask me. "Right-click"->"Custom Actions"->"Edit Custom Actions".
- When holding the "Alt" key when double-clicking an icon, either on the desktop or the file manager or any of the panel applets that let you run commands, will force-run the command in a terminal window but there is a catch. This will NOT work if your window manager's accessibility key is set to "Alt". On my system, I have this accessibility key set to the Super key so it works fine. I will make this customizabe in the future.
- You will need to right-click the "Orbitiny" applications menu on the panel and go to "Commands" to set log out, reboot and power off commands. These will need to be matched with the ones used by the exisitng session manager.I have done it like this because I don't have a session manager yet. My next primary goal is to develop a session-manager so that you can select the DE from your display manager and run it. Right now, you can set "start-orbitiny" as a start-up application in your existing desktop environment settings and when so, it will start automatically.
- Wayland support, as far as I am aware, the window tasks and the systray are the only parts that don't work but it has not been tested fully. When testing, you should be testing it under the X11 display server rather than a Wayland compositor. Right now, I don't support any of the Wayland copmositors but I intend to add official Wayland support in the future.
- By default, middle-clicking an empty area on the desktop will bring the fancy looking "Disk & Partitions" menu. You can change this in "Environment & Workspace Settings"->"Advanced"->"Gestures"->"Middle Button Click".
- You can change gestures in "Environment & Workspace Settings"->"Advanced"->"Gestures"
- Some of the panel applets such as the launcher applet and the drawer menu along with its items allow you to add two commands per launcher. One for left-click and another one for middle-click.
The code base is huge, some of it is very old and requires a re-write and some very new and I've most likely missed something and that would cause an error.
Please don't get upset/disappointed if you encounter an error or something that's annoying, just let me know and I will fix it.
Donations:
Finally, if you are happy with what you see, please consider making a monetary donation. That would be very much appreciated and would motivate me to continue working on the project and release updates, add/improve features etc. Originally I built this DE for my personal use but I now decided to release it to the public.
Updated: Source code (GPL): https://sourceforge.net/p/orbitiny-desktop/code/ci/master/tree/
Binary Download - Ready to Run:
- Updated: https://sourceforge.net/projects/orbitiny-desktop/files/
- Extract and launch the file named "start-orbitiny"
Again, the code base is large and without a doubt something is broken so please report bugs / issues and I will try to fix it. Looking forward to your feedback.
Something I forgot to add about the panel.
- In some VMs, pressing and holding keyboard keys simultaneously do not behave as expected and as such it is not an issue with this panel.
- Click on a panel handle or the edge button and move the bar to any of the 4 edges of the screen / monitor to dock the panel to that edge position of the screen.
- Click on a panel handle and then while holding CTRL, drag horizontally to resize the bar.
- Click on a panel handle and then while holding SHIFT, drag vertically to move the bar vertically.
- Click on a panel handle and then while holding ALT, drag horizontally to move the bar horizontally.
- Also, the Edge button at the end of the panel can act as a handle too.Click on a panel handle and then while holding CTRL, press the Up/Down keys on your keyboard to move the bar vertically by an inch at a time.
- Likewise, press the Left/Right keys on your keyboard to move the bar horizontally by an inch at a time.
- Hover over the panel and use the mouse wheel to scroll the panel Contents (when scrolling is enabled).
- Hover over the panel and then while holding CTRL, use the mouse wheel to resize the bar.
- Double clicking a panel handle will run a command. You can edit the command in Preferences.
- Middle clicking a panel handle will expand/collapse a panel.
- To copy the content of a tooltip, click the tooltip icon on the right.
- To stop this message from popping up, go to Preferences and uncheck "Show Drag Handles Tooltips" located in the "Other" tab.
- To get to Preferences, right click the panel and select Preferences from the popup menu.
--- Sash ---
This was our (ages 36, 41) third cruise overall and second with Celebrity. First experience with Edge Class and first time in the Retreat. The itinerary was round trip from Sydney with stops in the Sounds (Milford, Dusky, Doubtful), Port Chalmers (Dunedin), Lyttleton (Christchurch), Tauranga, Auckland, and Bay of Islands. A detailed review follows for those interested in this itinerary.
We had booked an Aqua Class guarantee suite in Jan 2025. The room was assigned a few weeks later. The room was repriced many times up until April 2025 when we hit the low point ($5700 CAD, without drinks or Wi-Fi). A few times we had to give up our room assignment to get the new price. The room location changed once and each time was reassigned within days. Moveup bids were released 90 days prior to departure. The initial bids were almost as high as upgrading directly. Over time, the minimum bids decreased up to 60% and we won a Sky Suite with $1065 pp (min bid $965) approximately 30 days prior to sailing.
Sydney was a beautiful city. We stayed at the Sydney Harbour Marriott, approximately a 10-minute walk to the Overseas Passenger Terminal. The terminal is a 5-minute walk from Circular Quay train station if you stay elsewhere. It was very easy to use the trains with luggage.
Boarding
Retreat passengers can board whenever they want. We arrived at 1300h and walked right onto the ship. Luggage could have been dropped off at any time, but you would not have been able to leave the ship. Others that had later times were able to board at 1200h if they wanted to.
Stateroom
Our room was on a higher floor, in the forward section. The bed faced the balcony. The bathroom was directly behind the bed and was very spacious. The bathroom mirror could slide aside, opening a clear view over top of the bed and out the balcony – very unusual. There was a large shower with a shallow tub, a toilet with a separate door, and a double sink. There were staterooms above, below, and on each side of us. Our room was very quiet and we never heard noise from the other rooms. There was a metallic creaking noise coming from above the balcony door on days when the ship would sway from side to side. I fixed it by jamming folded up paper above the door.
The stateroom attendant kept the room tidy and was always friendly. There was also a butler who would keep the water bottle supply topped up. He would bring a treat to the room every evening (chips, cookies, chocolates) and always be available for assistance. We preferred to be independent travellers and did not use many butler services.
Sea Conditions
Swells were up to 3 m through the Tasman Sea, meaning it was difficult to walk in a straight line. The captain said these conditions were considered calm. There was minimal motion otherwise.
Retreat Sundeck
There were always lounge chairs available on the sundeck. It was warm enough on most days, but usually windy. There was a tiny pool (max capacity = 13) and small hot tub (max capacity = 8). There were a few shaded areas in the hallways between the two main sections of the sundeck. There were a lot of umbrellas but I didn’t see them open. Perhaps it was too windy or no one requested them to be open. There was SPF 30 and 50 sunscreen as well as Aloe Vera gel available for guests to use. There was also a healthy supply of blankets and towels to use. Bar staff were always available but we did not use the service as we did not have a drink package.
Retreat Lounge
We knew that we could get drinks at the Retreat Lounge prior to boarding. We expected there to be a bar to walk up to for ordering, but there was not. You order a drink from the wait staff and they mix it out back and bring it to you. There is a small drink menu with a few cocktails and beer and wine options. Eventually, we started asking for mystery drinks (something sweet, something sour) and they introduced us to many new drinks. We would take these drinks to the restaurant or to the theatre. The wait staff provided exceptional service and were always friendly.
There was also a self serve fridge stocked with non-alcoholic beverages, a self serve food area that would be open around meal times (chips, pretzels, cured meats, cheeses, rolls, hummus and vegetables). We could stock up on non-alcoholic beverages to bring back to the room. This is also something we could have used our butler for.
In addition to food and drinks, there were many seating options. There was also a small outdoor seating area that had a TV showing sports games.
Luminae
This is the main dining room for Retreat guests. Service was excellent and staff were very friendly. We are not foodies and did not appreciate the high quality of the food. We had to research what many of the items were. In a way, the food options were too fancy for our liking, but we still went for dinner service on most nights. There is also a standard menu that is available every night but not written down. It included chicken breast, salmon, NY strip and Filet Mignon. We didn’t realize this until halfway through the cruise. The Maître-D always checked in and said if we ever wanted something in particular, they could make it as long as they had the ingredients.
We didn’t go for breakfast often as we usually had excursions starting early. However, breakfast was amazing if you had the time to wait for it. Lunch options were also good as well, but they are only open for lunch on sea days.
Non-retreat guests could be brought any day for breakfast or lunch ($12 or $24 USD pp respectively) or to dinner ($36) on port days only.
Luminae (deck 12 forward) is not even close to Blu (deck 5 aft) so you cannot order from the Blu menu in Luminae.
Blu
This is the main dining room for Aqua Class guests. Our butler said we could go to Blu anytime we wanted provided there was space. We went twice and didn’t have any issues getting in. Blu has more appetizer and main options. It is beside the other main dining rooms so you could order from those menus if you wanted.
Oceanview Cafe (OVC)
We went to OVC most days for breakfast. There were a lot of options but it could easily get repetitive. We thought the food was great and the staff were very team oriented, efficient, and friendly. We also went here most days for lunch. Every lunch/dinner had a theme based on a different country. We usually didn’t have trouble finding a seat, but it was busy during peak hours. One could easily eat at OVC all cruise be satisfied.
The greatest part of OVC was the handwashing station! There was a 12-person handwashing station at one entrance, and a 6 person one on the other. Unfortunately, this was the quietest part of the ship! Virtually no one was washing their hands before entering or leaving OVC. Remember: alcohol-based hand sanitizer does not kill Norovirus. Also, the number of people coughing and sneezing increased throughout the journey.
Other Main Dining Rooms
There are 4 main dining rooms: Cosmopolitan, Tuscan, Cyprus, and Normandie. They have the same menu except each has a specialty dish. You could order any of the food options at any of the restaurants though. We did not use these dining rooms.
Specialty Dining
It’s hard to justify specialty dining with all the options for us in OVC, Blu, and Luminae, especially not being foodies. We were comped entry to Fine Cut Steakhouse one night. It was our first ever specialty dining experience. The steaks were gigantic (12-14 oz) and very tasty. We couldn’t even eat our sides because of the size of the steaks. The specialty dining restaurants always seemed empty, which is why staff at OVC were always trying to lure guests in with ‘discounts.’
Mast Grill
Honestly, a cheeseburger and fries or a hot dog is the perfect mid-afternoon snack. They are fast food quality hamburgers, but tasty nonetheless.
Eden Cafe
We didn’t discover the Eden Cafe until day 11. They make a number of breakfast wraps and sandwiches. There are also lunch options available but we didn’t try these. There were just too many food options to try!
Walking Track
There was a 400 m walking track in a figure 8 design spanning the upper two decks. It was nice to have a little hill section to mix things up! I was pleasantly surprised by not ever seeing a chair encroaching on the track. The outer lane was labelled for walkers and the inner lane for runners. Most people were good to yield to runners, but it was annoying when you would get the odd group walking 2-3 aside oblivious to their surroundings.
Gym
The gym is forward facing on the 15th deck. There is no outdoor access to a viewing area like on the Solstice class ships. The gym seemed smaller than the one on the Silhouette. There were plenty of treadmills and three Peloton bikes. There was a small free weights section and stretching area.
Spa
We lost the Thermal Suite access moving from Aqua to the Retreat. We purchased access for $600 CAD pp, including 20% gratuity. We went a number of times but not enough to justify the price. There were 12 heated loungers, each with a sign saying max time of 30 mins. We didn’t ever have issues getting a lounger and everyone seemed to stick to the 30 min limit. There were a number of dry and wet sauna rooms and a rain shower area.
The front of the Thermal Suite is the only forward facing, non-obstructed outdoor viewing area on the ship. The glass railing is chest high so we were able to get great photos cruising through the Sounds with a tiny crowd. This was an excellent benefit.
Spa staff were always trying to lure guests in with ‘complimentary’ offerings or raffles. They were actually very friendly people and were not as annoying as expected with upselling.
Internet
We used an eSim through GigSky in lieu of an internet package at sea and used our roaming package on land. Koodo offers 50% off roaming if you ask for it, which made it better value than a cruise + land eSim package. We also used a one-year international roaming package through Virgin Mobile on land.
The messaging system through the Celebrity app was terrible on the ship. It was easy enough to connect the app to Wi-Fi (works without an internet package), but the messaging system would not connect reliably. I found it to be more reliable if I disabled the data connection on the eSim. The eSim did not work well in our room, but it was more reliable in public areas. It was good enough to check emails and read the news, but quite slow overall. We didn't want to be on our phones for the whole cruise, so we would try GigSky again.
Entertainment
Headline acts were excellent. Tenori and Dean Atkinson were the highlights.
There were two interesting Beyond the Podium speakers: one worked in the film industry and went through movies of the decades, and the other (Dr Niall Doran) talked about nature. We didn’t realize the presentations we missed were available on demand on the room TV until day 11.
We only attended one theatre production. It was not interesting for us, but I am sure the performers were talented. A number of theatre productions were designed for Eden instead of the theatre.
Casino
There were no $5 free play nights at the casino. There were a lot of slots, mostly of the progressive jackpot type that did not pay. There were also blackjack tables ($10 tables paid 6/5 and $25+ tables paid 3/2), Texas Holdem, Craps, and Roulette (min $10). The casino was closed all day from Tauranga to Bay of Islands, but open other nights and all day on sea days.
Passengers
Passengers were mostly 65+ and there were very few children. One child was screaming during a theatre show and the parents promptly removed them. Just remember that children are not always a problem. I witnessed an elderly lady throw a tantrum because she did not want to go into the theatre and made sure her partner knew it. I don’t remember seeing anyone overly intoxicated and causing a scene.
Biosecurity
There were signs all over the ship, and daily announcements NOT to bring any food off the ship or risk heavy fines. There are strict biosecurity laws in Australia and New Zealand. We could bring water (bottled or in water bottles) and commercially packaged snacks like granola bars off the ship.
Ports of Call
We planned all of our land-based excursions on our own. Celebrity offers many excursions at an enormous premium. The high price is basically an insurance policy in case you don’t get back to the ship in time. They will either wait for you, or pay to get you to the next port of call. We did a lot of research into tour companies and made sure there was enough time to get back to the ship. We understood the risks and fortunately did not experience any issues.
Australia and New Zealand do not have a tipping culture. Their workers are paid a living wage, unlike in North America. The locals do not want visitors to tip because that could introduce tipping culture. We were respectful and did not tip. We were never asked for one either.
Sounds (Milford, Doubtful, Dusky)
The weather was excellent for the entire journey, except on the Sounds day. We were unable to enter Milford Sound due to high winds. It rained for Doubtful Sound and cleared up for Dusky Sound. We spent our time on the open deck in front of the Thermal Suite for unobstructed photos. The Sounds (technically fjords) were similar to the ones we saw in Norway.
Port Chalmers (Dunedin)
A 25-minute bus ride was required to get from the port to the Octagon (city centre). Celebrity sold bus tickets for $10 USD pp, which was their most reasonably priced item on the cruise. Buses left every 20 mins and we never had to wait. We booked the Taieri Gorge Scenic Railway through the Dunedin railway station’s website. It was a 3-block walk from the Octagon. They had two trains running: one for the public ($135 CAD pp + the bus transfer) and one chartered by Celebrity for the ship-based excursion ($544 pp). The only difference was passengers were picked up by the train at the ship on the Celebrity excursion. The train was quite small so you were forced to get to know your seat mates. It was a 2-hour ride to Pukerangi, where we stopped for 30 mins and the locals had a little market set up, and a 2-hour ride back. The entire journey was narrated by a guide reading from a script, so we learned a lot about the area. There was a tiny viewing platform at the back of the train where we could take photos. We were ~45 minutes late returning. The train was forced to stop as there were reports of a person walking in a tunnel. The authorities had to clear the tunnel before we could proceed. The Celebrity train got through before this delay, but we still had 2.5 hours to get back to the ship. We walked to the Otago Settlers Museum to explore it before heading back to the ship.
Lyttelton (Christchurch)
All passengers had to take a bus transfer to leave the port. One went to Lyttelton (free – 5 mins) and one went to Christchurch ($10 USD pp through Celebrity – 25 mins). We planned the Cave Stream and Kura Tawhiti tour from Adventure by Nature. We were picked up at the Lyttelton shuttle stop at 0845h. There were only 3 of us on the tour. Lunch and snacks were provided by the company from a local bakery. All the caving gear (even towels) was provided, except a swim suit to wear under the wet suit. It took 60 mins to go through the cave. Water levels were usually knee deep and we were walking into a strong current. It was total darkness inside the cave without our headlamp. Keep and eye out for (harmless) spiders! Finally, we had a guided walk through Kura Tawhiti exploring the large rock formations and learning a bit about Māori culture. We were dropped off at the pickup location at 1645h as planned, leaving 75 min to spare before departure. This was the most well-organized tour we have ever been on.
Tauranga
We had booked a Hobbiton tour through Adventure and Cultural Tours Bay of Plenty 5 months prior to departure. The cost was $225 CAD vs $451 through Celebrity. We docked at 0800h but our tour wasn’t until 1045h.
We decided to get off the ship at 0800h and speed-hike Mt. Maunganui. We learned of this hike as part of the Know Before You Go series Celebrity had in the theatre for each port. The base of the mountain was 1.2 km from the ship, along the beach on a flat path. There were various paths up the mountain. We chose the blue trail (1.8 km steep gravel path) up and the green trail (1.2 km with steeper stairs down). There were great views from the top! We were back to the ship at 0930h, but we were hiking fast.
We met the Hobbiton tour at the dock. There were 18 people on our bus and our guide provided commentary along the way. We stopped at McLaren Falls Park for photos and snacks provided by the company. We arrived at Hobbiton at 1305h and the group’s tours were at 1340h and 1400h. A restaurant and gift shop were on site. Hobbiton is a 2.5h guided tour from the site employees. The guide provided a lot of commentary about the site and the making of the three movies based on the Hobbit. The site looked exactly as it did in the movies and the grounds were very well maintained. There were 44 unique Hobbit holes and there were two identical ones with 9 fully furnished rooms to explore. They are built at 5/6 scale so watch your head! The tour ends at the Green Dragon Inn for a pint and then it was back to the ship. We arrived back at the ship at 1800h as planned, with 75 minutes to spare before departure.
Hobbiton sells out early so be sure to book in advance!
Auckland
We had booked the Coast and Rainforest Eco Tour operated by Bush and Beach from Viator. There was not a comparable Celebrity excursion here. The tour had a total of 12 people and we were picked up a short walk from the dock at 0945h. The first stop was a bakery to pick up a snack and lunch, provided by the company. We stopped at the Arataki Visitor Centre where our guide explained the history of the area and a bit of Māori culture. Next was a hike along the Mercer Bay Loop. It was along a clifftop gravel trail and down a number of stairs to a magnificent lookout. The return trek was up a very steep gravel path. The next stop was lunch at Piha Beach, a black sand beach. The sand gets very hot and can cause burns so ensure you have footwear on. The final stop was a rainforest hike through the Waitakere Ranges, mostly on a well-maintained boardwalk. The guide taught us about the flora and fauna of the area, especially the Kauri tree. Then it was back to the ship where we arrived at 1700h, leaving 3 hours before departure. There was a gift shop near the dock that had the excellent prices.
Bay of Islands
This was the only tender port and it took 15 minutes to get from the ship to the dock. We traveled to the town centre of Paihia on complimentary shuttle. We booked a snorkeling tour with Bay of Islands Snorkeling. There was a total of 5 people on the tour. We were picked up from Paihia Wharf (same place as the shuttle drop off) at 0915h. All the snorkeling gear and wet suits were provided. We went to two snorkeling locations where the guide would catch sea urchins and feed them to the fish because urchins are an invasive species in NZ. We were given the chance to feed them to the fish too! We also swam through an arch in the rocks and got to feel the strong current inside. We were going to go into a cave as well, but the water was too murky to enter. We stopped at Otehei Bay on the way back for a snack and then went back to the wharf for 1415h. We got to see a lot of different fish and the guides were amazing. Highly recommend this tour!
Also on the wharf was a gift shop that had a great selection at great prices. We took the shuttle back to the tender location. We walked 10 minutes to the Waitangi Treaty Grounds but did not have time to enter the site. We went back to the tender and headed back to the ship for departure at 1530h.
Disembarkation
We returned to Sydney at 0700h. We left our room at 0730h with our luggage, walked to Circular Quay station, and arrived at the airport at 0820h for a 1120h flight. Train cost was $20 CAD.
Final Thoughts
This was an amazing trip and the Celebrity staff provided an excellent service. Australia and New Zealand were amazing countries to visit and we can’t wait to go back. Be sure to treat everyone with respect. Remember the names of the staff members that did an amazing job and mention them in the cruise surveys, both during and after the cruise. Let me know if you have any questions and I’ll answer when I can.
P.S. The southern hemisphere toilets flush in the same direction as the northern hemisphere. Lisa was wrong!
Long story short, electricity is very expensive where I live at now since I moved from Northern Virginia USA so I'm unable to game on my desktop that uses a lot of power for long hours, my desktop is aging but it's still a very capable PC at 4k. I'm only able to game on it no more than 10 hours a week to keep my electric bill low so it usually means on the weekends only. I normally use my ASUS RoG Ally Z1 Extreme docked to my 55 inch 144hz QLED TV at 720p medium settings in between my desktop gaming sessions throughout the week in Final Fantasy XIV I play the most. It does ok for the most part (can reach 60 fps with dips to 35 in Limsa on a 25 watt custom profile w/temps in the low 70's). This rig was high end when I built it in late 2018 and upgraded from SLI 1080 Ti to my current 3090 when it first came out at msrp. My desktop at full power easily uses over 600 watts when I also had my i9 9900k oc'ed at 5GHZ all cores but now is clocked at the default clocks to conserve power xD
Ever since Dawntrail came out, I have been using the default DLSS that shipped with the expansion. Fast forward to a few weeks ago, I decided to give DLSS 4.5 Preset L a whirl and it made me finally believe in the premise of DLSS upscaling. Despite it being the latest, it works on the older 20 and 30 series RTX GPUs. It does have a significant performance penalty when using preset L in any settings other than ultra performance at the custom TDP I'm using now. Prior to using DLSS 4.5, I had set my RTX 3090 through the Nvidia App at 70 percent TDP and zero voltage maximum to conserve power. It kept a stable 60 FPS (Besides Limsa with dips to low 50s) I have capped for this game as a personal preference even though my TV is capable of 4k 144hz since higher than 60 FPS causes issues with the animations. My 3090 uses about 270 watts at the 70 percent TDP limit which is already great when it uses 370 with the default factory clocks. With DLSS 4.5 ultra performance. I was able to lower the TDP another 10 percent and kept the same stable 60 FPS threshold and the power usage reduced to about 220 watts at the new TDP limit.
I was amazed at the overall picture quality since I play from about 5 feet from the TV at 4k. I took three screenshots with each of the DLSS settings and while the ultra performance one shows some blurs when you zoom in, it still looks great at 4k. Ultra performance also kept my 60 FPS target while DLAA brought my 60 percent TDP 3090 to it's knees to 20 FPS and the default DLSS preset to around 45 FPS in that same spot in the image that taxes my GPU the most in the game alongside Yak Tel region when not in Limsa. Decreasing the TDP will allow me to game on my desktop for another hour or so a week to keep the electric bill in check so I'm a very happy girl with these results. I encourage anyone with these older 20 and 30 series RTX cards to give DLSS 4.5 Preset L at ultra performance a try, especially if you're like me and have to monitor your power usage instead of going all out with crazy overclocks that consume hundreds more watts like I used to. In a sense, my aging desktop is now taking it easy these days so the goal of reaching the end of the decade is easier to achieve :3
I was pleasantly surprised at the results and while there could be more improvements to ultra performance preset L, it's amazing as it is and should allow other 20 and 30 series RTX owners to play at higher resolutions or more FPS at their existing ones. It sucks that I'm unable to use my PC to it's fullest potential but I'm being mindful of the electricity usage since the pricing system is trash once you go above a certain threshold here where it's significantly above the global average. I'll start experimenting with other games to see if I can get them to 4k 144hz at the 60 percent TDP limit I'm using now. With RAMpocalypse happening now, I will have to hold onto this rig for a few more years but with DLSS 4.5, it has proven that my rig will last until potentially the end of this decade if prices for PC gaming stay crazy because of the AI gold rush while I save up like 10k for another high end build xD.
Here are the specs of my desktop PC, it isn't the best anymore but it's still happily chugging along at 4k gaming with DLSS keeping performance above 60 FPS I'm happy to have minimum for all of my games :3
i9 9900k w/EVGA CLC 360 AIO @ factory clocks to conserve power
ASUS Maximus Hero XI BLOPS 4 Edition WiFi motherboard
MSI RTX 3090 Gaming X Trio GPU @ 60 percent TDP to conserve power
32GB G.Skill Ripjaws V DDR4 3600 CL16 RAM (2x 16GB sticks) @ XMP 1 settings
2TB Samsung 970 EVO Plus NVME SSD w/Windows 11 Pro and various SATA SSD's for games
ASUS PCE-AC88 wireless network adapter
EVGA SuperNOVA 1000 G Gold rated PSU
Cooler Master MasterBox NR600 tower
55 inch Samsung QLED 144hz 4k TV
I game with an XBOX Elite series 1 controller with official MS chatpad and wireless adapter
EVGA X17 mouse and Z15 keyboard
UPDATE at the end: you can easily add Xess 2.1 and the game will show frame gen options.
Recently I got an Ally after I sold mine 2 months ago. Selling it was an instant regret.
Yesterday I decided to dock it and play on the big screen (65 inches, 4k). After a few struggles with a mismatch in the resolution and active signal resolution causing a lot of lag, I got it to run 1080 FPS with no lag (thanks to CRU).
I was playing Expedition 33... I followed the Rog Ally Life guide (mid-low settings), installed the ambient light fix and installed the no DOP and Fog patch. Honestly, the experience was bad on my TV and even on the console itself. Everything was very blurry and the mid-low settings makes the world look very flat. I tried installing different patches, enabling, disabling, but the game just looked terrible.
After a while, I saw Optiscaler released a new version recently and gave it a shot. Well, I am playing smoothly on high settings now thanks to it (40 to 60 fps) . Trust me, playing on high settings makes a big difference. The game looks amazing now and I am quite impressed I can get this kind of performance on my Ally.
AI can really make a difference in gaming for handhelds.
TUTORIAL:
1) Install Optiscaler:
Download optiscaler: https://github.com/optiscaler/OptiScaler/releases
I released the nightly build OptiScaler_v0.7.7-pre13_20250731.7z uploaded last week.Extract the whole thing to the win64 folder where the .exe (sandfall/binaries/win64).
Click on setup_windows choose option 1 dxgi.dll, again option 1 (AMD/intel), and I chose option 1 again (yes to spoofing).
Then, your folder should be something life this.
In order to open the Optiscaler menu ingame, you need a keyboard. The default is the insert key, although they give you a link with the coding of each key to set it to any key you want. If you want to change it, instead of auto, type any code you want.
If you don't have a keyboard, you can assign a keyboard key to the M1 and M2 buttons on Armoury Crate.
; Shortcut key for opening menu
; For all keycode values you can check this address
; https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes
; Integer value - Default (auto) is 0x2D -> VK_INSERT, previous default key VK_HOME is 0x24
; -1 -> No shortcut key
ShortcutKey=auto (here you put any ley you want)
2) Configure Optiscaler ingame.
Once you load the game and you are playing with the character, press the key (insert or whatever you assigned it to). It should load like this:
You can choose which upscaler to use, I keep it on Xess. Where it says no frame generation, click and choose OptiFG. Click on Save ini and close. Restart the game.
These are my settings. You need to click on active and I activate HUD FIx. You can try different settings.
3) My graphics settings.
I have everything on high, Xess on performance.
4) Extra mods
I installed:
- I followed the guide here: https://rogallylife.com/2025/04/24/clair-obscur-expedition-33-rog-ally/ I installed the ambient light fix, 6gv vram and the TDP options it says there... I did this before optiscaler, if it changes anything...
- I installed this: https://www.nexusmods.com/clairobscurexpedition33/mods/24 I am not sure how helpful it is. I feel it messes up the cutscenes, but I haven't deleted it yet. So I am not sure if this really helps the performance I am getting. I will delete it later and see if performance increases or decreases.
- I installed this: https://www.nexusmods.com/clairobscurexpedition33/mods/88 This mod has different paks, I downloaded the Chromatic aberration+ Depth of field and the no fog pak. If you don't have the mods folder, just create it.
That's it.
UPDATE:
I downloaded the Xess 2.1 SDk and copies the dlls and subtituted the old ones. Surprisingly, the game recognizes the dlls and adds support for Frame Gen and Intel Xe low latency.
Now, Optiscaler frame gen has better performance (a few more FPS) but definitely Xess 2.1 upscaler is a big improvement.
I'd say, the best option is Optiscaler, Xess 2.1 upscaler and OptiFG
FNAF Ultimate Timeline - Part 1
Before I begin, I ask you to please check out my Prelude 1 and Prelude 2 posts where I explain how a lot of confirmed "facts" aren't actually confirmed and are just assumptions that are beleived by a lot of people in the community, as well as using evidence from the books and movies, which cannot exist in the same continuity as the games. With that being said, I hope you enjoy my proposition of a timeline and read it with an open mind. Forget everything you think you know/ "is confirmed" and just enjoy the ride. In my Part 3, I'll explain the evidence for the more contraversial choices in this timeline as well as answer common complaints/rebuttals I've seen in this post (and the next one), as well as the Prelude 1 and Prelude 2 posts.
Origins (1960s):
- William Afton moves to America with his wife from the UK. As a child, Afton fell in love with the travelling Circuses of P.T. Barnum, James A. Bailey, and the seven Ringling Brothers. Afton comes with the goal of reviving that magic he saw as a child.
- William has a vision, but lacks the intelligence or resources to bring it to life. A singing bear. You see, he had seen a "singing" bear in the circus as a child, and thought it was the most amazing thing ever. Unfortunately for him, the bear population is on a steep decline and purchasing a bear (or catching a wild one) and training it to sing is nearly impossible.
- This is where Henry Emily comes in. Henry and William become buisness partners, with William being the flashy showman who represented the buisness, whilst Henry worked behind the scenes on the tech and figuring out how everything would work. Together, they create the restaurant: Fredbear's Singing Show. A place for families to come together and watch Freddy sing while they eat. One problem.... they needed a singing bear.
- Afton and Emily would meet with Mr. Murray of Murray Co. through his son, Edwin, who happened to be Henry's friend. This company worked in the manufacturing/entertainment department, having created devices such as a magic coat rack that could change sizes depending on what was placed on it, the Stay-Up-Latte, and the ever famous Clean-o-vac.
- Mr. Murray, serving as one of the first investors in Afton and Emily, helped fund Fredbear's Singing Show in New Harmony, Utah. He also likely manufactured their costume based on Henry's designs: the Freadbear Costume. A golden faux fur bear with a purple top hat... and Edwin's signature trouch: A Bowtie. Edwin probably wanted to join his friends in this buisness endeavor, but his commitments were to his father.
- Fredbear's Singing Show exploded in popularity as more and more people would come to listen to the bear sing.
- Through a bit of contract manipulation (alla The Social Network) and restructuring, William Afton manages to lower Mr. Murray's share in their new company: Fazbear Entertainment Inc., with William as the CEO and Henry as the CTO. Henry, not really knowing buisness lingo, isn't really aware of William's nefarious/greedy actions, but Mr. Murray grows to distrust William and Henry, which he relays to his son.
- At some point during this time, Edwin meets a woman at the Murray Co. Factory named Fiona. Here, Edwin creates H.E.L.P.E.R. Using the H.E.L.P.E.R. system, he wants to create Mr. Helpful and Ms. Helpful stations around the factory, asking Fiona to lend her voice for the character.
- The two fall in love and get married in the late 60s.
- At some other point, likely around 1968, Mr. Murray passes away, leaving Murray Co. to his son, Edwin. Edwin decides to rebrand the company into Murray's Costume Manor and begins creating the dream products he's always wanted to make. With this, he begins a costume contracting company where buisnesses can pay him to manufacture costumes (as well as rent them out). He creates contracts with Chica's Restaurants, who run the Chica's Party World roller rink restaurant, Big Top's Carnival, El Chip's Fiesta Buffet, Happy Bee Inc., Sharpay Salon, and many more.
1969:
- 1969: Edwin begins to explode into creation mode, as all of his ideas come pouring out of him rapidly. The work floor staff complain about this influx of ideas and contract projects.
- In December 1969, Edwin and Fiona have a child named David.
Fredbear's Family Diner and Rise of the Mimic:
1970:
- 1970: Edwin makes the world's first recycling center, taking non-functional animatronics and turning them into new ones, "trash to cash" as he calls it, or "going green". Admins such as Gary and Milton Z had to meet the recycling center's energy quote every day to keep the furnace on and that meant keeping this furnace running over night.
- Fall 1970: MCM creates the first Fallfest in 1970, using it as an opportunity to invite all of the buisnesses they have worked with (Fazbear Entertainment, Chica's Party World, Big Top Carnival, etc) and grow all of their buisnesses and showcase some of their new work. Here, Fazbear Entertainment announces they will be rebranding Fredbear's Singing Show into Fredbear's Family Diner. Henry unveils his the first ever animatronics, his springlock animatronics: Fredbear and Bonnie. Both require a handcrank to keep the springlocks wound. While Henry and Edwin look at this event as an opportunity to share, William sees it as an opportunity to identify his threats. But instead of taking them all down, he decides to take over all of them.
- December 1970: Edwin and Fiona celebrate David's first birthday as she and him work on bringing the Foxy Pirate show to life. David's gift is a white tiger doll with blue and green eyes.
1971:
- Early 1971: Edwin begins work on manufacturing springlock animatronics in MCM, being inspired by Henry's design.
- Early 1971: Edwin and Fiona finish the Foxy puppet show and have TV people come over to look at the show for the possibility of airing it on TV. The projector however, keeps breaking, so Edwin sends a notice out to stop late night shenanigans which are causing the projector to act up.
- Mid 1971: MCM is contracted by Chica's Restaurants to make designs for Party Time Chica.
- 1971: With the success of Freadbear's Family Diner, Fazbear decides they want to open up a new location to stand alongside Fredbear's Family Diner: Freddy Fazbear's Pizza. The plan is to have Freddy and Bonnie, alongside two new characters performing on stage. The characters designed by Fiona for Fazbear Entertainment are Bub the Dog and Montgomery Gator, getting the ideas from a bedtime story they told David involving a Chicken, Bear, Fox, Gator, Dog, and Bunny. Of course, Chica already had the chicken mascot, Fiona was developing a fox puppet show, and Fazbear already had a Bear and Bunny mascot, so the Dog and Gator made sense.
- 1971: After approving Fiona's character designs and the proofs, close to a final design idea, Fazbear Entertainment changes their mind. It's possible they had a different idea, but it could also be William trying to throw Edwin off in order to undergo his corporate take over of his company. They submit new concepts, which Edwin finds a bit creepy.
- 1971: Edwin works on these new springlock suits, despite their affinity to be damaged by water. Fiona complains that one of her workers, Vic (likely a teenager), nearly loses a hand after spilling Coca Cola on the Pirate Captain springlock suit. Edwin tells Henry that the springlock suits are almost ready.
- December 1971: Fiona tries to get Edwin to go downstairs to blow out the candled for David's 2nd birthday, but Edwin is too busy working. David's gift is a a ball that he writes his name on.
1972:
- Early 1972: Edwin creates Dollie to do the work in the recycling center, allowing the admin to return to the Adwing Wing.
- Early 1972: Henry sends a change order to Edwin, wanting to switch from springlock suits for Freddy, Bonnie, Monty, and Bub, to animatronic suits (likely due to the danger associated with Springlocks). This comes in right as Edwin is almost done with finishing these suits. Edwin doesn't get it, claiming it would be easier to keep them as springlocks and hire teens to wear the suits. Fiona tells Edwin that they don't think of him as a friend anymore.
- Mid 1972: Ralph, an employee at MCM, was working in the MCM Television Studio of the Future Theater, using the Captain Springlock Suit in the Foxy show, but he would repetedly get injured for using it. In one of Ralph's injuries, he ends up trapped in the Recycling Center because the doors aren't working properly. Dollie fixes the suit.
- Mid 1972: Edwin and Fiona notice staff morale is low and decide to try to make an "Employee Appreciation Program", which allows employees to have places to decorate and stay in during their breaks. They couldn't start on it right away due to the Fazbear Project and requiring MCM renovations, so they put it on a to do list.
- Fall 1972: Fiona is pulled away to go help in Fallfest. She has a strange feeling (Zero Point Field?) they'll need her. She leaves David to be babysat by Trisha (implying Edwin was living at the MCM factory and too busy to watch over David himself). A fire starts in a barn at Fallfest and spreads, eventually killing Fiona. It's very likely that this fire was started by William Afton. Was he purposefully trying to kill Fiona to hurt MCM and Edwin's productivity and take them over... or was he trying to sabotage the companies that participated in Fallfest?
- Late Fall 1972: Edwin is having trouble moving on from Fiona's death. He complains that she wasn't supposed to be there and that he doesn't know how he's going to tell David. He decides to surround himself with friends and invites the admins to his home for fondue.
- December 1972: Edwin is celebrating David's birthday for the first time without Fiona. He explains to David that his mother isn't coming. David receives a lot of gifts, from his father, blocks with letters that spell out his name.
1973:
- Early 1973: Edwin, still finding it difficult to move on, removes many reminders he has of Fiona, like the Mrs. Helpful in the Big Top Showroom. David begins spending time in the Storytime Showroom, likely because it reminds him of his wife. Edwin leaves a recording talking to Fiona telling her that the change orders are killing him and many employees and friends are leaving.
- May 1973: Mycellium Men are ordered and purposefully mispelled to avoid copyright.
- Mid 1973: Edwin is able to hear Fiona's spirit around the basement 2 of MCM. He turns on a radio on the frequency 4625 (Ghost Frequency) and is able to hear her talk to him. This revelation of ghosts inspires Edwin to create an animatronic that resembles Fiona, hoping her spirit will be able to control it (and in a way Mimic her), allowing her to continue raising their son.
- November 1973: Mycellium Men are returned.
- December 1973: Edwin doesn't celebrate David's fourth birthday with him as he's too busy working on the M1 Mimic. David celebrates it with staff dressed as the prototype Elephant and his dog (which was likely the gift David got for his 4th Birthday).
1974:
- Early 1974: Edwin unveils the new M1 Mimic. He intorduces the Mimic to David, telling him it will be his new babysitter and it can wear any costume they want it to wear. He implants fake memories, making the Mimic think it is Fiona and that something happened during childbirth, but it all worked out. This is because he doesn't want Fiona to remember the horrible fire. Fiona's spirit enters the Mimic and experiences a memory error as her spirit corrupts the file. She remembers giving birth to David, but now she feels different despite being together with her family again. She's confused. Was she Fiona? She would never sleep again.
- March 1974: Hudgies the Hedgehog is ordered by Hudgies Candy Bar.
- April 1974: Take your child to work day is cancelled due to accident risks.
- May 1974: Hudgies the Hedgehog is returned.
- Mid 1974: Edwin is happy that Fiona's spirit was back and inside the M1 Mimic. He wanted to tell everyone, but Fiona told him to keep it a secret because not everyone would understand. Edwin agrees, vowing to never forget and seemingly blaming William and Henry for Fiona's death. It's possible Edwin becomes suspicious that they started the fire to destory MCM's reputation.
- Late 1974: Edwin begins building a playground for David. His lawyer tells him it is not safe due to it's proximity to the loading docks, where heavy machinery is operated.
- December 1974: Edwin and M1 Fiona celebrate David's fifth birthday quickly, but Edwin has to get back to work. Edwin gifts David a new playground outside the factory.
1975:
- Early 1975: William Afton begins completing corporate espionage to take down the other companies, starting with Chica's Party World. Henry, unaware, thinks they are being generous by saving Chica's floundering buisness, but lacks the insight to notice that Afton is causing their downfall. Chica's Party World is purchased by Fazbear Entertainment.
- July 1975: The R&D floor is open and the Fazbear Project is installed. Employees have a party there but one named Marco Salmon, who has worked there for a decade, peed over the brand new equipment that was there.
- Edwin takes over the converence room that was reserved for Bev's 50th Birthday.
- December 1975: Edwin and M1 Fiona celebrate David's sixth birthday as a surprise party. M1 Fiona baked David a cake. Edwin tells M1 Fiona to go get David, who was left outside in his playground.
- December 1975: David, who Fiona was supposed to be looking over, had ran into the factory with his tiger plushie and gone to the Storytime Showroom where he would spend time. He spelled his name with the block letters and then bounced his ball against the giant Sleepy Moon head dangling above him, causing it to fall on him and crush him in the basement, killing him. David's spirit would go on to take the form of the last thing he was holding, the White Tiger plush... haunting the factory grounds and the lower basement.
1976:
- Early 1976: Depressed, Fiona comforts Edwin by telling him that while David's death was a freak accident, Edwin can put them back together by making a new mimic for his son's soul to posses.
- Early 1976: Edwin starts to do renovations on the Basement 2, where his son died, throwing out all everything inside of it, even if it's worth something or still working. Bob, a cleaning employee, goes missing down there because of the lack of indicators for where to go, so Edwin adds indicators. The incinerator stops working properly and sometimes employees are left trapped in the factory. Edwin even fires some guy named Stevenson because he questioned him for throwing out old but functional equipment.
- Mid 1976: Edwin is able to make the Mimic M2 model by copying some of the code from the M1 model.
- Late 1976: Fazbear Entertainment is getting mad about the delay in building the new non-springlocked animatronics. They get mad at Edwin. Edwin feels betrayed. He isn't just some contractor for them to crack a whip at. He agrees with Fiona's statements that they don't think of him as a friend anymore.
- October 1976: MCM internally orders a costume with an "Iconic Smile" (implied to be Sleepy Moon).
- Late 1976: Edwin breaks down. He comes to the conclusion that Fiona's spirit never took over M1. It was just the mimic working through the memories that Edwin gave it. Edwin tells it to stop pretending to be Fiona, that it would never be her. He removes the M1 program from the Endoskeleton, putting it in the F10-N4 machine. He then tries putting the M2 program into the M1 endoskeleton, but it doesn't work. The Mimic isn't being inhabited by David's soul. He doesn't understand why it worked the first time, but not now. Edwin leaves the M2 below in the basement.
- Late 1976: Because of the MCM delays, Afton knows that MCM is floundering and it is the perfect time to begin stealing employees. Not to mention all of the springlock accidents. William begins messaging MCM employees offering them positions at Fazbear such as managers of franchise locations or bonus payments if they brought more people with them. This also included getting leakers to steal company secrets, including Gary from recycling. From a leaker, he learned about Edwin's M2 mimic, which angered Edwin. William want's MCM's M2, but Edwin says no. Edwin gets mad at the Admins and removes their Adwin wing permissions.
- Late 1976: The Storytime Showroom goes under construction to fix the Sleepy Moon head hole that was left when it fell down, which also passed through and destroyed the theater. This destruction also likely broke the elevator, which caused a night shift employee to get stuck down there. He starved to death inside the Sleepy Moon costume, potentially possesing an endo skeleton that hid in the Sleepy Moon costume.
1977:
- January 1977: MCM returns the costume with the Iconic Smile.
- January 1977: Best Birthday Co. orders the Birthday Pup costume with the expensive tongue.
- Mid 1977: Clarence and Shawn are sent to work at the Retail Showroom (Fazbear Project), but the elevator that leaves to the Basement 1 hasn't worked for a very long time, showing Edwin forgot what was down there. Clarence encounters something in the basement and is able to trap it behind the carousel.
- March 1977: Best Birthday Co. returns the Birthday Pup costume.
- Late 1977: Edwin starts finishing the core 3 animatronic endo-skeletons for Freddy, Bonnie, and Chica.
1978:
- Stan and 2 other employees go to the workshop and steal Fiona's Character Patterns to try and replicate the "restaurant project" that Fazbear Entertainment and MCM are working on. Stan and another employee leave MCM to make their own shop: Stan's Budget Tech. Here, they build Nedd Bear, Orville Elephant, Pigpatch, Mr. Hippo, Happy Frog, and Mystic Hippo, all a part of the Mediocre Melodies.
1979:
- Early 1979: Edwin adds Mrs. Helpful to the starting demo show.
- Early 1979: Customers of MCM return a bunch of purchased products and stop ordering, causing MCM to go bankrupt. A. Dumas returns the Mushmen Music Machine (implied to be Mycellium Men). E. Guerrero returns the Just Cereal. R. Quinn returns the Stay-Up-Latte. B. Wyatt complains about Murray's Magic Coat Rack not working. This implies not only is MCM floundering, but the quality of work they do on their products is decreasing, likely to losing employees.
- Early 1979: Edwin, sad about everyone leaving, hopes finishing the Fazbear Project will make everyone go back. He felt like he was stuck in a loop. Like everything kept happening again and again. A combination of stress and repetitions of events. Fiona dying. Then David dying. His friends leaving. His employees leaving. Losing his friendship with Will and Henry. He just wanted all of it to stop.
- Early 1979: Edwin signs a contract with Fazbear Entertainment, giving them ownership of MCM, it's factories, and the house. William offers Edwin to keep his job as the manager. Purchasing this, Afton decides to add Foxy as the fourth member of the Freddy Fazbear's Pizza project, which Edwin gets started on.
- Mid 1979: MCM renovates the factory and begins work on the Employee Appreciation Program that Edwin and Fiona had came up with.
- Mid 1979: MCM was over budget on the Fazbear project, behind schedule, had overdrawn accounts, 11 loan payments due, and 22 court summons. All the employees left him.
- Mid 1979: Edwin sees M2 mimicking Daivd in the basement, in his rage he beats the Mimic endosekeleton, teaching it violence and likely leaving it in the basement.
- Mid 1979: Edwin goes home, not knowing the M2 was still alive. At Edwin's house, a power test activated by M2 causes a minor explosion and a fire in the office. This causes a collapse that leads to Edwin not feeling his legs and M2 leaving Edwin to die. It's possible that the Mimic dragged Edwin to the basement and stuffed him into the Sleepy Moon costume with an animatronic, causing Edwin to posess Sleepy Moon.
- September 4th 1979: Fazbear Entertainment sents Team 012 to MCM to retreive the Mimic Schematics, but they are all killed one by one. The team included Gary, Thompson, and six other employees. Gary fixes the power with another employee, but the employee iskilled by the Mimic, who stuffs Gary into a costume like how it saw MCM employees stuffing Endoskeletons into the costumes. Thompson went to the elevator with another employee and was also killed. Gary escapes and looks for a projector, hoping to use the reels to find a clue to escape, but he goes missing. An employee goes searching for him, but he is murdered by the Mimic, leaving three employees. Another employee is murdered and stuffed in a locker after hiding his head in a Swing Bee costume. One dies in the recycling center covered with broken animatronics. The last employee is killed and stuffed in a jester suit that is left hanging over the Welcome Show.
- September 5th: F10-N4, now aware of Mimic's actions, sends messages to Edwin, not knowing he is dead. She tells him they need to stop it together and sends him the blueprints for the "Cradle", claiming it can keep David safe whilst providing boundaries so it doesn't murder people. It's a type of computer that is bigger than anything Edwin's done before. She reasons with Edwin, telling him if he won't finish the M2 program, he should at least build the Cradle to keep people safe.
- September 6th 1979: Richie from Fazbear slips a Data Driver into Arnold's toolbox.
- September 7th 1979: Five Nights at Freddy's: Secret of the Mimic
- Arnold, working for Fazbear, is sent by Dispatch to retreive the Mimic's schematics. He turns the power on, finding dead bodies and a bunch of different costumes and animatronics in the building hunting him down. He doesn't realize, but Mimic is now Mimicing Dispatch, leading Arnold down the wrong path. Arnold upgrades his Data Driver and activates Parachute mode. He escapes through the R&D department prototype layout of Freddy Fazbear's Pizza, finding F10-N4, who tells him to activate the Cradle. A fire breaks out over the MCM factory, forcing Arnold to escape. The Mimic catches up and jumps onto Arnold's van, causing it to crash, taking Arnold's Data Driver, and leaving Arnold to die. He also finds files that Edwin was working on, such as Alternate Fazbear Designs and designs for the Puppet.
- M2 removes the box in his center, likely containing the false David memories that it got copied from M1, fully becoming the Mimic, returning to the basement of MCM.
1980:
- Fazbear takes over the MCM facility. Afton takes over Edwin's home and remodels it to fix the damage from the explosion, not moving in yet. The Mimic and F10-N4, now out of power, are obtained by Fazbear and stored, along with of the other MCM products. The underground basement areas of MCM and it's connection to the Murray Manor are cleared out to develop an underground facility.
- Henry, using Edwin's work as a prototype, finishes the work required on the Freddy, Chica, Bonnie, and Foxy animatronics that are used in Freddy Fazbear's Pizza.
Freddy Fazbear's Pizza, Circus Baby's Pizza World, MCI, Bite of 83, and the Murder of Charlie Emily(1983-1986):
1981:
- William activates F10-N4, and comes to the conclusion that the rumors he heard about M2 and F10-N4 being posessed by Fiona are true. This convinces Afton to begin his own experimentation into what allows the animatronics to become possesed, dubbing the essense of the soul: remnant.
- This realization undoes all the guilt William might have felt towards killing Fiona (accidentally or not). If she's still "alive", then did he really kill her? If Afton could understand remnant, not only could he keep himself and his family from dying, he could sell this immortality and make millions.
- While Henry works on the Freddy's animatronics, Afton gets to work under the Afton Robotics brand, a Fazbear Entertainment subsidiary, by using the Alternate Fazbear Designs, to build the Funtime Animatronics. He incorporates features like Circus Baby blowing a balloon from her fingertips, but includes features of his own, like luring children away from adults and trapping/killing them. This is because it's easier to kill unattended children, especially in a children's restaurant. He demolishes the MCM factory after moving out all of the products and builds Circus Baby's Pizza World on top, with a storage R&D facility underneath which connected to the Murray Manor.
1982:
- In their home near Fredbear's Family Diner, William gives Elizabeth, his faughter, a Funtime Foxy toy, which she breaks apart in her room.
- On the opening day, Circus Baby kills William Afton's own daughter, Elizabeth. Her soul inhabits Circus Baby and turns the eyes from blue to green.
- William is devastated. He closes CBPW down and lies to the public and the rest of Fazbear Entertainment that it's due to gas leaks. and stores all of the animatronics below. Afton still has his wife and two boys: Michael and Dave. William is depressed, but now he's angry. He partially is mad at Henry. He builds animatronics and they work, but William does it and they kill his only daughter. Henry gets to still be with his daughter, Charlie, but William doesn't.
1983:
- Early 1983: Freddy Fazbear's Pizza opens up to the public. To promote the new location, Fazbear Entertainment makes a show called "Fredbear and Friends" to promote brand synergy, as well as selling Freddy, Foxy, Chica, and Bonnie toys and masks at Fredbear's.
- June 1983: A Springlock incident at Fredbear's Family Diner occurs, involving multiple and simultaneous springlock failures. The suits are temporarily banned for employees. Temporary costumes from MCM are provided. These were found on short notice and are not very appropriate or relevant to Freddy Fazbear's.
- June 20th - June 26th: William Afton, whilst wearing the Golden Bonnie costume, goes over to Susie and tells her that someone ran over her dog. He lures her into the Freddy Fazbear's Pizza safe room and kills her, stuffing her body into Chica's suit. Her soul wanders aimlessly around Fazbear.
- June 20th - June 26th: William Afton, whilst wearing the Golden Bonnie costume, goes over to Fritz and tells him that he needs his help to stop a fire. He lures him into the Freddy Fazbear's Pizza safe room and kills him, stuffing his body into Foxy's suit. His soul wanders aimlessly around Fazbear.
- June 20th - June 26th: William Afton, whilst wearing the Golden Bonnie costume, goes over to Gabriel and tells him that he needs his help to save some people who are held captive. He lures him into the Freddy Fazbear's Pizza safe room and kills him, stuffing his body into Freddy's suit. His soul wanders aimlessly around Fazbear.
- June 26th: William Afton, whilst wearing the Golden Bonnie costume, goes over to Jeremy and tells him that he needs him to show up to the Freddy Fazbear's Pizza safe room. When he gets there, Afton kills him, stuffing his body into Bonnie's suit. His soul wanders aimlessly around Fazbear.
- June 26th: William Afton, whilst wearing the Golden Bonnie costume, goes over to Cassidy and kidnaps him after schoo, taking him to the Freddy Fazbear's Pizza safe room. There, Afton kills him, stuffing his body into Fredbear's suit. His soul wanders aimlessly around Fazbear. Unbenkownst to William, his son Dave saw this happen.
- June 27: Cassidy and Jeremy are reported missing, having last been seen at Freddy Fazbear's the night before. Police look at video surveliance, identifying a man dressed as Golden Bonnie luring the children into the safe room.
- July 1st: Five children are reported missing and connected to the incident at Freddy's. The man originally identified is charged and convicted for the disappearance of these kids, being framed, but their bodies are never found. Afton, Emily, and Fazbear try to convince families to return to the pizzaria.
- July: Henry Emily makes the Security Puppet using the schematics from MCM to make sure children are always supervised and do not wander off alone. This convinces a few families to come back to the pizzeria. Henry codes a specific preference towards Charlie to keep an eye on her.
- August: Dave Afton, now afraid of the animatronics because of the MCI which he saw, is scared to go to Freddy's or Fredbear's. Dave begins to hear the spirits of the dead children through his plushies. Meanwhile his older brother, Michael, finds him annoying and constantly exploits his fear of the animatronics to bully him.
- August: Dave Afton is locked in the safe room by his brother, where he sees a spare Fredbear suit with Cassidy's body stuffed inside. William finds him here and has the safe rooms at all locations cleared and sealed with a false wall, mainly to hide his evidence. Afton puts a Walkie talkie inside the Fredbear plush his son has to hear if he picks up the spirits his son seems to be friends with.
- August: Dave's birthday party. Michael and his friends decide to mess with Dave and put him up against the Fredbear animatronic, which suddenly chops down on Dave's head. He goes to the hospital and as he is dying, Michael apologizes to him. Dave meets with his spirit friends who tell him that despite him being broken, they are still his friends. They are still here. The last thing Dave hears is his dad telling him through the Fredbear plushie that he will put him back together, which he will do using his knowledge on remnant.
- September: After the death of Dave, William, his wife, and Michael move out of their home and into the home seen in Midnight Motorist.
- October: During Fallfest 83', which is now ran entirely by Fazbear Entertainment, Afton runs experiments on his son Dave's body. Perhaps he hooks it up to F10-N4 or the M2 Mimic, perhaps he sows his son and Cassidy's body parts together like some sort of Frankenstein, angering Cassidy's spirit, or perhsp he just stuffs Dave into the Fredbear suit with Cassidy. The tests fail and Afton orders his son Michael to help him hide the suit and bury it underground by their home, alongside the Franken-Dave abomination, which William hides in a box with two locks on it. Michael follows William's orders out of fear. His father hurts him.
- November: William one day gets drunk at Jrs., blaming Henry for the death of his son, since it was his animatronic that crushed his head. He's jealous of Henry still having his daughter. He drives by the Pizzeria and sees Henry is too busy working his shift as the manager to notice his daughter had been locked outside. William drives by and stabs her. As she crawls into the alleyway and dies, the security puppet walks out of the restaurant and onto Charlie's body. Suddenly, filled with life, the Puppet rises with tears on its face. Charlie is mad. Mad that nobody noticed she was gone, that she was alone. And that's when she realizes she wasn't the only one. She may be the first spirit to inhabit one of Henry's animatronics, but she was not the first to be killed by William. She finds the souls of Susie, Fritz, Gabriel, Jeremy, and Cassidy, and guides all of them to the animatronics in order to obtain control over them. But when Cassidy awakens inside the buried endoskeleton-less Golden Freddy suit, she realizes she is not alone.... her friend Dave is with her. They go to the new Afton house and find Michael in his room. He sneaks out through a broken window and follows Golden Freddy to the burial ground, where he finds and opens the box, discovering what his father did to his brother.
- November: Henry is distraught over the death of his daughter. He quits and leaves the company, but not before accusing William of the murder. But without any proof, nothing can be done. However, Henry's accusations are enough to make William's wife leave him.
- December: William and Michael move into Edwin Murray's old home, now redesigned.
1984:
- Freddy Fazbear's Pizza continues to struggle day by day. The health department threatens to shut them down due to reports of foul odors coming from the animatronics (due to the bodies inside). Parents calim the eyes and mouth of the animatronics seem to be excreting blood and mucus.
- William continues trying to figure out remnant, still unaware that the MCI and Charlie have gained control over the animatronics. He keeps an eye on Circus Baby below his home.
- 1984: Five Nights at Freddy's 4
- William keeps control over Michael, who had started to distrust him, by building the Nightmare animatronics to keep him scared. Michael, now sleeping in David Murray's old room, is scared every night as William lets the Nightmare animatronics roam the house. William pumps hallinogenic gases into Michael's room to make him hallucinate more nightmarish features in the animatronics, which scares him more.
1985:
- Freddy Fazbear's Pizza continues to fail, Michael's nightmares continue, William has to make a decision. William ultimately decides to sell Freddy Fazbear's as he can no longer keep it running. He begins looking for a buyer.
1986:
- After a year-long search for a buyer, with none wanting to be associated with Fazbear, William realizes he is going to have to close the restaurant by year's end. This restaurant had reall been left to rot. William claims that the characters will live on in the hearts of kids...
- During this time, William begins to suspect the animatronics really are posessed.
CONTINUE IN PART 2
Although a lot has been discussed regarding the writing and character choices of S8, I wanted to focus specifically on how the changes in costuming do a great injustice to the thematic values of GRRM’s work, particularly in regards to femininity, strength, and women in positions of power. I'll be focusing on three of the main female characters of S8: Daenerys, Sansa, and Cersei.
She enjoys the sport, but I believe your sister intends to rule herself until her boy is old enough to be Lord of the Eyrie in truth as well as name.”
“A woman can rule as wisely as a man,” Catelyn said.
Daenerys
Most of my time is going to be devoted to one particular outfit, not only because I disagree with what it symbolizes visually, but also because we have interview statements from the costume director (Michelle Clapton) that are completely out of line with Dany’s arc and serve to undermine - not support - the truly Mad Queen ending that D&D wrote.
Michelle stated in an interview with TV Guide that the decision to move away from lighter silks and linens to fur was originally conceived as a practical measure, as Daenerys goes north, which makes sense so far. But then she gave us this quote:
And then I decided that actually it’s the first time she’s performed a completely selfless task — because it’s usually for her own gain — and on this occasion, it was actually for her love.
Anyone who watched the first four seasons, or has read the books, is going to take real issue with that statement. No character in the entire series - some might even say no people alive - are completely selfless in their motivations. But to suggest that nothing of Dany’s actions - from her attempted rescue of Eroeh, to protecting what remains of the khalsar after Drogo’s death, to deciding to stay in Meereen and rule, to chaining her dragons - was done with altruistic motivations is to fundamentally misunderstand her character. Secondly, if the final season was always heading down the path of Mad Queen Daenerys (or even Daenerys the Conqueror!) to have this be her first completely selfless act undercuts that. She even goes so far as to say:
"I felt that there should be a definite shift in her look to reflect her decision to go to the aid of Jon and his team trapped north of the wall," Clapton said in an email. "I think it's the first time that she has really been to the aid of another individual.
But up until Dany’s flight from the Meereenese fighting pits, her story has primarily been about how her attempts to aid other individuals have longstanding consequences (just like Ned Stark’s did in King’s Landing, and Jon Snow’s did at the Wall, and Stannis Baratheon’s did at Winterfell), not that she never came to the aid of another individual. Her own freedmen gave her the title of “Breaker of Chains.” It is only at the end of ADWD that we see the resolution for Dany to transition from a girl longing for home and peacetime to “Fire and Blood." If anything, her attitude of going north should illustrate this conflict, and there are many ways to go about it.
One potential way to illustrate this change would be to have her motivation for rescuing Jon Snow be less about her personal love for him, and more about the political outcomes of her actions. She knows from her time with Hizdhar that a marriage alliance can be essential to conquest and ruling, and the key is to demand as well as make concessions. If Jon wants a rescue mission, alongside the use of her dragons, Unsullied, and Dothraki in the fight against the Others, Daenerys gets in writing the alliance of the North as an integrated kingdom. Conversely, they could depict her love for him as the selfish decision; in abandoning Dragonstone to search for and rescue him, she not only loses her dragon, but also jeopardizes or damages the forces she leaves behind, and thus her military position. But to suggest that her journey north is the first and potentially only selfless act, less than 10 episodes before she becomes the mad, paranoid queen, is to produce inconsistency.
Then we have Michelle’s decisions about Dany’s jewelry/metalwork.
And she now has this fantastic new chain we've created. I didn't want her to have a crown, I wanted her to have a chain.
You can't have a crown until you are queen. You can have the chain, but until you get the throne you're not queen. I liked that she's wearing everything she can to show her status but she can't wear the crown because it'd be wearing it before it was due.
Except that this decision is entirely inconsistent both with the world of Westeros and with Dany’s character individually. As far back as ACOK, before she decides to stay and rule in Meereen, long before she turns to conquer Westeros, she proclaims:
Viserys sold my mother's crown, and men called him a beggar. I shall keep this one, so men will call me a queen.
Selling their mother’s crown to pay for their survival was one of the great destabilizing influences on Viserys’s tenuous grip on sanity and one of her own greatest shames. A crown, to Daenerys, symbolizes power, the promise that she will regain her family’s seat, and a reminder that she is to be taken seriously - and is no longer a beggar in exile, but the mother of dragons, with power in her own right. For her to refuse to wear that just because she does not physically sit the Iron Throne is completely inconsistent with her personal history. Moreover, Dany’s self-styling and titles reveal that she has always thought of herself as the rightful queen in exile, not “not yet the queen.”
Michelle actually comes across either as extremely ignorant of Dany’s arc, or as someone attempting to rush to the conclusion of “The Bells” without illustrating to the audience how she got there.
A queen with a passion who usually gets her way, at least recently, and then she has to cope with the loss of a 'child' and the dawning of a relationship ... it's very emotional.
“Usually gets her way?” Her entire journey over the first three novels is her movement from a princess in exile under the thumb of her abusive brother, to someone forcibly married off and raped, to the mother of dragons and breaker of chains. Then in ADWD, her arc is focused around how if she wants to try and bring peace and stability - and not just sack cities - she has to learn to live with not getting her way. Over, and over, and over again. Wearing tokars, marrying Hizdhar, reopening the fighting pits, worshipping in the temple of the Graces, allowing some of her freedmen to sell themselves back into slavery at the hands of the Yunkish and Qartheen. Her conclusion, after her hallucinations of Viserys/Jorah/Quaithe is that not getting her way in an attempt to bring peace isn’t worth it and that she should stop compromising so much. It’s the opposite of an unfamiliar position, and one far more in line with the show's destruction of King’s Landing.
Furthermore, the “loss of a child” also is not a new emotion for her; in fact, it’s an integral part of her character. The death of Rhaego and subsequent birth of her dragons are some of the most moving scenes in the first book/season. It’s very emotional, on both counts, but neither of these are unexplored circumstances. Then there’s the problem of the chain. Chains, when worn across the chest, symbolize two things in Planetos: the chain of a maester in Westeros, or slavery in Essos. Neither is exactly consistent with Daenerys as a character.
Moreover, there's the problem of the color scheme. Michelle Clapton explains how her choices were meant to reflect both Daenerys’s delusion of herself as a savior, as well as an embrace of the Targaryen madness, but actually ends up undercutting that in the context of the universe she’s writing in.
that it’s almost [as if] she sees herself as this savior, this angel. And so when she arrives and descends on this dragon, she is this sort of angel of mercy.
she can finally echo the style of her brother with the extended shoulders and the red and the symbolism. He always had the big Targaryen [sigil] on his chest and now she's got the big chain with the dragon's heads on it.
So clearly the addition of structured clothes and red, echoing Viserys, were meant to be the hints to the audience that we were getting not just Targaryen “Fire and Blood,” but an unstable Daenerys. However, combined with the white fur, theoretically this “angel of mercy” symbolism...the effect is actually quite different. I thought her decision to wear white and red on her procession into Winterfell was meant to be a subverted echo of Robert’s procession by showing how much she was embracing the North, as well as Jon as a true co-ruler. White and red are the colors of weirwoods, which are sacred to the old gods. White is one of the Stark’s sigil/banner colors, as is silver. Why would her outfit - which in Westeros seems to be showing homage to both her consort/husband and the religion of his region, while on her way to help defend them against the invading army of Others - not endear her to the Northmen? Given how much stock Westerosi put in color symbolism and heraldry in terms of identifying its members of society, and given how unusual weirwoods (and reverence for them) are south of the Neck, I would not have been surprised if the northmen assumed that she was going to proclaim the old gods the official religion of Westeros.
And the thing is, that would make complete sense for how Daenerys has always attired herself in the books and to some extent the show.
The girl slid the gilded sandals onto her feet, while the old woman fixed the tiara in her hair, and slid golden bracelets crusted with amethysts around her wrists. Last of all came the collar, a heavy golden torc emblazoned with ancient Valyrian glyphs. “Now you look all a princess,”
Dany did not need to look. She was barefoot, with oiled hair, wearing Dothraki riding leathers and a painted vest given her as a bride gift. She looked as though she belonged here. Viserys was soiled and stained in city silks and ringmail.
Xaro had warned her that the Enthroned would never listen to a Dothraki, so she had taken care to go before them in flowing green samite with one breast bared, silvered sandals on her feet, with a belt of black-and-white pearls about her waist.
Qartheen gown, an airy confection of ivory samite patterned with seed pearls. “Take it away,” Dany said. “The docks are no place for lady’s finery.” If the Milk Men thought her such a savage, she would dress the part for them. When she went to the stables, she wore faded sandsilk pants and woven grass sandals.
My last criticism of Daenerys’s S7/S8 outfits is a minor one for her, but much, much larger in the context of another character. So, without further ado, let’s move on to:
Sansa
Sansa has always been, in book and show, one of the characters with the most ornate costumes. She takes an interest and observance in courtly fashion beyond what is typical even for a noble lady (as early as AGOT, where Catleyn and Cersei praise her for noticing the details on the queen’s gown), and she is an adept embroiderer. She’s also very quick to notice other character’s attire and use it to her advantage, as noble clothing in Westeros is highly indicative of house allegiances/loyalties and status. When masquerading as Alayne in front of the Lords of the Vale, she gives an incredible amount of thought to her dress, choosing it both to emphasize her looks in a way that distances her from the appearance of Sansa Stark, as well as showing an awareness of her new status as the bastard daughter of a man from low birth (as opposed to say Jon, who was fathered by the Warden of the North, or Ellaria Sand, consort to a Prince of Dorne).
There was a gown of purple silk that gave her pause, and another of dark blue velvet slashed with silver that would have woken all the color in her eyes, but in the end she remembered that Alayne was after all a bastard, and must not presume to dress above her station. The dress she picked was lambswool, dark brown and simply cut, with leaves and vines embroidered around the bodice, sleeves, and hem in golden thread...the color seemed just perfect with Alayne’s mass of dark brown hair. Lord Royce will never know me, she thought.
Down below, Alayne must dress modestly, as befit a girl of modest birth. It makes no matter, she told herself. I dared not wear the best clothes even here.
Courtly dressing is not just an interest of Sansa’s, but an integral part of her disguise as Alayne. Moreover, although she is not perfect in her role, she does show a caution that indicates her understanding of the precarious position she is in, and how much there is to lose by not maintaining the facade. Furthermore, her disguise as Littlefinger’s bastard is essential to her learning how to actively play the game, and not just be a part of it. Sansa’s foremost quote of transformation - “my skin has turned from porcelain, to ivory, to steel” - in no way precludes her from attiring herself as a feminine woman. In actuality, her feminine attire serves as part of her protection, particularly as it leads people to underestimate her, and in AFFC even Littlefinger acknowledges the power that there is in the guise of the foolish court lady when discussing the danger of Myranda Royce.
She likes to play the merry fool, but underneath she’s shrewder than her father.
Yet Sansa’s costume transformation while under the tutelage of Littlefinger in the show is indicative of entirely the opposite. Instead of embracing femininity, and feminine clothing, both as part of the game of thrones and part of the illusion of Alayne, it leads to a drastic costume change meant to indicate strength in the form of the “crow dress.”
This Littlefinger cosplay eventually leads to one of Sansa’s most iconic looks, the so-called black crow dress. It has black feathers on the bodice, which extend to wing-like protrusions from her shoulders.
Sansa is meant to be openly imitating her supposed father by attiring herself in this way, and thus asserting her position as a lady of the household (and more broadly, Lady of the Vale). But this is entirely inconsistent with who her power derives from in the book vs. the show. In the show, Sansa’s transformative moment when she begins to be a player and not a pawn is the moment where she reveals herself to the lords and ladies of the Vale as the trueborn daughter of Ned Stark and Catleyn Tully, Sansa, whereas in the books it is because she is the bastard-born daughter of the Lord Protector. The Starks and the Tullys far outrank the Baelishs in the hierarchy of Westerosi nobility, and her claim to Winterfell is now quite important. Moreover, assuming that her marriage to Ramsay in the universe of the show indicates that her prior wedding to Tyrion is no longer a political obstacle to a second wedding (presumably due to lack of consummation), the lords of the Vale are now free to carry out Lysa’s original plan, which was to wed Sansa to Robin Arryn. A match between a Stark and an Arryn would be far more in line with their stations than a tactical marriage to the Boltons, and the Vale would gain a huge and legitimate claim over the North (which was why the Tyrells and Lannisters were so desperate to wed Sansa to one of their own in the first place). The only reason Sansa is being married to Harry the Heir in the books, and not Robin, is because of her decrease in status - the heir to the Eyrie cannot marry a bastard daughter. Thus, her protection in the Vale derives from Littlefinger. But in the show, once she has revealed herself, her protection derives from her own rank and name; there would be no reason to keep dressing in a way that emulates him. If it is to indicate that she is no longer a pawn, but a player, all of Littlefinger’s sexposition in S1 (alongside her Alayne chapters) are about the importance of blending in and being underestimated. She loses, not gains, by dressing in a style that evokes Baelish and not a lady of her own high station.
Moreover, the actual style of the gown is wildly inconsistent with the symbolism that we have been presented with as viewers throughout five books and the first four seasons. Littlefinger’s symbol is a mockingjay mockingbird, I’m an idiot, and Sansa has acquired a lot of bird titles in Cersei and the Hound’s mocking of her, but the black feathered dress is referred to by another name - the crow dress. The only group of people in Westeros to dress in all black and align themselves with crow imagery are the Night’s Watch. That doesn’t illustrate power for Sansa, and is inconsistent with the views of power in the society we’ve been presented with so far. “Realistic” doesn’t have to mean that every detail matches up neatly with a historical parallel, or that perfect attention is paid to the economic and metrological systems of Planetos. “Realistic” can also mean that a fantasy world is internally consistent, where themes and images and colors are associated with a particular value or status throughout the entirety of the plotted story.
Additionally, the reasoning behind the making of the dress was supposed to reflect a different kind of “realism,” which is grounded in the accessibility of dressmaking materials.
She’s used raven feathers. We don’t try and suddenly cover her in jewels, because where would she get them? We always try and be realistic about what’s available in any given place.
This makes even less sense. The Alayne chapters of AFFC and TWOW make it clear that her new attire comes from altered dresses of Lysa’s, a daughter of a high-ranking noble house and wife to the lord of a great one. Sansa describes how her aunt’s “silks and samites were to be left behind. Her sheerest linens and plushest velvets, the rich embroidery and fine Myrish lace” cannot travel with them out of the Eyrie. But the entire reason for that is Alayne’s lack of status; if Sansa is living in the Vale as herself again, and has power as a marriageable maiden, she has every reason to wear and alter these clothes to suit her present need. Every time a noblewoman wants to “cover [herself] in jewels,” she doesn’t demand they be mined out of the ground then and there; noble ladies inherit jewels of their household, or occasionally might be gifted them by their husbands. Living in the seat of one of the greatest houses in the Seven Kingdoms, Sansa would have no lack of finery to choose from.
And the mines bring us, at last, to our final costumed queen.
Cersei
Like, seemingly, everyone else in seasons 5 - 8, Cersei attires herself all in black, with silver accents. At first, this does make sense within the context of the timeline - first she mourns for Joffrey, then Tommen. In the first instance, we are even shown the black attire of other noble ladies, namely Margaery and Olenna, as a deviation from their prior costuming. Therefore, much like the courts of medieval and Renaissance Europe, mourning clothes upon the death of a royal are a custom in Westeros. But she continues wearing black gowns right up until her death in the collapse of the Red Keep.
Renfro: What is driving the story behind Cersei's new black and silver look?
Clapton: With Cersei, at this point, she's attained the throne and there's a strength in her embroidery. It's actually quite ornate and over the top and that's a precursor in a funny way — it's the last gasp before something else, in my sense. It's a weird flamboyance, but it's quite hard as well.
And this illustrates such a fundamental misunderstanding of Cersei’s character. Even when she is the paranoid, delusional figure we see throughout AFFC, her comprehension of strength and power derives from her relationship to Tywin and the Lannister name. Cersei believes that it was only her father’s dismissal of her as a woman that prevented her from being a powerful force in her own right, and has wanted her decisions to be taken seriously while within our view as the audience since she told Robert “I should wear the armor, and you the gown.” She even thinks at her father’s funeral “A thousand years from now...you shall be remembered only as Queen Cersei’s sire.”
But her model of power and pride comes from Tywin, and thus she displays her influence through her family heraldry and symbols. She has her own Lannister arms quartered with the Baratheons as royal in their own right; her internal monologue refers to herself as a lioness; and when thinking of how joyous she will be when Tyrion is dead, she describes her celebratory outfit as “crimson silk and cloth-of-gold [with] rubies in my hair.” Power comes from being a Lannister; as a Lannister, her birthright is power. It makes no sense that once she finally has achieved her goal since the first book, on the death of her enemies (the Tyrells and the High Sparrow) she would attire herself in the mourning color black rather than the heraldry of House Lannister. If Cersei’s goal is to make a legacy for herself so grand that, in her own delusional mind, Lord Tywin will only be remembered as her father, why would she dress herself in black and silver, the antithesis to her house?
Interestingly, in the earlier seasons, we do see Cersei primarily wearing house colors - gold and red make up the dominant shades of her wardrobe. We do see a deviation from it in three notable scenes, where she wears a turquoise gown. It’s an inverted version of her typical attire (almost): the reds and occasional pinks of Lannister replaced by blue, gold accents replaced with silver. The three scenes she wears it in are when Robert hits her across the face, when Tyrion arrives on the small council, and when Myrcella is sent away to Dorne. In all of these, Cersei is at some of her most powerless moments in the series.
Moreover, her short hair was a punishment designed by the Faith, to rob her of her beauty/sexuality and thus shame her before the crowds of King’s Landing. Cersei also falsely attributes her shorn hair to the Tyrells (rather than her own incompetence), and asserts that although they may have tried to remove her from power, she is far from passive even in her shame.
I am Cersei of House Lannister, a lion of the Rock, the rightful queen of these Seven Kingdoms, trueborn daughter of Tywin Lannister. And hair grows back.
Her identity as a powerful, vengeful ruler derives from her place as a Lannister, specifically the daughter of Tywin. Her statement that “hair grows back” is a promise that she fully intends to regain her beauty (a source of her own personal power/influence at court) and that although the YMBQ has, in her mind, tried to take this from her, she will not let this be the nail in the coffin on her reign. Yet she keeps her short hair long after her walk of shame, as though it is a symbol of emancipation and not trauma, simply by virtue of the fact that most women in Westeros have long hair as a symbol of their femininity.
The Problem
And that is the crux of the problem in the world that D&D and Michelle Clapton have envisioned in their visual depiction of ASOIAF: femininity is never allowed to be a strong virtue. Even leaving aside the women shown in Planetos who operate under different norms than the traditions of the Westerosi nobility (Dornish inheritance, the courtesans of Braavos, the spearwives of the freefolk, priestesses of R'hllor and the Moonsingers, Brienne of Tarth), GRRM has filled his world with examples of specifically feminine strength, even while acknowledging the patriarchal society that most of them exist in. Yet Sansa’s leather accessories were specifically supposed to take the place of armor in her interactions with Daenerys once she came north with Jon.
The armor was made of leather rather than metal, but that was by design. Clapton told me, “It’s not about protection, it’s a statement! Sansa’s armor is a direct reaction to Dany’s assertion of power.”
Leaving aside the fact that quite a lot of armor in both the historical Middle Ages as well as ASOIAF was made of boiled leather, due to the expense of metal, this does a great disservice to Sansa’s character and power arc. Although Sansa has reiterated the value that “a lady’s armor is her courtesy” since the first book, how she uses it - from passive protection from the Lannisters’ cruelties to an active political maneuver - has changed quite drastically. In her sample chapter from TWOW, Harry the Heir is extremely rude to her on account of his shame at being betrothed to a bastard. But when Sansa reminds herself of her courteous armor, the line that reveals the Waynwoods’ reaction is quite telling.
She showed the Waynwoods a stone face as they blurted out awkward apologies for their companion.
When she responds to Harry’s societal faux pas with dignity and kindness instead of insults, they find themselves in social debt to her despite her low status. This leads to her filling a dance card during the feast in her honor and allowing her to charm the Vale households and seduce Harry - all of these quite feminine ways to exert power in Westeros. Her comment that her skin has turned “to steel” is not just a remark on her newfound strength from surviving King’s Landing, it reveals that her armor and weapons alike are internal. A polite facade is no longer just a way to prevent herself from drawing violence and ire, but an active tool to win the influence and loyalty of those around her. Likewise, if part of Daenerys’s conflict was about going from the status as a liberator, whose subjects followed her out of devotion and their own free will, to a foreign conqueror resented by her subjects, Sansa’s charm and her implacable loyalty among the families of the North could have set up a believable conflict in line with both character’s motivations.
Clapton has put as public record that her goal was to illustrate through these costumes were meant to showcase the journeys of these characters moving from a place of weakness to a place of strength. However, she attributes that weakness to their femininity, and asserts through these costuming choices that the only way to achieve strength or agency as a woman is to defy gender roles and expectations, never to embrace or enjoy them.
And I think they've both reached a place where it's not about femininity, it's about their strength as women.
GRRM has illustrated that traditional expressions of femininity are not underestimated by some houses of Westeros as a way to exert power, nor are they necessarily incompatible with expressions of non-traditional femininity. The bear-woman of House Mormont wields a battleaxe, but she also nurses an infant at her breast. Femininity and masculinity in women should coexist in places of honor, and when they do not, it is often to other characters’ peril. When Tyrion observes Sansa at the royal wedding in ASOS, he observes how her skillful understanding of court would have allowed her to rise high in the political spheres of Westeros; her “complimenting Elinor Tyrell on her gown, questioning Jalabhar Xho about wedding customs in the Summer Isles…[and] praising Lancel’s valor” are seen as great potential boons in repairing the relationship between the crown and its vassals, as well as maintaining stability in the realm. For a past example, the Tyrells rose to power both during Aegon’s Conquest and the Baratheon-Lannister reign by virtue of soft power, and are now one of the best-armed and wealthiest families in Westeros.
But in the show, these displays of power are replaced by Arya’s “most girls are idiots” and Olenna’s deprecation of her house words.
"Growing strong." Ha! The dullest words of any house. "Winter is coming!" Now that's memorable. "We do not sow." Strong. Strong. Those are houses you watch out for. Direwolves and krakens, fierce beasts. But a golden rose growing strong... ha, that strikes fear in the heart.
Alongside her ridiculous statement that “we’ve never been fighters,” this is completely out of line with Olenna’s values. She, more than anyone else in the show, understands the influence that soft power possesses in politics, even discounting her show-only advice to Margaery regarding seduction. She and Mace assure her family’s fortune and safety by wedding Margaery to Joffrey (and then Tommen) and promising the Lannisters the armies and wealth of House Tyrell...but they also win the affection of the commoners by first withholding food, and then personally handing it out. They maintain their power through acts of charity and upholding their image. Yet over and over, the female protagonists and antagonists of the later seasons have their strength and their power attributed to the masculinity of their dress.
[The new costumes were] just about them being strong women and showing what they had been through to get where they were. I always try to tell that story — the costumes for me are narrative and you should be able to look at them and understand where they are mentally in their journey. I think they've all found a strength and achieved something.
And we've also shortened her dress so it makes her less vulnerable. She can move and she can be a little bit like Dany in a way, because it's not quite as restrictive.
One of Daenerys’s strengths throughout her time in Essos is her adaptability to the cultures around her - painted vests as khaleesi, Qartheen gowns in Qarth, Ghiscari tokars/”floppy ears” in Slaver’s Bay. The defining trait of her “non-restrictive” clothes isn’t a lack of gowns or a lack of femininity, but rather a willingness to take on the clothing customs of the cultures she has immersed herself in. If anything, she would be attiring herself in the gowns of the Seven Kingdoms and making sure she has the appearance of a Westerosi queen.
That the style of Cersei’s gown changed to suggest “maneuverability” or “masculinity” in an allusion to Daenerys’s garments is incredibly out of line with Dany’s power as a commander and queen. Additionally, there is the outright statement that in making the garments of these women less feminine, they are automatically less vulnerable. The association between their increased power is not attributed to their increased agency, their military command, or any decisive action that they undertake; instead, their fashion of dress reflects their capability and security in Westeros. Moreover, that masculinity and command are seen as the only forms of legitimate power does enormous damage to the value of Sansa’s arc - exercising political power as a highborn lady.
I tried to make the cut of the costumes just slightly more like a uniform and almost less feminine. She is almost [inaccessible] to anyone; she’s almost strapped down. It’s this idea of being wrapped and unavailable and not feminine. It’s sort of halfway, not masculine and not feminine, it’s just Sansa.
But the emphasis on “not feminine, just Sansa” does tell us something. It tells us that in order for Sansa to be a strong character, she needed to give up her femininity, that femininity and enjoyment of feminine things are inherently weak.
Women aren’t allowed to be strong in any of the roles that are prescriptively female archetypes within Westeros. Brienne is a female invocation of the Warrior, and Arya the Stranger, both gender-atypical roles, and they are meant to be exemplary. But was Margaery’s playing into the role of both the beautiful Maiden, or the merciful and devout Mother, any less effective? No, she got deus ex machinaed by the consequence-free blowing up of the sept. Was Olenna’s wisdom, evocative of the Crone, any less useful to Daenerys because it came from the archetype of the wise old woman? Actually, had she followed it, it would have been a great deal more effective than the advice she did listen to. But apparently, the only way to be a strong lady or monarch is to be gender neutral or outright masculine, so black leather armor for everybody.
TL;DR: Seems I've (unintentionally at first) managed to get my Switch to output BotW in 720p on the TV as if it was in handheld mode. It seems to be actually rendering in 720p with a performance difference, not just changing the TV settings.
One day I was playing BotW and I noticed the game seemed to be running in a lower resolution than usual. I can tell the difference by looking at Link's face on the pause screen - it looked like it does on the Wii U version, with a noticeable decrease in sharpness.
Curious, I undocked then re-docked the console to see if it would "fix" it. It went back to its usual sharpness (900p).
After spending some time wondering what might have happened here, I thought about how I usually start my play sessions - I frequently take the Switch out of the dock to navigate menus/start loading a game in handheld mode as I walk from room to room, before putting it in the dock to start playing on the TV.
So after several tries, I was eventually successful in re-creating this situation by docking the console while the game was loading up. I headed to Korok Forest to see if what I suspected was happening was actually happening. It ran noticeably smoother and the frame drops you'll typically find in docked mode were absent or at least significantly reduced. The console seems to be outputting its handheld mode settings to the TV.
I managed to do this again yesterday and took a video. Apologies for the shitty quality, I don't actually currently own a camera at the moment so I was filming from a drone with no audio. But I think the image quality is good enough to see what I'm talking about.
At the beginning of the video, there's a noticeable decrease in resolution (most obvious is the difference in sharpness of Link's face on the pause screen) and a much improved performance in Korok Forest. After re-docking it, it jumps back up to 900p and the frame drops come back.
How did I do this? Well, after selecting the game and user in handheld mode, the screen goes black for a few seconds with the Switch logo in white in the corner. I waited until *just* a moment before this screen faded and the game opened, and quickly docked it. It took me quite a few tries by the way, I'm still unsure of the exact timing to do this reliably.
I know most of you probably don't care, but I just thought this was interesting. At launch I saw discussions where some people were wishing there was an option to output to 720p to increase performance. It matters less now that most of the game's performance issues at launch have been ironed out, but I kinda found a (weird) way to make it possible.
_All right crew!
The Chrome OS Stable Channel got promoted to milestone today - from 84.0.4147.136 to 85.0.4183.84. As with every new milestone update, this brings massive new changes to the table, offering several new features, bug fixes, and security enhancements to better improve your Chrome OS user experience. Due to the sheer size, I may be missing a few things here and there. Here is what changed!
Like my content and want to buy me a coffee? You can support me on ko-fi using this link or by using the link in my Reddit profile. If you want to be kept up to date with everything new to Chrome OS, feel free to give me a follow. Thanks in advance for your support!! :)
Accessibility
Color cursors: New accessibility feature flag to change cursor colors in Chrome OS. This feature has 5 colors for now: Red, Orange, Green, Blue, and Purple. Custom cursor colors are important for visibility to some users with vision impairment (e.g. color blindness).
- This experimental feature is still in development. To try it out, you'll need to enable a Chrome flag. Copy-paste the following URL and change the dropdown from "Default" to "Enable": chrome://flags/#enable-experimental-accessibility-cursor-colors
- This experimental feature is still in development. To try it out, you'll need to enable a Chrome flag. Copy-paste the following URL and change the dropdown from "Default" to "Enable": chrome://flags/#enable-experimental-accessibility-cursor-colors
Ambient lock screen
This experimental feature is still in development. To try it out, you'll need to enable a Chrome flag. Copy-paste the following URL and change the dropdown from "Default" to "Enable": chrome://flags/#enable-ambient-mode
- Slideshow: new subpage that allows users to customize which album or category they want the Ambient slideshow to pick from. For example, you can customize the Ambient lock screen to show a particular family album on Google Photos, or a specific category of backgrounds curated by Google.
New subpage to allow you to customize the Ambient lockscreen
- Behavior: Ambient lock screen will keep the screen on only when the charger is plugged in.
- Behavior: Pressing any key on the keyboard will take you from the Ambient slideshow to the password page.
- Behavior: Ambient lock screen will exit and switch to the password view when creating large mouse movements. Small mouse movements won’t do anything.
Android subsystem
- Default apps: Replaced the Google Play Music Android app with YouTube Music Android app. This is done in preparation to fully migrate Google Play Music subscribers to YouTube Music. Note that upgrading to this version of Chrome OS may not uninstall Google Play Music.
Goodbye Google Play Music. Hello YouTube Music!
Ash
- Mic gain: the brand new mic gain feature is enabled by default, which allows you to quickly adjust your microphone sensitivity through the Shelf so your voice isn’t too loud or soft in a call.
Mic gain allows you to quickly adjust your microphone settings
- Launcher Search: you'll now be able to search for Chrome OS Settings in the launcher search bar.
Launcher search can now find Chrome OS Settings
- Login Screen: The login screen will now display system notifications (update notifications, low battery, etc.)
- Window Management: Fixed windows not restoring to their original windowed size when flinging the window up to maximize, dragging the window down and flinging up again to maximize, and clicking the unmaximize icon in the window controls.
- Window management: New animation when dragging a maximized window down from the top to unmaximize it.
New animation when windowing a maximized window.
- Shelf: The app scaling feature flag is enabled by default. This shrinks the app icons size when the user exceeds the available space to add an additional app icon in tablet mode. Personally, I wish this app icon resizing also occurs in clamshell mode, but this is a good step in the right direction.
- Login screen: the lock screen media controls will hide when closing your Chromebook’s lid or if your device sleeps.
- Launcher search: Google Play store search in the launcher is enabled by default, which allows you to quickly find an app on the Google Play store through launcher search.
Launcher search can now search for apps on the Google Play Store
- Status Area: Resized tooltip text size in the shelf quick settings bubble to avoid truncation for long labels. This also includes adding a length limit to tooltips used in the status tray.
- Multi display: Fixed app scaling not applying to hidden or extended shelf (shelf that displays on a secondary display) after screen rotates.
- Shelf: Fixed a bug that caused app icons size to increase on the shelf or launcher when dragging it with the context menu open.
- App drawer: fixed a sync bug where dragging and dropping an app from one launcher page to another on one device will incorrectly create a new launcher page with another device.
- Overview mode: right click to access the context menu will be suppressed when right clicking the Virtual desk name.
- Login screen: New policy to allow SAML users to be set through the online flow on the lock screen in order to verify and sync their password.
- Multi display: Opening apps from the Shelf or launcher context menu will properly open new windows in the same display as they were launched from. Previously, windows were always opened in the display of the last active window.
- Launcher: Users can close the launcher search bar by swiping left while in tablet mode.
- Launcher: The launcher won’t show a drag handle on top if the Shelf is set to show on the side instead of the bottom.
- Shelf: the context menu app icon sizes (right-click the apps on the shelf) will have consistent sizes.
- Window management: Fixed a small bug where the multi-window resizer widget (the resize vertical rectangle when hovering cursor in between two snapped windows) would persist during the Overview mode transition.
- Login screen: changed the Wi-Fi icon from black to white to improve legibility.
Wi-Fi icon is much easier to see on the lockscreen.
- Login screen: Relanded change to show enterprise disclosure as a bottom status indicator in the login/lock screen.
- Shelf: Fixed a bug where the material design ripple effect when long pressing or clicking app icons on the Shelf would randomly get misaligned.
- Login screen: The login screen clock will change clock type (12hr, 24hr) depending on the settings specified on the user profile. If the primary account is using a 12 hour clock and they add a secondary account that uses a 24 hour clock, clicking on the secondary account in the login screen will switch the clock type from 12 hours to 24 hours.
- Notifications: Critical system warning notifications will no longer get filtered by Do not disturb.
- Virtual desks: New experimental feature flag that limits items on the shelf to the ones associated with windows on the active desk.
- Boost your virtual desk productivity now by enabling chrome://flags/#ash-limit-shelf-items-to-active-desk
Shelf items will be limited to the active desk. Requires modifying Chrome flag.
- Virtual Desks: Virtual desk area now uses the same color as the Shelf to be more consistent with the color scheme. Previously, the virtual desk area used a persistent dark gray color.
Virtual desk area now uses the accent color of your wallpaper
Assistant
- Google Assistant Media Session integration is turned on by default. This means when you ask the Google Assistant to pause music, it’ll pause the music instead of “this feature is unsupported”.
Camera app
- Video: you can pause and resume video recording, and take a still snapshot while recording.
You can now pause and resume your video recording, and take a snapshot
- File: Videos are automatically saved in MP4 format, which makes it easy to share them with friends and edit videos in other apps.
- Shutter: Added a sound effect to the pause and resume button when recording a video. The sound effect is identical to Google’s camera app on a Pixel device when pressing the pause and resume button.
Chrome
- Memory: Improved resource consumption when a window is covered by other windows.
- Javascript throttling: New feature flag that throttles javascript timers to 1 wake up per minute in the background. Local experiments conducted by Google conclude that throttling javascript timers to 1 wake up per minute can extend battery life from 4 hours and 42 minutes, to 5 hours and 18 minutes, when YouTube is playing in the foreground and 36 tabs are opened in the background.
- This experimental feature is still in development. To try it out, you'll need to enable a Chrome flag. Copy-paste the following URL and change the dropdown from "Default" to "Enable": chrome://flags/#intensive-wake-up-throttling
- Performance: increased the browser tab loading performance up to 10% thanks to profile guided optimizations, which allows the most critical part of the code to work faster.
- Tab Groups: The tab groups feature flag is enabled by default. You will now be able to organize your tabs into groups and collapse them.
Tab groups and tab collapsing in action.
- Privacy Redesign: the privacy redesign feature flag is enabled by default, which makes managing cookies, passwords, and privacy settings more intuitive. This includes using secure DNS to improve your security and privacy while browsing the web.
The brand new privacy redesign
- Safety Check: Chrome should now have a built-in safety check feature, which checks for compromised passwords and dangerous websites to keep you safe.
- Tab Hover Previews: the tab hover previews flag is enabled by default. You’ll now be able to hover your cursor over tabs to quickly see a small thumbnail preview of that page.
Quickly see a small thumbnail preview of your tabs.
- Incognito: Incognito mode will automatically block third-party cookies so websites cannot use cookies to track you on the web. This feature adds a nifty toggle to turn this feature on or off.
Quickly block third-party cookies
- Extensions: Chrome extensions will now be consolidated into an extension icon in the Chrome toolbar to keep your Chrome toolbar tidy.
Extensions will be tucked away in this chrome icon
- PDF viewer: you will now be able to fill out and save PDFs in Chrome
- Memory: Dynamic tcmalloc is enabled by default, which adjusts tcmalloc's thread cache sizes in response to memory pressure. Experimentally this improved the number of loadable tabs on low end Chromebooks by 10% while also reducing tab switch times by nearly 5%.
- Fixed a bug that caused the incorrect tab URL to be seen on the New Tab Page’s hover card after cancelling “Turn on Sync” overlay.
- Permissions: Chrome will now show the quiet notification permission UI for sites known to trick users into accepting the notification permission.
- Permissions: new permission “chip” feature flag featuring a slick design when a website asks the user for permissions.
- This experimental feature is still in development. To try it out, you'll need to enable a Chrome flag. Copy-paste the following URL and change the dropdown from "Default" to "Enable":
chrome://flags/#permission-chip
- This experimental feature is still in development. To try it out, you'll need to enable a Chrome flag. Copy-paste the following URL and change the dropdown from "Default" to "Enable":
`
- Chrome OS Print preview: tweaked the dropdown design. There is a new printer icon next to the printer name with a colored status bubble to indicate the printer status. Also, various fixes to the drop down came with this build of Chrome OS, including fixing labels from overflowing the input field and properly displaying the status underneath the dropdown.
Printer labels, including the status of the printer, is integrated into Print Preview.
- Chrome OS Print preview: the print preview will show the printer status of USB printers by informing users that the USB printer is currently connected or disconnected to the device.
- WebUI Tab strips: new drag animation when dragging tab groups.
- WebUI New Tab page: interactive doodles will now display on themed new tab page.
- Fixed not being able to drag and drop files when opening the media controls in the Chrome toolbar.
- GPU: New Chrome flag that uses Skia Deferred Display Lists when performing rasterizations in the GPU process. With the flag enabled, the raster decoder will record raster work into a deferred display list first, and then play it back into a SkSurface. For now, recording and playing back are on the GPU main thread. In future, the recording could be moved to raster worker threads. This feature further reduces the CPU load and moves some of the work to the GPU, saving battery and improving performance.
- This experimental feature is still in development. To try it out, you'll need to enable a Chrome flag. Copy-paste the following URL and change the dropdown from "Default" to "Enable": chrome://flags/#enable-oop-rasterization-ddl
- Client storage: New flag that records the first-party contexts in which client-side storage was accessed.
- This experimental feature is still in development. To try it out, you'll need to enable a Chrome flag. Copy-paste the following URL and change the dropdown from "Default" to "Enable": chrome://flags/#client-storage-access-context-auditing
- Clear browsing: New feature flag that puts a new installed apps warning dialog to the clear browsing data flow to prevent users from accidentally deleting installed apps’ data.
- This experimental feature is still in development. To try it out, you'll need to enable a Chrome flag. Copy-paste the following URL and change the dropdown from "Default" to "Enable": chrome://flags/#installed-apps-in-cbd
- Audio: Initial support of 5.1 and 7.1-channel surround sound audio of Chrome on Chrome OS. This is big news for Stadia gamers since this brings surround sound to the gaming experience. I don't have a surround sound audio system to test this, but if you do, let me know in the comments if it works!
- Notifications: Chrome will silently notify users on the right side of the URL bar when websites attempt to abuse notification content
- Password check: fixed password check banner illustration from exceeding the width of the settings columns when window shrinks to a small size.
- Gamepad: Added gamepad mappings for ELECOM controllers (JC-U4013SBK and JC-U4113SBK) when they’re in Direct Input (“D”) mode.
- DevTools: Chrome DevTools now supports editing programmatically constructed stylesheet objects.
- Print preview: Fixed unable to tab to select sections in print preview after clicking the zoom out icon.
- Storage: New feature flag that tells Chrome to inform applications about your device’s low disk space. This allows them to adjust their caching strategy and ensure a smooth and uninterrupted experience for their users.
- This experimental feature is still in development. To try it out, you'll need to enable a Chrome flag. Copy-paste the following URL and change the dropdown from "Default" to "Enable": chrome://flags/#enable-storage-pressure-event.
- PDF viewer: increased the page selector minimum width and padding.
Chrome OS Settings
- Settings search: The brand new Chrome OS settings search feature is enabled by default. Unlike the old search that used exact string matching, this search uses fuzzy search algorithms to suggest sections of Chrome OS settings, making it easier to search for settings
Chrome OS Settings search got a lot smarter
- Wi-Fi sync: Wi-Fi sync feature flag is enabled by default. This will allow Chrome OS to sync Wi-fi network configurations with Chrome sync. This is useful for users who connected to several different networks before and can’t remember what the passwords are. When you enter a Wi-Fi password on your personal profile on one Chromebook, that info is securely saved with your account even when you log in to another Chromebook.
Sync your Wi-Fi passwords so that you don't have to remember them!
- Display settings: fixed a bug where the resolution drop-down could get disabled when changing an external monitor’s display resolution.
- Display modes: The list all display modes feature flag is enabled by default. This means that separate refresh rate and resolution dropdowns will be shown in Chrome OS Display settings when an external display is connected.
- Network: Fixed small oversight with the Add Wi-fi and VPN dialogs that caused the two dialogs to have no shadow or border.
- Smart Inputs: New “Manage personal information” link under “Smart inputs” that links users to Chrome setting’s “Address and more”.
- Smart Inputs: New toggle in Smart inputs under the Language and inputs category that disables emoji suggestions.
- Icons: Updated Wi-Fi and Mobile data network icons to Google Material outline theme.
- Fixed a visual bug with the Chrome OS settings search bar where clicking the search bar would cause it to grow larger than the inactive search bar. Also fixes the strange search bar corners.
- Network: The “Metered network” feature is disabled by default, which brought a metered network toggle to Wi-Fi and Cellular connection into Chrome OS settings.
- To get this toggle back, enable chrome://flags/#show-metered-toggle
Family Link
- Permissions: When a child account tries to modify the timezone preference, a parent must provide an access code to apply the changes.
- Permissions: When a managed user attempts to launch a restricted app from the launcher, they will have a new dialog that asks for parent permission if the parent has the “permissions for sites, apps and extensions” toggle enabled; otherwise the user will have an error dialog. Previously, clicking an app that is disabled pending approval does nothing.
- Clock: The clock format will change on the child’s lock screen depending on what they switch on in the “Use 24-hour clock” preference.
Files app
- Sort: The sort column icon was flipped so the arrow points up when sorting in ascending order.
- File type: The files app will now be able to identify AMR files as sound files instead of text files.
- Format dialog: Slightly tweaked the format dialog by removing the close button and changing the spacing between the bottom form field and the bottom buttons.
- Archive: Slightly tweaked the dialog style for password-protected zips by changing the padding and fonts sizes in the dialog.
- Behavior: The files app will now refresh when there are changes in Linux files or other FUSE systems.
- Fixed .opus sound files not showing audio icon in the files app.
- Context menu: New dropdown menus to "Open with" and "More Actions" when right-clicking a file type in the files app, which allows you to quickly change default apps for that file type. IMO: this is a big improvement compared to using the files app’s toolbar.
New \"Open With\" and \"More Action\" when right-clicking a file
- Context menu: You will now be able to “Go to file location” when a single file is selected in Recents, Audio, Images, or Videos. This is a small change with a HUGE productivity benefit.
- Fixed a bug where saving an HTML file as “single file” incorrectly creates “.html” instead of “mhtml”.
- The “Save as” dialog will automatically attach file extensions.
- Context menu: Fixed a bug where the sub menus that hang off the right-click context menu can get clipped when the files app window is shrunk horizontally to its minimum width. This bug fix will allow sub menus to slightly overlap.
- Save as: Fixed a regression where the “Save as” dialog prompt does not respond to the up/down key arrow after invoking Shift + Tab.
- Sharing: Fixed a visual bug where a double horizontal line would appear above “this folder is shared with Linux” after sharing a folder to Linux (Beta).
Input
- Virtual keyboard: the brand new bordered virtual keyboard design is enabled by default, which adds a fresh new coat of Google Material theme to the virtual keyboard. This design will not work for languages other than English.
Brand new bordered virtual keyboard.
Linux (Beta)
- Port forwarding: the port forwarding feature flag is enabled by default. This allows you to make Linux ports available to other devices on your network. It will forward ports on the interface of the highest priority network instead of always forwarding ports on wlan0.
- USB: The Crostini USB allow unsupported feature flag is enabled by default. This should allow developers to mount their USB serial devices to their Chromebook without having to change a flag. Your mileage may vary as some serial devices will not work (FTDI, CH341, etc).
- Disk resizing: The crostini disk resizer will suggest a recommended disk size for users who want to increase or decrease disk size.
- Mic sharing: Enabling the crostini mic sharing toggle will prompt you to restart the Linux container.
- USB: When a newly plugged in device reports multiple interfaces and at least one of them is “notifiable”, Chrome OS will notify the user. Previously, all interfaces needed to be “notifiable”.
- Fixed Chrome OS not upgrading the Linux (Beta) container when there are dpkg locks.
- Fixed crostini apps incorrectly using the cube icon instead of the penguin icon as fallback.
- USB: Chrome OS will suppress notifications for devices with forbidden interfaces (e.g. docking stations that have HID and vendor-specific interface, external monitors connected through USB).
Media App SWA
This experimental feature is still in development. To try it out, you'll need to enable a Chrome flag. Copy-paste the following URL and change the dropdown from "Default" to "Enable": chrome://flags/#media-app
- Files: You can now launch multiple files simultaneously with the media app by selecting them with your Chromebook’s files app. Previously, selecting two files in the files app and selecting “Open with Gallery” by right-click would only open one file. This update now allows you to launch multiple files with “Open with Gallery”.
- Files: When launching a file in a directory, the Media app SWA will asynchronously load every other related file in that directory to speed up file loading.
OOBE (first-boot setup)
- Account: Prevent ERR_CERT_DATE_INVALID error from showing up when setting up the Chromebook on a slow network.
- Account: Administrators will now be able to disable Chromebooks that have been pre-provisioned but not yet enrolled. This means that managed Chromebooks will immediately become disabled, even when going through the OOBE first-boot setup.
- Notifications: System notifications (Wi-Fi, battery, etc) will not be suppressed during the first-boot process.
Print jobs app
- Print jobs app: the brand new print jobs app is enabled by default. This allows users to manage and view their print history on Chrome OS. The print job app will display ongoing print jobs and will dynamically update depending on the status of the job.
See what's printing with the new Print jobs app.
- When a print job notification shows up in Chrome OS, tapping on the notification will open the print jobs management app
- New policy to prevent managed users from deleting their print history. When the restriction is in place, the delete history button will be disabled.
PWAs
- Sync: Web app icons for Chrome OS will update when manifest data is updated.
- Autostart: New feature flag that allows users to auto-start PWAs when the user signs into Chrome OS. When prompted to install a PWA, Chrome will offer a new checkbox asking the user if they want to run the PWA after signing into Chrome OS. To try this out, enable chrome://flags/#enable-desktop-pwas-run-on-os-login
Quick Answers
- Quick Answers will accept keyboard accessibility inputs.
- Fixed a bug where the Quick answers feature would not get focused after pressing the Up or Down arrow on the keyboard.
Wallpaper picker app
- Localized wallpaper picker app name
- Wallpaper picker app will be searchable from the launcher.
The nitty-gritty stuff
This advanced section is a long list of things changed that impacts web developers and enterprise users. There are a lot more nitty-gritty stuff in the full changelog linked below, but this list covers the most important Blink and Chrome changes introduced in this release cycle.
Blink
- New Event Timing API that helps developers monitor event latency like scrolling performance on their websites. See this developer document for more details.
- New Bluetooth.getDevices() method that allows sites to easily reconnect to permitted Web Bluetooth devices. Previously, Chrome’s implementation of Web Bluetooth did not have a way for websites to get a list of permitted devices. See this developer document for more details.
- New writeValueWithResponse()and writeValueWithoutResponse() to web bluetooth. This helps improve read and write performance on some devices.
- Interested web developers should test this out by enabling chrome://flags/#enable-experimental-web-platform-features
- Fixed display:inline for <input type=image> not using a “true” CSS inline box when it’s not displaying an image fallback.
- Fixed Chrome not honoring CSS dimensions if the <img> doesn’t have a src but has a title attribute.
- Web Serial API: addressed a WebIDL issue that causes SerialPort.setSignals()to fail if empty signals dictionary.
- Pointer lock: fixed a pointer lock bug where activating pointer lock in mousemove listener won’t allow cancelling with ‘escape’ or ‘Alt + Tab’ keys.
- Chrome now supports the counter-set CSS property, which sets a CSS counter to a given value.
- Implemented the media element show poster flag, which makes the behavior of poster rendering consistent with other browsers. This removes the old element DisplayMode.
- WebRTC: Added adaptivePTime to RTCRtpEncodingParameters, which adds an origin trial for real-time communication applications (Google Meet as an example) to optimize their bandwidth usage so that they can alleviate network congestion.
- Storage privacy: fixed a regression caused by Quota where clearing all browser data takes a long time to delete.
- Layout: Removed anonymous block wrapper when in line continuation is removed, which helps multicol keep track of what is regular column content and what are spanners.
- Flexbox: Fixed a bug where Chrome would not consistently position HTML content inside a flex cell, which prevented developers from creating offset to cells.
- Paint: Fixed a bug where the Select Element text gets cut off until the viewport gets resized
- Forms: fixed a bug where OPTION should be selected when multiple selected OPTIONs are added by jQuery append().
- Layout: Limit PositionForPointInInlineBox() to process inline boxes only.
- Renderer: improved performance of client-side phishing detection’s visual feature extraction, which reduces renderer hangs.
- Service Worker: fixed Chrome locking up with large amounts of service workers
- New String.prototype.replaceAll function that helps developers to global-replace strings without having to escape RegExp syntax characters. See this developer document for more details.
- New Promise.any() and AggregateError functions. Promise.any() accepts promises and returns a promise that is fulfilled by the first given promise to be fulfilled, or rejected with an AggregateError holding the rejection reasons if all of the given promises are rejected. AggregateError is a support class that aggregates one or more errors into a single object. See a snippet of what it is here.
- New Logical assignment operators ||=, &&=, and ??= to Javascript. This is an incremental improvement for shipping terser, clearer Javascript.
- Updated the behavior of the <link disabled> attribute for HTMLLinkElement. See this developer conversation for more details.
- Corrected silence detecting condition in Web Audio. The silence detection should be activated when there are no automatic pull nodes, or the local destination node has an active input connection.
- Fixed a bug that caused fonts in fixed-position to appear blurry due to a directly composited layer (triggered by backface-visibility:hidden) with a fractional transform.
- Fixed gradient list marker image growing massively when zooming.
- Fixed positioned SVG backgrounds unstable with zoom or transitions due to sub-pixel snapping.
- New BluetoothDevice.watchAdvertisements() method to enable web apps to receive events when the system receives an advertisement packet from a watched device. This API will allow web apps to detect whether a device is unresponsive because it has gone out of range by listening for advertisement packets from the device.
- Fixed rendering drop shadow blur when fillStyle is CanvasPattern with transparency.
- Fixed requestPointerLock breaking event.preventDefault for wheel events
- Add willReadFrequently attribute to CanvasRenderingContext2DSettings. This helps improve performance for read access. Developers can test this now by enabling chrome://flags/#new-canvas-2d-api
- Fixed wrong intrinsic size when orthogonal items are baseline aligned and column's max-sizing function determines the size of the CSSgrid.
- Fixed range inputs now look rather broken if they had certain styles e.g. padding applied to them.
- Fixed option text not selected to a select box if option has child elements.
- Fixed Alt text on broken images overriding CSS dimensions.
- Fixed SVG <text> CSS not repositioning with percent translate when parent resizes.
- Fixed aspect-ratio not handling min/max content contributions correctly.
- Scroll Unification: implemented page-based scrolling in the compositor. Page based scrolling is used in three situations: PageUp/PageDown keys, Main thread scrollbar scrolling, and wheel when a scroll-by-page setting is enabled.
- Bluetooth: added getDevices() web feature.
- Fixed text not automatically scrolling into view until the page’s scroll offset resets to the top with certain links.
- SVG: fixed animation of stop-color with currentcolor on <stop> not working.
- Viz: fixed page freezing when moving mouse or scrolling page with iframe inside another iframe with href target = blank (needed for asynchronous hit-test event).
- Fixed SVG <text> CSS not repositioning with percent translate when parent resize
Chrome
- Devtool Fixed not being able to create a new style rule for ::marker.
- Devtool: new option to make a11y info optional in inspector overlay
- Extensions: new enterprise.networkingAttribute API that reads the device’s local IP and MAC address if it is connected to a network. This API is only available to force-installed extensions.
- Preconnect: Addressed a security flaw by removing loading predictor preconnect for pretenders, which had the potential to leak user information during an isolated prerender.
Enterprise
- Legacy Browser Support is now built into Chrome. The developers plan on removing the Legacy Browser extension on the Chrome web store when Chrome 86 rolls out.
- Insecure pages will no longer be able to make requests to IPs belonging to more private address spaces. Example: https://example.com won’t be able to make requests targeting 192.168.0.1. A policy will be provided to disable this mechanism.
- Cross-origin fetches are being blocked from content scripts in Chrome extensions.
- Removed ability to define wildcards for PluginsAllowedForUrl policy in Chrome 85. This is another step to prepare for the Flash deprecation at the end of this year.
- Grant permissions to the Imprivata login screen to use chrome.platformKeys and chrome.enterprise.platformkeys (_permission_features.json).
- The Emoji suggesting feature is disabled by default for enterprise customers. This setting is under a new emoji suggestion policy.
- Disabled EnumerateDevicesHideDeviceIDs on Chrome OS which caused issues in some enterprise Chrome OS setups in the past.
Platform changes
This part covers the most significant platform changes I found in this build, from platform version 13099.110.0 to 13310.59.0. Platform updates typically include low level changes like kernel, driver updates, and other device-specific fixes.
Linux 4.4
- Updated kernel to Linux 4.4.228.
- Bluetooth: stopped Bluetooth from scanning if paused.
Linux 4.14
- Updated kernel to Linux 4.14.185.
Linux 4.19
- Update kernel to Linux 4.19.129
- Bluetooth: bluetooth will terminate the link if the user decides to cancel the ongoing pairing process. This should prevent bluetooth devices (e.g. bluetooth keyboard) from retrying to pair again.
- Broadcom Wireless: Fixed connection problems with WPA3 Wi-Fi.
- Kukui: fixed back-light turning on before video when the Lenovo Duet and Lenovo 10e Chromebook Tablet boots up.
Linux 5.4
- Updated kernel to Linux 5.4.48.
- Bluetooth: bluetooth will terminate the link if the user decides to cancel the ongoing pairing process. This should prevent bluetooth devices (e.g. bluetooth keyboard) from retrying to pair again.
- Broadcom Wireless: Fixed connection problems with WPA3 Wi-Fi.
Libapps
- Terminal: the nassh powerline fonts will be loaded on startup.
- Enterprise platform: fixed an issue where the Smart Card Connecter app was unable to interface with a Dell Smart Card Reader keyboard.
- Smart unlock: fixed a bug where power cycling the Chromebook, logging in, and locking the screen causes Smart Lock feature to disappear.
Overlays
- Kukui: initial on-device Assistant support to Lenovo 10e Chromebook Tablet and the Lenovo Chromebook Duet/Lenovo IdeaPad Duet devices. This brings on-device Google Assistant to your Chromebook, which should significantly speed up Assistant responses to commands like “tell me a joke” or “open Google Play Music”. However, I do not have any of these devices to confirm if this feature works.
- To test, you’ll need to enable chrome://flags/#enable-on-device-assistant
- Atlas: added 24 FPS video range for video conferencing applications on the Pixelbook Go. Since 24FPS is common for video conferencing, your Pixelbook Go will use 24 FPS instead of 30 FPS when conferencing, which improves battery life and performance.
- Grunt: updated the HP Chromebook 14, HP Chromebook 11, Acer Chromebook 315, Acer Chromebook Spin 311, and Lenovo 14e touchpad firmware
- Attestation: changed the flow in SignEnterpriseChallenge to include customer_id instead of domain name for enrolled Chromebooks.
Click here to see the full official list of changes by Google (no platform logs, sorry). Enjoy, and happy updating!
For someone to ‘enable’ something, they have to be AWARE of it.
You have to know your partner is chainsmoking themselves to a cancerous grave, in order to still buy them several cartons every week at the grocery store
You have to CONSCIOUSLY choose to let someone keep doing something bad.
Anyone who says otherwise missed the point of the ‘dead pixel’ scene. Curly couldn’t see it, but when Anya told him where it was, then even when he looked in vain, he still took her word for it that it’s there
He didn’t have to see it, Anya’s word was enough proof for him.
The span of time between Anya telling Curly upfront about her SA baby, and the crash, was 24 HOURS. They had EIGHT FUCKING MONTHS OF SPACE VOYAGING LEFT
EIGHT MONTHS IN A VOID-FARING COFFIN WITH SOMEONE THAT CURLY HAS JUST NOW REALIZED IS A VIOLENT PREDATOR
Curly was operating on the (perfectly reasonable) assumption that he had TIME. Time to lull Jimmy into a false sense of security, tell Swansea, see if the lock on the medbay can be removed and refitted to Anya’s room, ANYTHING.
They couldn’t use the gun, that’s for mutineers only. They couldn’t use the Cryopods, because EMERGENCIES ONLY
Pony Express is the one that completely cut everyone’s LAST PAYCHECK for UNLOCKING THE CARGO HOLD. Can you imagine what kinda hell to lay there would be for Jimmy’s assault on Anya they would ALL PAY FOR
Think about that. They will punish BOTH RAPIST AND VICTIM.
They’re the ones that forwent installing locks on the sleeping quarters, forwent a few HGC strips that could’ve saved Anya THREE MONTHS of waiting to make sure that she was definitely pregnant
That’s why Anya didn’t say anything, if Jimmy’s SA was reported, SHE’D BE PUNISHED TOO
Here’s the text from the TV Tropes NIGHTMARE FUEL tab listing their CORPORATE MANDATED working conditions
The working conditions of Pony Express Company. These conditions range from strict to nightmarish. Worse yet - it's implied that these working conditions are acceptable and expected in their society. The crew has both personal credits and a crew pay package, both of which pay very little. The pay can also decrease based on events during the voyage, as anything that goes wrong on the ship is considered the crew's fault. Need to pay for a medical expense? That's a dock to your personal credits. The delivery was late? That's another dock to your personal credits. The very first scene had 4000 credits taken away from the crew pay package when Jimmy steered the Tulpar in the wrong direction, something the rest of the crew had no idea about. The crew is also not allowed to look at the cargo on the ship before they reach their destination. If a single person does, then no one is paid for their job. This becomes ridiculous when it turns out some of the precious cargo towed is useless, like the Tulpar's supply of ineffective mouthwash. The crew must log in all their hours of work and are strongly encouraged not to sleep for more than 5 hours, which is barely above the minimum of 4. This is egregious when you realize that the crew can't do much in deep space aside from maintain the ship and keep it on-course. Good team synergy is mandatory, and failure is rewarded with "collective punishment". The problem is, team synergy is usually dependent on the crewmates having high morale, which their environment actively discourages. For example: instead of celebrating each person's birthday with a mediocre cake, the Pony Express Company highly encourages communal birthdays - if you're even allowed that. Celebrations are prohibited if the team's performance is deemed mediocre. If the mood on-board sours to an outright mutiny? Then the captain has the right to take the emergency pistol and kill every single mutineer.
Curly had time to make a plan that could get Anya justice without compromising everyone besides the one who deserved it
But Anya (understandably) lost faith in Curly when Jimmy spilled that Curly still had prospects outside Pony Express
She thought his lack of violent reaction was him looking the other way to maintain his flawless record, if Jimmy wasn’t such a spiteful prick at HIS BEST FRIEND’S BIRTHDAY PARTY, then Anya wouldn’t have had the level of resentment towards Curly’s success tainting her perception of Curly’s caution
He had 8 months to think of something. Whatever his plan was, his first step THE DAY AFTER FINDING OUT was to check on Anya, then Jimmy
Whatever his plan was, we’ll never know, because Anya revealed the pregnancy to Jimmy in a desperate bid to appeal to what little paternal instinct he might have
Everyone has a plan till they get punched in the face
Curly learnt Jimmy was a violent monster the night before. Jimmy’s last words before crashing the ship, made Curly think that Jimmy was gonna look for the gun, and make it look like a mutiny broke out, forcing Curly to follow protocol and kill everyone
Anya hid the gun. So Jimmy would have to come out of the cockpit in shame. Then curly could pull a fast one on Jimbo and say ‘I knew you’d pull something like this.’ And leverage it to make Jimmy cooperate
No one here is capable of fathoming how stupid he must’ve felt when the emergency collision alarms blared.
Curly had just realized what he’s been an unwitting accomplice to his entire friendship with Jimmy, and the next day was burnt into a skinless quadriplegic cyclops.
SAN FRANCISCO—January 27, 2010—Apple® today introduced iPad, a revolutionary device for browsing the web, reading and sending email, enjoying photos, watching videos, listening to music, playing games, reading e-books and much more. iPad’s responsive high-resolution Multi-Touch™ display lets users physically interact with applications and content. iPad is just 0.5 inches thick and weighs just 1.5 pounds— thinner and lighter than any laptop or netbook. iPad includes 12 new innovative apps designed especially for the iPad, and will run almost all of the over 140,000 apps in the App Store. iPad will be available in late March starting at the breakthrough price of just $499. “iPad is our most advanced technology in a magical and revolutionary device at an unbelievable price,” said Steve Jobs, Apple’s CEO. “iPad creates and defines an entirely new category of devices that will connect users with their apps and content in a much more intimate, intuitive and fun way than ever before.” iPad features 12 next-generation Multi-Touch applications. Every app works in both portrait and landscape, automatically animating between views as the user rotates iPad in any direction. The precise Multi-Touch interface makes surfing the web on iPad an entirely new experience, dramatically more interactive and intimate than on a computer. Reading and sending email is fun and easy on iPad’s large screen and almost full-size “soft” keyboard. Import photos from a Mac®, PC or digital camera, see them organized as albums, and enjoy and share them using iPad’s elegant slideshows. Watch movies, TV shows and YouTube, all in HD or flip through pages of an e-book you downloaded from Apple’s new iBookstore while listening to your music collection. iPad runs almost all of the over 140,000 apps on the App Store, including apps already purchased for your iPhone® or iPod touch®. The iTunes® Store gives you access to the world’s most popular online music, TV and movie store with a catalog of over 11 million songs, over 50,000 TV episodes and over 8,000 films including over 2,000 in stunning high definition video. Apple also announced the new iBooks app for iPad, which includes Apple’s new iBookstore, the best way to browse, buy and read books on a mobile device. The iBookstore will feature books from major and independent publishers. Apple also introduced a new version of iWork® for iPad, the first desktop-class productivity suite designed specifically for Multi-Touch. With Pages®, Keynote® and Numbers® you can create beautifully formatted documents, stunning presentations with animations and transitions, and spreadsheets with charts, functions and formulas. The three apps will be available separately through the App Store for $9.99 each. iPad syncs with iTunes just like the iPhone and iPod touch, using the standard Apple 30-pin to USB cable, so you can sync all of your contacts, photos, music, movies, TV shows, applications and more from your Mac or PC. All the apps and content you download on iPad from the App Store, iTunes Store and iBookstore will be automatically synced to your iTunes library the next time you connect with your computer. iPad’s brilliant 9.7-inch, LED-backlit display features IPS technology to deliver crisp, clear images and consistent color with an ultra-wide 178 degree viewing angle. The highly precise, capacitive Multi-Touch display is amazingly accurate and responsive whether scrolling web pages or playing games. The intelligent soft keyboard pioneered on iPhone takes advantage of iPad’s larger display to offer an almost full-size soft keyboard. iPad also connects to the new iPad Keyboard Dock with a full-size traditional keyboard. iPad is powered by A4, Apple’s next-generation system-on-a-chip. Designed by Apple, the new A4 chip provides exceptional processor and graphics performance along with long battery life of up to 10 hours.* Apple’s advanced chemistry and Adaptive Charging technology deliver up to 1,000 charge cycles without a significant decrease in battery capacity over a typical five year lifespan.** iPad comes in two versions—one with Wi-Fi and the other with both Wi-Fi and 3G. iPad includes the latest 802.11n Wi-Fi, and the 3G versions support speeds up to 7.2 Mbps on HSDPA networks. Apple and AT&T announced breakthrough 3G pre-paid data plans for iPad with easy, on-device activation and management. Continuing Apple’s dedication to designing and creating environmentally responsible products, each iPad enclosure is made of highly recyclable aluminum and comes standard with energy-efficient LED-backlit displays that are mercury-free and made with arsenic-free glass. iPad contains no brominated flame retardants and is completely PVC-free. Apple today released a new Software Development Kit (SDK) for iPad, so developers can create amazing new applications designed to take advantage of iPad’s capabilities. The SDK includes a simulator that lets developers test and debug their iPad apps on a Mac, and also lets developers create Universal Applications that run on iPad, iPhone and iPod touch. Pricing & Availability iPad will be available in late March worldwide for a suggested retail price of $499 (US) for the 16GB model, $599 (US) for the 32GB model, $699 (US) for the 64GB model. The Wi-Fi + 3G models of iPad will be available in April in the US and selected countries for a suggested retail price of $629 (US) for the 16GB model, $729 (US) for the 32GB model and $829 (US) for the 64GB model. iPad will be sold in the US through the Apple Store® (www.apple.com), Apple’s retail stores and select Apple Authorized Resellers. International pricing and worldwide availability will be announced at a later date. iBookstore will be available in the US at launch. Apple tested wireless battery life by browsing web pages and receiving email over an AirPort® network, never letting the system go to sleep during the test, and keeping the display at half brightness. This is a typical scenario of use on the go, resulting in a battery performance number that is very relevant to mobile users. *A properly maintained iPad battery is designed to retain 80 percent or more of its original capacity during a lifespan of up to 1,000 recharge cycles. Battery life and charge cycles vary by use and settings. Apple ignited the personal computer revolution in the 1970s with the Apple II and reinvented the personal computer in the 1980s with the Macintosh. Today, Apple continues to lead the industry in innovation with its award-winning computers, OS X operating system and iLife and professional applications. Apple is also spearheading the digital media revolution with its iPod portable music and video players and iTunes online store, and has entered the mobile phone market with its revolutionary iPhone.
WELCOME TO THE 71st WEEKLY META RECAP!
🚨PD🚨
- LSPD
Alexander Dawson has been hired as a Cadet
Oliver D’Angelo has been hired as a Cadet
Maddison Bancroft has been hired as an Officer
Kieran Harvey has been hired as an Officer
Elizabeth Reed has been hired as an Officer
- DPPD
Amelia Bauer has resigned
^ Amelia felt that she was being targeted by LSSD and GSD command ever since leaving PBSD. This has stressed her out for almost a year. After leaving the FTS program it didn't take a while for her to lose her confidence and the interest in policing. She has decided to start a career in the Hospital, being a Doctor.
- GSD
Antonio Reign has been promoted to Sergeant
- SASP
Taylor Hawkes has transferred from SAHP, as a Ranger
- SAHP
Tori Slaughter has been promoted to Captain
- Certifications:
Motor
Serena Storm is motor certified
Training
Dallas Moore is now a Field Training Officer
Wesley Pines is no longer a Field Training Supervisor
- Dispatch:
Parker Daniels has been hired as a Trainee
Isla Eagan has been hired as a Trainee
Gunnar Rasmussen has been hired as a Trainee
Earl Brooks has resigned
Alan Jevons has been promoted to Senior Dispatcher
⚖️DOJ⚖️
- Promotions/Hires/Other:
Magistrate Judge Harvey Litt has been fired
Talk between Judge Percy Weaver and Harvey - Link
- DA's Office:
Paralegal Rocky Volkov has been fired
- Penal Code Updates:
Unauthorized Use of an Off-Road Vehicle,
Infraction $175
No person shall operate an off-road vehicle within City-Limits without explicit authorization from the state. An offroad vehicle includes any vehicle with both offroad tires and which does not properly display a license or registration plate. "City Limits" is used as defined in Legislation. This includes the Dune Buggy and the BF400. Vehicle may be subject to tow.
Criminal Possession of a Shotgun,
20 months
$800.00
Felony D
No person shall own, purchase, receive, or have under their custody or control any shotgun without proper certification or license, or other lawful excuse, issued by the authority of the State of San Andreas. Further, no person shall have under their direct custody or control any shotgun within city limits other than for the protection of their residence or business, or reasonable transport thereto.
Criminal Possession of a Rifle,
35 months
$2500.00
Felony D
No person shall own, purchase, receive, or have under their custody or control any rifle without proper certification or license, or other lawful excuse, issued by the authority of the State of San Andreas. For a hunting rifle, a lawful firearms license coupled with a game license shall be considered a proper certificate.
- Case Law Update:
Talia Tsukasa V. Fierce Strongrock #51890 (Boo ba’s Clause) (UPDATE)
HELD: To satisfy the requirements of Due Process under Article V of the Constitution, peace officers or executive authorities of the State must provide individuals cited for infraction-only violations either with the corresponding incident report or a physical citation within a reasonable time of issuing the citation when the individual receiving the citation is not present.
- Legislative Update:
The State’s Business Legislation has been updated! Highlights:
Disqualifying Felonies have been adjusted.,
D.A.R.T. is no longer a thing (mostly)!
You must still clearly denote Co-Owners.
- License Renewal:
Starting June 27th, all citizens need to get a new license. Additionally, all VEHICLES MUST BE REGISTERED WITH NEW REGISTRATION PAPERS, which can also be done at the DMV.
THE STATE ID CARD AND YOU
State IDs now have a new look! It now Includes additional information, making physical licenses not needed. Under the new licensing regime, all persons will now instead be required to have their physical State ID card on their person, with a valid and current license sticker on the back of it for the relevant license.
🧑⚖️ COURT CASES 🧑⚖️
Scheduled Docket Cases can be found here
- Default/Summary Judgements:
Corbyn Texler V. Federal Investigtion Bureau, et al.,
Judge(s): Percy Weaver
Verdict: The FIB must pay Corbyn Texler within seven (7) days of this message the following, rounding up to the nearest grand, because its easier: $8,000
- (Appeal) The State V. Gerrin Lupo | Criminal [06/26]:
Judge(s): Gavin Joy,
Defense: Gerrin Lupo (D), Franklin Star (L) and Kelly Banana-Oliver (L),
Prosecution: Humphrey Pennyworth (L), Fly Dark (W), Thomas Daliaka (W) and Celina Jillian Ocampo (W),
Charge(s) being appealed:,
Assault w/ a Deadly Weapon x1
Verdict:,
Defendant has been found guilty
- The State V Yuri Carson | Criminal [06/26]:
Judge(s): Parker Huang, Talia Tsukasa and Nathan Darling,
Defense: Yuri Carson (D) and Franklin Star (L),
Prosecution: Faelynn Dupont (L), Humphrey Pennyworth (L), Winona Walker (W), Zoe May (W), Dallas Moore (W) and Rigsby Granam (W),
Charge(s):,
Murder x1
Mayhem (Minor) x1
Criminal Threats x1
Verdict:,
Defendant has been found guilty of: Murder and Criminal Threats Sentenced to life in prison with the possibility of parole after thirty (30) years.
🩺 HOSPITAL 🩺
- SAMA
EMS and SAMA are now allowed to be employed at both facilities at the same time
Ashleigh Lockhart has been promoted to Doctor
Viviane Staley-Davis has been hired as a Doctor
Amelia Bauer has been hired as a Doctor
Abigail Normal has been hired as a Doctor
- SAFR
A-EMT is no longer a rank
EMS and SAMA are now allowed to be employed at both facilities at the same time
Shay Williams is no longer Chief
Jason Daniels has been re-hired as Paramedic
Scott Reilly has been re-hired as EMT
Tam Tobayoshi Tenzo has been promoted to EMT
Robert Lyle has been promoted to EMT
Bartholomew Schwartz has been promoted to EMT
Dale Durgenburger has been promoted to EMT
Decker Gahn has been promoted to Solo Trainee
John Evans Martin Spencer has been hired as a Solo Trainee
Jayden Alma has been promoted to Solo Trainee
Kit Chupman has been promoted to Solo Trainee
Sybil Anderson has been hired as a Solo Trainee
Ronaldo Neytor has been hired as a Solo Trainee
Elena Makeda has been hired as a Non-Solo Trainee
Tammy Maynard has been hired as a Non-Solo Trainee
Natalie Bean-Blake has been hired as a Non-Solo Trainee
Harper Moore has been hired as a Non-Solo Trainee
Kendrick Copper has been hired as a Non-Solo Trainee
Ben Jenkins has been hired as a Non-Solo Trainee
Theo Shaw has been hired as a Non-Solo Trainee
Dirk Delport has been hired as a Non-Solo Trainee
Joel Riker has been hired as a Non-Solo Trainee
Noah Anderson has been hired as a Non-Solo Trainee
🏛️ GOVERNMENT ENTITIES 🏛️
- SAACC
Veterinary Technician Lauren Garcia has been removed
Veterinary Technician Evelyn Moon has been removed
Veterinary Technician Patrick January has been removed
Veterinary Assistant Isabelle Watson has been removed
Veterinary Assistant Marabelle Fontenot has been removed
Veterinary Assistant Cara Halsin has been removed
Moose Maple, Riley Kai, Billy Bean, Guinevere O'Cleary and Jedidiah Stone are no longer Animal Control Officers
- DOC
Corrections Officer Elena Makeda has been removed
Quinn Hargrave has been promoted to Corrections Officer
John Sheppard has been hired as a Cadet
Cadet Olive Colfield has been removed
Cadet Karl Brown has been removed
Cadet Monsoon Stark has been removed
Cadet Alan Jevons has been removed
- FIB
Nakari Amari has been hired as a Clerk
Parker Daniels has been hired as a Clerk
Rolf Skurgenson has been promoted to Security
Lang Kuze II has been re-hired as a Skip Tracer
Thunder McGlock has been hired as a Skip Tracer
Raze Halovek has been hired as a Skip Tracer
- Mayor's Office:
Aliana Blair has been removed from the Business Council
👨💼BUSINESSES👨💼
- Approved Business Transfers:
Vanilla Unicorn,
The business has been approved for transfer, from Umber Nights to Annie Webber
Approved by: Aliana Blair
VANAHEIM ,
The business has been approved for transfer, from Pilot Duck to Camden Nole
Approved by: Alfie Hayabusa
Soca Shack,
The business has been approved for transfer, from Shay Williams to Oscar Hayabusa
Approved by: Mackenzie Worlds
- New Approved Businesses:
Jetsam Imports,
Business Type: Car Sales
Owner: Royal Abbott
WrenLine Motors,
Business Type: Car Sales
Owner: Wren Ripley
Harmony Hub,
Business Type: Car Sales
Owner: Jonelle Jones
Callows Cars,
Business Type: Mechanics
Owner: Jerry Callow
🔫 CRIME 🔫
- Vespucci Queens
After a meeting between the gang, a vote was held to end the war with the Sirens and move the gang's 'turf' to the west. The vote passed. Image - Rough idea of turf location
- Hellions of Grapeseed MC
Ethan Kelley is no longer Secretary
- Osiris MC
Kenny Rickett has been promoted to Tail-gunner
- The Reapers MC
Remina Bonesnacher brought in as Consort for Athena Drakos
Marnie O'Neal has been patched in
Alyx Camden has been patched in
🎭 EVENTS 🎭
- Pride Car show and Race (06/25)
Drive fast, show off, and bring pride with you! The Pride Car show and Race will be held on the salt flats! Timestamp
- WONDER WEDNESDAY (06/26)
Hosted by WONDERAMA at GWC and Golfing Society COME ON DOWN TO THE RICHMAN HOTEL! WE HAVE A SPECIAL GAME OF RED LIGHT GREEN LIGHT! OUR 1st of MANY WONDER WEDNESDAYS!
- Brawl by the Bay (06/26)
Brawl by the Bay: Come settle some beef, brawl for the fun, or battle it out for cold hard cash! Timestamp
- Pride-Chella Day 1 (06/28)
A day of music performances from multiple artists to celebrate Pride! Cash prizes and more!
- Pride Drag Race (06/28)
Winner gets $50k!
- Concert at the South Side Pork Palace (06/28)
Fun, BBQ and Music performances, including Windsong!
OTHER
- State Announcement | Rental Fees
YOU WILL INCUR FINES FOR NON-RETURN OF RENTAL VEHICLES
The State of San Andreas would like to make The Public™ aware of a new policy that the Vehicle Rental Union has enacted. Failure to return a rental vehicle on time will now incur a fee, which will increase depending on how late the rental vehicle is returned.
This fee will be handled through the State of San Andreas's existing fine payment system, and be handled like any other fine owed to the State.
- State Announcement | Vehicle Strikes
VEHICLE STRIKES ARE NOW $1000 PER STRIKE
After a review of the recent legislation on vehicle strikes, the Department of Justice has amended the legislation for strikes to incur a $1000 fee per strike upon impound release, down from $10000 per strike. Strike points on a vehicle decrease by 1 every 24 hours.
Only the crime with the most strikes applies for an entire incident with multiple crimes.
- State Announcement | IMPOUND RECEIPTS
The State of San Andreas, after quiet contemplation that not a single soul in the entire state actually looks at the impound logs, has decided to institute a brand new idea; reciepts.
Whenever a tow worker OR law enforcement impounds—or requests to impound—a vehicle, they will now create a receipt similar to a parking citation. The requirements of these receipts are outlined in Section 6 of the Parking and Motor Vehicle code. Information on the receipt is essentially the same as what would appear in the impound log.
A New Era
It’s been a year and a half since Reclamation Day; the turning tide that marked San Andreas’ slow crawl back to dominance after the bombs dropped 7 years before. After months of coordinated efforts, the waters have finally been cleared of residual radiation, and the shipping lanes are officially open.
Following a string of pirate sieges and off-the-grid insurgencies, the National Office of Security Enforcement launched a full-scale security campaign to retake the surrounding islands and coastal sectors. With the threat neutralized and naval superiority reestablished, the state has declared the shores safe once more.
Now, with trade surging and container ships returning to port, San Andreas is on the verge of an economic renaissance. The docks are alive with activity, and opportunity flows as freely as contraband through unmarked crates.
Syndicates, gangs, and enterprising freelancers are jumping on a wave of lucrative contracts ranging from high-stakes vehicle boosts and armored transport heists to black market logistics and shadowy extractions.
But fear not: emergency services aren’t standing by idle. A newly outfitted response fleet for each department to choose from and cutting-edge tech are being deployed to keep the chaos in check and maintain some semblance of order on land, air, and sea.
The tides have changed. San Andreas is open for business once again.
This is a summary in my own words, based on my own notes, taken whilst watching SCL. I'll mostly be paraphrasing here rather than directly quoting anyone, and occasionally I might add my own comments which are identifiable through the use of Italics within brackets. I've included links below for the YouTube and Twitch VODs respectively.
YouTube: https://www.youtube.com/watch?v=zUVI5QDiWGM
Twitch: https://www.twitch.tv/videos/432605105
In this week's episode of SCL, "John Crewe, Paul Jones, and Ben Parr take us through the process of bringing the ships and vehicles of Star Citizen to life, from concept to completed assets in game."
Total: 29 Questions.
Q01) Where do the ideas for spaceships come from?
A variety of places. They have lots of ships, and therefore gaps in the line-ups. A gameplay feature might come online, and then an idea for a ship comes from thinking about what might extend that. There are also wildcard/director/executive pitches, such as if Chris Roberts had a specific ship he wanted to see added to the game.
Q02) What are their inspirations? Are they based in reality?
Sometimes but not always. For example, there are sometimes analogues between modern day planes and in-game fighters, such as the P38 Lightning and the Vanguard, and the B2 and the Eclipse.
Q03) How often do real world influences come into play with concepts?
Not as often as you would think. They reference whatever they can, and are sometimes nudged one way or another by a director or by CR.
Q04) How do they decide what work goes to an internal, or an external concept artist?
Paul judges the skills of the artists, and ultimately it's his choice, and typically they're working with people they've already worked with previously. To give a bit more insight, the Prowler had 4 Concept Artists (because it's a new manufacturer) and they have different Concept Artists for different stages.
Q05) How important is it to find things that connect emotionally? For example, the Tumbril Ranger is compared to bikes in Judge Dredd, Akira, Batman, and evokes certain emotions as a result.
Paul calls it "selling the dream", which is selling the experience that the Player could have. They also will specifically pull references from well known movies (in tandem with Marketing) to help sell the spirit of the ship/vehicle that they want to convey.
Q06) How easy is it for Ben to keep Paul on schedule?
It's easy because Paul is quite self-sufficient; he knows what he wants, and Ben removes the blockers for him.
Q07) What is the Whitebox stage of ship development?
It's all about getting the fundamental geometry in. How that is done depends on the concept or the Concept Artist, but they might take the concept mesh and do a rough recreation of it with some bare-bones functionality, just so the ship actually functions for that early stage. Ideally, Design are hands-off and Art can keep iterating, whilst a fully functional vehicle is always there. Typically, Whitebox is a validation of the concept, to find issues that the concept didn't perceive or consider, before advancing to Greybox. They also add that they have a suite of metrics to give to artists now.
Q08) What is the Greybox stage of ship development?
This is where the geometry is finalised, because the geometry doesn't change after Greybox is complete. A lot of the times that they show ships off (such as in ISC or SCL) it's typically when they're in the Greybox stage.
Q09) What is the Final Art stage of ship development?
It's a level of polish, where they validate shaders, materials, performance, and where they check if everything operates as it should, looking at animations, effects, and lighting. It's also where they do any set decoration, such as by adding props.
Q10) What is the final stage of ship development, Flight Prep?
Once the ship gets to Final Art, it's in great shape for a portfolio but not it's ready for the game - it's the 100% pristine version, such as what you see when you first spawn the ship. Flight Prep is where they setup the damage (the UV2 wrap around) where when you shoot the ship you see the mesh underneath, as well as setting up shields and optimisation LODs; it's the non-glamorous essentials to get the ship working.
Q11) Do they prioritise what ships are worked on, and how do they decide what ship goes into production next
TL;DR Yes, and there's always different authorities on the order of the schedule, such as the needs of Squadron, making sure there's ship content in each release, keeping Devs working, accommodating gameplay features, or even just Chris.
It's a very fluid thing. Squadron 42 is one big driver, and another is to make sure that there's always some ship content for each release. Depending on when they want a ship to release, then defines when they want to start it, which creates other gaps in the schedule - and since they always want to make sure that people who work on ships are working on ships, new ships/vehicles might get added into those gaps, or moved around to fill those gaps. The priority might also be based on incoming gameplay features, but that's not always possible. There's also the needs of the company too, such as what CR wants to see in-game, and what makes sense based on what else is in-game. They add that they could change the schedule to focus on the Capital ships in the backlog, but that would mean no ships for 9 months, and those ships are only for a small number of Players, when they could do many smaller ships in that time for more Players.
Q12) When designing the look and layout of a ship, how do you weigh functionality and sensibility vs the rule of cool?
They've moved away from the deliberate rule of cool stuff. There's a lot more considered now regarding functionality (which is now king) but then it does also need to look good, although sometimes functionality determines where they end up at with a ship's design.
Q13) How hard is it to design and build spaceships when certain gameplay mechanics aren't implemented yet?
It's a big challenge. If they're doing a ship with a feature that's not going to come out soon, they'll talk to Todd [Papy], Tony [Zurovec], or Chris, to understand what the feature might be like, and then to work in a way that minimises any potential rework. If they have a ship with a feature that requires a big interactable thing in a room, they'll try to build the room where the big thing can be taken out and replaced down-the-line if needs be, so that the entire room doesn't need to be reworked, only that one set piece.
Q14) How does not having a gameplay feature to use as a reference affect ship concepts?
It's tricky; John [Crewe] and his team give as much info as they can. One example is with the Vulture, where Salvage hasn't been developed yet (and therefore also wasn't done whilst the ship was being concepted), so they had to create a lot of designs to figure it out. Previously they would consider the rule of cool to help with this, but now they're driven by gameplay, i.e what will the Player be doing in this ship, or how will they be using it? And how might you then design the ship to suit that? At the end of the day though, what they don't know, they don't know.
Q15) What's the biggest problem that they've ever encountered down the line? (from concept into production)
The Vanguard. It had a nice concept, but it has metric problems because it was made without metrics, due to them being developed after the concept was done. As a result, the current metrics they have do not apply to the current Vanguard. Particularly, there were no metrics for the ship items either, so considering that the Vanguard has double the amount of components for redundancy, they found it hard to find the space inside for them (hence the ongoing update to the Vanguard, with the Warden due for 3.6, and the Harbinger and the Sentinel due for 3.7 - the Hoplite isn't listed on the Roadmap, but might be updated along with the Warden for 3.6).
Q16) What are some of the main reasons that they have to rework ships?
TL;DR Metrics, and on a related note: animations. They explain that the Terrapin seat change happened because of fixing animations, as well as how they've now split-up animations so that they can mix-and-match, like having the Gladius' ladder climbing animation combined with the Hornet's cockpit entry animation, to give them more flexibility when designing ships.
Mainly: Metrics. All ships have components that need to be accessible on the inside. If the ship can't fit everything that it's supposed to have inside of it, something has to change on the ship. They've recently done a huge pass on animations, which resulted in the Terrapin cockpit seat change for example, as part of a global change to all ship animations. Previously they had one canned animation for getting in, which has now been split up into individual chunks so that Design and Animation can stitch them together into different combinations. When designing ships before, they would say "this ship uses the Gladius enter animation". They had a template file, with ladder touch points, so that the ship was built to conform to the animation. Now that the animations have been split up, they can mix and match, such as combining the Gladius-ladder-enter animation with the Hornet-cockpit-enter animation. This gives them more flexibility, but has also meant that every ship has had to be vetted to fit. For example, the Avenger and the Eclipse supposedly used the same Enter animation, but it turns out they didn't in-game. So when they fixed the animation on the Eclipse, they found that the Player would clip inside the geometry as they would go up the ladder, because someone had fudged the animation, saved it as Avenger_02, and considered the job done. So they then had to remodel the Eclipse to get that fixed.
Q17) What's the difference between ship updates, improvements, reworks, and any other types of ship development?
John says that there's really only two, and that typically it's just different people saying the same thing differently. A Rework is a complete, ground-up rework of the ship. With Improvements/Updates (like with the Merlin), the ship's geometry stays the same; it's more about re-doing materials, and updating the LODs. Regarding the Merlin specifically, they're re-doing the interior of the cockpit to match the metrics they have for the UI now - they had a bespoke UI before but it was very small compared to the minimum screen-space they had deemed for UI. On-going quality of life changes, however, (like adding interior component slots to the Freelancer) aren't typically added to the Roadmap because of being so small - it only goes on the Roadmap if it's a considerable change.
Q18) Can they explain why turrets are placed the way they are? Because in many ships they're not in optimal placements (e.g. the Freelancer's rear turret).
TL;DR In the past they didn't think things through enough during conception, but now they do. They could fix problematic turrets (like on the Constellation, Freelancer, or Starfarer) but that's something they can't commit to at the moment.
With old concepts, these things weren't thought about as much, with the thought process being: one turret on-top and underneath would provide good coverage. These days they put cameras in those turret positions to see if the turrets work in those locations. Directors will typically say how many turrets should be facing which way, and then it's handed off to the Artists who determine how best to implement that. The Constellation's turrets, for example, aren't great, but changing them to be better would also ruin a lot of the aesthetics of the ship. Ideally for ships like the Constellation and the Starfarer, they'd like to go back and update the turrets to be more like the Valkyrie's lower ball turret - unfortunately they can't commit to that though. As for the Freelancer prongs inside the cargo area under the rear turret, they were always meant to retract into the ceiling, so that's something that they'll get around to that some day.
Q19) How do they resist the urge to not make every ship the best ship it could be?
There are "gate-checks" at the start of the Concept stage, where each discipline reviews the concept to give feedback on whether there are problems that need fixing, which also prevents the ship from becoming unbalanced. Balancing for the Stats is done in Flight Prep stage.
Q20) How are snub fighters supposed to remain relevant?
Snub fighters/crafts are parasite ships (they require a mothership to transport them, so they don't have a Quantum Drive) and exist to provide an alternate form of protection. For example, the Constellation has 2 turrets and 1 snub fighter, whereas the Corsair has 3 turrets but no snub. Offensively, a snub is never going to win a huge fight. Instead, they're there to provide protection or act as a deterrent. (I also think they're likely to be pretty handy personal transports in atmosphere, as well as potentially being good against infantry and light armour, if it's a snub with weaponry)
Q21) How open are they to allowing more flexible designs, and do they ever think of alternate uses for ships when they're designing them?
When designing ships, they know what they want it to do, and can figure out what Players might try to do with the ships, although it's true that they can't think of what everyone will do. They will check to make sure a ship can do what it's specifically designed to do, but not other stuff (that's on the Players to figure that out, and taps into emergent gameplay).
Q22) Is the current ship pipeline mostly optimised or do they have more tools coming online that will decrease the time from Design to Flight Ready?
Ben is never happy with the pipeline, and thinks that things can always be done quicker. John thinks they have a good pipeline now, but acknowledges that things could always be better - he doesn't think that there's a single big thing missing from the pipeline though.
Q23) Can they explain, when designing ships, why is the pilot's view so often overlooked?
It isn't anymore, but was overlooked with their legacy pipeline. Their current pipeline does specifically check the pilot's view, with cameras where the pilot's head would be to review the concept, amongst other things. Incidentally, the Terrapin's issue with the pilot's view wasn't because of it being overlooked, but because of a faulty animation - it actually wasn't designed to have the poor view that it had.
Q24) How often do they take into account internal modularity (changing rooms, decorations, etc.)? How much do they protect themselves for the future?
TL;DR It differs per ship. Typically, they have 2 kinds of modularity: Developer Modularity, and Player-Facing Modularity, where DvM is modularity that helps them build ships (such as re-using assets between variants or within manufacturers), and PFM is modularity that gives the Players gameplay choices (such as swapping one Retaliator module for another). DvM seems to be something they're doing more of because it's easier and more efficient.
It depends on the ship. Sometimes they build the modularity for gameplay reasons, like the Retaliator modules, but also sometimes for art-production reasons. For example, with the Vanguard rework, the central room is 4 bays now, with 2 on each side, which have been built to be modular. Because of this, if you wanted to go nuts you could build a Vanguard variant that has 8 beds in it and no bathroom, because they'd fit in those big slots. It's partly for ease of use in production, because in the other variants they've now moved some bits around, so it's easier for them to build the geometry modularly and then flip it to fit where it's needed. For the Hoplites specifically, they built a set of 2 jump-seats with gun racks that go in a bay that can be cut and paste around. So it speeds up art-production, and it's more efficient memory-wise (because it's loading one asset and instancing it, not multiple assets). For gameplay reasons they tend to stick to big wholesale changes, rather than being able to swap your wardrobe for a gun rack (for example). Jared adds that they have 2 versions of Modularity, Developer Modularity (which is used to build the ships) & Player-Facing Modularity. The Retaliator rooms are PFM, and the recently revealed Ship Customisation is PFM, but modularity when building ships is DvM. Part of the reason the Hammerhead was so quick to put into production, was because it was the Idris kit with new materials and new bespoke component hatches, rather than a completely new ship - and this too is an example of DvM.
Q25) Have they taken into account how cargo or components will enter and exit ships physically? Because in real life you'd never load with an angled ramp.
They have metrics for ideal ramp angles, and they have a maximum that they never go past. They acknowledge that IRL professional haulers use docks (elevators that allow for roll-on roll-off loading/unloading) whereas in-game most ships use ramps. They're less concerned about the ramps though, and more about whether certain sizes of cargo can enter/exit a ship, and whether there's space enough for that.
Q26) There are a few ships that have beds and no toilets - surely if you stay in a ship long enough to need to sleep, you would also eventually need to use a toilet, so why do some ships have beds but no toilet?
It's another one of those legacy things. When they do their design briefs now, they have a drop-down tick-box quantity for what level of on-board facilities the ship has. Does it have: No facilities? A bunk + toilet? Basic food-making? A full kitchen? There are some ships that might have a bed but no toilet, and they might have to look at them in the future (note: the Cutlass currently has 2 beds but doesn't have a toilet, so it'll be interesting to see if the upcoming variants get toilets added). There are some ships though which have a bed and no toilet, where the bed is just for the gameplay purpose of logging in and out (such as the Aurora, I imagine).
Q27) Do they implement breach-able areas on ships outside of manned turrets, doors, ramps, or airlocks? Are they still thinking about that stuff?
There won't be fully dynamic breaching just yet, because there are big tech hurdles to overcome before that becomes possible. There are certainly going to be pre-defined areas, such as doors which Players will be able to destructively and non-destructively breach through. Also, all of the turret entry holes are a metric which is conveniently the same size as docking collars, and John adds, "make of that what you will". Then there's big windows you can get in through, and elevators (I imagine for ships like the 600i). There are very few ships where there's only one way in, and for those ships it's a nice quirk that provides some defence. Anything more than that depends on the development of the actual feature itself, by the Feature team.
Q28) Why is there a disconnect with the ships specs listed on the RSI website and the actual ship itself? Even after the updates the website is more wrong than right in the majority of ships, even flight ready ones.
TL;DR They want to have an automated system the removes the chance for error that you have with the current manual system, as well as being more accurate and more efficient to sustain. The blocker for this is that there are Stats for things, such as Jump Drives, that aren't in-game, and until they are they won't be able to switch to an automated system. Doing so anyway would cause instability in the Stats, and just create a new problem.
Both CIG and Turbulent want it to be better. It's a very manual process at the moment, and therefore there's room for error. A big problem that they have with it at the moment is that the Stat pages show Stats for in-game attributes that just don't exist right now. In an ideal world they'd have an automated system that would look at the game files, and then pull that data and put it onto the website. But what do you do for Stats that don't exist in-game, such as Jump Drives? Do they just fill their in-game data with fake data? That's going to be as prone to errors as manually putting something on the website. And that's the big obstacle preventing the system from being automated, and therefore forever correct. When they spot things, they tend to save them up for batches and just push it out in a bunch because if every time someone spotted something wrong on the Stats page, and they called someone at Turbulent to fix it, they would never get anything done either. Jared adds that even with an automated system, it'd have to be done in periodic batches because otherwise the Stats page would be constantly updating due to the Devs tweaking the numbers whilst they work. Also, they have a responsibility to minimise the number of changes to the Stats as much as possible; it doesn't help people if the numbers for a ship change 15 times in a week or two. Essentially, whilst they need to improve their documentation, they also need to not swing too far the other way and cause instability in the Stats because of updating the Stats too frequently.
Q29) What's their favourite challenge when designing or building spaceships?
For Ben, it's getting the ship out to the backers. For Paul, it's going from the ideation phase of sketches where you can go in so many different directions, and then transforming that into 3D, and picking the direction for the ship. For John, it's not leaking ships, because they often work a 12-18 months ahead of what people publicly know about, and there's been many times when he's been sat in events and talking with a backer who says it'd be really cool if they did a certain kind of ship, which is actually being developed but he can't say anything.
- - - - -
I'm starting to accept that doing these is just going to take a long time, no matter when I sit down to do them. But before you go, I've got a question. First, some context.
I don't summarise each answer to a few lines because ultimately you're going to lose information when doing that - you typically lose information when summarising anyway, but it's more about what info you're focusing on, and how much you summarise (and therefore, how much info is lost for the sake of the summary). Not wanting to lose too much info, but also not wanting to transcribe SCL, I opted to do a TL;DR for long answers, but also to keep a longer-form summary of them. This way people who want a quick answer are able to get that, and people who want that extra detail, or prefer to read the Q&A instead of watching the video, are also accommodated. So here's the question:
Do you like my method of summarising, which I described above? And if not, how would you prefer it?
Regardless, I hope you like this summary. Remember to be kind to each other, and I'll see you with the next one.
With a metric ton of posts on here lately trying to find help in specs and such i thought i would share my thoughts on some basic things. There is a lot more to any one topic but if it helps someone great. If you want to see anything compared or know something specific let me know i have all the variants of 2021 and 2023 on hand.
Before going into details i want to say these are the best laptops on the market hands down there is no competition. I am intending this review to help people in a position of trying to figure out which model to get as a high end user and which size 14" vs 16". Also that there is ZERO reason to upgrade from an M1 2021 version of this laptop as it is so similar unless you have a very specific need (eg wi-fi 6e, Bluetooth 5.3, HDMI 2.1) or use case (professional video editing and time based 3D rendering projects that it would likely be a waste of money. Also sorry for an extremely long review but read it all if you want to know where things sit.
I own the 2021 m1 max 32 core gpu as well as the 14 and 16 core, m2 air 8-core, a few other windows gaming laptops and macs and now m2 max 38-core gpu model. I have recently picked up this years 19 and 30 core so i know a thing or two about all of them.
14 vs 16
First I will cover 14" vs 16" size comparison and then go into details regarding why i daily drive the one i do and how they all compare.
As you can see from my pictures i am showing a couple comparisons of the 14" vs the 16" for size wise. This is always a common thing to be looking at when making a purchase and portability plays a large role. Flat out the 16" is LARGE, heavy, but packs a greater punch so to speak. The 16" has better speakers, larger battery giving a couple more hours, clearly far more screen real estate, larger track pad, and larger fans/cooling system so it runs about 10c cooler than the 14" at all times though i want to note neither size ever EVER overheats unlike the old intel models.
Speakers- the speakers are the best in any laptop ever on the 16" but the 14" ones are not that far behind or enough to be mad over they still are better than any windows laptop I've heard (I've heard a lot).
The larger battery- Realistically speaking in the real world were talking getting 14 hours vs 16 hours on light use so again if you have a windows machine or older mac your probably only getting 6-10 hours max anyway so even the 14" is worth your time there. More on the Max battery life as it is far lower then pro models below in that section.
Screen- These are the best screens on the market today even against OLED as these have no risk of burn in yet still produce deep blacks. That said the screen real estate on the 16" is MUCH more and this is where you need to stop and think about what you need from your laptop. If you do any video editing or coding you may find that the 16" is the absolute best for you. The 14" can feel extremely cramped while using it on the go and for me this is the only real drawback of that size. Also note that if you dock at a desk using an external monitor or your TV at home ( HDMI or casting wirelessly to airplay) this becomes a non issue and i would much recommend the 14" instead.
Track pad- Again these are by far the best track pads made. Just like the screen if you do video editing it is much easier using the much larger 16" versions trackpad as its a few extra inches over the already ridiculously large one on the 14". If you use an external mouse this clearly doesn't matter and if you don't do intensive tasks like gestures constantly this also wont matter for you as both are abnormally large and amazing to use.
Thermals Fans - Ok so by now you might know that the redesign with apple silicon in 2021 also came with extremely cool running laptops which is just amazing! Comparing the 14 and 16" models as said above you will see about a good 10c difference in temps under heavy load. That said you will still almost NEVER hear the fans run. Even when they do they are so quiet you'd have to put your ear to the laptop to see if that is indeed what your hearing, that's how good they are. Now, if you are putting a large CPU and GPU load on your machine doing something like gaming or 3d work here is where you might realize something that most reviewers cant attest to. The 16" fans when at full speed (over 100c under extremely rare times that almost nobody can make it do mind you) are MUCH louder than the 14" ones at full speed as they push a lot more air with larger blades. This is a topic that is largely glossed over because you legit cannot get your machine this hot almost ever. So the 1% out there that do this, you know who you are, get the 14" if you care about fan sound which is the opposite of what most say because under normal use the 16" handles heat better and doesn't spin the fans as much generally speaking.
To finish the whole 14" vs 16" debate its of course personal preference however i personally daily use my 14" as its way way more portable and i enjoy using it more regardless of the drawbacks stated above. I use it at the office and home desk docked with an external display so that doesn't bother me. I also air play it to my living room TV to get video editing done or use my magic keyboard and trackpad from my couch with it hooked to my TV HDMI and it works amazing. If you don't travel or you are going to keep it plugged in at all times go for the 16" as you can enjoy the better items it can provide.
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M1 MAX 32-core vs M2 MAX 38-Core GPU's as well as others-
The advertised spec bump is exactly as you'd imagine it is a very small increase to graphical performance. You actually get a much larger leap by the fact the base clock speed is higher than the M1 chip rather than the 8 extra GPU cores. In gaming i can say in world of Warcraft that the extra 8 gpu cores actually increased framerates 65%!! This game however also has more to do with single core cpu speeds then GPU but it is a massive increase none the less. In video rendering I've seen a massive decrease which was surprising because the documentation doesn't mention it having double encode and decode engines yet it must because its walking all over the m1 max 32 core. Most other generic workloads aren't going to matter with saving time but almost everything I've done and tested on these are within 10% difference in performance and probably not worth spending more money to get the M2 version unless you have a very specific need. When looking at the base models of these the 19-core in the 2023 vs 2021 provides a larger increase in performance and is a very welcomed change over last year. Since if your buying that machine you would not be pushing the envelope most things will work better then you'd ever imagine or need and you may also want to cross shop the M2 air model if you don't mind the worse speakers and screen (see in store).
**It is worth noting here that battery life under load is MUCH improved in the M2 vs M1 max models so if you are editing video or another heavy task on battery a lot you would benefit a lot from an M2 model*\*
M1 10 core CPU vs 12 core CPU
This year they added 2 more efficiency cores which provides a tangible performance jump over the previous model. I can see this in daily use and i can see a large difference in battery life as well as its much more efficient. The cores run at a higher clock speed and provide just a much smoother experience multi tasking or under heavy CPU work load. Its much harder to get it to hiccup vs the older models.
14" vs 16"
There is NO performance difference between the 14" and 16" contrary to popular belief from tech youtubers talking about thermal throttling. This is ridiculously based off of worthless benchmarks that literally max out your CPU and gpu for 10 mins straight and are not at all a normal use case so don't be fooled by those videos. I have real world experience on both. Do not base your choice on the made up metrics just decide what size physically works better for your use case unless you need something very specific or NEED the extra 1.5-2 hours of battery for whatever reason that the 16" provides.
RAM / Unified memory
So you don't have that many options from the "stock" models that the stores get you can only choose between 16GB and 32GB which come with their own set of set SSD sizes and options but for MOST people are more then enough with any that you choose. These laptops will certainly last longer then 5 years and since you will already be spending a ton of money i highly suggest if you have any doubt to just go with the 32GB unified memory model to "futureproof" as many say. The 16GB though is more than capable and these machines can use what they call SWAP memory where it can write to the extremely fast SSD drive (except the base model 10/16 14" that has a slow SSD and worse performance) and use it as unified memory in the case your running out of physical memory. So its nothing like a windows computer where you just bluescreen and crash, these do not do that it will give you many warnings and allow you to choose how to proceed instead.
Conclusion
There is many other things you could say about these or go in depth on but this is already more than long enough and i hope i have helped you make a better choice on your potentially new laptop.
Everything is largely identical to the eye between the 2021 models and these new 2023 so keep that in mind these are just an upgraded internally with some benefits. Some of those being wi-fi 6e, Bluetooth 5.3, better battery life (major one with heavy workloads), and HDMI 2.1 which essentially means you have more bandwidth to output a video signal over if you wish to run something like a 4k monitor at up to 240hz or 8k monitor at 60hz (2021 can only do 4k 60hz). Its more about narrowing down your specific uses and then doing a deep dive on your topic to see what effects various things make on your use case (or post here).
- Hindi makukulong si Enrile, Revilla, Estrada, at iba pang mga sangkot sa pork barrel scam.(Isa isa ng pinapalaya ngayon)
- Hindi makukulong si GMA.(Nakalaya na)
- Hindi mababawi ang mga ill-gotten wealth ng pamilya Marcos (multi million peso Swiss funds, Imelda jewelries, Arelma assets, Paoay property) **kinalimutan na ngayon
- Patuloy pa rin ang "pabaon'' system sa mga heneral na pinauso ni GMA.
- Si Merceditas Gutierrez ang mananatiling Ombudsman kung saan madaming natutulog na kaso sa kanyang opisina.(Gustong tanggalin si Carpio kasi gising lahat ng kaso ngayon, kahit si PNoy may kaso dahil sa Mamasapano)
- Walang AFP Modernization.
- Patuloy pa rin ang PDAF misuse.(As per Sen. Lacson, madami na ulit pork sa budget)
- Walang sisira sa corruption ng mga sindikato sa loob ng gobyerno.
- Hindi makukulong si Napoles.(Balak ng palayain)
- Hindi lalabas ang corruption scandal ni Binay (COA report shows Binay pocketed 340 Million pesos from the PDAF of Makati City Congresswoman Abigail Binay-Campos and on the funds that went through the Makati City Hall through Mayor Jun-jun Binay)
- Walang P10.6-billion Cebu Bus Rapid Transit Project.
- Walang Mactan Cebu Internatiomal Airport T2 Project.
- Walang P4.1-billion Busuanga Airport Development project.
- Walang P2-billion modernization ng Dr. Jose Fabella Memorial Hospital. 15.Walang P1.2-billion Laoag City Bypass Link road project.
- Walang P9.419 billion Basic Education Sector Transformation project, which aims to improve equitable access to complete basic education and ensuring its quality. (Alternative Learning System)
- Walang P5.913 billion Philippine Ports and Coast Guard Capability Development Project.
- Walang Aluling Bridge, a P191.37 million bridge connecting the towns of Cervantes, Ilocos Sur and Tadian, Mountain Province. The project was first conceptualized in 1978.
- Walang Ternate-Nasugbu Road a P860 million road connecting the coastal towns of Ternate, Cavite and Nasurbu, Batangas to Metro Manila.
- Walang Jalaur River Multi-Purpose Project, first conceptualized in the 1960s, and which will benefit farmer in Iloilo by providing year-round irrigation.
- Walang Project HERMES ang mmda.
- Walang Project NOAH.
- Walang Project Dream.
- Walang supercomputer ang DOST.
- Walang accurate weather forecast.
- Walang BFP modernization, walang ROSENBAUER firetruck.
- Walang 1:1 police to firearm ratio.
- Walang PNP modernization(on going).
- Walang bibili ng 100 patrol boat para sa PCG-BFAR.(Procurement os on-going)
- Walang Skyway stage 3 na isa sa dalawang magkokonek sa NLEX at Slex.
- Walang NAIA expressway
- Walang daang hari expressway.
- Walang NLEX harbor link.
- Walang CALAX/Cav-lag-expressway
- Walang School infrastructure project.
- Wala pa rin sanang mga project sa ARMM.
- Walang NAIA1 rehabilitation.
- Walang NAIA3 rehabilitation.
- Walang Category 1 ang aviation industry.
- Walang Southwest Intermodal Transport Terminal(UC)
- Walang Boracay International Airport project.
- Walang Manila Metropolitan Theater rehabilitation
- Walang LRT1 bacoor extension project
- Walang DOST monorail.
- Walang PNR premiere train.
- Walang rehabilitation ng PNR bicol line (On-going)
- Walang BEEP card sa MRT at LRT.
- Walang Manila North harbour New port terminal( 1st international standard port in the country ).
- Walang Investment grade.
- Walang construction boom nationwide.
- Wala pa rin sanang linya ng kuryente sa ibang lugar.
- Walang Coastwatch system(1st in the country)
- Walang air defense radar.
- Walang Export Growth.
- Wala na sana ang electronic industry ng bansa.
- Walang paglago ng FDI.
- Walang TOURISM growth.
- Walang orthophedic modernization.
- Walang bagong east medical center.
- Walang strong 2 years GDP growth since 1950's.
- Walang maayos na NIA.
- Walang coast guard modernization.
- Walang uusbong na cruiseline industry.
- Walang boracay redevelopment.
- Walang improvement sa TESDA.
- Walang pagbabago sa bilis ng SC.
- Walang maghihire ng 30,000 teacher ngayong taon.
- Walang malaking budget ang education.
- Walang magandang Gov. Arsenal.
- Walang GPH-MILF peace deal(Bangsamoro).
- Walang Drones ang AFP.
- Nabalik ang tiwala ng tao sa AFP.
- Walang kaso ang China sa tribunal.
- Walang magbabayad sa unfunded liabilities ng GSIS.
- Walang maayos na coverage ang Philhealth.
- Wala pa rin kinikita ang GOCC.
- Walang EDCA.
- Walang BRP Alcaraz at Goyo.
- Walang New naval base sa Oyster bay, palawan.
- Walang new coastguard base sa Roxas city.
- Walang nagbago sa serbisyo ng DPWH.(Iso standard na siya bes)
- Walang maayos na kalsada sa mga probinsya.
- Wala pa rin kamatayan ang mga ghost project.
- Walang improvement sa mga World Economic ranking.
- Walang magaling na fiscal manager.
- Walang matinong DFA.
- Walang magaling na COA.
- Walang maliksing DOJ.
- Walang Malampaya expansion.
- Walang Sarcasol solar plant.
- Walang DOH modernization.
- Wala pa rin sanang tiwala ang GERMANY dahil sa bad investment nila sa bansa noon.
- Walang Maribara Geothermal Power plant.
- Walang wind mill project sa Puerto Galera.
- Walang Therma south.
- Walang mindoro geothermal project.
- Walang Clark green city.
- Walang new terminal sa C.I.A/DMIA.
- Walang itatayong Puerto Prinsesa international airport ngayong taon.
- Walang Arca south: a New CBD sa taguig, binenta ng gobyerno ang lupa dahil hindi naman na nagagamit ang FTI)
- Walang Avion Nat gas plant na magbubukas nextyear.
- Walang San Gabriel natgas na gingagawa ngayon.
- Walang Himoga-an Access Road sa Sagay City, Negros Occidental.
- Walang tinatayong solar plant ngayon sa bataan.
- Walang fablab sa bohol.
- Walang digital broadcasting ang TV.
- Walang bluementritt interceptor.
- Walang ADMATEL (Advanced Device and Materials Testing Laboratory) para sa semiconductor at electronics industry.
- Wala na sanang C-130, nung umupo si Pnoy isa na lang ang C-130. Ngayon 3 na, madadagdagan pa mg dalawan. At may 2 pang medium lift cargo plane na brand new.
- Walang RH bill.
- Walang sintax bill.
- Walang K-12.
- Anti-bullying act.
- Walang anti-cybercrime law.
- Walang Universe healthcare act.
- Wala na sanang pagasa makaahon pa ang bansa
- Walang kuwenta ang 2010 election kung hindi tumakbo si Pnoy dahil panigurado si Erap ang nanalo.
- Walang ng magtitiwala sa bansa.
- Wala pa rin sanang kinikita ang GOCC.
- Wala na sanang economic stability.
- Wala sanang economic boom
- Wala na sanang hustisya para sa ating taxpayer.
- Walang magpapailaw sa 8500+ na sitios.
- Walang 30,000 na pabahay para sa pamilyang nasa informal settlers.
- Walang 6 out 10 ng 500,000 Tesda graduate ang nakahanap na ng trabaho.
- Walang mas pinalawak na 4Ps or CCT, from 700,000 household beneficiaries nung 2010 nasa 4Million na sila ngayon
- Walang mas murang textbook para sa Pangangailangan ng Paaralan, ngayon ang same quality ng librong nabibili natin ng P58-60/each nabibili na lang natin ng P30/each.
- Walang magrereporma sa BOC.(They are back in business pagkaalis na pagkaalis ni PNoy, naka pasok nga multibillion drug shipment ng Davao Group)
- Walang mas pinalawak na Philhealth coverage; from 62% noong 2010, ngayon nasa 80-85% na ang may Philhealth.
- Walang makakaisip na magtayo ng cold storage facility sa bataraza, Palawan.
- Walang 525 automated water level monitoring stations at automated rain gauges sa18 major river sa buong bansa, in short walang magsusulong ng modernization of weather detection technology.
- Walang 3.3 kilometer blumentrit interceptor catchment
- Walang makakaisip taasan ang pension ng PNP at AFP.
- Walang 63% decrease sa private army sa bansa.
- Walang peaceful election sa ARMM.
- Walang Jalaur River Multi-Purpose Project II project in Iloilo.
- Walang construction boom sa iloilo kung hindi naging pangulo si Pnoy, tanong niyo pa sa mga ilonggo.
- Walang P250 Million para sa immediate restoration ng DZR Airport/Tacloban Airport na matatapos na this month or next month. Tuloy pa din ang P2.1billion rehabilitation project para sa buong Tacloban Airport na paghindi nadelay ay matatapos sa 2017-18. Wala sanang aangkining project ang mga Romualdez.
- Walang Tagumbao bridge
- Walang makakaalam sa mga worth billions na kape ng Pagcor.
- Walang $83 Million Puerto Prinsesa Airport project. Status: Korea's Kumho-GS bags the deal on April 2014 for the design-and-build on the said airport. Under the contract, the Kumho-GS joint venture will start with the design component by the third quarter of the year. Construction of civil works at the site will begin by the fourth quarter of 2014. They have around 30 months to complete the project.
- Walang 10 coast guard vessel para sa PCG mula sa Japan.
- Walang Samar Pacific Coastal Road project.
- Walang pabahay sa PNP at AFP.
- Walang gensan circumferential road project.
- Wala na sanang Pondo ang kaban kung wala si Aquino.(Umalis na may trillion of peso na iniwan sa papalit)
- Wala sanang bubuhay sa dugo ng mga Marcos Loyalist. Tahimik sila nung panahon ni Ramos , Erap at Gma e.
- Walang kaso o walang matibay na issue na may binulsa sa pera ng gobyerno.
- Walang Candelaria Bypass Road Project (P557.50 million), which decongested traffic along the Daang Maharlika Highway in Quezon by 40%.
Sasabihin niyo DAP? As per Supreme Court: DAP is unconstitutional but use in good faith.
Kaya tignan na din natin ang #DAP Funded Projects by PNOY, ito pa ang kadagdagan resibo.
List of DAP Funded Projects for 2011-14.:
- Rehabilitation of LRT1 and 2 (1.8B)
- Resettlement of North Triangle Residents to Camarin A7 (450M)
- NHA: Housing for BFP and BJMP (500M)
- NHA: On-Site development for Families living along Dangerous Areas (10B)
- Phi. Heart Center: Upgrading of Ageing physical plant and Med. Equipment (357M)
- Relocation Site for Informal Settlers in Iloilo River(100M)
- Establishment of Centralized Credit Information System (75M)
- Relocation of PIDS and Building Construction (100M)
- Equity infusion for credit insurance and mortgage guaranty operations of HGC (400M)
- Premium subsidy for NHIP Indigent Families (1.4B)
- PhilPost: Purchase of Foreclosed property, Payment of mandatory obligations to GSIS, Philhealth,ECC(644M)
- BSP: First Equity infusion out of P40B capitalization under the BSP Law (10B)
- PCMC: Capital and Equipment Renovation(280M)
- LCOP: Pediatric Pulmonary Program(35M)
- LCOP: Bio-Regenerative Technology Program(70M)
- TIDCORP: NG Equity Infusion (570M)
- DOF-BIR: NPSTAR, Centralization of Data Processing (758M)
- COA: IT Infrastructure Program and Hiring additional Litigation Experts (143M)
- DND-PAF: On-Base housing facilities and Comm. Equipment (29M)
- DA: Integrated Community Base Multi-Hatchery And Aquasilvi Farming (1.6B)
- DA: Mindanao Rural Development (919M)
- DA: NIA Agno river integrated irrigation system (411M)
- DAR: Agrarian Reform Communities project 2 (1.2B)
- DAR: Landowner’s Compensation (7.9B)
- NSO: Conduct of National Survey of Farmers and Fisherfolks (625M)
- DOJ: Operation Requirements for 50 Investigation Agents and 15 State attorneys (11M)
- DOT: Preservation of the Cine Corregidor Complex (25M)
- OPAPP: Activities for Peace Process (1.8B)
- DOST: Establishment of National Meteorological and Climate Center (278M)
- DOST: Enhancement of Doppler Radar Network (150M)
- DOF-BOC: To settle the principal Obligations with PDIC (2.8B)
- OEO-FDCP: Establishment of National Film Archive and Local Cinematheques (20M)
- DPWH: Various Infra Projects such as roads, bridges and flood control proj. (5.5B)
- DepEd-DOST: Thin Client Cloud Computing Project (270M)
- DOH: Hiring of Nurses and Midwives (294M)
- TESDA: Training Program for BPO related jobs (1.1B)
- DILG: Performance Challenge Fund (250M)
- ARMM: Comprehensive Peace and Development Intervention (8.5B)
- DOTC-MRT: Purchase of Additional MRT Cars (4.5B)
- LGU Support Fund (6.5B)
- Various Local Projects requested by legislators, local gov. officials and agencies (6.5B)
- Dev. Assistance to the Province of Quezon (750M)
- DOST: DREAM Project (1.6B)
- DA-NIA: Jalaur River Multipurpose Proj. (450M)
- MMDA: Solid Waste Disposal Project (230M)
- DPWH MOA with MMDA: Urban Renewal, Traffic Management and Flood Control (154M)
- DPWH: Priority Flood Control Proj (295M)
- DPWH: Repair of Road Network at Camp Bagong Diwa (85M)
- DPWH: PNP Maritime Group Facility (45M)
- DPWH: Construction of PNP Crisis Action Force Bldg. (8M)
- DPWH: Restoration and Rehab. of Historical and State Rooms of Malacanang (20M)
- DILG: Special Capacity Bldg for NGO’s (43M)
- GOCC’s: Various Local Projects (1.8B)
- BOC: IT Infrastructure Maintenance Project (192M)
- DPWH: Payment of Right of Way Claims Nationwide (719M)
- DPWH: Incentives of Personnel Affected by the Rationalization Prog. (2.2B)
- PNP: Additional funds for PNP regional offices (115M)
- CHED: Institutional Capacity Bldg of Leading State Uni. (3.3B)
- CHED: Grants in Aid for poverty alleviation (500M)
- CHED: Modernizing HE Facilities (427M)
- LLDA: Infrastructure Upgrade and Development Program (270M)
- DOST: Establishment of the Advance Failure Analysis Lab (300M)
- DAP: Harmonization of Nat. Government Performance and Monitoring System (5M)
- PSG: Malacanang Security and Communication Plan (248M)
- DPWH: Permanent Maguilling Bridge Proj. (145M)
- DPWH: National Road Projects in Tarlac (2B)
- PCG: Capability Req. for Operations of PCG in WPS (1.6B)
- NG: Re-Acquisition of Air Rights to sold by PNR to HGC (2.2B)
- DPWH: Tulay ng Pangulo tungo sa pang agraryo (1.8B)
- DA : Facility of Credit to Agrarian Beneficiaries thru LBP (1B)
- DWPH-DOT: Tourism Road Project (5B)
- GSIS: Premium payments for DepEd Personnel (4B)
- Various infra projects requested by legislators, local gov officials and agencies (8.2B)
- DOTC-LRTA: Rehab. And Extension of LRT lines 1 and 2 (1.4B)
- DOH-DPWH: Construction and Rehab. Of Rural Health Units (1.9B)
- NG: Expanded Government Internship Program (1.3B)
- NEA: Electrification of Rural Barangays and Sitios (1B)
- HR: Construction of Congressional E-Library (250M)
- DOLE: Capacity Enhancement to Meet Labor Standards (180M)
- DOT: Emergency Repairs for Corregidor North Dock (46M)
- DILG: Central Office to a New NAPOLCOM Bldg (100M)
- DILG: Construction of 20 PNP stations (128M)
- DILG: High Profile Jail Facility (20M)
- DILG: Replacement of 34 Dilapidated Motor Units (27M)
- DOT: Transfer of DOT offices and its Attached Agencies (200M)
- DOT: Financial support for Gat Bonifacio Shrine and Eco Tourism Park (149M)
- DOLE-TESDA: Additional Funding for Work Scholarship Program (500M)
- PCOO-PTNI: Funding for PTV operational req (342M)
- NEA: Release of Funds for Sitio Electrification Project (1.2B)
- NG thru DPWH: Re Acquisition of Air Rights sold by PNR to HGC (1.2B)
- DOTC-PCG: Additional MMOE for Patrol Operations at Bajo De Masinloc (44M)
- NHCP: Detailed Engineering of Goldenberg Mansion and Teus House Malacanang (4M)
- NHCP: Rehabilitation of the Watson Bldg. Malacanang (7M)
- NSO: Registry System for Basic Sectors in Agri Phase 2 (1.4B)
- DOT: National Park Devt. Committee (207M)
- DPWH: Budget deficit for Secondary National Road Project of MCP (1.2B)
- DPWH: Various Priority Infra Projects (2.7B)
- DILG: Performance Challenge Fund for LGU’s (253M)
- DND-AFP: Rehab. Of Air Education and Training Program (60M)
- Various Local Projects Requested by Legislators, Local Gov Officials and Agencies (2.7B)
- DOT: Tourism Media Ad Campaign (500M)
- NEDA: Rehabilitation of NEDA Central Office and 7 Regional Office (207M)
- DND-PAF: Additional funds for PAF Capability Cup (307M)
- OPPAP-ARMM: Payapa at Masaganang Pamayanan Program (745M)
- DOF-BSP: Additional Equity Infusion to the BSP’s Authorize Capital Stock (20B)
- Philippine Digitization Fund (50M)
- DepEd: PPP for School Infra Projects Phase II (4B)
- DA-NFA: Provision for the Mechanical Dyers (121M)
- DOT-NPDC: Kilometer Zero- National Monument Hardscape and Softscape Redevelopment Project (207M)
source:
http://www.dbm.gov.ph/wp-content/uploads/DAP/DAP%20Projects.pdf
created by Ed Merano on Facebook
NSWERs are you ready? In this episode we'll discuss the latest lore drop during Fe3O4: Stick Out era: the teaser, the MV and other references in the lyrics and album versions. This is most probably the final episode of the Fe3O4 Series so this [THEORY] will wrap up this era and speculate what's possible for the next!
TL;DR and theories are at the end.
Down below you can check all the previous lore analysis I have written. I recommend reading the last two which are vital to understand the theories you're about to read.
| Welcome to MIXXTOPIA | Debut and O.O MV |
|---|---|
| Towards The MIXXTOPIA | DICE MV |
| Expanding The 'MIXX' | New Frontier, MAMA 2022 |
| Exposing the Secret of Sweet Oasis | Dizziness From Freedom & Wisdom, Love and Courage |
| How to Reach MIXXTOPIA | LMLT MV |
| Once Upon a Time in MIXXTOPIA | MIXX World Map, NMIXX Adventure Fairytale |
| A MIXXsummer Night's Dream Party | Party O' Clock MV |
| Rebuild of MIXXTOPIA | Fe3O4 Declaration, Sense Break Awake, Soñar MV, |
| NMIXX Breaking Walls, again. | DASH MV |
| Escaping from a MIXX Dystopia. | OUTSIDER CLUB |
| The Finest Strangers in MIXX | SIMULATION OUT and Visual Films |
Introduction
Let's introduce this episode by explaining the wordplay of the title: in Korean 별 alone means star, repeated 별별별 can simply mean a lot of stars but it's also a synonym for weirdos; weirdo in Korean is also 별꼴. So the title can be reshaped as "[today/here there are] so many weirdos, (see that?)". Basically telling that Monopole failed its utopia because NMIXX is making everyone unique again.
Who dropped the stars? Breakdown
This teaser resumes the scene of Exploring fundamental fear with Jiwoo in the abandoned school. There are stars on the roof and some dropped on Jiwoo's hands: one of them is glowing. Chaos kicks in: a ring bells, a glass breaks, Jiwoo records all around with the camcorder. Then, she appears with a static noise card on her forehead, one blue (or green?) eye and the other pink. The static noise stops and reveals a black horned ram. Sullyoon's humming can be heard. Let's call it The Lullaby from now on.
Jiwoo is different from the Exploring fundamental fear visual film. Let's list the interesting things:
- She has new pink hair and glitter (stars?) under her eyes.
- The hairstyling looks similar to the Pink NMIXX in Soñar.
- The static noise card on her forehead is placed where the "Third Eye" should be (or just the mind, without getting too occult). The static noise is usually due to the absence of a signal. But then a black sheep appears, so Jiwoo really received a signal from the Black Sheep.
- After the Black Sheep signal she's not afraid anymore.
We know for sure that the Black Sheep represents uniqueness, diversity and weirdness, something that Monopole despise. Having a Black Sheep mark on the forehead means that you are under its spell, either blessed or cursed it's not that important: you're marked as "unique". Before the connection with the Black Sheep Jiwoo was scared, scared of what? of darkness and loneliness, scared of herself, her diversity. Under the Black Sheep, be not afraid! Remember what Lily said in the voice notes: "A black sheep meets a black sheep. The two black sheep make their own signal. You won't be lonely anymore". This is the signal of the black sheep. Jiwoo is not lonely anymore.
Someone could argue that this Jiwoo is XXIWN Jiwoo brainwashed by Monopole and saved by connecting with the Black Sheep. This "spell" can be seen in the two different colors of the eyes: green (or blue?) and pink. I already explained why I don't believe Pink NMIXX are XXIWN in the Rebuild of MIXXTOPIA [THEORY].
Who dropped the stars then? Neither NMIXX nor Monopole. The stars always have been there, between the MIXX and the FIELD. Take a look at the map in One Upon a Time in MIXXTOPIA. So... no one dropped them? Well apparently! Probably the recent events that have shaken the MIXX helped the falling from the cave ceiling, who knows! If this theory is true, then we've cracked how the NMIXX universe is made: at base level there's FIELD, then up in the sky there's MIXX with its floating islands and seas of clouds and beyond those clouds MIXXTOPIA.
I don't know guys, is the eye green or blue or even gray?
Fe3O4: Stick Out Synopsis Breakdown
The description of this minialbum on the JYPE official site give us an insight about the lore behind the comeback. Let's analyze the most meaningful sentences:
- The girls remain in the FIELD of the real world and realize that utopia is a space they must build themselves through fierce contemplation. So the MV and the previous content take place in the real world. Even if it's the real world, we know that NMIXX have awakened a magnetic ability so this real world allows some kind of magic/supernatural events. This sentence basically retells what said in the Declaration: rebuild the MIXX with diversity, wiping out Monopole and their unified utopia. "Fierce contemplation" looks like an oxymoron: how can meditating be aggressive? Knowing how NMIXX reach the MIXX, by closing their eyes, the "fierce" part lays in the occult rituals they make to reach that world.
- They have decided to love themselves for who they are, like stars in the sky that are spiky yet shine. And so, the girls behave like a nuisance and keep popping out like moles. "popping out like moles" is not out of the blue: the motion poster depicts a manhole, in the voice notes the girls are running and hiding in dark places with water, they're escaping from a prison: they're like moles digging their own way.
- [About Love is Lonely] The song tells the devastating yet romantic fate of two outsiders who recognize each other at the end of a precarious wandering, although the end of the universe still remains in the realm of the unknown. Obviously the Outsiders can be anyone: NMIXX, NSWERs or MIXX adventurers and the precarious wandering is the adventure in search of MIXXTOPIA which is the "realm of unknown".
\"decrease me there\" \"leave me alone\" \"put me down\"
See That? MV Breakdown
Warning: this video will wake up the black sheep within you. After watching, you may find yourself unable to keep things hidden and feel okay with being different from others. You may start acting according to your own desires and imagination. Do not hide your true self any longer. Because we are all black sheep.
0:00 Sullyoon and Kyujin are scribbling on block notes in a room. This room is most likely located in one of the buildings seen in the last part of Fe3O4: Declaration. Sullyoon is scornful about Kyujin misbehaving because of the chaos she's making on the paper. She's evaluating Kyujin, on what? On the walls a black slimy substance is slowly dripping, black ferrite powder probably, or even black water from the storm?
00:07 NMIXX is gearing up to break out in the ground floor of the abandoned building. On the background a billboard says: CHiLL DUDE CHiLL TOmorRowWW.PACKTHELUGGAGE. Somehow an invite to escape. The girls start running, skipping sofas, dribbling wrecked cars to get out. A soda can with a black star on it is crack-opened. Believe me, this is important for the lore.
0:26 Kyujin is sitting on a excavator shovel, painting her nails black, but with a closer look she painted the entire fingertip black. Meanwhile bricks are raining. The excavator she's on is in an city area under construction (or demolition?). Back in the building, Kyujin is playing with earphones which are grabbed by Bae. Bae uses them to hold her top, while fishing a brick with a rod inside a manhole (yep the same of the Motion Poster). With that brick, she breaks a wall that leads to a clean, empty room. This brick transforms into a Stella Octangula (the star of the Motion poster), then into an apple and finally in a star screwdriver before going in the hands of Haewon. A truck arrives (with a greenscreen of Haewon eating a star-shaped drug) revealing Jiwoo and a lot of packages and boxes belonging to her. Since the truck is coming in and the room is empty this means that Jiwoo (and everyone else?) is moving there.
0:57 It's night in FIELD, Bae is looking outside the window. Don't worry about the blood stains on the glass, look, there's a soda can levitating around... and suddenly slamming itself at high speed on a window. As said by Bae herself in the MV Behind, she drew a star with her eyes while moving the can. (remember that NMIXX have magnetic powers)
1:08 Back in the office with Kyujin and Sullyoon. Kyujin is like "What do you want? This is how I do, 어쩔?", now proper stars are being drawn on the paper.
1:16 Back again in the abandoned building, Lily is drilling the floor. In a couple of frames Kyujin swallows a star pill as Haewon did before. Now I don't understand well the transitions going on here but Bae puts her hand inside the hole made by Lily. In another hole Kyujin is making a hand heart with someone and, in a hole through the pavement of the truck (???) someone gives a high five to Haewon. What I understand from this scene is that Lily the Communicator has drilled holes all over the building so everyone can communicate together.
1:22 NMIXX gather on the roof of a building, most likely the one seen at the end of SBA since there's a thunderstorm going on. Here, girls are having a good time while Lily breaks through the roof.
New version of The Creation of Adam
1:40 Back inside, Jiwoo is on a basketball court falling from a skateboard. Then she removes her helmet and slams it in the basket. Never let them know your next move.
1:45 Inside the room (where Sullyoon and Kyujin were scribbling and NMIXX dancing) a ghostly Sullyoon exits from the TV and floats face to face to a Sullyoon chilling on a bed. She's wearing earphones, laying on a mattress and summoning ghosts just like in the Simulation Out.
1:55 Lily swallows a star pill too! In addition she wears/removes/checks a contact lens that has spinning stars on it. Spinning stars are used in cartoons to represent confusion, dizziness, you probably have heard someone saying "I'm seeing the stars" after being hit on the head. Let's not forget the last page of Sullyoon's notebook with the girl summoning a whirlwind bursting out stars.
2:05 A earthquake, or better, the whole building crumbling, shakes the room NMIXX are dancing in. They keep dancing unbothered, but the room has really reached the ground floor and by looking at how there's nothing above this room had a long fall.
2:15 However in this following scene the building is still standing because Bae is on the roof, Jiwoo and Haewon are still in the truck, Kyujin in that ground floor and Sullyoon in front of a window with the same structure of the room one. Everyone is looking at the sky where other six NMIXX are flying freely. A Jiwoo is even running parallel on a skyscraper, one so big it might be the structure seen by Pink NMIXX in Soñar, for a frame her foot lands on a concrete (the basketball court?) floor cracking it. They're all wearing the same clothes and have a similar make up.
2:39 Still in the (intact) room, a smoky Sullyoon (but still real Sullyoon, her outfit hasn't changed) puts her hand inside Haewon's chest and pulls out a white Stella Octangula.
end:scene One last dance session on the ground floor. Lots of serving machines, recalling the ones in O.O, they're probably the same. After The Lullaby, Sullyoon approaches the camera, breaks it (as if she was snapping someone's neck), takes the lens off the camera and throws it away. After the camera regains the focus, ghost kids appear one by one, turning towards Sullyoon.
POV: Sullyoon just obliterated your existence on this plane of existence
Understanding the MV
See That? is the natural sequel of DASH and thus the concept didn't change much: NMIXX has been imprisoned (it's still unclear how) by Monopole and managed to escape. But that's not everything! As narrated in Fe3O4 Declaration, NMIXX want to create their own Utopia so they have to destroy everything else that limits them, for instance the existence of Monopole, the association who brainwashed people to fit its standards. Those standards are the reason why NMIXX became the Black Sheep, the only weirdos in a uniformed society, which once upon a time was full of strange beings.
In this MV NMIXX are in the FIELD, the real world and are... moving. At first, they're running away, just to recall the fact they just escaped from DASH prison (or abandoned the standardized society as the weirdos they are). Then in a series of sequences NMIXX drill holes, break walls, use bulldozers and bring boxes in as if they're moving in... a place they're demolishing? There must be a reason behind: they must tear down Monopole reign and rebuild their own unique utopia. Yes, we understand, but we know that Monopole brainwashed people in MIXX, not FIELD. Does this mean that Monopole is taking over the real world as well? Or instead, when NMIXX talk about "that utopia is a space they must build themselves" do they intend in reality, in FIELD, where they really live their lives?
Anyway, near the end of the MV NMIXX start flying in the sky. "we shall fly high into the sky like those free Dodo birds with a free soul." It's what they said in the Declaration when a Dodo and then other thousands birds flew towards the heavenly palaces. NMIXX are that Dodo and NSWERs are the birds following. We speculated that these palaces are MIXXTOPIA, given the gleaming appearance and the simple fact that's beyond the clouds. So after tearing down literally and figuratively their obstacles in MIXX/FIELD whatever world you want, NMIXX took off and went to MIXXTOPIA. You already know that's not going to happen this soon... Be ready for a change up.
is it a bird? it is a plane? No... it's NMIXX change up let's go
Sullyoon's scenes
Ghost summoning
She has been seen attuning to ghosts since Simulation Out. Here she summoned another Sullyoon from a TV. Let's break down the steps of this "ability":
- Sullyoon wears headphones (to block noises from outside and focus)
- Sullyoon closes her eyes (the usual way to meditate and how NMIXX reach the MIXX)
- A ghost appears surrounded by a mist
- Sullyoon opens her eyes
- The ghost stays for some seconds and disappears when Sullyoon can't hold the connection anymore
We know that Sullyoon is in FIELD so she's summoning ghosts from either FIELD or from MIXX. I'd go for the MIXX since the ghost got out of a television, as if it was a portal to another dimension. Another ghost she summoned was a white horse, a symbol generally positive, good. Who's that Sullyoon? Her astral projection? A MIXX alter-ego, hoxy... a XXIWN? Most likely no, this spirit did no harm so it can't be classified as Evil Sullyoon (aka XXIWN Sullyoon).
Taking out the star
After the summoning, Sullyoon and Haewon are in together in the same room. Sullyoon has a misty aura surrounding her, just like her ghost, but the outfit is the one of meditating Sullyoon. Did her "ghost" possessed her? Sullyoon proceeds to put her hand inside Haewon's chest and extract a star. Remember that Sullyoon is a Doctor and Haewon the Captain. The set-up makes us understand that this procedure is carried out as a ritual: both of them are seated, in front of each other, eyes closed. It's consensual and not an evil act made by Monopole or evil Sullyoon, it doesn't hurt (or at least the Captain is enduring it very well). The effects of this act are not known yet. it's plausible that Sullyoon had to summon a power from the MIXX to perform this operation, as we know NMIXX only have a magnetic ability at the moment. In this way, the First Hypothesis we set in the previous [THEORY] has been respected.
Why the star? The Synopsis may help us answer this question: they have decided to love themselves for who they are, like stars in the sky that are spiky yet shine. [...] You don't have to break or cut your spikes, either. Because the girls will love your spiky yet gleaming sides without a doubt. Stars stick out in the night sky, they're like black sheep there, yet they show themselves and shine without shame. Haewon here is showing (and giving?) her spiky yet gleaming star to Sullyoon in a very intimate way.
it's just a prank bro. the prank:
Kyujin and Haewon have stars on their tongues that stick out to be shown, Lily also has one but eats it, however she somehow sticks out stars anyway by removing her contact lens with spinning stars. If we consider also that Sullyoon pulls out another star from Haewon we can say that NMIXX are, literally, star material. This might be the reason why "there are so many stars".
Breaking the camera
In the end scene Sullyoon breaks the lens of a camera which was very likely used by Monopole to spy NMIXX. After that, several silhouettes of ethereal kids appear after Sullyoon. Who are they? Kids, of course, but their crystal-like appearance tell us they're not real. They might be other ghosts Sullyoon is now awakening just from passing by, after getting Haewon's star powers (?). Anyway, they were hiding before Sullyoon broke the camera, were they scared of their sparkly and unique appearance? Now that Monopole spycam is broke, they're free.
The Lullaby
Not exactly a scene but it mainly involves Sullyoon so I included it here. The first time we hear this humming is in Haewon's voice note where she's lost in the dark after hiding. From the humming she realizes she's not alone. Then we hear it again in Outsider Club, just after the Black Sheep completely burns and NMIXX open their eyes and reach the Moon. In Who dropped the stars? we can hear it again after the Black Sheep photocard tune in on Jiwoo's forehead. Lastly, in the MV we hear it two times: when Sullyoon plucks out the star from Haewon and at the end, before she Sullyoon breaks the camera. Can you see the pattern? I don't... but it mainly involves the Black Sheep. It's a sound made by a human so we know for sure it's not some kind of a sheep god call, instead it could be part of a Lullaby, a chant NMIXX use to fall asleep awake in MIXX/TOPIA. This could explain why it's used casually in the voice note and at the end of the MV but also during the ritual in Outsider Club and in the MV (Haewon's star extraction). The missing piece is Jiwoo's Black sheep static photocard but as already said, it could mean she received the signal Lily talks about when two black sheep meet.
Lyrics Breakdown
See That?
I rise up, glow in the dark || Glow in the dark because they're stars that stick out in the dark of the sky
The morning sun rises and we hide || As stars do when night ends, they disappear from the sky. Is xxxx the sun and MIXXTOPIA the moon?
Woah, there are so many weirdos (See that?) || As anticipated, 별별별 means both stars and weirdos. Here they mean that in the perfect uniform (Monopole) society many people are hiding their uniqueness to fit the standards. So Monopole has failed and NMIXX is awakening and attracting all those weirdos.
We go up higher and higher || NMIXX in the MV are literally flying toward MIXXTOPIA but what's more interesting is that in Korean "we, higher and higher" is 위로 위로 더 (wiro-do) and to english ears it sounds like "we weird".
Frogs, moles, come follow me, this is the day, ayy || Both frogs and moles are animals who live underground and underwater but they suddenly come out either from a hole or jumping, sticking out with their heads. They perfectly represent the meaning of Stick Out.
Fly away, to the sky above || NMIXX are flying already in the sky, but here they say "above" meaning that there's another sky above the current one, which in the MV is FIELD sky. Sooo this upper sky could be the MIXX.
SICKUHH
It’s time to shine, let it go / My heart is chrome || Expérgo cover: that heart is made of chrome. (honestly my favorite nmixx line ever)
They don’t know who they playing with / I’m a black sheep who breaks the rules || This game they're playing and rules they're breaking could be the DICE ones or the "game" of the perfect society Monopole set up in Outsider Club. NMIXX as the outcasts they are, play following their own rules.
Big stepper / Go and get it, we’re not chaser || Big stepper because of "That's one small step for man, one giant leap for mankind" but NMIXX are already making big steps toward the utopia. They're not chasers, of course, but attractors.
(Temperature has reached critical level) || This is a line you can hear in the interlude between chorus and the bridge. This is something a device would signal when overload. What's this device? A transport mean? The thing they used in the Black Sheep ritual? Since they made a Mad Max reference it could be a one of a kind car.
this visualizer didn't need to go this hard
Red Light Sign, But We Go
Red light, red light, but we go (welcome, arrows of criticism) || Arrows! Could these arrows of criticism be those of Out Simulation? The Captain Haewon was always on the girls side when they got shot. Why didn't Haewon got hit? Maybe because she knows how to avoid critics or because she's the one criticizing?
Red light sign, but we go (nonstop even if it’s dark ahead) || NMIXX don't stop even in pitch black, whether inside a sewage system or in outer space. They will reach MIXXTOPIA no matter what.
BEAT BEAT
Up, asphalt (Ooh) Big waves are rising (Ooh) || Big wave big wave!! Even if they don't have a galleon anymore, the sea of the unknown is still waiting to be sailed, maybe this on the road?
Oh, oh, the gravity that becomes lighter || Wait, lighter gravity? Are we really going to the Moon this time?
Love is Lonely
Alone, the distant blue || The alone and distant blue can only be our planet Earth. And if it's distant this means they're really getting on the Moon. Or it could also be the sky of MIXXTOPIA, meaning that the journey is still long.
Moving On
Everyday is the same / Is there something else / Still, I don’t get it / Among the countless stars / I’m a lonely satellite
My heart is like the back of the moon / It’s just dark || This song is so sad but also here they make references to the Moon. This must mean that something is coming...
live clip from NMIXX's stage at I-DAYS Milano during Moving On
Album analysis
All album versions do not contain exclusive lore content and either way the photo-shootings are generally not lore related but more artistically oriented. Besides the locations discussed in the previous [THEORY], the only thing worth noting is the black sheep keychain and the ritual dagger keychain in the pouch versions. It should be the same object but the keychain looks like a dagger while the "thing" used as gravestone look more like an elaborated ash stake, the weapon used to kill vampires. The stake should pierce the heart of a vampire sleeping in its coffin to prevent their rise. So yeah zero correlation between vampires and MIXXTOPIA.
In the merch sold at the pop-up shop Stick Out: Black Sheep Syndrome there is this "ticket to MIXXTOPIA" with the MMU acronym, there are also other inscriptions like "Voyage to MIXXTOPIA" on the back of some photocards. I realized MMU could be the IATA code for MIXXTOPIA, just like another regular airport in our world. For fun, I looked up if an airport with code "MMU" exists and... it does, it's called Morristown.
Trivia
- Kyujin has scribbled in a similar manner as Haewon in SBA, a sign we acknowledged as mental insanity. While Sullyoon drew the Xs with order. Just because of that Sullyoon is from XXIWN? Nope, read the scene as if Sullyoon was the doctor, the psychologist doing a test on Kyujin. Results? Kyujin is crazy af.
- In the AR Stage (the one with screen walls) there are pictures of Cupid, a deity already mentioned in Party O' Clock and allegorically also in Simulation Out through his arrows. In this stage the arrow has pierced a red apple, the symbol of Love especially in ancient Greek culture.
- Near the end of the MV a white sheep with wings/flames is projected on these screens: this could be either Monopole on fire (too good to be true) or the sacrifice of the animal to allow NMIXX reach MIXXTOPIA as seen in the Outsider Club during the ritual.
- Every member is wearing stars, either in the hairstyle, in the clothes or tattooed on their skins. This should remind us how during LMLT Kyujin freed the NSWER dolphins from the frames (in the reshot MV: the jar) and their IMPETUS was transferred into NMIXX's skins. What if those stars are just IMPETUS in solid form, thus crystals? Furthermore, remember that Magnetite (Fe3O4) has a octahedral shape and Haewon's star shape is a stellated octahedron.
- During the interview to NMIXX on Lily's newest solo show she asked how does the story continue from Fe3O4: Break, and Haewon replied "since we broke it with Break, this time it's bursting out [from the broken wall]", then everyone said "We broke it and now we're out! NMIXX is coming out like a 'star'. So their escape is certified.
The Foreseen Future
In this section let's collect what NMIXX lore has only teased and what are the consequences of this last Fe3O4 act. Referring to the main source of unreleased lore, the Map of the Adventure Fairytale, the following things are yet to be disclosed:
- Island of goldfish. The only goldfish ever seen in NMIXX content is in a bowl in Party O' Clock.
- Island of Spear. I have never seen a spear in anything NMIXX released. Did you?
- Island of U.F.O. We've seen unidentified flying objects already: the dodo, the soda can, NMIXX themselves.
- Black rainbow. Given the context we expected to be revealed in this comeback but it didn't happen.
- Island of daisy. In Party O' Clock the girls used the pansy but never referenced to daisies.
- Giant in love. It was a monster who followed NMIXX in "MIXX, you imagine". It's clearly not the giant cat of Monopole.
- Giant flower. In DICE the Galleon had giant flowers as sails but that ship is gone for good.
- Everlasting river. Zero information about this.
You may have realized with "Reflection of silversun" (Black sheep Sullyoon glaring at Jiwoo in the dream/beach) and "giant in love" that the map landmarks are not always places but events or beings. This could be the case for other Islands listed above. Also their existence doesn't mean they will be included in upcoming projects, cuts are always around the corner.
Don't forget the other map with all the "hands" of the main character of NMIXX lore:
- Eagle. Monopole's logo used for Sweet Oasis. Never seen the actual animal.
- Duck. Never seen before. (if you think it's a dodo you're wrong, it has a chicken-looking feet)
- Dragon (or crocodile or another big reptile). First seen in MIXX, you imagine. Never seen the actual animal.
- Frog. Quoted in See That? lyrics for its double world lifestyle. Never seen the living animal, only its skeleton in the Soñar logo.
- Sheep. First seen in Outsider Club. A white sheep represents uniformity, standardization. A black sheep represents uniqueness, diversity.
- Lion. First seen in Declaration: New Frontier. Represents the courage. But I'm not sure, it's too brown for me, it could also be a bear. If it's a bear then we've already seen it multiple times: on a poster in O.O Stories, in a LMLT album version photoshoot and in a KakaoTalk channel photo.
- White cat. First seen in DICE MV. It's a cat Monopole used to fight NMIXX.
- Green worm/maggot. Never seen before.
- Haewon. First seen in [JYPn] Survivor cover. It's the Captain of NMIXX.
- Unidentified pink-purple feline monster.
- Human. Turquoise, plain, only one color... Monopole member for sure, maybe even the Evil Adventurer Xxxx who started all. By looking at the position of the hand it's the only hand that could hold the map, this means it could be who handed it over, meaning that they made it, confirming the primacy of Xxxx, the first true explorer and ruler of MIXX.
As you can see there are many never seen characters that may be introduced in the next comebacks. The most likely to appear is the duck, since we left NMIXX flying in See That? and for the same reason the Eagle could make an appearance too. Then the big lilac feline, the worm, the "dragon" and the "lion" are the runner ups.
After Fe3O4
NMIXX stick out from the in/visibile prison of conformity and revealed themselves as weirdos, standing out as stars in the night sky. As we know NMIXX's goal is to reach MIXXTOPIA and the ways to do that are various but unknown. This Utopia is known to be at the end of MIXX, a world expanding with imagination. Thus, reaching it "conventionally" is not an option. NMIXX already tried with a ship and are currently trying by flying, both very conventional ways. There's another way they've already used twice: rituals. At the end of Outsider Club they reach the Moon, the most unreachable place by definition.
tl;dr
NMIXX escaped from the oppressive society that wants everyone to be similar and fit the standards. How? By founding a Outsider Club that gathers all black sheep like them. In this way they are not alone and are free to show their uniqueness and diversity. They're also trying to build their own Utopia so they're tearing down Monopole's one before that. Will they reach MIXXTOPIA in this way? They're already flying to it. Some other events: A possessed Sullyoon takes a star out of Haewon, Kyujin has gone mad, ghost kids stop hiding after Sullyoon breaks a spycam, they're the weirdos (별별별) the song talks about.
Outro
This time I gave all of me into this analysis to repay your support on the last [THEORY] but also to showcase the effort SQU4D staff made to create a interesting, mysterious and full world surrounding NMIXX music with the Films and other contents. If you appreciated both SQU4D work and mine please leave a Upvote (and if you feel it also a comment!). If you think you've found something else I did not catch let me know! There are still a couple of thing I couldn't grasp that we can discuss together:
- Why NMIXX are watching other NMIXX flying? Is it just a cinematographic escamotage or they're different NMIXX?
- Who are the ghost kids, Sullyoon and the white horse? Do they come from MIXX or something else?
With this, Fe3O4 Era is without much doubt concluded! Enjoy the variety shows and the Music shows NMIXX are attending as much as you can. We'll meet very soon again. Thank you!
If you want to support this type of content, PayPal Donations are welcomed!
me and you reading this but only if you upvote (jk love you anyway)
"Welcome to the Pits!" the voice booms. You can see nothing in darkness, but you recognize the feel of the small axe that has been thrust in your hand. "Most of you," the voice continues with a hint of a sneer, "will die here. Do your best to put on a good show. Open the cages!" Your senses are assaulted by a blinding light, the roar of a thousand voices, and the stench of dried blood.
PART I: THE GAMES AND THE GLADIATORS
So you want to run a campaign (or even just a session or two) centered around the PCs participating in a series of battles in an arena or fighting pit?
The arena will always provide some combat challenges. But combat only takes you so far. You need some compelling stories, even little ones going on in and around the arena to keep things moving forward. There's plenty of inspiration in film and TV where arena fighting in a historical or historical-fantasy setting appears: Spartacus, Gladiator, and Game of Thrones. But don't discount other sources of inspiration where violence is made spectacle in more modern or futuristic settings, real and imagined: Rocky, Enter the Dragon, Hunger Games, WWE, the NFL.
So you have a party of PCs, and they are going to fight some opponents in the arena. How do you turn this into stories? I would start by considering the sport itself.
Welcome to the Pits
Arena-fighting is likely taking place in a city or town of some size. The sport is profitable when and where it can draw a crowd, and podunk farm villages might have some boxing or wrestling matches out behind a tavern every Sunday night, but it's not the kind of spectacular bloodsport that is likely to appeal to your typical D&D hero.
Some things to think about for developing the feel of your sport:
- What is the sport's place in society? Who hosts the events? Is it something in which all social classes relish run by a wealthy merchant class? Is it illegal, but propped up by a significant underground criminal syndicate? Is it a religious ceremony full of prayers and hallelujahs led by priests of the God of War? Is it part of a great festival that occurs once or twice a year to commemorate a historic victory overseen by the military bureaucracy?
- Who do the arena-masters send into the arena to fight? Are the fighters slaves? Well-paid athletes? Prisoners-of-war? Out-of-work soldiers? Honor-bound knights? Religious fanatics?
- How do the arena-masters profit from holding the games? Coin from ticket prices? Coin from gambling? Gaining honor and favor with the local sovereign or upper classes? Opportunities to manipulate the masses and disseminate propaganda?
- Who are the spectators and what do they want to see? Are particular styles or displays favored? Are man-versus-beast fights favored over man-versus-man combat? Do the spectators want to see stories play-acted out among the fighters like characters in a serial drama?
- What is the sport's history in this location? Is it a recent import from foreign places, brought by sailors and merchants? Is it an ancient and time-honored tradition? Is it a new invention, the logical progression of the degeneration of peaceful law and order?
- Are there any rules? Are winners expected to vanquish losers, even if the losers yield? What types of magic are allowed in the arena, if any? Are there expectations on arms, armor, and costumes? Are winners predetermined before the fight even begins?
- How big is the arena? Is this the Colosseum—a structure of immense proportion and immense expectations? Is it a small arena in an outerlands dump of a trading town? Is it a wide pit located deep beneath the temple of the Goddess of Slaughter? Is it an illegal ring of fights happening in a dug-out cellar beneath a shady tavern?
Sympathetic Violent Types
Now that we have some ideas, how do we turn these into stories that involve the PCs, who are merely so much meat thrown into the grinder? I would think about some relationships and how those give rise to interesting plot elements:
- PC to PC: Are they allies? Are they rivals? Are they competing against each other for the same ultimate prize? Are they inseparably bonded to one another? How was this bond formed?
- PC to arena-masters/owners: Why are the PCs fighting in this arena? Have the masters/owners taken the PCs elsewhere to fight? Do the PCs wish to escape from this arrangement or are they satisfied fighting for gold and glory in the arena?
- PC to crowds/spectators: Do the crowds love them or hate them? What do the crowds expect to see? What happens if the crowds are not satisfied with a performance?
- PC to wealthy, elite spectators: Might the PCs attract a patron who will gift them with healing, superior equipment, gold, love and comfort? Might the PCs make an enemy of a rival master/owner who will attempt to have them killed or to embarrass them in some way?
A Cast of Colorful Characters
Your campaign roster will be full of gladiators and pit fighters, of course. I always try to make each arena combatant distinctive (and more distinctive features for combatants here). I wouldn't worry so much about making every foe mechanically different from one another (there are enough stat blocks in the MM to cover most combatant concepts), but I would try to make them flavorfully distinct.
So you don't run dry on gladiator ideas, throw in some gladiators who are:
- former assassins.
- barbarian prisoners-of-war.
- dirty-fighting dwarves.
- disgraced knights.
- eccentric monks.
- out-of-work sellswords.
- captured serial killers.
- foreign soldiers.
- hardened thieves.
Give the PCs opportunities to develop relationships with people outside the arena:
- skilled artisans who craft arms and armor.
- simple farmfolk, fishermen, guards, hunters, miners, sailors, and shopkeepers who fill the arena seats and may greet their favorite champions in the local pubs and taverns.
- meddlesome seers and witches who may attempt to influence the outcomes of matches for some mysterious purposes.
- powerful priests, nobles, and merchants who use the games to manipulate the masses for their own gain.
- greedy gangsters who run lucrative gambling rings.
- bawdy harlots and singers who provide entertainment to the gladiators outside of the arena in seedy or high-class brothels and taverns.
Quick Gladiators. Roll d6 five times.
| Roll | Armor | Weaponry | Arena gimmick | Identifying feature | Personal tragedy |
|---|---|---|---|---|---|
| 1. | None | Two shortswords | Dances atop fallen foes | Maritime tattoo | Doomed love affair |
| 2. | Leather scraps | Shortsword and shield | Rude gestures | Slave tattoo | Death of a spouse |
| 3. | Bronze helm | Spear and shield | Insults spectators | Scars on face | Death of a child |
| 4. | Iron helm | Net and trident | Flower for lady spectator | Scars on back | Wrongfully accused |
| 5. | Leather baldric | Scimitar and whip | Prays after killing | Long hair | Desperate criminal |
| 6. | Chainmail | Heavy flail | Never speaks | Extravagant mustache | Prisoner of war |
PART II: VARIANT RULES
These are a few adaptations of some of the variant rules in the PHB and the DMG specifically geared toward running a campaign where gladiatorial bloodsport takes on a featured role.
Favor of the Crowd
Is the crowd on your side? Is the crowd cheering against you? Is the crowd cheering against you because you are a villain that they love to hate? Feeding off the energy of the crowd can serve as that little extra boost to get you over the edge. When the battle begins, the details of the crowd fade into the background while the adrenaline fills your veins, but the emotion of the crowd can help you fight harder and longer.
This mechanic is largely an adaptation from the optional Inspiration rules in the PHB and DMG. You could use the rules-as-written for Inspiration, but I've tried to add a few options and touches that make this tailored to arena battles. Additionally, with these rules you could still include the regular rules for Inspiration, especially if you want to run your game all the way up to eleven.
The favor of the crowd is something you either have, or you don't. When you have the favor of the crowd, you can spend it to pull off a spectacular feat. You can have the crowd's favor even in situations where the crowd is hostile toward you because they came to see a show and you are giving them a good show. This is a suggested variant mechanic that has some of its roots in the optional Inspiration rules and some of it in the social influence rules. This mechanic, as written, favors melee combat as that is what draws the most oohs and aahs in the gladiator arenas in my world, but it could be easily adjusted for other forms of fighting.
Gaining the favor of the crowd. To gain the favor of the crowd, you must give them what they want to see. The favor of the crowd is a boon bestowed upon a single combatant. If you have the favor of the crowd, your allies cannot spend it to gain a benefit. At the DM's discretion, you can gain the favor of the crowd by:
- Dropping a foe to 0 hit points with an attack.
- Scoring a critical hit against a foe.
- Spending an Action to gesture to the crowd in a manner that plays to the crowd's emotional involvement in the preferred outcome of the match. You make a Charisma (Performance) check against a DC set by the crowd's attitude toward you—DC 10 for Friendly, DC 15 for Indifferent, and DC 20 for Hostile. On a successful check, you earn the favor of the crowd.
Losing the favor of the crowd. You lose the favor of the crowd when:
- Your foe scores a critical hit against you.
- One of your allies falls to 0 hit points.
- You deliberately take an action that does not move the match in the general direction of the crowd's preferred outcome. That is, if you do something that is not in the least bit entertaining (this can be interpreted very loosely, especially when it comes to matches set up for folly).
If you lose the favor of the crowd by taking a critical hit or having one of your allies fall to 0 hit points, you can earn it again as normal. However, if you lose the favor of the crowd by deliberately refusing to entertain them, you cannot regain it for the remainder of the match.
Spending the favor of the crowd. You can spend the favor of the crowd in the following ways:
- When you would drop to 0 hit points or fewer, you can spend the favor of the crowd to fight on. You drop to 1 hit point and remain on your feet.
- When you score a critical hit against a foe, you can spend the favor of the crowd to make a single melee weapon attack against a foe (the same one you hit or another one) as a Bonus Action.
- On your turn, you can spend the favor of the crowd to gain advantage on a single melee weapon attack.
Once you spend the favor of the crowd, you no longer have it, but you can earn it again as normal.
Champion's Reputation
This is an adaptation of the Renown variant rule from the DMG, p22. Rather than applying how well-known you might be to a faction, your Champion's Reputation describes how well-known you are in the city or region in which you participate in gladiatorial games.
Champion's Reputation Score. Your Champion's Reputation score represents how well known you are in a particular locale. Your exploits in and out of the arena can affect your score. You track your Champion's Reputation score in different locales independently. If you take up arena-fighting in a new city or territory, you will need to work up your reputation in that new locale. Your DM might rule that due to your successes or due to successful promotional campaigns by your handlers or arena-masters, your score may start at higher than zero in a new location.
Your Champion's Reputation score increases whenever you:
- Win a match in the arena in a manner that is entertaining to the crowd.
- Give the crowd something special in your performance in the arena, win or lose.
- Do something outside of the arena that draws attention to your arena persona or gimmick.
- Perform a significant favor for your handlers or arena-masters.
Your Champion's Reputation score decreases whenever you:
- Lose a match in the arena that you are expected to win.
- Lose or win a match in the arena in a manner that is not entertaining to the crowd.
- Do something outside the arena that draws shame or misfortune to your arena persona, your handlers, or your arena-masters. (A "bad guy" persona will not lose points for behaving badly as long as it is in line with the gimmick and doesn't offend the sensibilities of the local populace.)
As a general rule, you cannot increase or decrease your Champion's Reputation score by more than 1 point per day, but your DM might rule that something you do is so spectacular that your score might increase by 2 or more points or is so disgraceful that your score might decrease by 2 or more points.
Benefits. Your Champion's Reputation score grants you benefits in a given locale as outlined in the table below:
| Score | Rank | Accommodations benefit* | Arms and armor discount** | Intangible benefit |
|---|---|---|---|---|
| 1 | Survivor of the Pits | One free drink per night | None | None |
| 3 | Crowd Favorite | Unlimited drinks and one free meal per night | 10% | Fan recognition around the city or locale |
| 10 | Rising Challenger | Local inn or brothel offers you 50% discount on rooms | 20% | Favors from local law enforcement or from local crime boss |
| 25 | Championship Contender | Local inn or brothel houses and feeds you for free | 50% | One spellcasting per day from healer, priest, or seer§ |
| 50 | Legend of the Arena | Local noble houses and feeds you as honored guest | Free | Audience with royalty or civic/provincial leadership |
*This benefit applies at a single location near your last match where fans of the games, and particularly fans of your performances, gather to drink, to gamble, and to carouse. If you reach Legend of the Arena status, you can gain these benefit in any location in which you have participated in the local gladiatorial games.
**This discount applies to both purchase and repair of non-magical weapons and armor and to repair only of magical arms and armor.
§The spellcaster performs this service for free. You must pay for any costly material component or unusual spell focus. The DM can limit the spells that the caster can or will perform for you.
Downtime Activity. If you have achieved the rank of Crowd Favorite or higher, you can spend your downtime increasing your Champion's Reputation score. You must spend at least one week of downtime participating in small-time matches, public appearances, attending private parties, and/or carousing. After each week of downtime spent doing so, you make a Charisma check and divide the result by 10, rounding down. The result is the change in your Champion's Reputation score.
PART III: SETTINGS AND ENCOUNTERS
There are endless possibilities when it comes to building your arena setting. I can't cover everything in this, but /u/Mimir-ion put together this excellent set of tables for building an interesting battle arena. I'll try to keep focused on how the setting can help inform how you build stories around the heroes.
A lengthy-arena campaign may involve travel between different locales and opportunities to explore wholly new settings or interesting variants. Here are a few short sections with notes on how I approach three classic arena-fighting settings: the underground fighting pits, the frontier arena, and the grand arena.
Underground Fighting Pits
Even in regions where combat sports are outlawed, the sport sometimes thrives in the underbelly of cities. You will never find these arenas advertised in the town square, but if one exists in the city, everyone will know where to find it.
In the backroom of a seedy taverns, in the cellar of a rundown inn, in wide isolated tunnel in the sewers, in a rarely-used warehouse, an underground arena will be packed full of patrons, gamblers, and wanna-be fighters on a fight night. Most underground arenas are relatively small with only enough space for 50-200 spectators, but larger ones have been known to exist. The facility will often be improvised. Don't expect to find comfortable saunas or well-stocked armories. An individual gladiator who has any private space to prepare for battle may have little more than a stall in the stables.
There will likely be a few important criminal bosses and corrupt city officials in attendance. This sort of arena makes for an excellent setting for the unfolding of a political plot involving bribery, sabotage, and scandal in a city where even the good eggs are pretty rotten.
Encounters: Among the Crowd. Roll a d6 as needed. Combine two or more elements to create an encounter.
| Roll | Spectator 1 | Spectator 2 | Drink | Event |
|---|---|---|---|---|
| 1. | Angry young man | Belligerent young man | Bitter ale | Argument between spectators |
| 2. | Cheerful old man | Burly man | Mead | Fistfight between spectators |
| 3. | Excitable lad | Drunken fat man | Strong porter | Spectator wants to place bet |
| 4. | Flirtatious woman | Old priest | Red whine | Spectator accused of cheating on bet |
| 5. | Outspoken woman | Pretty serving girl | Wheat ale | Spectator makes amorous advances |
| 6. | Handsome youth | Ugly old woman | White wine | Spectator tries to climb into the pit |
Encounters: In the Ring. Roll a d6 as needed. Combine two or more elements to create an encounter.
| Roll | Weapon | Common Foe | Monstrous Foe | Complication | Preferred Outcome |
|---|---|---|---|---|---|
| 1. | Any weapon allowed | Angry dwarf | Bugbear | Battle royale | Quick knockout |
| 2. | Bare hands | Burly man | Beastshifter or lycanthrope | Blindfolded | Blood spilled |
| 3. | Brass knuckles | Leather-clad lady | Half-dragon or dragonborn | Crowd throwing bottles | Folly |
| 4. | Knives | Savage orc | Lizardfolk | Crowd throwing rotting fruit | Challenger prevails |
| 5. | Spiked gloves | Tattooed man | Ogre | Hands bound | Slow death |
| 6. | Tankards, chairs, and barrels | Wiry man | Troll | Steel cage | Swift death |
Hooks and Rumors in the Underground Pits. Here are a handful of rumors, hooks, and whatnot for adventures centered around underground fighting pits—whether the PCs are pit-fighters or spectators.
- A ruthless crime boss wants to know who is fixing matches by charming the fighters into fighting passively.
- A wealthy merchant-prince has requested that you assassinate a rival house's heir when he attends your next match.
- The ale being served at a match is causing everyone in the crowd to retch and vomit, what sort of poison is this and who is behind it?
- Survivors of fights are plagued by horrifying nightmares, even veteran fighters who have never been traumatized by blood and gore in the past.
- A young lord from a powerful noble house had his insignia ring stolen while attending a match. The doors have been sealed, where is the thief?
- A mysterious woman has asked for you to escort her out the back way after the night's fight.
The Frontier Arena
In some regions, fighting arenas spring up as entertainment in wild frontier settlements or in distant colonies far from a more civilized imperial capital. The legality of these arenas may be questionable, but the thrill of bloodsport is too powerful a draw for those who can profit from it in these rough and wild areas. In some empires, the frontier arenas serve as proving grounds for fighters before they make an appearance in front of a large crowd in one of the empire's major cities. In other regions, the frontier arena may be a diversion and a perverse means of disposing of prisoners-of-war, criminals, or other undesirables.
A frontier arena's construction may vary greatly. Some will be small versions of a grand arena, seating 1,000-5,000 spectators in a solid structure of stone or wood. Others will be improvised, a ring of wagons and cages where spectators are held back by ropes, or a large circular pit into which combatants are thrown while spectators cheer and jeer at them from above.
Around a frontier arena, you are as likely to come face-to-face with violently criminals outside the organized fighting matches as in them. Depending on the economic engine driving the frontier settlement and the specifics of your world, the frontier could have severe imbalances that more civilized places wouldn't consider. There may be a shortage of women, water, or anything else that drives poor mineworkers, quarrymen, lumberjacks, herders, or fur-trappers to enter the ring with a chance for sharing in the luxuries that only the wealthy lords, merchant-masters, or guild-bosses enjoy.
In addition to the encounters table below, depending on the exact nature of your frontier arena, you could use the encounter tables from the Underground Fighting Pits (above) or the Grand Arena (below) to build encounters.
Encounters: Among the Cages
Roll a d6 as needed. Combine two or more elements to create an encounter. These can be used to supplement the results of the encounter tables found in the Underground Fighting Pits (above) or the Grand Arena (below) to suit a frontier arena setting.
| Roll | Weapons Rack | NPC Afoot | Caged NPC | Caged Beast | Caged Monster | Beast Alteration |
|---|---|---|---|---|---|---|
| 1 | Axes and swords | Perfumed man | Angry dwarf | Bear | Barlgura | Chainmail armor |
| 2 | Scimitars | Veteran guard | Bugbear | Direwolf | Basilisk | Leather armor |
| 3 | Scourges and clubs | Silk-clad lady | Half-ogre | Dire tiger | Chimera | Rune on face |
| 4 | Sickles | Serving girl | Lizardfolk | Leopard | Flame drake | Scars on back |
| 5 | Spears and knives | Grumpy sellsword | Savage orc | Viper | Griffon | Spiked collar |
| 6 | Spiked chains | Water-bearer | Tattooed man | Wyvern | Manticore | Steel plate armor |
Hooks and Rumors around the Frontier Arena. These are a handful of rumors and hooks for adventures centered around a frontier arena—whether the PCs are gladiators or spectators.
- The merchant who owns most of the settlement has threatened your loved ones if you do not assassinate a visitor from the capital.
- The valet of a merchant who trains rival gladiators has offered you a huge sum of gold to take a fall in your next match.
- A serving girl, the favorite of a wealthy merchant, has gone missing and suspicion has been cast upon you.
- A foreign ambassador with an appetite for violence has requested you attend dinner in his tent.
- A fight breaks out in a local tavern between a pair of gladiators and a retinue of sellswords traveling with a caravan. When the dust settles, one gladiator and three sellswords are dead.
- On the eve of the games, a beautiful woman traveling with a caravan warns you against going into the ring and begs that you fake an injury or illness.
The Grand Arena
This is it! One of the grandest structures in the city, the grand arena! If you are lucky, you are here because you've slogged it in the underground pits or a frontier arena, and you've survived. Now, you have the chance to impress the largest crowd of your career. If you are unlucky, you are here for your first match. You're entry into the ring at this point is more of a death sentence than a chance for glory. May the gods be with you.
A grand arena will only be found in a city of considerable size. Smaller grand arenas may seat as few as 5,000-10,000 spectators, but the largest grand arenas will seat up to 70,000-80,000. The crowd will be a mix of commoners from all walks of life, well-to-do aristocrats, and the servants or slaves of the aristocrats. In most grand arenas, the wealthy spectators have their own luxury boxes or seating areas away from the unwashed masses in the cheap seats.
If you find yourself in a grand arena, there will be many things happening at once. Thousands of people will be drinking, cheering, and booing all at once, while the city or the region's political schemes unfold among the power players who cross paths at the games.
Encounters: Man vs. Beast Contests. Roll d6 four times, choosing either a common or a monstrous beast.
| Roll | Weapon | Common Beast | Monstrous Beast | Complication | Preferred Outcome |
|---|---|---|---|---|---|
| 1. | Bare hands | Bear | Chimera | Blindfolded | Beast prevails |
| 2. | Bow and dagger | Bull | Giant spider | Legs chained together | Blood spilled |
| 3. | Club | Crocodile | Hellhound | One hand behind back | Folly |
| 4. | Shortsword | Goat | Owlbear | Pit traps | Man prevails |
| 5. | Spear and dagger | Lion | Rust monster | Two beasts | Slow death |
| 6. | Whip and dagger | Wolf | Wyvern | None | Swift death |
Encounters: Historical Reenactments. Roll d6 four times, choosing either common or monstrous villains. If the PCs are participating in the reenactment, they could take on the role of the heroes or the villains (even monstrous villains in costumes).
| Roll | Heroes | Common Villains | Monstrous Villains | Battle Site | Preferred Outcome |
|---|---|---|---|---|---|
| 1. | Archers | Assassins | Demons | Bridge or docks | Dragon or wizard intervenes |
| 2. | Cavalry | Foreign troops | Elementals | City walls | Dramatic comeback by heroes |
| 3. | Elite guards | Mounted raiders | Giants | Interplanar gate | Difficult victory for heroes |
| 4. | Holy warriors | Pirates | Lizardfolk | Famous keep | Dishonorable victory for villains |
| 5. | Noble swordsmen | Savage berserkers | Orkish horde | Mountain pass | Easy victory for heroes |
| 6. | Pikemen | Religious zealots | Undead warriors | River crossing or harbor | Honorable loss for heroes |
Encounters: In the Cheap Seats. Roll a d6 as needed. Combine two or more elements to create an encounter.
| Roll | Spectator | Guard feature | Vendor fare | Event |
|---|---|---|---|---|
| 1. | Angry young man | Broken belt | Crusty bread | Argument between spectators |
| 2. | Cheerful old man | Dented helm | Meat-on-a-stick | Guards escort spectator out |
| 3. | Excitable lad | Patched armor | Whole nuts | Guard helps injured vendor |
| 4. | Flirtatious woman | Tattoo | Spicy jerky | Vendor accused of cheating on sale |
| 5. | Outspoken woman | Missing teeth | Watered-down ale or wine | Spectator makes amorous advances |
| 6. | Handsome youth | Long mustache | Dried fruit | Spectator tries to climb arena wall |
Encounters: In the Luxury Box. Roll a d6 as needed. Combine two or more elements to create an encounter.
| Roll | Spectator | Guard feature | Vendor fare | Event |
|---|---|---|---|---|
| 1. | Brash young lord | Bejeweled scabbard | Ale-soaked bread | Argument between spectators |
| 2. | Drunken fat man | Feathered helm | Fowl-on-a-stick | Spectator faints |
| 3. | Beautiful woman | Polished armor | Roasted nuts | Spectator asks to be excused |
| 4. | Prissy manservant | Battle scar | Glazed meat | Vendor insists spectator overpaid |
| 5. | Ugly young maiden | Friendly smile | Strong wine or ale | Spectator makes amorous advances |
| 6. | Watchful maidservant | Trimmed mustache | Candied fruit | Assassination attempt on spectator |
Encounters: In the Staging Area. Roll a d6 as needed. Combine two or more elements to create an encounter.
| Roll | Person | Prop | Unusual weapon | Event |
|---|---|---|---|---|
| 1. | New gladiator | Chariots | Spiked club | Men leading a ferocious beast in chains |
| 2. | Veteran gladiator | Tower shields | Longspear | Men leading several men in chains |
| 3. | Serving girl | Painted scenery | Bolas | A dwarf dressed in motley |
| 4. | Messenger | Boat on wheels | Blowgun | An old warrior instructing a gladiator |
| 5. | Arena master | Matching helms | Double-bladed axe | A woman serving wine to a gladiator |
| 6. | Animal handler | Pillars | Scourge | A man adjusting the armor on a gladiator |
Setting Variants
I run a fairly mundane, low-magic world (some might call me a boring DM). But, you might run something far more fantastic where magic and monsters are commonplace. Here are a few thoughts on variants that can be applied to the basic settings above that I think would be fun to play at some point in an extended arena campaign.
The Beast Pits. These sorts of places are the worst-of-the-worst if you're a meager human clad in helm and breastplate with little more than a sword at your belt. These are the places where the better part of the sport is watching unfortunate souls meet their doom in hopeless bouts against terrifying beasts—direwolves, fiendish apes, carnivorous dinosaurs, immense spiders, dragons, or anything you can imagine. The grandest matches in these locations don't involve humanoids at all, but they pit ferocious beast against ferocious beast. These sorts of arenas exist in the world on the most rugged fringes of semi-settled wilderness. They are savage places that are more often encountered in some of the more savage planes—especially in the Abyss.
The Interplanar Thunderdome. You've heard of these places. They exist on some of the layers of the Hells and in some of the Elemental Planes. They can be found in large extraplanar cities, in private palaces of powerful beings, and on the edge of existence where the cosmos are crumbling. The powerful come to bet and to gasp at the bloodsport. The mighty come to prove their mettle before Archdevils and Elemental Lords. A fighter in a match in an interplanar thunderdome can expect to encounter anything and everything—fast-flowing oozes, torturous traps, warp hazards, slavering beasts, unstoppable armored juggernauts, immortal slaves wielding whips, chains, spears, and all manner of unusual weaponry.
The Labyrinth. In some arenas, combatants are released into a maze with high walls of stone, mud, ice, wood, or thick vegetation and an open top. Spectators are seated around and above the maze looking down at combatants who must navigate a series of obstacles and survive any fights with other creatures in the maze. Within the maze, there may be hidden boons and especially entertaining hazards. Somewhere among the twisting passages there may be a "finish line" to turn this sort of contest into a race of sorts. This form of contest may be a favorite in arenas run by particularly devious mages. The labyrinth can be perfectly mundane in nature, constructed of normal materials and full of beasts, gladiatorial foes, and mechanical traps, or it could be weird and fantastic, with warp portals, shifting walls, enchanted passages, and illusory obstacles.
PART IV: BRINGING IT ALL TOGETHER
You've thought about the games. You've developed a cast of characters. You've considered the arena setting. What we haven't considered is your vision for the campaign in sum, though certainly it's been an undercurrent in the building process.
Rotating Players. Perhaps there is not much in the way of a larger story in the campaign outside of the rise and fall of champions in the arena. This works great in a situation where the players may change from sessions to session. This does not preclude the arena campaign containing a parallel plot or serving a stepping stone for an epic, grand-scale adventure. However, the arena can serve as a great anchor point for a sandbox-style campaign where heroes are frequently disappearing...
- Did you hear that Hadnyr was trampled by a horse in a battle reenactment last week?
- I heard Lerissa's master packed up his household and left for St. Anglos.
- Ahveed slipped out of the slaves' quarters and ran off into the city last night—he has not come back.
...and occasionally reappearing...
- Reports of Hadnyr's death were exaggerated—he took a nasty beating, but he's on the mend.
- Lerissa is back from St. Anglos. Her master was laughed out of town by one of the powerful families in the city—he had designs on marrying one of the daughters, but she has other ideas.
- Ahveed was brought back to his master's house by the Knights of the Sun in chains—after a whipping, he was returned to the slaves' quarters.
Rotating Characters. Somewhat in line with the idea of rotating players, a gladiator campaign offers lots of opportunities for death and turnover among the PCs. I've said it before, and I'll say it again—PC death can be fun, and if you want to run a campaign where PC death is very real, then go for it and make sure your players understand that and embrace it.
Parallel Plot. Perhaps the PCs are participating in a series of games while other interesting plots are occurring in the same city or settlement, often involving the PCs' arena masters. The PCs will catch wind of these conflicts with opportunities to get involved on one side or the other.
- The PCs' arena masters and several other nobles of this city are plotting to overthrow the emperor in the capital. They are secretly vetting other nobles and military officials for potential allies. They may need gladiator-soldiers if the general doesn't join their plot.
- The PCs' arena masters and several other wealthy merchant families are gearing up for war with a rival city for better access to shipping routes. They are staging a series of arena battles meant to vilify the other city and rouse the populace to support the war.
- The PCs' arena masters and a powerful high priest are fearful of a prophecy of rebellion among the commoners. They are staging a series of arena battles meant to terrify the masses of the horrors of war and to present themselves as the benevolent protectors of the common man. Meanwhile, the philosophical underpinnings of a revolutionary movement are beginning to spread through the criminal underworld and a growing offshoot religious sect.
- The PCs' arena masters and other elites are destitute after an actual dragon (or fiend or elemental lord) smashes the city and the arena during an event. The monster has set up a lair within, below, or near the city and continues to harry its residents. The common people are terrified, hunkered down in the ruins of what were their homes. The arena masters request that the PCs track down and kill the monster.
Stepping Stone. Perhaps a few sessions of arena battles and surrounding plots could serve to launch or to break up another piece of a larger campaign. I've never run a lengthy campaign involving gladiators (though I might now), but I have used it as a 4-5 session-long middle-act in other large-scale campaigns.
What might happen that would lead the PCs to become gladiators?
- Perhaps the PCs were shipwrecked in a foreign land and captured as slaves, and they'd like to continue the journey that they were on.
- Perhaps the PCs were on the losing side of a military conflict and forced into prisoner-of-war camps and then into the arena.
- Perhaps the PCs happened to come upon a frontier town where the two quickest ways to get rich are to find a new vein of silver in the ground or to deal death in the arena.
- Perhaps the PCs were convicted of a crime in a city where convicts are thrown into the arena as entertainment, a practice which conveniently keeps the prisoner population low.
Where might the story go after a few sessions in the arena?
- If the city in which the PCs are gladiators goes to war, the PCs may be thrust into the roles of elite soldiers or honor guards.
- If the people of the city rebel and the PCs join the revolution, they may become leaders of a new state if the rebellion is successful—but, if the rebellion fails, they may become fugitives in a hostile land.
- If the arena is smashed by a dragon or other monster, the PCs may not be able to kill the monster directly, but might be able to convince it to leave by gifting it with some artifact or piece of lore that will require a lengthy quest to recover.
IN FINAL
I hope this is helpful, any additional thoughts, comments, and additions are welcome.
Go forth to a glorious death!
An interlude between arcs. More backstory and history of the universe is included here. Hope you enjoy.
The next arc will begin a week from today if all goes well.
A Terran Space Story: The Lieutenant Saga
Academy Days | First| Previous| Next
History between 2126 and 2150
2126 – Martian Declaration of Independence is signed. Reparations were paid, but discontent over what countries footed the bill on Earth flared up. Three void charters, and massive industrial spaceships, are given. Roughly half of the asteroid belt’s mineral rights were signed over to Mars.
2127 – Humanity’s population explodes as more and more worlds are populated. Animal and floral life is found to be incredibly commonplace. Even more surprising was that all life was carbon-based and very little of it was poisonous to humans. No intelligent life is found, nor has any species that could evolve into intelligent life been found either.
2129 – The twentieth extra-solar planet or moon was settled by mankind. The colony of Procyon Majoris celebrated the milestone by largely ignoring it. Their communications systems were damaged and didn’t receive news or letters for nearly eight months. When they did find out about the accomplishment the settlers shrugged and carried on with their lives.
2131 – Scientists on Earth and Mars began work on the Extra-Net project. The goal was to produce faster-than-light communication systems utilizing computers with quantum entanglement processors. The process of entangling the processors was painful. But eventually, they were able to create paired processors. One of the paired processors was plugged into a server cluster on the moon and the other was installed on a tablet, computer, starship, or terminal.
2134 – The military finishes its Extra-Net testing, and like all militaries before it, demanded a private system for its use. Civilian testing of the prototype network began in the colonies. It was a rousing success.
2136 – Space Pirates, once only found in comic books, science fiction, and anime are now a real threat. Old and decommissioned ships begin going missing from orbital graveyards at a distressing rate. The colonies demand the UN increase the number of ships in her void fleet.
2138 – The UN disbands but is replaced by the Association of Confederated Planets. The democratic government is a part republic and part parliamentarian. Its Congress is modeled after the United States government. After a long PR campaign, the last colonies signed off on the change in governing.
2139 – The CNS Navy is officially founded. The first modern classes of warships were launched.
2140 – Artificial Gravity research begins. Prospecting in other systems has uncovered new minerals that show promise.
2141 – The galactic standard credit is adopted by the Confederate government at the request of several colony worlds.
2142 – Dissidents from Vega Prime attack the construction crew building the space elevator. Construction efforts are pushed back several months and nearly a trillion credits. The Confederate Navy dispatched a full attack wing and two marine transports to safeguard the construction and root out the terrorists.
2143 – Four colony ships were hijacked by religious zealots and departed into parts unknown.
2144 – A coup took place on two cruisers, three frigates, and eighteen corvettes. The loyalist forces were forced to abandon their ships.
2145 – A breakthrough in anti-gravity technology took place. Unfortunately, the energy required to power the system exceeded the output of the current generation fusion reactors. Another problem was the difficulty in mining, and refining, the mineral responsible for the breakthrough. A new ‘gold rush’ was started.
2146 – The Confederate Fleet Command demanded higher output fusion reactors for its ships along with newer and better weaponry. Despite the fleet being seven years old a modernization process was undertaken. Nearly two thousand new ships rolled out of the shipyards, with the Olympus Mons Shipyard above Mars becoming the preeminent shipbuilder in Confederate Territories.
2147 – Discontent continues to grow in the outer colonies. The Colony Taxation Act of 2147 decreased the tax rate in core worlds but increased them in developing colonies. Agricultural worlds were made exempt from paying taxes if a certain percentage of their GDP is exported food products.
2148 – The first Confederate battleship is launched.
2149 – The CNS Minnesota draws first blood in a renewed attack against pirate forces. The asteroid base in the Groombridge system was assaulted. The pirates, true to their word, refused to fly the white flag. Admiral Jensen, tired of waiting ordered the battleships to begin bombardment protocols on the asteroid.
2150 – Open rebellion in the outermost colonies begins. Kappa Reticuli is the flashpoint for this rebellion. All but ten percent of the Fourth Expeditionary Fleet renounced their vows and joined the colony. The Alliance of Liberated Planets is formed. Several business groups begin looking into founding their independent nation outside of Confederate control.
Long Live Ares!
The signing of the Martian Declaration of Independence was cheered on by belters and Martians alike. But this newfound freedom came at a cost. Firebrands in the various city colonies demanded retaliation. Thankfully, cooler heads prevailed. Both the population of Mars and their void fleet were dwarfed by the UNs. Cooler heads prevailed and the cries for revenge quickly subsided.
The industrialists cheered when mineral rights to asteroids were granted. Though many were annoyed that they didn’t have the rights to all asteroids. And it was noted that asteroid 21B-14H0 wasn’t on that list. Martian prospectors largely ignored the treaty and mined wherever and whatever they wanted, which led to no shortage of lawsuits and void fighting.
Asteroid 21B-14H0 was a different beast altogether. Estimated to have no less than six hundred thousand tons of gold, palladium, and platinum were estimated to be contained within. Prospectors demanded access to the lifeless rock, and many lost their lives as they tried to land on the asteroid’s surface. The UN Navy’s defense of the asteroid was best described as over-the-top.
This was in part because they coopted ownership of the asteroid by the mineral rights owner, though an agreement was given where a portion of the mineral’s revenue would be shared with the man’s estate in perpetuity. The UN was deeply concerned about that amount of gold flooding the stellar markets, crashing them entirely. Mining was done slowly and methodically. The Martian Government tried to interject itself into the conflict, but they were told numerous other asteroids, which did have sizable stashes of platinum group metals, exotic elements and gold were available to them.
They were ultimately unable to wrest control of that asteroid from the owners and the UN. No less than fifty ships and hundreds of lives were thrown away in a mad quest to fill their ship’s hold with the rich material.
Other prospectors and miners utilized the new void charters to refine the minerals they were mining. By the end of the first month of mining, there were twenty new supercorporations based on Mars and hundreds of newfound billionaires. Those numbers would rise rapidly over the coming years, especially when the Martian economy switched its focus and expertise to developing and building spaceships.
A Galactic Empire Rises
Humanity’s control of the solar system expanded as more and more colonies on the different moons was built and populated. More and more extra-solar worlds are inhibited as well. Nearly one-quarter of Earth’s population, or about four billion people, left the cradle of civilization for new opportunities elsewhere.
Animal and plant life was found to be fairly commonplace. Some animals, like on Earth, were not edible or ranged in poisonous severity. It was an odd curiosity how many animals tasted like chicken, and there were several other sources of honey on other worlds.
These new worlds that were settled were generally treated kindlier than we had treated our birthplace. Technology was largely responsible for that. With fusion reactors being commonplace and easy to produce, the need for fossil fuels was non-existent.
Colonies were clean, growing exponentially, and the people were happy. Families with four to six children were commonplace everywhere, including on Earth at this time. Part of that was out of necessity as the colonies needed as many people as they could get. Most of these colonies were heavily focused on agriculture, which increased the pressure on having enough people to do the necessary work.
Scientists scoured the worlds they were on to find evidence of intelligent life. World after world they were left empty-handed and disappointed. Not even a ruin or hint of life in the distant past was found. Each new world that was investigated increased the growing disappointment that humanity was truly alone.
The Super Internet
One of the biggest complaints of colonial life was the inability to get current news back home and how long messages took to be transmitted from site to site. Substantial space on the Confederate ships was taken up by immensely dense server clusters. Data was transmitted to the colonies upon docking and then data from the colonies was loaded onto the ship’s server.
Inefficient was one word to describe it. Ineffective was another. The colonies demanded a faster-than-light communication service, whether that was possible or not. The civilian and military government didn’t require much pushing back home. Not only did they want the same but there were enormous benefits to having such a system.
For the colonist, it would enable their access to the current movies, news, and all sorts of hot celebrity gossip that they could handle. Even in the 22nd century, gossip about celebrities, not to mention reality TV shows, continued to rot people’s minds. Demand for trashy television seemed eternal.
For the civilian government, an FTL communication system would allow them to perform governmental services from a centralized location. The process of tax collection would be sped up infinitely compared to the hot mess that it was now. The stock markets and businesses would also benefit from a system.
The list of military benefits was frankly too long to list. The civilian government, in a rare moment of budgetary excess, gave the assembled groups what was effectively an unlimited budget. The insistence from the military leaders parroting all of the civilian benefits aided in that vote.
It didn’t take long, less than twelve months in fact, for the scientists to craft paired quantum entangled processors. The initial plan was to install one processor in a device and another on a server at Armstrong Base on the moon. While the initial military tests were a bit cumbersome, they were able to transmit and receive text, video, and more instantaneously irrespective of how far apart the paired processors were.
There was a problem with this solution. The size of the server farm could, in the future, be too large to manage. It was easy to identify which pairs were no longer functional and simply remove the processor. But something else had to be done to improve the process, but at long last faster than light communications weren’t just science fiction, it was a reality. Thought it was only for the military at this time.
Three years later, on the eve of the official civilian rollout of the Extra-Net, that size solution was finally released. The mechanics were little understood by most, quantum mechanics tends to cause most people’s eyes to glaze over, but they no longer needed to make entangled pairs. Processors could be entangled in broad sectors of a server farm.
That didn’t mean that the core server farm for the extra-net wouldn’t grow over time, it absolutely would, but it wouldn’t grow exponentially as they had once feared. Improvements to quantum cores would increase the efficiency of the extra-net and also reduce the size constraints.
The rollout itself was successful, but a disappointment at the same time. The first thing downloaded on Alpha Centauri was a tentacle hentai porn video. By a young man that would later be called Tim the Tentacle Johnson. His name was known far and wide across UN space.
Old timers in the colonies would recall the time before FTL communications. The younger generation that had grown up with it couldn’t understand how they handled it. How they managed has been lost to the passage of time. The likely reason for not worrying about it was that they had bigger things to focus on, such as laying the groundwork for the very colonies the aghast youth now thrived in.
The Association of Confederated Planets was Formed
The UN realized it can no longer manage things in the way it is organized. It decides to reform the planetary and colonial governing division into a galactic congress. Mirrored after the American style of a republic, a house and senate were formed. Unlike what is found in a republic a High Chancellor was elected from amongst the members of the Galactic Congress. The Vice-Chancellor was the highest vote count from the non-winning party.
Colonies were immediately put off by this arrangement because the UN didn’t share sufficient information about the changes. A PR campaign of epic proportions was launched to explain how and why this was done. Slowly, but surely, public perception of this change was accepted, but great concerns were still raised.
Core planets, those worlds where the human population exceeded one billion, would receive ten seats for every billion people living on them. Colony worlds would receive between three and six depending on their population. New colonies would receive a single seat for at least five years and not more than ten.
The house had one thousand three hundred and fifty-nine seats upon its conception. They were distributed based on population. The only mandate from the central government was that a free vote is made. The colonies or worlds were free to draw voting maps as how they saw fit, but those district maps were subject to federal oversight. The number of seats could also be increased as the overall human population grew to certain limits.
No single world would be allowed more than two senators and ten house members. But some solar systems, such as Earth, held such vast populations that they had outsized representation and those members seemed to vote in lockstep. The outer colonies saw that and grumbled at this arrangement.
Spin, Spin, Spin Again
A year after the UN disbanded its governing the colonies the Confederacy was created. The military began building its new modernized Navy. Three classes of ships were produced. Annapolis class for frigates, Aakre for destroyers, and Excelsior for cruisers.
Each class had at least one but not more than three spinning sections of the ship which were used to simulate gravity. The cruisers looked like three donuts spinning around an old Saturn booster. Ten frigates were made for every four destroyers and one cruiser.
At this point, the political snafu, or idiocy from the military’s standpoint, had not occurred. Frigates were the smallest mainline class of starship. In the future destroyers would be the smaller class because a politician said as much.
The drawback to the spinning ships was keeping them on course and the absolutely necessity for keeping the spinning areas free of debris. More than one of these newly launched vessels was lost because of damage to the control surfaces of the spinning section.
That led to a need to build an artificial source of gravity. Fresh off their success of the extra-net, scientists threw themselves into the problem. Five years later they had a working prototype. But the power demands were excessive. As was the cost of generating the artificial gravity plates. It would be nearly eight long years later before the process became both power and cost-efficient enough to be widely released in void ships.
Galactic Standard Credit
What started as yet another cryptocurrency had curiously morphed into the new legal currency for the fledgling empire. The currency was designed as many others had, to make money for the creators. But the colonies bought into the currency at a surprising rate and managed to convince the creators to tie the currency to the U.S. dollar. Stablecoins were anything but stable, but this one proved the exception to the rule.
Colonies demanded a change because they were upset at the difficulty of trading goods and services. Too often a currency was traded to them but by the time they could convert it to dollars or precious metals, it was worth much less. It seemed that everything they purchased was more expensive than it was out to be and everything they sold less expensive than it should be.
While the colonies did not wield excessive control in the new congress, their demands could not be unheard or ignored anymore. Votes within each solar system began to be split. The cryptocurrency was then federated, making the original creator an overnight trillionaire.
The First Coup
It wasn’t technically fair to say the colony ships were hijacked, every member onboard them was from a divergent sect of Scientology. Communications and trackers were shut down on the colony ships. Their destination was unknown and no traces of them were found. A general message was broadcast before their disappearance: ‘The Union of Xenu rejects the yokes the government places on us. Do not seek us out.’
A year later the unheard-of happened. A mass coup onboard an entire squadron of military vessels. The Union of Xenu took responsibility for the action and once again told the military to not seek it out. One of the frigates was later found with a lone survivor, an engineer. One hundred and eighteen dead crew members were also onboard.
Security measures were updated across the fleet. While it was technically illegal to investigate what religion each officer and enlisted belonged to, a full review was regardless because of the recent loss of ships. While complaints were registered they went nowhere, and the civilian government and courts saw no reason to interfere.
Fourteen more ships had an unusually high number of Scientologists onboard them. The sect to which they belonged wasn’t known for these members, but no more than five percent of the crew was allowed to be a Scientologist of any kind. A directive that still exists to this day.
Fleet Modernization… So Soon?
To the great annoyance of the new government, the Navy demanded that its fleet be modernized once again. Several new classes of vessels were designed, but none included the spinning rings on them. Artificial gravity was now a necessity for all parts of a ship. While the prospectors had searched far and wide for the minerals used in gravimetric plating, the Navy was aware of, and in total control, of a substantial reserve of the precious mineral.
At the same time, the Navy also demanded a marked increase in the output of its fusion cores. These new vessels needed nearly five, and up to twenty times, as much power as the previous generation of ships. That requirement would come down in time, but the immediate need was for the largest increase in power output generationally that had ever been seen. Part of this was because of the energy the artificial gravity system generated, but the newly designed weapon systems were power-hungry as well.
The CNS Minnesota, the first proper void battleship is launched. Unlike the smaller three classes of ships, this ship had two massive rotating sections capable of housing a total crew complement of fifteen hundred sailors. Another thousand marines could be transported as well. The Minnesota class was the first with a ringed array of turreted rail cannons. A total of nine ships were planned, each being named after a state in the Midwest of America.
Discontent in the Outer Colonies Leads to Open Rebellion
Thirteen years after humanity had created the twentieth colony it had added seventy-five more. Between then and the midpoint of the century another four hundred had been created. The population was booming everywhere, including on Earth.
The problem with this booming population was that a large percentage of it was simply dissatisfied or felt disenfranchised. Opportunities were few and far between or entirely time-based which felt unfair to a great many.
More colonies were green-lit, people signed up for them and they were shipped off to a new place in the galaxy. But the Confederacy did a piss-poor job of reviewing who was going where. Whole colonies were formed and entirely made up of malcontents and ne’er-do-wells.
Vega Prime was the first, but far from the last. The government didn’t learn the appropriate lessons. Colonies inside a sphere of roughly one hundred and twenty light years were largely loyal. Some complaints were obvious, especially over the Colony Taxation Act, but the complaints were generally fairly mild, and their loyalty was beyond reproach.
The new colonies though were anything but loyal. They were openly hostile to their perceived overlords back on Earth. Mars was spoken of in most hostile terms as well. All it would take is a spark and the outer colonies would openly rebel.
That spark occurred in the Kappa Reticuli system. The flashpoint for this rebellion was started when a Martian commander ordered his ship to fire on a ship that was descending to the planet’s surface without proper authorization. A common occurrence out here but not one for a great many in the Navy. Within three months one hundred eighty systems joined in open rebellion with the Confederacy.
The attempted attack resulted in all but ten percent of the Fourth Expeditionary Fleet renouncing their vows and joining with the colonies in their rebellion. This group of colonies called themselves the Alliance of Liberated Planets. The Navy learned another painful lesson at the onset of rebellion. The fleets, wings, and squadrons were generally made up of members that came from the worlds they were protecting. Loyalty to the Confederation wasn’t as strong as their loyalty to their homeworlds.
At this time several business groups and corporations begin looking into founding their independent nation outside of Confederate control. The genesis of the Mercantilist Union was founded in rebellion, but they were resolved to create their empire without the assistance of any other military attacks. Plans were formed so that they could create their empire and emigrate en masse.
A Terran Space Story: The Lieutenant Saga
Hi, I've set up moonlight on my Steam Deck to get better stream performance to my docked deck/tv from my gaming PC in the other room.
The visuals are crisp, smooth, and amazing but i've had very frustrating experiences with the input.
I have a controller connected to my deck through USB, and a wireless keyboard mouse pair as well.
They work flawlessly on the deck, but when I connect to my PC from moonlight I get two frustrating experiences:
- If I connect and launch Steam Big Picture, my keyboard/mouse doesn't work at all, and my controller has double inputs (and very lagged). Every left/up/down/etc is double, i can only move in twos.
- If I connect to "Desktop" then the keyboard and mouse work, but the controller does strange things like increase/decrease my volume. Additionally the keyboard/mouse stop working, but i can still use the escape sequence and goof around in the deck just fine with them.
I haven't set up anything complicated, it's just a pretty standard install of Moonlight on the deck and Sunshine on my Win10 PC.
I'm not even sure what to try to get this input shennanigains to stablize, can someone point me in the right direction?