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Old Austin Tales: Forgotten Video Arcades of The 1970s & 80s

In the late 1980s and early 1990s when I was a young teen growing up in far North Austin, it was a popular custom for many boys in the neighborhood to assemble at the local Stop-N-Go after school on a regular basis for some Grand Champion level tournaments in Street Fighter 2 and Mortal Kombat. The collective insistence of our mothers and fathers to get out of the house, get some exercise, and refrain from playing NES or Sega on the television only led us to seek out more video games at the convenience store down the road. Much allowance and lunch money was spent as well as hours that should have been devoted to homework among the 8 or 9 regular boys in attendance, often challenging each other to 'Best of 5' matches. I myself played Dhalsim and SubZero, and not very well, so I rarely ever made it to the 5th match. The store workers frequently kicked us out for the day only to have us return when they weren't working the counter anymore if not the next day.
There is something about that which has been lost in the present day. While people can today download the latest games on Steam or PSN or in the app store on your smartphone, you can't just find arcade games in stores and restaurants like you used to be able to. And so the fun of a spontaneous 8 or 10 person multiplayer video game tournament has been confined to places like bars, pool halls, Pinballz or Dave&Busters.
But in truth it was that ubiquity of arcade video games, how you could find them in any old 7-11 or Laundromat, which is what killed the original arcades of the early 1980s before the Great Crash of 1983 when home video game consoles started to catch up to what you saw in the arcade.
I was born in the mid 1970s so I missed out on Pong. I was kindergarten age when the Golden Age of Arcade Games took place in the early 1980s. There used to be a place called Skateworld on Anderson Mill Road that was primarily for roller skating but had a respectable arcade in its own right. It was there that I honed my skills on the original Tron, Pac Man, Galaga, Pole Position, Defender, and so many others. In the 1980s I remember visiting all the same mall arcades as others in my age group. There was Aladdin's Castle in Barton Creek Mall, The Gold Mine in Highland, and another Gold Mine in Northcross which was eventually renamed Tilt. Westgate Mall also had an arcade but being a north austin kid I never went there until later in the mid 1990s. There were also places like Malibu Grand Prix and Showbiz Pizza and Chuck-E-Cheeze, all of which had fairly large arcades for kids which were the secondary attraction.
If you're of a certain age you will remember Einsteins and LeFun on the Drag. They were there for a few decades going back way before the Slacker era. Lesser known is that the UT Student Union basement used to have an arcade that was comparable to either or both of those places. Back in the pre-9/11 days it was much easier to sneak in if you even vaguely looked like you could be a UT student.
But there was another place I was too young to have experienced called Smitty's up further north on 183 at Lake Creek in the early 1980s. I never got to go there but I always heard about it from older kids at the time. It was supposed to have been two stories of wall to wall games with a small snack bar. I guess at the time it served a mostly older teen crowd from Westwood High School and for that reason younger kids my age weren't having birthday parties there. It wasn't around very long, just a few years during the Golden Age of Arcades.
It is with almost-forgotten early arcades like that in mind that I wanted to share with y'all some examples of places from The Golden Age of the Video Arcade in Austin using some old Statesman articles I've found. Maybe someone of a certain age on here will remember them. I was curious what they were like, having missed out by being slightly too young to have experienced most of them first hand. I also wanted to see the original reaction to them in the press. I had a feeling there was some pushback from school/parent/civic groups on these facilities showing up in neighborhood strip malls or next to schools, and I was right to suspect. But I'm getting ahead of myself. First let's list off some places of interest. Be sure to speak up if you remember going to any of these, even if it was just for some other kid's birthday party. Unfortunately some of the only mentions about a place are reports of a crime being committed there, such as our first few examples.
Forgotten Arcade #1
Fun House/Play Time Arcade - 2820 Guadalupe
June 15, 1975
ARCADE ENTHUSIASM
A gang fight involving 20 30 people erupted early Saturday morning in front of an arcade on Guadalupe Street. The owner of the Fun House Arcade at 282J Guadalupe told police pool cues, lug wrenches, fists and a shotgun were displayed during the flurry. Police are unsure what started the fisticuffs, but one witness at the scene said it pitted Chicanos against Anglos. During the fight the owner of the arcade said a green car stopped at the side of the arcade and witnesses reported the barrel of a shotgun sticking out. The crowd wisely scattered and only a 23-year-old man was left lying on the ground. He told police he doesn't know what happened.
March 3, 1976
ARCADE ROBBED
A former employee of Play Time Arcade, 2820 Guadalupe, was charged Tuesday in connection with the Tuesday afternoon robbery of his former business. Police have issued a warrant for the arrest of Ronnie Magee, 22, of 1009 Aggie Lane, Apt. 306. Arcade attendant Sam Garner said he had played pool with the suspect an hour before the robbery. He told police the man had been fired from the business two weeks earlier. Police said a man walked in the arcade about 2:45 p m. with a blue steel pistol and took $180. Magee is charged with first degree aggravated robbery. Bond was set on the charge at $15,000.
First it was called Fun House and then renamed Play Time a year later. I'm not sure what kind of arcade games beyond Pong and maybe Asteroids they could have had at this place. The peak of the Pinball craze was supposed to be around 1979, so they might have had a few pinball machines as well. A quick search of youtube will show you a few examples of 1976 video games like Death Race. The location is next to Ken's Donuts where PokeBowl is today where the old Baskin Robbins location was for many years.
Forgotten Arcade #2
Green Goth - 1121 Springdale Road
May 15, 1984
A 23-year-old man pleaded guilty Monday to a January 1983 murder in East Austin and was sentenced to 15 years in prison. Jim Crowell Jr. of Austin admitted shooting 17-year-old Anthony Rodriguez in the chest with a shotgun after the two argued outside the Green Goth, a games arcade at 1121 Springdale Road, on Jan. 23, 1983. Crowell had argued with Rodriguez and a friend of Rodriguez at the arcade, police said. Crowell then went to his house, got a shotgun and returned to the arcade, witnesses said. When the two friends left the arcade, Rodriguez was shot Several weeks ago Crowell had reached a plea bargain with prosecutors for an eight-year prison term, but District Judge Bob Perkins would not accept the sentence, saying it was shorter than sentences in similar cases. After further plea bargaining, Crowell accepted the 15-year prison sentence.
I can't find anything else on Green Goth except reports about this incident with a murder there. There is at least one other report from 1983 around the time of Crowell's arrest that also refer to it as an arcade but reports the manager said the argument started over a game of pool. It's possible this place might have been more known for pool.
Forgotten Arcades #3 & #4
Games, Etc. - 1302 S. First St
Muther's Arcade - 2532 Guadalupe St
August 23, 1983
Losing the magic touch - Video Arcades have trouble winning the money game
It was going to be so easy for Lawrence Villegas, a video game junkie who thought he could make a fast buck by opening up an arcade where kids could plunk down an endless supply of quarters to play Pac-Man, Space Invaders and Asteroids. Villegas got together with a few friends, purchased about 30 video games and opened Games, Etc. at 1302 S. First St in 1980. .,--.... For a while, things, went great Kids waited in line to spend their money to drive race cars, slay dragons and save the universe.
AT THE BEGINNING of 1982, however, the bottom fell out, and Villegas' revenues fell from $400 a week to $25. Today, Games, Etc. is vacant Villegas, 30, who is now working for his parents at Tony's Tortilla Factory, hasn't decided what he'll do with the building. "I was hooked on Asteroids, and I opened the business to get other people hooked, too," Villegas said. "But people started getting bored, and it wasn't worth keeping the place open. In the end, I sold some machines for so little it made me sick."
VILLEGAS ISNT the only video game operator to experience hard times, video game manufacturers and distributors 'It used to be fairly common to get $300 a week from a machine. Now we rarely get more than $100 .
Pac-Man's a lost cause. Six months ago, you could resell a Pac-Man machine for $1,600. Now, you're lucky to get $950 if you can find a buyer." Ronnie Roark says. In the past year, business has dropped 25 percent to 65 percent throughout the country, they say. Most predict business will get even worse before the market stabilizes. Video game manufacturers and operators say there are several reasons for the sharp and rapid decline: Many video games can now be played at home on television, so there's no reason to go to an arcade. The novelty of video games has worn off. It has been more than a decade since the first ones hit the market The decline can be traced directly to oversaturation or the market arcade owners say. The number of games in Austin has quadrupled since 1981, and it's not uncommon to see them in coin-operated laundries, convenience stores and restaurants.
WITH SO MANY games to choose from, local operators say, Austinites be came bored. Arcades still take in thousands of dollars each week, but managers and owners say most of the money is going to a select group of newer games, while dozens of others sit idle.
"After awhile, they all seem the same," said Dan Moyed, 22, as he relaxed at Muther's Arcade at 2532 Guadalupe St "You get to know what the game is going to do before it does. You can play without even thinking about it" Arcade owners say that that, in a nutshell, is why the market is stagnating.
IN THE PAST 18 months, Ronnie Roark, owner of the Back Room at 2015 E. Riverside Drive, said his video business has dropped 65 to 75 percent Roark, . who supplied about 160 video games to several Austin bars and arcades, said the instant success of the games is what led to their demise. "The technology is not keeping up with people's demand for change," said Roark, who bought his first video game in 1972. "The average game is popular for two or three months. We're sending back games that are less than five months old."
Roark said the market began dropping in March 1982 and has been declining steadily ever since. "The drop started before University of Texas students left for the summer in 1982," Roark said. "We expected a 25 percent drop in business, and we got that, and more. It's never really picked up since then. - "It used to be fairly common to get $300 a week from a machine. Now we rarely get more than $100. 1 was shocked when I looked over my books and saw how much things had dropped."
TO COMBAT THE slump, Roark said, he and some arcade owners last year cut the price of playing. Even that didn't help, he said. Old favorites, such as Pac-Man, which once took in hundreds of dollars each week, he said, now make less than $3 each. "Pac-Man's a lost cause," he said. "Six months ago, you could resell a Pac-Man machine for $1,600. Now, you're lucky to get $950 if you can find a buyer." Hardest hit by the slump are the owners of the machines, who pay $3,500 to $5,000 for new products and split the proceeds with the businesses that house them.
SALEM JOSEPH, owner of Austin Amusement and Vending Co., said his business is off 40 percent in the past year. Worse yet, some of his customers began returning their machines, and he's having a hard time putting them back in service. "Two years ago, a machine would generate enough money to pay for itself in six months,' said Joseph, who supplies about 250 games to arcades. "Now that same machine takes 18 months to pay for itself." As a result, Joseph said, he'll buy fewer than 15 new machines this year, down from the 30 to 50 he used to buy. And about 50 machines are sitting idle in his warehouse.
"I get calls every day from people who want to sell me their machines," Joseph said. "But I can't buy them. The manufacturers won't buy them from me." ARCADE OWNERS and game manufacturers hope the advent of laser disc video games will buoy the market Don Osborne, vice president of marketing for Atari, one of the largest manufacturers of video games, said he expects laser disc games to bring a 25 percent increase in revenues next year. The new games are programmed to give players choices that may affect the outcome of the game, Os borne said. "Like the record and movie industries, the video game industry is dependent on products that stimulate the imagination," Osborne said "One of the reasons we're in a valley is that we weren't coming up with those kinds of products."
THE FIRST of the laser dis games, Dragonslayer and Star Wan hit the market about two months ago. Noel Kerns, assistant manager of The Gold Mine Arcade in Northcross Mall, says the new games are responsible for a $l,000-a-week increase in revenues. Still, Kerns said, the Gold Mine' total sales are down 20 percent iron last summer. However, he remain optimistic about the future of the video game industry. "Where else can you come out of the rain and drive a Formula One race car or save the universe?" hi asked.
Others aren't so optimistic. Roark predicted the slump will force half of all operators out of business and will last two more years. "Right now, we've got a great sup ply and almost no demand," Roark said. "That's going to have to change before things get- significantly better."
Well there is a lot to take from that long article, among other things, that the author confused "Dragonslayer" with "Dragon's Lair". I lol'd.
Anyone who has been to Emo's East, formerly known as The Back Room, knows they have arcade games and pool, but it's mostly closed when there isn't a show. That shouldn't count as an arcade, even though the former owner Ronnie Roark was apparently one of the top suppliers of cabinet games to the area during the Golden Era. Any pool hall probably had a few arcade games at the time, too, but that's not the same as being an arcade.
We also learn from the same article of two forgotten arcades: Muthers at 2522 Guadalupe where today there is a Mediterranean food restaurant, and another called Games, Etc. at 1302 S.First that today is the site of an El Mercado restaurant. But the article is mostly about showing us how bad the effects were from the crash at the end of the Golden Era. It was very hard for the early arcades to survive with increasing competition from home game consoles and personal computers, and the proliferation of the games into stores and restaurants.
Forgotten Arcades #5 #6 & #7
Computer Madness - 2414 S. Lamar Blvd.
Electronic Encounters - 1701 W Ben White Blvd (Southwood Mall)
The Outer Limits Amusements Center - 1409 W. Oltorf
March 4, 1982
'Quartermania' stalks South Austin
School officials, parents worried about effects of video games
A fear Is haunting the video game business. "We call it 'quartermania.' That's fear of running out of quarters," said Steve Stackable, co-owner of Computer Madness, a video game and foosball arcade at 2414 S. Lamar Blvd. The "quartermania" fear extends to South Austin households and schools, as well. There it's a fear of students running out of lunch money and classes to play the games. Local school officials and Austin police are monitoring the craze. They're concerned that computer hotspots could become undesirable "hangouts" for students, or that truancy could increase because students (high-school age and younger) will skip school to defend their galaxies against The Tempest.
So far police fears have not been substantiated. Department spokesmen say that although more than half the burglaries in the city are committed by juveniles during the daytime, they know of no connection between the break-ins and kids trying to feed their video habit But school and parental worries about misspent time and money continue. The public outcry in September 1980 against proposals to put electronic game arcades near two South Austin schools helped persuade city officials to reject the applications. One proposed location was near Barton Hills Elementary School. The other was South Ridge Plaza at William Cannon Drive and South First Street across from Bedlchek Junior High School.
Bedichek principal B.G. Henry said he spoke against the arcade because "of the potential attraction it had for our kids. I personally feel kids are so drawn to these things, that It might encourage them to leave the school building and play hookey. Those things have so much compulsion, kids are drawn to them like a magnet Kids can get addicted to them and throw away money, maybe their lunch money. I'm not against the video games. They may be beneficial with eye-hand coordination or even with mathematics, but when you mix the video games during school hours and near school buildings, you might be asking for problems you don't need."
A contingent from nearby Pleasant Hill Elementary School joined Bedichek in the fight back in 1980, although principal Kay Beyer said she received her first formal call about the games last Week from a mother complaining that her child was spending lunch money on them. Beyer added that no truancy problems have been related to video game-playing at a nearby 7-11 store. Allen Poehl, amusement game coordinator for Austin's 7-11 stores, said company policy rules out any game-playing by school-age youth during school hours. Fulmore Junior High principal Bill Armentrout said he is working closely with operators of a nearby 7-1 1 store to make sure their policy is enforced.
The convenience store itself, and not necessarily the video games, is a drawing card for older students and drop-outs, Armentrout said. Porter Junior High principal Marjorie Ball said that while video games aren't a big cause of truancy, "the money (spent on the games) is a big factor." Ball said she has made arrangements with nearby businesses to call the school it students are playing the games during school hours. "My concern is that kids are basically unsupervised, especially at the 24-hour grocery stores. That's a late hour for kids to be out. I would like to see them (games) unplugged at 10 p.m.," adds Joslin Elementary principal Wayne Rider.
Several proprietors of video game hot-spots say they sympathize with the concerns of parents and school officials. No one under 18 is admitted without a parent to Chuck E. Cheese's Pizza Time Theatre at 4211 S. Lamar. That rule, says night manager David Dunagan, "keeps it from being a high school hangout. This is a family place." Jerry Zollar, owner of J.J. Subs in West Wood Shopping Center on Bee Cave Road, rewards the A's on the report cards of Eanes school district students with free video games. "It's kind of a community thing we do in a different way. I've heard from both teachers and parents . . . they thought this was a good idea," said Zollar.
Electronic Encounters in Southwood Mall last year was renovated into a brightly lit arcade. "We're trying to get away from the dark, barroom-type place. We want this to be a place for family entertainment We won't let kids stay here during school hours without a written note from their parents, and we're pretty strict about that," said manager Kelly Roberts. Joyce Houston, who manages The Outer Limits amusements center at 1409 W. Oltorf St. along with her husband, said, "I wouldn't let my children go into some of the arcades I've visited. I'm a concerned parent, too. We wanted a place where the whole family could come and enjoy themselves."
Well you can see which way the tone of all these articles is going. There were some crimes committed at some arcades but all of them tended to have a negative reputation for various reasons. Parents and teachers were very skeptical of the arcades being in the neighborhoods to the point of petitioning the City Government to restrict them. Three arcades are mentioned besides Chuck-E-Cheese. Electronic Encounters in Southwood Mall, The Outer Limits amusements center at 1409 W. Oltorf, and Computer Madness, a "video game and foosball arcade" at 2414 S. Lamar Blvd.
Forgotten Arcade #8
Smitty's Galaxy of Games - Lake Creek Parkway
February 25, 1982
Arcades fighting negative image
Video games have swept across America, and Williamson and Travis counties have not been immune. In a two-part series, Neighbor examines the effects the coin-operated machines have had on suburban and small-town life.
Cities have outlawed them, religious leaders have denounced them and distraught mothers have lost countless children to their voracious appetites. And still they march on, stronger and more numerous than before. A new disease? Maybe. A wave of invading aliens from outer space? On occasion. A new type of addiction? Certainly. The culprit? Video games. Although the electronic game explosion has been mushrooming throughout the nation's urban areas for the past few years, its rippling effects have just recently been felt in the suburban fringes of North Austin and Williamson County.
In the past year, at least seven arcades armed with dozens of neon quarter-snatchers have sprung up to lure teens with thundering noises and thousands of flashing seek-and-destroy commands. Critics say arcades are dens of iniquity where children fall prey to the evils of gambling. But arcade owners say something entirely different. "Everybody fights them (arcades), they think they are a haven for drug addicts. It's just not true," said Larry Grant of Austin, who opened Eagle's Nest Fun and Games on North Austin Avenue in Georgetown last September. "These kids are great" Grant said the gameroom "gives teenagers a place to come. Some only play the games and some only talk.
In Georgetown, if you're from the high school, this is it." He said he's had very few disturbances, and asks "undesirables" to leave. "We've had a couple of rowdies. That's why I don't have any pool tables they tend to attract that type of crowd," Grant said.
Providing a place for teens to congregate was also the reason behind Ron and Carol Smith's decision to open Smitty's Galaxy of Games on Lake Creek Parkway at the entrance to Anderson Mill. "We have three teenage sons, and as soon as the oldest could drive, it became immediately apparent that there was no place to go around here," said Ron, an IBM employee who lives in Spicewood at Balcones. "This prompted us to want to open something." The business, which opened in August, has been a huge success with both parents and youngsters. "Hundreds of parents have come to check out our establishment before allowing their children to come, and what they see is a clean, safe environment managed by adults and parents," Ron said. "We've developed an outstanding rapport with the community." Video arcades "have a reputation that we have to fight," said Carol.
Kathy McCoy of Georgetown, who last October opened Krazy Korner on Willis Street in Leander, agrees. "We've got a real good group of kids," she said. "There's no violence, no nothing. Parents can always find their kids at Krazy Korner."
While all the arcade owners contacted reported that business is healthy, if not necessarily lucrative, it's not as easy for video entrepreneurs to turn a profit as one might imagine. A sizeable investment is required. Ron Smith paid between $2,800 and $5,000 for each of the 30 electronic diversions at his gameroom.
Grant said his average video game grosses about $50 a week, and his "absolute worst" game, Armor Attack, only $20 a week. The top machines (Defender and Pac-Man) can suck in an easy $125 a week. That's a lot of quarters, 500 to be exact but the Eagle's Nest and Krazy Korner pass half of them on to Neelley Vending Company of Austin which rents them their machines. "At 25 cents a shot, it takes an awful lot of people to pay the bills," said Tom Hatfield, district manager for Neelley.
He added that an owner's personality and the arcade's location can make or break the venture. The game parlor must be run "by an understanding person, someone with patience," Hatfield said. "They cannot be too demanding on the kids, yet they can't let them run all over them." And they must be located in a spot "with lots of foot traffic," such as a shopping center or near a good restaurant, he said. "And being close to a school really helps." "Video games are going to be here permanently, but we're going to see some operations not going because of the competition," which includes machines in virtually every convenience store and supermarket, Hatfield said.
This article talks about three arcades. One in Georgetown called Eagles Nest, another in Leander called Krazy Korner, and a third called Smitty's Galaxy of Games on Lake Creek Parkway "on the fringes of North Austin". This is the one I remember the older kids talking about when I was a little kid. There was once a movie theater across the street from the Westwood High School football stadium and behind that was Smitty's. Today I think the building was bulldozed long ago and the space is part of the expanded onramp to 183 today. Eventually another unrelated arcade was built next to the theater that became Alamo Lakeline. It was another site of some unrecorded epic Street Fighter 2 and Mortal Kombat tournaments in the 90s.
But the article written before the end of the Golden Era tell us much about the pushback I was talking about earlier. Early arcades were seen as "dirty" places in some circles, and the owners of the arcades in Williamson County had to stress how "clean" their establishments were. This other article from a couple of weeks later tells of how area school officials weren't worried about video games and tells us more arcades in Round Rock and Cedar Park. Apparently the end of the golden age lasted a bit longer than usual in this area.
At some point in the next few years the bubble burst, and places like Smitty's were gone by the late 80s. But the distributors quoted earlier were right that arcade games weren't going completely away. In the mid 1980s LeFun opened up next in the Scientology building at 2200 Guadalupe on the drag. Down a few doors past what used be a coffee shop and a CVS was Einsteins Arcade. Both of those survived into the 21st century. I remember the last time I was at Einsteins I got my ass beat in Tekken by a kid half my age. heheh
That's all for today. There were no Bonus Pics in the UT archive of arcades (other than the classical architectural definition). I wanted to pass on some Bonus newspaper articles (remember to click and zoom in with the buttons on the right to read) about Austin arcades anyway but first a small story.
I mentioned earlier the secret of the UT Student Union. I have no idea what it looks like now but in the 90s there was a sizable arcade in with the bowling alley in the basement. Back in 1994 when I used to sneak in, they featured this bizarre early attempt at virtual reality games. I found an old Michael Barnes Statesman article about it dated February 11, 1994. Some highlights:
Hundreds of students and curiosity-seekers lined up at the University of Texas Union to play three to five minutes of Dactyl Nightmare, Flying Aces or V-Tol, three-dimensional games from Kramer Entertainment. Nasty weather delayed the unloading of four huge trunks containing the machines, which resemble low pulpits. Still, players waited intently for a chance to shoot down a fighter jet, operate a tilt-wing Harrier or tangle with a pterodactyl. Today, tickets will go on sale in the Texas Union lobby at 11:30 a.m. for playing slots between noon and 6 p.m.
Players, fitted with full helmets, throttles and power packs, stood on shiny gray and yellow platforms surrounded by a circular guard rail. Seen behind the helmet's goggles were computer simulated landscapes, not unlike the most sophisticated video games, with controls and enemies viewed in deep space. "You're on a platform waiting to fight a human figure," said Jeff Vaughn, 19, of Dactyl Nightmare. "A pterodactyl swoops down and tries to pick you up. You have to fight it off. You are in the space and can see your own body and all around you. But if you try to walk, you have to use that joy stick to get around."
"I let the pterodactyl carry me away so I could look down and scan the board," said Tom Bowen of the same game. "That was the way I found out where the other player was." "Yeah, it's cool just to stand there and not do anything," Vaughn said. The mostly young, mostly male crowd included the usual gaming fanatics, looking haggard and tense behind glasses and beards. A smattering of women and children also pressed forward in a line that snaked past the lobby and into the Union's retail shops.
"I don't know why more women don't play. Maybe because the games are so violent," said Jennifer Webb, 24, a psychology major whose poor eyesight kept her from becoming a fighter pilot in real life. "If the Air Force won't take me, virtual reality will." "They use stereo optics moving at something like 60 frames a second," said computer science major Alex Aquila, 19. "The images are still pretty blocky. But once you play it, you'll want to play it again and again." With such demand for virtual reality, some gamesters wondered why an Austin video arcade has not invested in at least one machine.
The gameplay looked like this.
Bonus Article #1 - "Video fans play for own reasons" (Malibu Grand Prix) - March 11, 1982
Bonus Article #2 - "Pac-Man Cartridge Piques Interest" - April 13, 1982
Bonus Article #3 - "Video Games Fail Consumer" - January 29, 1984
Bonus Article #4 - "Nintendoholics/Modems Unite" - January 25, 1989
Bonus Article #5 and pt 2 "Two girls missing for a night found at arcade" (truly dedicated young gamers) - August 7, 2003
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A month of teaching for Whales English: my experience. NO REFERRAL CODE.

An honest (albeit very long) response. I am not interested in anyone signing up via a referral code to make me money. I just wanted to share my experience, in far too many words... (if you make it to the end you deserve a medal and a stiff drink for your troubles/effort).
I have no agenda except sharing my experience with Whales, so that you can make an informed decision before applying. Also I must emphasise that it seems others on here have vastly differing experiences of working for WE and have full timetables etc. I am glad they love it and have a positive experience. I have no axe to grind with the company and wish them and everyone who works for them well.
So, with this in mind, I hereby share MY personal experience of teaching for Whales English for a month.

PROS
The kids (mostly adorable), and enthusiastic to learn. It's good that they have two students per lesson, as this enables peer discussion and interaction, as well as developing cooperation and listening skills.
The parents: on the whole, almost all of the parents are lovely and helpful, and I really like that they are there as an encouraging presence.
Content is made for you, although I feel that the Trial A lesson needs more interactive aspects (see below for this point made in detail). Trial B is good, and Trial C is also good as far as content goes. It is a plus to have content supplied, as this can be difficult to 'come up with' if you haven't been teaching for a very long time, or perhaps aren't necessarily a creative type. For those starting out in teaching, having content made is definitely a positive.
Long term bookings….though I have to say I have not had many regular class bookings yet, and that will be due to the time of year, so that could well improve. People do rave about the long term stability of the 30 week bookings, and I also think this is a great thing about the company, and does seem unique to Whales.
Training was provided before starting, with a lot of material (a lot), exemplars and courseware information to read though. This was provided on Google Drive, and emailed instead of being on the platform or the WE Class portal, so it was a bit confusing to have to look for things in another place, BUT, it was helpful. Helpful as it was, though, it must be noted that it was unpaid, and took around 16 hours in total (that includes all the resources, ppts, marking criteria on Google Drive, the live sessions too), just so you guys know you'll need to clear a substantial amount of time across a week or a couple of weeks to undertake it.
Those delivering the live training were so lovely, and it was great that there were several prospective teachers taking part, and not just one on one.
Ding Talk (the third platform) allows you to talk to your Teacher Consultant about bookings and issues. My TC is lovely, though we have a comedic exchange every time I ask her if I can get any more bookings, whereby she exclaims she wasn't aware I wanted more (despite having 20 slots open and asking for more since my first week), and that I need to tell her my availability again (though I do this again and again and she has access to it), and have I thought about opening weekend slots (I do this on top of the 20 hours open as a given since week 1). So bless her, she is lovely, but I feel there isn't really much she can do if there just aren't bookings for me. I do enjoy talking with her though, and I know the TCs work damn hard, so I really do appreciate her help.
There is a bonus system: Trial class conversions, Full Attendance Bonuses (though these are not as high as they used to be, it is still a positive that they exist).



CONS
I have only had 5 classes a week, despite opening 20 slots, so I am making less than $100 a week; not enough to pay my bills. I have asked for more classes and been told to be patient. But it has been a month. I need to be able to pay bills, so I am not sure how much longer I can wait and hope I will get enough bookings.
Trial classes have been cancelled a few times now, meaning I get 50% pay ($9) and have to stay in the lesson doing nothing (I see this as a waste of my time, which could be spent doing productive things).
The lessons are too long. Really too long. For both myself and the poor kids.
Lesson materials are not interactive enough and need to be overhauled in some instances, particularly for Trial A and some aimed at younger learners as there also often isn't enough content. I add games (Baamboozle) and my own google slides to pad these lessons out, adding more prep time than expected. Kids need Cloze procedure exercises, games where they can touch the screen, odd one out rounds etc….not just repetition of the same sentences and words, as is the case in some trials and lessons (not all). I wish I could re-plan some of their lessons (I was a teacher for years in B&M classrooms, so some of the resources really make me sad, because I know how much better they could be). As it is, I just try to make additional resources. But I shouldn’t need to, and the parents shouldn’t pay for lessons which are just not engaging enough. They should and could be better in about 25-30 % of lessons, especially those aimed at the younger age range. I must stress, I am not saying ALL lessons.
The levelling and feedback needs to be simpler. I have to find the correct levels to go with the descriptors to give feedback on the WE platform, by going through the training files in another completely different section of the platform, otherwise I wouldn’t know how to level the students on their feedback section. There is nowhere on the feedback section that tells you the corresponding level based upon the particular descriptors and their numerical amount you have selected that best fits them. This should automatically come up. It’s really strange to then have to go outside of the feedback section to retrieve the correct level from a training slide. Should be aligned/streamlined.
900-1000 words need to be written by you on average after 3 trial classes in a row.
EDIT: apparently you CAN copy and paste the feedback for trial classes, which is a godsend at saving time. I found this out below thanks to a lovely Redditor, so that at least helps with getting the feedback for the trials submitted on time.
As soon as you have finished 3 Trail classes in a row, you have one ONE HOUR to write feedback on 6 different areas, for 6 children (there are 2 per class). And you have to write over 25 words per section, for 6 sections, for 6 kids…..that is a minimum of 150 words for 6 kids. So...That is 900 words minimum in feedback. I write an average of 1,200 words in that hour, rushing against the clock. If I don’t, I am penalised. This could be streamlined too. I believe for Trial classes, Whales should have level descriptors that correspond to the actual levels that are automatically selected. Trying to write 6 original things for 6 different kids, in less than an hour after my classes is really making unnecessary work, in my opinion.
The homework marking system is very cumbersome and every piece needs to be marked. This is also unpaid and done in your time. You have to download the homework, save to word, then add comments or stickers (again by going through files to find the sticker section, because Whales haven’t integrated this into the hwk section), then add, then save, then upload…..this takes so much time and again isn’t paid.
Mismatched kids in the lessons- sometimes wildly different capabilities.
Oh, and, I typed this out during a Trial class in which yet again, no kids turned up. So, I have made $9, but at least I used the time productively and was able to write this honest account.

To reiterate: this is just my personal experience.
I hope others are having a better experience, and I don’t doubt for some, teaching with Whales English is their dream job.

Feel free to disregard this information and to disagree: I have no agenda and am just sharing my experience.
NO REFERRAL CODE HERE.

submitted by yorkshirenoodles to OnlineESLTeaching [link] [comments]

Destiny 2 Update 3.0.1

Source: https://www.bungie.net/en/News/Article/49928

Next Gen

Next-gen enhancements have been introduced for the Xbox Series X|S and PlayStation 5.
Feature Xbox Series X PlayStation 5 Xbox Series S
Resolution 4K 4K 1080p
Framerate 60fps 60fps 60fps
120hz Crucible Support Supported* Supported* Not Supported
Field of View Slider Yes Yes Yes
Faster Load Times Yes Yes Yes
Cross-Generation Play Yes Yes Yes
Next-Generation Upgrade Free Xbox Smart Delivery Yes Xbox Smart Delivery
General

Destiny Companion App

Bounties
  • Players may acquire bounties from Destiny 2 vendors using the Destiny Companion App.
  • Bounties may only be acquired when players are offline, In orbit, or in t the Tower.
  • For additional information, please see this Help article.

Sandbox

Exotic Armor
  • Fixed an issue where being killed by the effects of Necrotic Grip would show as being "Killed by the Architects."
  • Fixed an issue where players with Stronghold Gauntlets couldn't block any Super damage with Swords despite the Exotic maximizing the Guard stats.
  • Improved the readability of the visual effects when another player wearing Mask of Bakris shifts directly toward you.
  • Updated the description string of Mask of Bakris's perk to correctly describe its damage bonus, which applies only to combatants and affects all arc weapon damage and all damage against slowed or encased enemies.
  • Additionally, fixed a bug where this damage bonus was applying to players who are slowed or encased in Crucible and Gambit.
Stasis Abilities
  • Fragments
    • Tuned "Whisper of Bonds" to grant a flat 2.5% Super energy per trigger.
Weapons
  • Duality
    • Duality’s icon didn't match correct weapon tray icon.
    • Fixed an issue where Duality’s custom ADS fire audio wasn't playing.
  • The Lament
    • The Lament icon did not appear appropriately in Crucible feeds.

Activities

Beyond Light Campaign
  • Beyond Light Exotic quest missions now properly display recommended Power Level on their map nodes.
  • Kridis no longer spawns before players have completed the previous mission objective.
New Light
  • Fixed an issue where veteran players could not access the Tower while Mission Advent was available.
  • Fixed an issue with the New Light subclass quest where Ikora's waypoint was suppressed.
  • Fixed an issue where the descent cinematic did not play for The Disgraced strike.
  • Fixed an issue where veteran players with two characters of the same class were blocked from acquiring their subclasses.
  • Fixed a bug where a step on the New Light pursuit was not granting experience.
  • Fixed an issue where abandoned Memory quests were not available in the Quest Archive vendor in the Tower.
  • Fixed an issue where players who skip the Shotgun chest in M0 did not receive Special ammo when the Shotgun was granted.
  • Fixed an issue where players could reacquire Riskrunner during the Risk/Reward mission.
Deep Stone Crypt
  • Fixed an issue where Taniks could go into hellfire phase early before any fireteam member could collect an augment.
  • Fixed an issue where players would not get a third DPS phase on the second loop of dunking all four cores.
  • Fixed an issue where the Short Circuit Triumph was not possible.
  • Fixed an issue that could cause an unintended wipe during the second hellfire cast.
Last Wish Raid
  • Fixed an issue where the final encounter was not rewarding Spoils of Conquest.
  • Fixed an issue where Kalli teleported out of the environment after a plate was captured.
  • Fixed various networking behaviors that were observed when playing through encounter transitions.
Garden of Salvation Raid
  • Fixed an issue where text notifications would not appear when players initiated/completed puzzles.
  • Fixed an issue where tethers did not appropriately disrupt the boss under certain circumstances.
  • Fixed an issue where the Consecrated Mind drops its Minotaur at the beginning of the raid.
Pit of Heresy
  • Fixed an issue where the Ghost flashlight projection volume had no effect, making it hard to navigate the passage without light.
  • Fixed an issue where players could encounter back screens and hard wipes between encounters.
  • Fixed an issue where players could be killed transitioning between two areas.
Prophecy
  • Prophecy is once again available.
  • Powerful rewards may be earned from each checkpoint once per week.
  • Players may complete the dungeon once per week to obtain a pinnacle-powered reward.
  • Previously featured weapon and armor rewards are available once more.
Lost Sectors
  • Master and Legend Lost Sector tooltips are easier to comprehend.
Stasis quests
  • Aspects
    • Fixed an issue where "Tectonic Harvest" was not consistently generating shards for allies when destroying their crystals.
Nightmare Hunts
  • Hard-wiping and defeating the boss at the same time will leave players in the Hunt after respawning.
Exotic quests
  • Fixed an issue where the first line of dialogue played was muted at the beginning of the Malfeasance quest strike.
Crucible and Iron Banner
  • Fixed an issue where the "Survivor" medal could be awarded to players who were defeated during the round.
  • Fixed an issue where the "Untouchable" medal could not be earned.
  • Updated the mercy rule for Control and Clash to prevent it from triggering too early in the match.
  • Fixed an issue where some map intro cinematics were taking place outside of the combat zone.
Strikes
  • Fixed an issue where Outlaws were no longer spawned in Nightfall: The Ordeal.
  • Fixed an issue where Lurkers did not spawn after the counterweight encounter in the Hallowed Lair.
  • Fixed an issue where Super energy was drained when taking a lift in the Warden of Nothing.
  • Fixed an issue where Guardians were unable to respawn if they died while in the process of destroying Protheon, Modular Mind, very quickly.
  • Fixed an issue where counterweights would reset if a player died after pushing them down.
  • Fixed an issue where combatants would disappear abruptly if a Guardian decided to speed run the Hallowed Lair strike while others were trying to complete bounties in previous encounters.
  • Fixed an issue where the Tank would despawn during the Arms Dealer strike when trying to enter another combat area.
Gambit
  • Fixed an issue where the high-value target spawned too early.
  • Fixed an issue where catch-up targets would respawn too quickly after being cleared.
  • Fixed an issue where combatants would sometimes not move from spawn areas.

Destinations

Europa
  • Fixed a rare case where the Conflux Watch Servitor in the public encounter for Empire Hunt: The Technocrat could become permanently immune.
  • Fixed an issue where players with full quest inventories could still purchase Fallen Empire and weapon quests from Variks.
  • Fixed an issue where flickering snow transitions could be seen when playing with a multi-GPU setup (Crossfire/SLI) PC (Crossfire/SLI).
Cosmodrome
  • Added destination material spawns.
  • Added destination materials to Cosmodrome region chests.
  • Fixed an issue where Scorch Cannons were not respawning during the Heroic version of the Spider Tank public event.
  • Fixed an issue where flickering grass transitions could be seen when playing with a multi-GPU setup (Crossfire/SLI) PC (Crossfire/SLI).
Moon
  • Fixed an issue where some combat encounters would not trigger appropriately.
  • Fixed an issue where a smaller number of players were able to matchmake in to certain areas than intended.
  • The terminals for the “tire game” appear disabled even when active.
  • Fixed an issue where Toland would not reappear if players moved away from a totem to complete the activity.
  • Fixed an issue where high-value targets had forgotten their names.
  • Names now appear above high-value targets appropriately.
Dreaming City
  • Blind Well
    • Fixed an issue where the safety bubble would pop to its smallest size when a round was done instead of shrinking over time.
  • Fixed an issue where quest step notification for Petra's quest missions were showing a blank icon.
  • Fixed an issue where players could sometimes not interact with rally flags before public events.
Nessus
  • Fixed an issue where the "Half Empty" patrol on Nessus is missing description text.
General
  • Fixed an issue where Memory Fragment, Drone, and Ghost Story collectibles were still present on some destinations.
  • Fixed an issue where Hive crystal shields could cause a crash.

Rewards

General
  • Europa and Cosmodrome strikes now award destination materials upon completion.
  • Lunar Ghost Bundle no longer pops an erroneous “out of space” warning when opening.
  • Exotic armor awarded in solo PED Lost Sectors now drops on a knockout list.
  • Removed misleading "Limited Time" augment from Devrim Kay and Failsafe vendor items.
  • Fixed a bug preventing Rahool's icon from flashing when Beyond Light bonus items were available to claim.
  • Fixed a bug where some new armor mods had incorrect sources listed in Collections.
  • Fixed a bug where the Evasive Maneuvers raid perk would sometimes fail to activate if you switched to the mod in the middle of an encounter.
  • Fixed a bug where Icefall Mantle's description did not mention the slow field it generates when activated.

Miscellaneous

Triumphs
  • Fixed an issue where The Hit List was not unlocking properly.
  • Fixed an issue where players would not receive appropriate Triumphs after defeating the Fanatic.
Monument to Lost Light
  • Fixed an issue where the waypoint on the Exotic Archive vendor continues to flash for players who own all Exotics.
Collections
  • Badges and Armor sets in Collections correctly select player's class.
  • Fixed an issue where the UI would forget which page the player was on after previewing an item in Collections.
UI
  • Aspects and Fragments on the Stasis Subclass screen now appropriately display "Currently Applied" when they're applied in another slot.
Graphics
  • Fix inverted colors in some dark areas when playing in HDR.
submitted by DTG_Bot to DestinyTheGame [link] [comments]

Fallout 76: Steel Dawn Update Notes – November 24, 2020

Edit (10:40 p.m. ET, Nov 24): Maintenance is complete and the Steel Dawn Update is now live. Thanks for your patience during downtime today, everyone. We hope you enjoy the new quests!
Hi, everyone! We've decided to release the Steel Dawn Update a week early on all platforms, and we expect Fallout 76 will be back online between 9:00 p.m. and 10:00 p.m. ET. You can head here on Fallout.com to catch more details. While we're offline for maintenance, please feel free to check out the patch notes below:
Today marks the release of our Steel Dawn Update, and with it, the return of the Brotherhood of Steel to Appalachia. Take on the Steel Dawn questline, meet new characters, explore new locations, and lay claim to some new rewards. This update also introduces the C.A.M.P. Shelters feature, hunger and thirst improvements, and much more. Read on to catch the patch notes.

Update Highlights

  • Ad Victoriam!: The Brotherhood of Steel is back! Explore the first chapter of their story, meet new characters, visit new and updated locations, and unlock rewards as you experience the all-new Steel Dawn questline.
  • Head Underground: Flex those creative muscles by building out your very own instanced interiors with our first three C.A.M.P. Shelters.
  • Gear Up: Complete Steel Dawn quests and take on Daily Ops to earn new weapons and armor that are straight from the Brotherhood arsenal.
  • Don’t Just Survive, Thrive!: We’ve removed all negative effects from Hunger and Thirst. Instead, you’ll receive buffs that increase based on how well fed and hydrated you are.
  • Save Those Atoms: (Coming December 1) Already have some of the items in an Atomic Shop bundle? No problem! Bundle prices now lower automatically if you already own any items they contain.

Update Version 1.5.0.19

Check the download sizes below for today’s patch on your platform of choice:
  • PC (Bethesda.net): 8.3 GB
  • PC (Microsoft Store): 16.4 GB
  • PC (Steam): 8.8 GB
  • PlayStation 4: 15.2 GB
  • Xbox One: 16.0 GB

New Steel Dawn Questline

The Brotherhood of Steel has returned to Appalachia on a mission to reclaim the region for humanity, to preserve any tech they can find, and to find out what befell Paladin Taggerdy and her crew. Starting today, you can begin your journey with the Brotherhood of Steel and work toward a brighter future for Appalachia in the all-new Steel Dawn questline.
  • Complete New Quests: Meet the new Brotherhood arrivals and begin your journey through the Steel Dawn questline by heading to Fort Atlas (formerly ATLAS Observatory) in the Savage Divide region of Appalachia.
    • Your level 20+ characters can begin the Steel Dawn quests immediately, even if you haven’t completed any prior Fallout 76 quest content.
    • When you log in with an eligible character, a quest called “Welcome to the Neighborhood” will prompt you to visit Fort Atlas.
    • Please note: You can now Fast Travel to Fort Atlas for free. However, if you had already discovered ATLAS Observatory before to today’s update, its icon will no longer be visible on your Map. You will need to revisit the area to discover Fort Atlas, which will cause its Map marker to appear.
  • Meet New Faces: Get acquainted with new characters, like Paladin Rahmani, Knight Shin, Scribe Valdez, and many others who have arrived in Appalachia with the Steel Dawn Update.
  • Explore New locations: We’ve added several new locations and updated a number of existing ones that you’ll delve into during your journey with the Brotherhood.
  • Gear Up with New Rewards: Progress through the Steel Dawn questline and complete Daily Ops to earn a host of cosmetic, C.A.M.P., and item rewards, including the following new weapons and armor straight from the Brotherhood arsenal:
    • Crusader Pistol
    • Plasma Cutter
    • Hellstorm Missile Launcher
    • Brotherhood Recon Armor
    • You can purchase a variety of mods for these new items from Regs in Vault 79 using Gold Bullion, including mods that can alter each weapon to deal various types of elemental damage.
  • Main Menu Updates: The Brotherhood has taken over the game’s Main Menu with an all-new background video and music.

C.A.M.P. Shelters

Head underground with C.A.M.P. Shelters, which are instanced interiors that you can add to your C.A.M.P. and customize to flex your creativity as a builder.
  • We’ve added a brief new quest, called “Home Expansion,” to the game that all players must complete in order to gain access to the C.A.M.P. Shelters feature.
    • Begin the “Home Expansion” quest by reading a Shelters Claim Center poster in Train Stations throughout Appalachia. Or, find your way inside the Claim Center by locating a key in the northern Forest region.
  • With today’s update, we’re introducing our first three C.A.M.P. Shelters, which each offer a different sized space to build in, and feature their own layouts and styles.
    • Vault Utility Room: After completing the “Home Expansion” quest, all players can claim the Vault Utility Room for free in the Atomic Shop.
  • Please Note: Since we decided to release Steel Dawn early, only the Vault Utility Room will be available on November 24. The Vault Lobby and Atrium described below will arrive at a later date.
    • Vault Lobby: Fallout 1st Members can claim this medium-sized Shelter this month in the Fallout 1st section of the Atomic Shop. In the future, it will be available to all players for Atoms.
    • Vault Atrium: The largest of our first three Shelters, the Vault Atrium can be purchased using Atoms.
  • Once you’ve claimed a C.A.M.P. Shelter, you can access its interior by building the associated Shelter Entrance in your C.A.M.P.
    • Your C.A.M.P. can contain one of each type of Shelter that you own, and you can build multiple Entrances to the same Shelter.
    • Find your available Shelter Entrances by scrolling to the new “Shelters” category in the C.A.M.P. Build Menu. Select the Entrance you’d like to build, and then head inside.
  • Every Shelter has its own build budget that is separate from your main C.A.M.P., as well as any other Shelters you’ve built.
    • Your Shelter interiors will be saved as you build, so you won’t lose anything if you relocate your C.A.M.P., move your Shelter Entrances, or if your Entrances get destroyed.
    • Since they are instanced, Shelters are able to offer sizable build budgets. Currently, each of our first three Shelters have larger budgets than your main C.A.M.P.
  • We’ve relaxed certain build restrictions inside Shelters by introducing a “Toggle Snapping” option that you can turn off to place objects anywhere you’d like, or turn on to snap objects to each other or the build grid.
    • Additionally, use the Shelter Control Panel inside of each C.A.M.P. Shelter to quickly scrap or repair everything you’ve built so far.

Design Updates

Dynamic Bundle Pricing
  • Please Note: Since we decided to release Steel Dawn early, Dynamic Bundles will not be available until our original patch date of December 1.
  • A common suggestion we’ve received from Atomic Shop aficionados has been to reduce bundle prices for players who already own some of the items they contain. With today’s update, we’ve added pricing tech that will do just that.
    • Going forward, if you own one or more items in a bundle, its Atom price will automatically reduce accordingly. The more items you already have, the lower your adjusted price.
    • Bundles that have been adjusted this way will now display your price vs. the original price.
    • Items you already own will be marked in each Bundle’s description.
  • We’ve also added a new “Bundles” category to the left-hand side of the Atomic Shop menu so that you can more easily find all of the bundles that are currently available without having to hunt for them on multiple pages.
Additional Atomic Shop Updates
  • Backpack Flair: Add even more personality to your characters with Backpack Flair! We’ve added two Backpack Flair slots to the modify menu for Backpacks that you can use to add cosmetic Flair.
    • Going forward, keep an eye out for different Backpack Flairs that you can unlock in the Atomic Shop, claim from Season Scoreboards, or earn as rewards in-game.
    • Backpacks you crafted prior to the Steel Dawn Update will not have Backpack Flair mod slots. Craft new versions of your Backpacks to cause the Backpack Flair slots to appear.
    • Please Note: While the Backpack Flair system is live as of November 24, Flairs themselves are not yet available. We will let you know as soon as we add them on a later date.
  • Fallout 1st: Items that have special discounts for Fallout 1st Members will now appear in the Fallout 1st section of the Atomic Shop while they are on sale.
    • These items will now also display a Fallout 1st icon, both in the Fallout 1st category and in their appropriate sub categories in the Atomic Shop.
  • Lunchboxes: In addition to earning Lunchbox rewards from a Season Scoreboard, or buying them with Gold Bullion in-game, you can now purchase them for Atoms in the Atomic Shop.
    • Please Note: Since we decided to release Steel Dawn early, Lunchboxes will not be available in the Shop until our original patch date of December 1.
    • Lunchbox buff descriptions and the chances to receive each buff have been added to the “Lunchboxes” section of the Help Menu.
Daily Ops
  • New Items: We’ve added a number of new rare rewards that you can earn by completing Daily Ops. They include Plans to craft Brotherhood Recon Armor, the Crusader Pistol, Plasma Cutter, and Hellstorm Missile Launcher.
  • Plan Rewards: Say goodbye to duplicate Plans! Non-tradeable item Plans that can be awarded by Daily Ops, like the War Glaive Plan, will no longer continue to drop as rewards after you’ve learned them.
  • Mutations and Enemies: To help keep Daily Ops feeling fresh each day, we’ve made an adjustment to prevent the same enemy mutation and faction from appearing two days in a row.
Hunger and Thirst Updates
  • We agree with feedback from the community that our hunger and thirst mechanics could feel a little too punishing. We’ve decided to remove the negative effects when you’re hungry or thirsty, and buff up the bonuses you receive when you’re fed and hydrated.
  • Going forward, your Action Points, Health, and Disease Resists will no longer be negatively affected when you haven’t had anything to eat or drink recently.
  • Instead, you will receive buffs that increase depending on how full your hunger and thirst meters are:
    • Hunger: Gain +15 Max HP when partially fed, up to +35 Max HP, +35% Disease Resist, and +1 Strength when fully fed.
    • Thirst: Gain +15% AP Regeneration when partially hydrated, up to +35% AP Regeneration, +35% Disease Resist, and +1 Endurance when fully hydrated.
Items
  • Holiday Gifts: Increased the weight of Holiday Gifts to 1 pound each, and made them untradeable.
PVP
  • Pacifist Mode: When Pacifist Mode becomes available to new characters at level 5, it will now be toggled on by default.
User Interface
  • Map: Added a Fast Travel point and Map marker for Vault 51.

Bug Fixes

Allies
  • Settler Forager: Players can once again receive Daily Quests from the Settler Forager Ally.
Art & Graphics
  • Animations: Human NPCs that have both legs crippled no longer appear to fall down and then immediately stand back up. Instead, they will remain standing, but they will remain immobile until one leg is healed.
  • Power Armor:** Players’ posteriors are now properly protected while wearing Enclave Power Armor.
  • Weapons: Turbo-Fert Fertilizer Grenades no longer appear to explode twice on detonation.
  • Weapons: Charging up the Gauss Pistol and then holstering it no longer causes a small portion of the weapon model to disappear.
C.A.M.P. and Workshops
  • General: Grass and small plants are once again visually removed when placing Foundations and other large C.A.M.P. objects on top of them.
  • Brotherhood Field Station: Closed up a hole in the Field Station’s ceiling.
  • Décor: Players can now build Powered Lawn Flamingos without having learned the base Lawn Flamingo Plan.
  • Encampment Bridge: Fixed an issue that could allow Encampment Bridge pieces to remain floating in mid-air after removing connecting pieces.
  • Encampment Fence: The Encampment Fence now spins at its center point when rotating the object in build mode, and its explosion visual effects also appear at its center point when the Fence is destroyed.
  • Exploit: Traps now have a minimum distance that they can be placed from other Traps. C.A.M.P.s and Blueprints containing Traps that are stacked on top of each other can no longer be placed.
  • Exploit: Addressed a C.A.M.P. budget exploit related to Wires.
  • Exploit: Addressed an item exploit related to Collectron Stations.
  • Rocket Rides: Can no longer be placed clipping into other objects.
  • Super Reactor: Now scraps into Aluminum, Copper, and Rubber, instead of just Rubber.
Combat
  • Explosion Damage: Fixed an issue that caused non-physical explosions from weapons, like Floater Grenades, to deal less damage than intended.
  • VATS: Greatly improved the accuracy of chance to hit percentages when using VATS.
  • VATS: Hits that successfully strike the target now deal damage correctly.
  • VATS: Fixed an issue that could cause VATS to close when line of sight to the targeted enemy became partially obstructed.
  • VATS: Continuing to fire a Flamer or Cryolator after closing VATS no longer stops those weapons from damaging enemies.
  • VATS: Corrected the damage dealt when firing the Tesla Rifle and uncharged Gauss Weapons in VATS.
Daily Ops
  • Contextual Ammo: Enemies in Daily Ops now correctly drop Shotgun Shells when using the Fancy Shotgun.
  • Bosses: Daily Ops Bosses no longer sometimes swap their unique weapons for weapons from nearby creature corpses.
  • Bosses: The Super Mutant Daily Ops Boss is no longer disarmed after being staggered.
  • Operation Report: After achieving Paladin Tier or higher, the rewards list in the Operation Report now correctly includes both of the player’s legendary item rewards.
  • Vault 94: Fixed an issue causing certain doors inside Vault 94 to display a button prompt without any text.
Enemies
  • Blood Eagles: Can no longer be turned into Scorched Blood Eagles by Scorchbeasts.
  • Earle Williams: Can no longer turn into an Ash Pile or a Goo Pile on death, nor dismembered by the Bloody Mess Perk.
  • Scorchbeast Queen: No longer clips into the terrain during her strafe attack.
Items
  • Apparel: Fixed several instances where Enclave Underarmor could clip through different apparel, like the Bomber Jacket and the Pint-Sized Slasher Outift.
  • Armor: Sturdy and Heavy Metal Left Leg Armor can now drop as legendary items.
  • Armor: Players can now correctly remove Misc. Mods from Armor pieces.
  • Armor: Secret Service Armor with the Weightless legendary attribute no longer counteracts cloaking granted by the Chameleon Mutation.
  • Gamma Gun: Firing rapidly no longer sometimes causes the Gamma Gun to fire more rounds than the magazine contains.
  • Gauss Minigun: The crosshair no longer persists on top of the Gauss Minigun’s sights while aiming after applying the Gunner Sights mod.
  • Gauss Shotgun: Can no longer spawn with the Explosive legendary effect.
  • Heavy Weapons: The Cryolator now correctly deals cryo damage, and the Flamer deals fire damage.
  • Mods: Weapons that have Heated Mods applied now correctly deal Fire damage.
  • Mods: The Refrigerated Backpack Mod now consistently reduces the food spoilage rate by 50%.
  • Mods: Weighted Armor Mods now ignore 5 points of enemy Damage Resist in addition to the 10% they ignored previously. This will improve situations where Weighted mods had very little effect on enemies who already had low Damage Resists.
  • Pump-Action Shotgun: Increased Pump-Action Shotgun Bash damage so that it is in line with Rifles and other Shotguns.
  • Recipes: The Radstag Redemption, Mirelurk Boil, and Headhunters Headcheese Recipe Notes now correctly unlock the ability to craft those items.
  • Thrown Weapons: The following weapons now deal the correct damage types, and they are properly enhanced by the Demolition Expert Perk Card.:
    • Cryogenic Grenade
    • Cryo Mine
    • Floater Grenades
    • Plasma Grenade
    • Molotov Cocktail
  • War Glaive: Added Copper to the War Glaive’s crafting requirements and removed the Plasma Core requirement.
Mutations
  • Carnivore: The following items now count as meat when affected by the Carnivore Mutation:
    • Canned Dog Food
    • Deathclaw Eggs and Omelettes
    • Frog Eggs
    • Imitation Seafood
    • Mirelurk Eggs and Omelettes
    • Mothman Eggs
    • Pork n’ Beans
    • Radscorpion Eggs and Omelettes
    • Radtoad Eggs and Omelettes
    • Radtoad Omelettes
    • Salisbury Steak (Preserved)
    • Yum Yum Deviled Eggs
  • Herbivore: The following items now count as plant-based food when affected by the Herbivore Mutation:
    • Cajun Rice & Beans
    • Firecap Tasty Souffle
    • InstaMash
    • Preserved InstaMash
    • Vegetarian Ham
NPCs
  • Animations: Corrected a number of issues that could cause various world NPCs to play incorrect animations or temporarily stop animating.
  • Fisher: No longer plays an animation as though he is using a terminal when he is not near one.
  • The Overseer: No longer sometimes becomes stuck when heading to the presentation room during “Overseer, Overseen.”
  • Whitespring Bots: Sentry Bots and Doorman Protectrons now respond properly when players interact with them.
Performance and Stability
  • Client Stability: Fixed an issue that could cause a client crash when loading into a world.
  • Server Performance: Players will no longer receive an error when joining a Daily Op while using furniture.
  • Server Stability: Addressed a server crash that could occur when loading into a world.
  • Performance: Addressed an issue that could result in a performance drop when viewing the Season Scoreboard.
Perks
  • Animal Friend: Removed outdated level requirement wording from the Perk Card description.
  • Chem Fiend: Now correctly increases the duration of all effects granted by Berry Mentats.
  • Nerd Rage: Fixed an issue causing Nerd Rage to grant its damage bonus while above 20% health.
  • Wasteland Whisperer: Removed outdated level requirement wording from the Perk Card description.
Quests and Events
  • Ally: Thicker than Water: Watoga Underground is now properly instanced.
  • Defend: Billings Homestead: Enemies no longer get stuck or spawn in nearby water during Workshop events at Billings Homestead.
  • Free Range: Beefed up Brahmin health and resistances during the Free Range event.
  • Project Paradise: Friendly creatures that appear after completely filling the habitat troughs now have a consistent max level of 100.
  • Scorched Earth: Now correctly grants a 3-star legendary item reward on completion.
Sound
  • Armor Ace Shooting Gallery: Joining a Daily Op while using the Armor Ace Shooting Gallery no longer causes its sound effects to play continuously.
  • Boney Death Tambo: Added unique sound effects to the Boney Death Tambo Skin.
  • Communist Bunker: Sound effects no longer continue to play after the door has finished opening or closing.
  • Encampment Fence: Corrected the sound effects that play when opening the Encampment Fence Gate.
  • Hounds Reclining Sofa Chairs: Now play sound effects when players sit in them.
  • Theremin: Now plays one of two different songs, depending on the in-game time of day.
User Interface
  • Map: Bloody Frank’s is now labeled correctly on the Map.
  • Scoreboard: On PC, pressing the Spacebar while viewing the Scoreboard in-game no longer incorrectly opens the Challenge Menu.
World
  • Pathing: Fixed a number of objects in the world that players could path through or clip into.
  • Pathing: Fixed several locations throughout the world where players could become stuck.
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This Week at Bungie - 11/5/2020

Source: https://www.bungie.net/en/News/Article/49751
This week at Bungie, we’re beginning our descent to Europa.
Every release, we have a long conversation about what we should show players leading up to launch, and what we should leave for players to discover. We want to build up the sense of wonder as a new Season or expansion makes its approach without spoiling everything that’s coming. With just a week to go before launch, we’ve almost reached our destination.
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Our Beyond Light Launch Trailer went live last week. A ViDoc, exploring Beyond Light and Season of the Hunt, is available for your viewing pleasure. We’ve released our Season of the Hunt calendar to help you plan out your days for the next few months.
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All that’s left is a quick preview of patch notes and a maintenance timeline. After that, we leave the rest to you.

It’s All in the Patch

Over the last few weeks, our goals have been to set expectations. We’ve covered the Destiny Content Vault, upcoming Sandbox changes, Gambit tuning, and more. These updates aren’t mind-blowing or overly game changing, they’re just nice little morsels to chew on in the final days leading up to launch. In any case, we hope you like the following quality of life appetizers before your meal is delivered on November 10.
Archives
Beginning November 10, two new kiosks will be available in the Tower. First up, the Quest Archive will be found next to the Postmaster. Our hope is that this removes some of the confusion when trying to track down the odd quest that you previously discarded. Additionally, this will be the place for any veteran players to pick up the New Light Quest on November 10, if they have a strong desire to experience new player tutorials and the (re-)introduction to the Cosmodrome.
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Next up, the Monument to Lost Lights Exotic Archive will be found by the Vault. Here, players may acquire various Exotics and Legendary Pinnacle/Pursuit weapons that were once available through now-retired quests. As many of these Exotics were tied to lengthy quests or difficult objectives, we wanted to make sure their prices reflected those previous efforts. Players will need an amount of Glimmer, destination materials, masterworking materials, and an Exotic Cipher or Ascendant Shard in order to purchase the Exotic or Legendary which they desire. We’re also introducing a currency, Spoils of Conquest, which can only be acquired when completing raids. This currency will be required for Exotics previously tied to Vaulted raids.
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In the past, Exotic Ciphers were very limited in nature. While you can expect one to be available as part of the Season Pass, Xur will also offer a quest to earn one Exotic Cipher on a weekly cadence.
Now, let's move on to some traditional patch notes...
Crucible
  • Trials of Osiris
    • Trials of Osiris Power level requirement increased to 1210.
    • Added ADEPT weapons and weapon mods to Flawless chest rewards.
    • Additional information here (link TWAB).
  • Maps
    • Added physics blockers to some out-of-bounds areas on Altar of Flame.
    • Added physics blockers to some out-of-bounds areas on Exodus Blue.
    • Added physics blockers to some out-of-bounds areas on Cauldron.
Player Identity
  • Login screens now have a dark background.
  • Updated the full-screen menus to have a dark background style.
  • Player waypoints now display Season Rank, HUD waypoints.
  • Added toggle functionality to the character screen, allowing the player to make a choice between Light and Dark subclasses.
    • Character screen visuals updated depending on player choice between Light and Dark.
Character Creation
  • Changed selection from "Male" & "Female" to "Masculine" & "Feminine."
  • Guardian head and hair models have been replaced with improved versions.
    • Several color swatches have been changed to better represent the applied color.
    • Player’s previous head selections are still used.
Misc
  • Fixed a bug that prevented online friends from showing up in the roster on Stadia for players with more than 100 friends.
  • Fixed a bug that occasionally prevented players from earning progress on bounties when joining an activity in progress.
  • This most notably impacted Iron Banner bounties and could cause players to have their Artifact Power bonus enabled during Iron Banner matches.
A few Sandbox changes that we missed in our Sandbox preview
  • Traveler's Chosen
    • Reduced muzzle flash intensity.
  • Point of the Stag
    • Increased Point of the Stag's Max Power Level to 1310.
  • Divinity
    • Fixed a bug that prevented some weapons from dealing precision damage to the Divinity cage (e.g. Eriana's Vow).
  • Hunter Dodge
    • Increased Hunter's Dodge cooldown by a few seconds.
    • (E.g. Tier 4, old cooldown: 22 sec. New cooldown: 26 sec.)
  • Anti-Champion Mods
    • Anti-barrier rounds will now penetrate Taken Phalanx shields.
    • All Anti-Champion mods have been shifted to armor, rather than taking a weapon mod slot.
  • Orbs of Light have been changed to Orbs of Power as they can now be consumed by Light and Dark subclasses.
Before we end our patch note preview, we do want to call out the collectors among you who have been talking about the impending removal of Expired Ramen Coupons from your inventories. We know this one stings a bit. It’s a byproduct of us cleaning up inventory systems and doing general maintenance.
We want to a provide a parting gift before these coupons are tossed into the bin. These coupons can’t be redeemed for spicy ramen, but they can decorate your desktop for as long as you desire.
[4k – SPICY RAMEN COUPONS]
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…and there we have it. Full patch notes will be released on Tuesday around launch time. Stay tuned!

Novembrrrrrrrrrrrrrrrrrrr

With a new expansion coming next week, we also have a fresh update coming to Bungie Store! We’re entering the holiday season, so it’s a pretty good time to start gift shopping for your favorite Guardians out there in the world.
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Starting November 9, upgrade your arsenal of collectibles and gifts at Bungie Store with new exclusive products and free in-game emblems with purchase, including the Destiny 2: Beyond Light Original Soundtrack!
Cosmic Alignment (Available November 9 through December 4, 2020)
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Between Stars (Available November 9 through February 9, 2021)
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Shattered Harmony (Available November 9 with purchase of Destiny 2: Beyond Light Original Soundtrack)
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Follow @BungieStore on Twitter for more deals and discounts to be announced every Friday in Novembrrrr from The Drifter, The Exo Stranger and Variks.

Let’s Talk Maintenance and Pre-Loads

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Next Monday, November 9, Destiny 2 will go offline for an extended maintenance period. We want to give everyone ample time to download Destiny 2 Update 3.0.0. Our teams are prepping for the launch day assault on our servers. Destiny Player Support has the full timeline for maintenance, downloads, and more. Read up, spread the word, and get ready for Beyond Light.
This is their report.
UPDATE 3.0.0.1
Next Monday, maintenance for Update 3.0.0.1 will begin. Below is a timeline of events:
  • November 9, 3:30 PM PST (2330 UTC): Background maintenance for Update 3.0.0.1 will begin.
  • November 9, 4:00 PM PST (0000 UTC): In preparation for downtime, players will be removed from activities and will be required to download a small update before logging in again.
  • November 9, 6:50 PM PST (0250 UTC): Sign-on for Destiny 2 will be disabled.
  • November 9, 7:00 PM PST (0300 UTC): Destiny 2 will be brought offline for expected maintenance. Players will be removed from activities and won't be able to log back into Destiny 2 until 9 AM PST on November 10.
  • November 10, 9:00 AM PST (1700 UTC): Destiny 2 Update 3.0.0.1 will be available across all platforms and regions. Players will be able to log back into Destiny 2.
  • November 10 12:00 PM PDT (2000 UTC): Destiny 2 maintenance is expected to conclude.
For more information, please visit our Destiny Server and Update Status help article.
BEYOND LIGHT PRE-LOAD
Pre-load for Update 3.0.0.1 will be available prior to the game’s release. Below are pre-load timelines and instructions based on platform:
PlayStation
Beginning on November 8 after 8 PM PST (0400 UTC), users can start pre-downloading Update 3.0.0.1 by:
  • Navigating to Destiny 2
  • Pressing the “Options” button
  • And selecting “Check for Updates”
In an effort to decrease server load, some PlayStation Plus users may be able to pre-download Update 3.0.0.1 starting on November 7 after 8 PM PST (0400 UTC) if they have auto update/download enabled on their PlayStation 4. For instructions on how to setup auto update/download, please click here.
PLEASE NOTE: BUNGIE RECOMMENDS THAT PLAYERS SHOULD NOT DELETE THEIR CURRENT VERSION OF DESTINY 2 ON THEIR PLAYSTATION CONSOLE TO SPEED UP THE PRE-DOWNLOAD PROCESS.
Xbox
Pre-load for Xbox will be available shortly after Destiny 2 is taken offline for expected maintenance at 7 PM PST (0300 UTC) on November 9. For instructions on how to setup auto update, please click here.
PC
Pre-load for PC will be available shortly after Destiny 2 is taken offline for expected maintenance at 7 PM PST (0300 UTC) on November 9. Update 3.0.0.1 should automatically be put in the Steam download queue once it is available to pre-load. For more information on managing Steam downloads and updates, please click here.
STORAGE REQUIREMENTS
Below are the updated storage requirements for Beyond Light:
Platform |Destiny 2 Install Size |Storage Space Needed for Installation | |--|--|--|--|--|--|--|--|--| Xbox Series X|S|65.7 GB|65.7GB| PlayStation 5|70.78 GB|70.78 GB| PlayStation 4|70.78 GB|171.68 GB| Xbox One|65.7 GB|65.7 GB| PC|69.7 GB |186.2 GB** |
** PlayStation 4: Includes current installed version of Destiny 2 (100.9 GB) + Update 3.0.0.1 pre-load (70.78 GB) = 171.68 GB*
*** PC: Destiny 2 Install Size may vary based on languages installed, size shown is maximum size possible *
** PC: Includes current installed version of Destiny 2 (up to 116.5 GB) + Update 3.0.0.1 pre-load (up to 69.7 GB) = 186.2 GB*
DESTINY CONTENT VAULT AND THE END OF SEASON OF ARRIVALS
With the start of Year 4 and the introduction of the Destiny Content Vault on November 10, certain items will be deprecated from player inventories that correspond with Vaulted destinations, activities, and campaigns.
Players should review our help articles on items being deprecated at the start of Year 4 and items being removed at the end of Season of Arrivals for more information on items, quests, and currencies that will be removed from player inventories at the start of Year 4. Some items listed can be used or turned in for rewards, such as Glimmer, weapons, and armor, so be sure to do that before November 10.
Additionally, certain Titles will become Legacy Seals and unavailable to earn at the start of Year 4. Players should be sure to equip the following Titles before November 9 at 7 PM PST (0300 UTC), after which they will be unavailable to earn. For more information, please visit our Year 4 Triumphs Update help article.
Seal |Title | |--|--|--|--|--|--|--|--|--| A Shadow Rises|Shadow| Reckoner|Reckoner| Black Armory|Blacksmith| Destinations|Wayfarer| Lore|Chronicler| Undying|Undying| Dawn|Savior| Almighty|Almighty| Arrivals|Forerunner| Moments of Triumph 2020|MMXX|
BUNGIE REWARDS
With the release of Beyond Light on November 10, certain Bungie Rewards will no longer be available to earn. These include the ‘Eclipse Sunset’ and ‘Sunset’ emblems, the Year of Shadowkeep Artifact Coins, the Moments of Triumph t-shirt, the Raid Ring, the Prophecy Dungeon Hoodie, the MMXX Seal, and the Forerunner Seal.
Players should be sure to earn these rewards by November 9 at 7 PM PST (0300 UTC) and claim these rewards from the Bungie Rewards page before November 13 at 8 AM PST (1600 UTC).

Encore

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Before we kick off a new year of Destiny content, we have a final round for Movie of the Week. 2020 isn’t over yet, but we’ve had a blast watching community-created content throughout Shadowkeep and its associated Seasons. Many thanks to those who’ve submitted their footage (and art!), as it’s kept us sane week over week.
Here are your final Movie of the Week selections before Beyond Light brings some Darkness to the table.
Movie of the Week: Thanks, Taken!
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Movie of the Week: Festival of the Lost, Parting Shot
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Movie of the Week: Give ‘em a hand
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Movie of the Week: SEVENTH COLUMN!!! ...AND ANOTHER ONE!
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Movie of the Week: It isn’t over until it’s over
OMG can someone explain this please?!?! Like wtf just happened🤷‍♂️🤷‍♂️ @A_dmg04 @Gladd @BungieHelp @Xbox pic.twitter.com/aYNfaeG7WM
— TG DuAc (@TGDuAc1) November 2, 2020
Next week, we’ll have a new companion section for Movie of the Week. We felt it important to give the same spotlight to the artists of our community as we’ve been giving to those who create fun videos.
To throw your hat in the ring, submit your content to the Community Creations portal on Bungie.net. If you also post your content to social media, tag it with #DestinyMOTW or #DestinyArt. We’ll snag a few winners each week and grant them some fancy new emblems.
We’ve been here a few times. What was once months became weeks. Weeks have become mere days. Five more sleeps stand between you and Beyond Light. Well, that’s if you can even sleep the night before launch. I know I probably won’t. Many of you have been on this journey with us from the start. In the last year, numerous Guardians have begun their journey through New Light. No matter how long you’ve been a Guardian, we can’t thank you enough for playing.
Stay hydrated. Be healthy. Treat yourself well.
We’re almost there.
See you starside.
-dmg04
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Fallout 76: Update 22 Patch Notes – September 15, 2020

We’re releasing Update 22 today, which includes new features like One Wasteland, Daily Ops, Legendary Perks, and the start of our second Fallout 76 Season. This update also brings a number of additional improvements and bug fixes to the game, so be sure to read on to catch the patch notes.

Update 22 Highlights

Update Version

Check below for the update version and download size for today’s patch on your platform of choice:
  • PC (Bethesda.net): 1.4.0.20 (23.3 GB)
  • PC (Microsoft Store): 1.4.0.20 (37.8 GB)
  • PC (Steam): 1.4.0.20 (27.5 GB)
  • PS4: 1.4.0.20 (35.2 GB)
  • Xbox: 1.4.0.20 (42.6 GB)

One Wasteland

  • With today’s update, we’re excited to introduce One Wasteland to Fallout 76, which allows creatures to dynamically adjust their levels up or down on the fly to more closely match each player they encounter.
    • If multiple players all come across the same enemy at the same time, its level will simultaneously rise for the higher-level players and drop for the lower-level players.
  • In addition to their levels, each creature’s damage, health, and resistances, as well as the loot they drop and the XP they award, will also better match each player.
    • This means that all players who are adventuring together can have an impact on any given combat encounter, even if there is a large level gap between them.
    • While creatures will still have minimum and maximum levels, such as a max of level 50 in The Forest, they are now much more flexible overall.
  • One Wasteland opens up more opportunities to adventure anywhere in Appalachia, whether alone or with your friends. It also smooths out some of the early game bumps for new players, allows higher-level players to get max-level loot in previously lower-level regions, and should offer more consistent combat encounters for everyone.
  • Catch even more details by reading our recent One Wasteland Preview article on Fallout.com.

New Season, Board, & Rewards

  • Join Armor Ace and the Power Patrol in their march against the oppressive Subjugator and his army of Red Viper minions during Fallout 76 Season 2, which begins today!
    • Season 2 brings the all-new “Armor Ace” S.C.O.R.E.board to the game, featuring 100 ranks for you to achieve during the next 10 weeks.
    • We’ve added a host of rewards that you will unlock as you rank up, including new Power Armor paints, Armor and Weapon Skins, themed cosmetics, C.A.M.P. items, in-game currencies, Perk Card Packs, and more.
  • We’ve made several adjustments this Season that you may want to keep in mind as you dive in:
    • Rank-ups will be purchasable immediately, so those who would like to rank up using Atoms can join the fight to crush the Red Vipers starting today.
    • We’ve implemented some new Daily and Weekly Challenges, such as Daily Ops themed Challenges, to offer you even more day-to-day variety as you rank up.
    • We’re also adding more Weeklies to the Challenge lineup so you have more flexibility to progress on your schedule.
    • Finally, we’ve made several of last Season’s rewards, like Lunchboxes, the Ammo Converter, available at Gold Bullion vendors so players who missed them have another opportunity to unlock them.
  • Head to the Seasons page on Fallout.com and read our recent Season 2 Preview article to get more information about Season 2, as well as a look at the rewards that will be up for grabs.

Daily Ops

Put your skills to the test by taking on instanced, randomized, and repeatable encounters called “Daily Ops.” Daily Ops are fairly challenging, and so we recommend them for characters who are level 50+.
  • Our first Game Mode for Daily Ops is called “Uplink,” which will require you to secure a series of Uplinks to track down and destroy enemies that are threats to Appalachia.
    • In Daily Ops, you’ll square off against enemies from a single faction who are affected by a unique “mutation,” which will make them deadlier and more challenging to take down.
    • Complete your objectives, eliminate the enemy threat, and you will be rewarded for your efforts to make Appalachia a safe place for everyone.
  • To join a Daily Op, open the Map screen and find the new World Activity tracker we’ve added in the lower-left corner.
    • Select a Daily Op from the list to learn more about it, including which location, enemies, and mutations you’ll face.
    • Enter Daily Ops directly from the tracker by clicking the “Join” button.
    • You can take on Daily Ops alone or in a team of up to four other players.
  • Each day, Daily Ops will feature a fresh combination of location, enemy faction, and enemy mutations to keep you on your toes.
    • Locations: The Burrows, The Burning Mine, Valley Galleria, or Vault 94
    • Enemy Factions: Super Mutants, Blood Eagles, or Robots
    • Enemy Mutations:
    • Piercing Gaze: This mutation is always applied to enemies the “Uplink” Daily Ops mode, and gives them greatly enhanced perception of players.
    • Volatile: Enemies will explode on death
    • Active Camouflage: Enemies will be cloaked when not attacking
    • Resilient: Enemies can only be killed by a melee attack
    • Freezing Touch: Enemy attacks will freeze players
  • Since you will be facing constant combat and deadly threats during your Operations, we’ve reduced the condition damage taken by your weapons and armor by 50% while in a Daily Op.
  • Like the event “A Colossal Problem,” creatures in Daily Ops will drop ammo based on the weapons you’re using when you take them down. This will help keep your ammo reserves topped off through lots of combat.
  • You can repeat Daily Ops as often as you’d like each day, and you will receive a base set of rewards every time you complete one. However, there are three additional reward tiers that you can reach once per day by completing a Daily Op within certain time limits:
    • Initiate Tier: 16 minutes or less
    • Paladin Tier: 12 minutes or less
    • Elder Tier: 8 minutes or less
    • The higher the tier you achieve, the higher your chances to get better rewards, including more XP, larger amounts of in-game currencies, legendary items, and even brand-new items like the War Glaive, which is a customizable two-handed melee weapon.
  • After finishing a Daily Op, you’ll be able to view an Operation Report, which shows you how fast you managed to complete it, which reward tiers you reached, and a list of the rewards you earned (except for XP and currencies).

Legendary Perks

Legendary Perks are new high-level Perk Cards for players who have reached level 50+, which will help you add even more power and build diversity to your characters.
  • We’ve added a new “Legendary Perks” button to the top of the normal Perk Card Menu, which you can use to access and modify your Legendary Perk Slots and Cards.
  • You will unlock your first Legendary Perk Slot at level 50, and up to 6 slots in total at certain level milestones after that: 75, 100, 150, 200, and 300.
    • If you already have high-level characters, they will immediately have access to one Legendary Perk Slot for each of the above milestones they've reached.
    • For example, a level 250 character will have access to 5 Legendary Perk slots, and will gain a 6th slot at level 300.
    • One Legendary Perk Card can be equipped to each slot, and you can unequip them at any time in exchange for 1 Perk Coin (more on Perk Coins below).
  • Legendary Perk Slots are account-wide, and will be available to all of your characters as soon as you unlock them.
    • Even your characters below level 50 will be able to equip Legendary Perks in these slots, which gives them access to more power at an earlier stage of the game than your higher-level characters had at that level.
  • With Legendary Perks, we’re introducing “Perk Coins,” which you can use to increase the power of your Legendary Perk Cards by upgrading them.
    • Earn Perk Coins by scrapping your unused normal Perk Cards. Each Perk Card you scrap will grant you 2 Perk Coins per rank.
    • For example: When you scrap a rank 1 Perk Card, you’ll receive 2 Perk Coins, and scrapping a rank 3 Perk Card will award 6 Perk Coins.
    • Each Legendary Perk Card can be upgraded up to three times, at a price of 50, 100, and 150 Perk Coins to reach ranks 2, 3, and 4, respectively.
    • While Legendary Perk Slots you’ve unlocked are account-wide, your Legendary Perk Selections and upgrades are separate for each of your characters.
    • To help give your Perk Coin collection a boost, we’ve added a “Become Legendary” Challenge to the Character Challenge Menu, which awards 50 Perk Coins to characters who reach level 50.
    • Please note: If your characters are already level 50+, this Challenge will already be completed for them the next time you log in, and the 50 Perk Coin reward will be added to your Perk Coin total automatically.

Design Updates

General
  • Fast Travel: It is now free to Fast Travel to Foundation and Crater.
Combat
  • Bonus Damage: We’ve changed the way that damage bonuses are calculated so that they now apply additively instead of multiplicatively.
    • Please Note: While stacking damage bonuses will now have a smaller overall effect on your damage output than before, these changes will make the resulting damage much more predictable and allow for future improvements. This is very important for the health of the game going forward. It will also create better opportunities for us to make smarter and more effective balance changes.
    • We are still evaluating feedback we gathered on these changes from the PTS, but we also welcome your thoughts on how different weapons and builds feel after today’s update so that we can make additional adjustments in the future.
Items
  • Alien Blaster: Damage increased by 30%.
  • Legendary Weapons: The Assassin’s legendary attribute now applies its bonus damage to human NPCs.
  • Secret Service Armor: Plans for Light and Ultra-Light Limb Mods for Secret Service Armor have been added, and they are now purchasable from Regs in Vault 79.
  • Shishkebab: Now deals Fire damage instead of Energy damage.
Perks
  • Modern Renegade: Increased Modern Renegade's chance to cripple limbs from 2%/3%/4% to 4%/8%/12%.
  • Tank Killer: Pistols now benefit from the Tank Killer Perk Card.
User Interface
  • Public Teams: We've renamed the "Building" team to "Casual" and removed the Casual team bonus. In its place, we’ve added a “Daily Ops” team type, which offers bonus XP for completing Daily Ops (+25% bonus XP to start, +100% bonus XP for a fully bonded team).
    • We did this in part because it is not possible to build in Public Teammates' C.A.M.P.s., and partly because most players were using the Building team the way we had intended Casual to be used anyway.
    • Removing the Casual team option, it made room for us to add the new Daily Ops team type, which we feel players will find more useful following today’s update.
World
  • Vault 94: Is now accessible during world exploration in Adventure Mode and Private Worlds.
  • Vault 51: We've added a new no-C.A.M.P. zone around Vault 51's exterior in preparation for future content.

Bug Fixes

Art & Graphics
  • Apparel: Underarmors no longer clip through Chally the Moo-Moo Outfits.
  • Emotes: While equipped, Grognak’s Battlecry Emote now correctly displays its icon in the Emote Wheel.
  • Headwear: Extreme facial features no longer clip through the Ghillie Suit Hood’s facemask.
  • Lighting: Corrected lighting issues affecting the inside of the Charleston Capitol Building.
  • Lighting: Corrected lighting issues that were affecting building interiors in Morgantown Trainyard.
  • Loot Bags: Fixed an issue with the Vault-Tec Duffel Bag model that made it difficult to interact with.
  • Weapons: Fixed additional issues that could cause clipping when reloading a Handmade Rifle with the Screaming Eagle paint.
C.A.M.P. and Workshops
  • Ammo Converter: Attempting to sell 40mm Grenade Rounds no longer results in a “Transaction Failed!” error.
  • Blood Eagle Nest: Allies can now enter and exit the Blood Eagle Nest more easily.
  • Blueprints: The “Select” option in the Blueprint menu now correctly appears greyed out when the player is not currently highlighting an object.
  • C.A.M.P.: Resources generated by objects like the Collectron, Fertilizer Producer, and etc. are now stored in the player’s Stash or Scrapbox if they move C.A.M.P. locations before collecting them.
  • C.A.M.P.: Fixed an issue that could prevent Fast Travel to another player’s C.A.M.P. if the C.A.M.P. owner had the Future-Tec C.A.M.P. skin equipped.
  • Camp Fires: Objects that can only be placed in dirt can no longer be built on a Camp Fire.
  • Communist Bunker: Objects placed on the floor of the Communist Bunker no longer appear to float.
  • Communist Bunker: The interior walls of the Communist Bunker are now hexagonal rather than cylindrical to help players more easily place wall décor.
  • Communist Bunker: The building requirements for the Communist Bunker now correctly call for Concrete instead of Asbestos.
  • Communist Fence: Added an alternate version of the Communist Fence that can be freely placed without needing to snap to other objects.
  • Displays: Wall Weapon Racks can now be correctly snapped to Walls.
  • Exploit: Items can no longer be stacked on objects that are in disrepair.
  • Exploit: Fixed an exploit allowing players to build Workshop Ammunition Factories in their C.A.M.P.s.
    • Please note: As a result of this fix, C.A.M.P.s and Blueprints that contain a Workshop Ammo Factory are now invalid and can no longer be placed.
    • Players will also receive a notification that their C.A.M.P. or Blueprint cannot be placed if it contains a Workshop Ammo Factory.
  • Exploit: Addressed a C.A.M.P. budget exploit related to Generators.
  • Floors: Farmable Dirt Tiles can no longer be replaced by other floor types.
  • Floor Décor: The Standing Taxidermy Gorilla Plan now correctly unlocks the Standing Gorilla instead of the sitting version, and vice versa.
  • Floor Décor: The Standing and Sitting Taxidermy Gorillas now correctly display their destroyed states when they are in disrepair.
  • Fusion Generator: When scrapped, Fusion Generators now correctly return Aluminum, Copper, and Rubber.
  • Log Cabin: Players can now correctly place items in the window of the Log Cabin.
  • Rain Water Collector: No longer becomes invisible when destroyed.
Challenges
  • Daily: Scrapping Fertilizer now correctly progresses the “Collect Fertilizer” subchallenge for the “Gather Building Supplies” Daily Challenge.
Death & Respawn
  • Ash & Goo Piles: Players now die immediately when turned into an Ash or Goo Pile, rather than entering the “down but not out” state.
  • Respawn: Implemented a fix to reduce cases where players could become unable to respawn after being killed during an event or in an interior.
    • Please Note: This fix may not address all situations that can cause this issue to occur, but it should help, and we are continuing to work on a more complete fix.
Enemies
  • Scorchbeast Queen: The Scorchbeast Queen’s wings can now be crippled to cause her to land, and her legs can be crippled to slightly reduce her rotation speed.
Items
  • Aid: Fixed an issue in which players were unable to die from Radiation damage while affected by +Max Health buffs, like those offered by Buffout, Bufftats, and Psychobuff.
  • Aid: Mud Cookie, Swamp Tofu, and all Omelette Recipes no longer incorrectly appear in the Cooking Station’s Meat category.
  • Aid: Seared Venison with Berries and Cranberry Meatball Grinder now correctly appear in the Cooking Station’s Meat category, and will now progress the “Cook a Meat-Based Meal” Daily Challenge.
  • Alien Blaster: Players can now correctly switch back to the Standard Grip mod after applying the Sharpshooter Grip.
  • Armor: The Pocketed Mod for the Raider Chest Piece no longer incorrectly grants more carry capacity than the Deep Pocketed Mod.
  • Exploit: Addressed an exploit in which players could intentionally double the stat bonus offered by Unyielding Armors.
  • Fireworks: Equipping Fireworks no longer causes players to reload much faster than intended.
  • Gatling Gun: Erroneous “Crafting item unlocked” notifications no longer appear when scrapping Gatling Guns.
  • Loot: Enemies that drop contextual ammo can now correctly drop Arrows, Crossbow Bolts, .38 rounds, 40mm Grenade Rounds, Ultracite Plasma Cartridges, and Ultracite 2mm Electromagnetic Cartridges instead of random ammo when players kill them with the appropriate weapons.
  • Power Armor: Fixed an issue in which Power Armor with the Junkyard Paint was not providing the correct amount of Radiation Resistance.
  • Shotguns: Fixed an issue affecting Suppressor Shotgun Mods that could cause the weapon’s range value to be negative.
  • Underarmor: Secret Service Underarmor Lining Mods can now be correctly applied to Camo Secret Service Underarmor.
  • Underarmor: Fixed an issue that allowed players to craft the Camo Secret Service Underarmor without knowing the Secret Service Underarmor Recipe.
Mutations
  • General: Players can now correctly acquire more than one Mutation in a given play session.
  • Speed Demon: Fixed an issue that reduced Stimpak healing while under the effects of the Speed Demon Mutation.
NPCs
  • Critters: Now cap at level 5 and can no longer spawn as legendary.
  • Fishbones: No longer flees from nearby hostiles at Ohio River Adventures.
Performance and Stability
  • Client Stability: Fixed a crash that could occur when using the Pip-Boy.
  • Client Stability: Improved client stability on Xbox One when players sign out of their profiles during active gameplay.
  • Performance: Fixed an issue with the Tesla Rifle that could result in poor framerates for nearby players.
  • Server Stability: Addressed multiple issues that could result in a server crash during normal gameplay.
  • Server Stability: Addressed a server crash that could occur during Nuclear Winter matches.
  • Server Stability: Addressed a server crash related to player Vending Machines.
  • Server Performance: Addressed an issue that could cause a “Waiting for response from server” message to appear after using a nuke keypad.
Perks
  • Class Freak: Fixed an issue that caused some Mutations to not interact correctly with the Class Freak Perk Card.
  • Concentrated Fire: Rank 3 of the Concentrated Fire Perk no longer causes the chance-to-hit in V.A.T.S. to suddenly jump to 95% when using an automatic weapon.
Quests and Events
  • A Colossal Problem: Players will no longer receive the MIRV Frag Grenade Plan multiple times after completing the event.
  • A Colossal Problem: Fixed an issue where equipping certain types of thrown explosives caused Wendigo spawns to drop random ammo on death.
  • An Ounce of Prevention: Further addressed an issue that could block quest progression when attempting to analyze the Ghoul Blood Sample.
  • Primal Cuts: Quest targets will now appear on all Prime Beasts, instead of only on the last few, which will help players track down any wayward Beasts.
  • Primal Cuts: During the final wave of Prime Beasts, players are now only required to kill the boss to complete the event.
  • Vital Equipment: Fixed an issue in which a player could complete Vital Equipment multiple times per day if they already had one of the quest items in their inventory.
Sound
  • C.A.M.P.: Sound effects now play after use the “Repair All Items” option in C.A.M.P.
  • Music: The music volume in the Atomic Shop no longer reverts to its default setting when the first song finishes playing.
User Interface
  • Controls: Fixed an issue that could prevent the quick-heal button from working properly after switching game modes.
  • Controls: Fixed an issue that could cause the controls to become unresponsive when opening the Social Menu under certain conditions.
  • Damage Numbers: Grenades and Mines now correctly display damage numbers when they hit enemies.
  • Item Transfer: Fixed an issue that could cause items to be transferred from unintended inventory categories when spamming the transfer button.
  • Notifications: Reduced the size of Season rank progress bars and rank-up notifications so that they take up less space on the screen.
  • Notifications: The “Challenge Complete” flyout notification is now correctly translated in non-English versions of the game.
  • Notifications: S.C.O.R.E. rank-up progress and reward notifications now correctly appear to players who are wearing Power Armor.
  • Notifications: Purchasing multiple rank-ups using Atoms and then leaving the Season board no longer causes the S.C.O.R.E. meter to progress very slowly or rank-up sound effects to loop repeatedly.
World
  • General: The following locations can now be accessed at all times, and attempting to enter them no longer sometimes displays a “Location available at a later date” error.
    • Arktos Pharma Biome Lab
    • Eta Psi House
    • Pi House
    • The Burrows
    • The Nukashine
    • Van Lowe Taxidermy
  • Fort Defiance: The No C.A.M.P. zone at Fort Defiance has been expanded to include the road in front of Allegheny Asylum to resolve an exploit affecting enemy spawns during the Line in the Sand event.
submitted by BethesdaGameStudios_ to fo76 [link] [comments]

Bloons TD 6 - Update Notes! Version 21.0

Bloons TD 6 - Update Notes! Version 21.0
https://preview.redd.it/wf9pzo2nr4t51.png?width=456&format=png&auto=webp&s=f35512e025c4382c136570b5b3056b66ddadf3e3

Edit: Update 21.1 is live

This is a small update that fixes the following:
  • Collection event softlock when opening crates
  • Poweinsta related achivements not tracking in co-op
  • Collection points not being consumed correctly
Most importantly, 21.1 brings back the collection event.
/edit--

New Awesome

  • New map Encrypted - Do you dare enter the ruins to discover the ancient secrets?
  • At least 4 new spooooky Achievements
    • Oathbreakers - Summon a giant army of the undead!
    • Freaky Friday - Using Transforming Tonic
    • Living on the Edge - Win non-CHIMPS/Impoppable with 1 life left
    • Monkey Fan Club - Create or Login to your Ninja Kiwi account
  • New Trophy Store Items
    • Monkeys: Super Monkey Bat pet, Ghost Upgrade FX, Sub Ducky Pet
    • Bloons: Skeleton BAD
    • Co-op: Scream emote!
    • Game & UI: Etienne Avatar, Mortar Avatar, Flamenco - Synthwave music track, Super Vampire Storm skin
  • Limited Time Only during the Halloween event! Get these Trophy Store items while you can!
    • Bomb Shooter Pumpkin Bombs, Banana Farm Candy Corn 'Nanas, Monkey Ace Bone Darts, Bones Pop FX, Hatchet Bloons, Frankenmonkey Avatar, Wolf Monkey Avatar, Coffin Drop skin, Grim Farmer Skin

Key Features

  • Stats summary now displays upon Game Over in freeplay
  • A rather massive behind the scenes overhaul of the Buff Icons system, and they will also not clip out the edges of the map anymore.
  • The Insta-monkey system in BTD6 has evolved a lot since launch, from a farmable mechanic to grant easier wins into more of a collection system. With this, we have found that while the initial intention was to give a nice beefy reward for any win, this has resulted in Tier 3 and 4 insta-monkeys being far too common while Tiers 0-2 are much more coveted with no farmable way to get them. We have decided to work on this by redefining the free reward earned on round 100, instead of being a random chance of Tier 3 or 4 rewards will now follow this logic
    • Beginner maps: Insta reward range Tier 0 to Tier 2
    • Intermediate maps: Insta reward range Tier 1 to Tier 3
    • Advanced maps: Insta reward range Tier 2 to Tier 4
    • Expert maps: Insta reward range Tier 3 to Tier 4
    • Round 200 and higher remains at the past Tier 3 to Tier 4 regardless of difficulty

Big Changes / Additions

  • Following up on the changes in 20.0 in relation to making for smaller and faster updates, additional changes have been made to more efficiently and correctly clean up old bundles when updating before downloading new & changed files
  • Added HoveTap and hold state to all medals on the stats screen
  • Odyssey Menu now supports the display of a seasonal theme
  • Added in a ‘Loop’ option to the Jukebox for current song
  • After having had a name set at least once before, Monkey Names can now be edited from the Player profile page
  • Added Search Functionality to the Achievements menu
  • Hidden Achievements now appear in the Achievements menu and display progress before being completely unlocked. Description & title will remain hidden until the achievement is earned. You can find these by searching for ‘???’
  • Added a new ‘More Money Pack’ offering 20 Cash Drops, 5 Monkey Farmers & 5 Thrive boosters at a discounted price

Bug Fixes & General Changes

  • Co-op Purchasing multiple continues in a row should no longer end in situations where the game is stuck losing even though no Bloons are leaking for some players
  • Resolved an issue with Co-op Black Medal not being properly displayed if you did not already possess the singleplayer Black Medal for that track
  • Dad of Quincy pet should now be visible again & will be re-enabled for purchase in the Trophy store on 21.0
  • Pets now have shadows
  • Using a restart before beating round 100 in any game will no longer lock off the round 100 insta from being awarded
  • Necro Bloons Reanimated & Transforming Tonics used now record to player stats
  • Added support to prevent the game crashing at launch under some situations where Player files were corrupted
  • Resolved an issue causing Advanced Challenge to sometimes not give any rewards at random
  • Gears on ‘Geared’ map should now rotate at a rate that will cause the teeth of the gears to not fall out of sync
  • Double tapping checkmark to place towers should no longer cause a crash
  • Decimals have been cut off from displaying in challenge editor
  • Jukebox should no longer scroll to the bottom of the song list when opened
  • Etienne, Adora, Heli Pilot and Engineer should correctly play placement sounds
  • Resolved some issues with selling towers crashing the game simulation
  • Resolved a Race issue with the ‘Last’ set round in a race being completed before the final Bloon of a previous round is popped caused the timer to continue for a second before victory being recorded
  • Updated Spring Spring map icon to match the actual map
  • Fixed some layering issues with Top Hats and Glue
  • Hitting ‘back’ from a monkey in the monkey menu no longer takes you all the way back to the primary menu
  • Monkey Knowledge respec option should no longer sometimes open twice when pressed
  • Odyssey stats correctly reset on replay
  • Resolved an issue where in the challenge editor less ‘slots’ were displayed than actual towers there are in the game
  • Current Race Rank will no longer disappear after opening rewards and exiting back out
  • Resolved a co-op crash related to players attempting to reconnect to a lobby that has already launched when on a bad internet connection
  • Co-op should correctly match all upgrades again after a resync
  • Added polish to some UI which was clipping under certain resolutions
  • Resolved some issues with a slight delay on the pause menu
  • Adjusted size of Odyssey description box to allow for more detail
  • Challenge Editor can again apply camo/regrow properties to apopalypse
  • Resolved an issue where starting an apopalypse game & restarting immediately would cause it to not begin
Boomerang Monkey
  • 204 Kylie Boomerang no longer loses the ability to hit 1 Bloon multiple times with regular attack
Ice Monkey
  • 4xx Embrittlement once again allows ‘Sharp’ damage to penetrate any Bloons frozen in the Embrittled state
  • x3x Placing an Arctic Wind on top of a flagship will no longer create an ice platform on top of the buccaneer
  • x3x Arctic Wind no longer inconsistently slows one of two Zebra children after popping a rainbow
Bomb Shooter
  • 024 Recursive Clusters now have an alternate missile projectile for recursive shots
Monkey Sub
  • Corrected a typo for Pre-emptive Strike’s description
Heli Pilot
  • x3x Downdraft Blowback effects can no longer push Bloons out of bounds
  • x5x Resolved an issue with Door Gunner allowing deployment on invalid terrain
Mortar Monkey
  • Resolved an issue with selling mortars leaving target circles on screen
Alchemist
  • Resolved an issue where Alchemist’s 320 increased number of shots for Berserker Brew would read the number it should give from the wrong upgrade & give a lower number
  • x4x Cookie Monster range buff from Strong Tonic knowledge lasts the entire duration
Super Monkey
  • 4xx Temple can no longer receive ‘water tower’ buffs unless it is placed in water
  • x3x Resolved an issue with Robo Monkey arm targeting which allowed same target or crashed on some devices.
Druid
  • 3xx Druid of the Storm Blowback effects can no longer push Bloons out of bounds
  • 5xx Superstorm no longer creates an additional cloud platform every time it is crosspathed
  • x5x Spirit of the Forest no longer deal damage inconsistently on different numbers of child spawns that come out of any Parent it destroys
  • xx5 Avatar of Wrath once again upgrades asset of projectiles
Banana Farm
  • x4x Abilities will no longer block others from being used while they are still in debt
Striker Jones
  • Zebra Children no longer have a chance to become immune to Jones’ immunity removal
Obyn Greenfoot
  • Level 11 Pierce buff applies in the correct order
  • Savegames now load totems with the correct skin applied
Benjamin
  • Level 16 description updated to reflect 2x Trojan cash
Pat Fusty
  • Level 10 ability no longer freezes the pause button until animation is done
  • Should no longer create invincible MOAB Class Bloons after grabbing a MOAB hooked by Buccaneer
  • Can no longer receive ‘water tower’ buffs unless it is placed in water
Adora
  • Reworked how Adora’s sacrifice functions in Extreme Odyssey events, so that it only consumes following the same rules as if you were to sell the towers

Desktop Version

  • Added a new options toggle to disable the precision ‘Nudge Mode’. With this disabled towers will always snap to where you click during placement
  • Your ‘Placement Mode’ is now saved locally per device rather than in your player save
  • In addition to ESC acting as a general hybrid back/pause button, the Tilde/Backquote key (~) will now act as an instant uninterruptible pause (unless you lose) that will only open the pause menu, not close it. As with all hotkeys this can be remapped from the options in the main menu.
  • Scrolling with the mouse wheel will now move at the correct speed on scroll-able menus that go from side-to-side
  • Uninstallation on steam will now open an additional prompt to remove all login information from your machine as well

Balance Changes

Boomerang Monkey:
Glaive Lord’s 502 gives no use over 520 with how the main attack currently works, so now 502 will additionally apply damage to the secondary revolving attack to target a different niche. MOAB Press spam is overperforming with a high 024 preference, so we are moving pierce from the base 004 into a 204 buff to give this choice some more high density round value.
  • 502 Glaive Lord Boomerang gains increased Orbital Glaives damage 2 -> 3
  • 004 MOAB Press pierce reduced from 300 -> 200
  • 104 MOAB Press pierce reduced from 350 -> 300
  • 204 MOAB Press pierce increased from 410 -> 420
Tack Shooter:
The Ring of Fire & Inferno Ring upgrades recently received a crosspath functional rework, as we’re happy with the x2x range/pierce combo now this small follow-up is just to bring a bit more impact to the short-range 402 variant.
  • 401 Ring of Fire crosspath now increases damage from 3 -> 4
  • 402 Ring of Fire crosspath now increases damage from 4 -> 5
  • 501 Inferno Ring crosspath now increases damage from 4 -> 5
  • 502 Inferno Ring crosspath now increases damage from 5 -> 6
Ice Monkey:
While Icicles is quite fun for midgame cleanup, we acknowledge points raised on Cryo Cannon trading off it’s freeze prowess too quickly when the smaller freeze area even with such a fast rate increase still overall makes it struggle to slow as effectively. To counter this a little we have doubled the freeze radius of Cryo Cannon, but also increased damage of both the Ice Balls & Icicles to highlight more the intention of this path swapping to a damage hybrid earlier.
  • xx3 Cryo Cannon Blast Radius increased 10 -> 20
  • xx3 Cryo Cannon ice ball damage increased 1 -> 2
  • xx4 Icicles 'shard' damage increased 1 -> 2
Glue Gunner:
The Bloon Solver recently received a small functional rework buff, this follow-up buff will make the stepping stones to it a little easier on saving.
  • 4xx Bloon Liquifier price reduced from $6500 -> $5500
Sniper Monkey:
To retain value in more Lead-heavy situations including against DDTs, this upgrade that has always allowed Lead popping to main attack will now also grant this to the Shrapnel from any shrapnel shot snipers mixing in this upgrade
  • 120 Shrapnel now gains Normal type damage from Full Metal Jacket
Monkey Buccaneer
Aircraft carriers have ongoing trouble with missing targets, these changes can hopefully offer a few extra ways of supporting the weakness internally while we keep investigating this.
  • 4xx Aircraft Carrier's forward dart projectile radius increased by 2
  • 5xx Carrier Flagship Missiles damage type changed from Explosive -> Normal
  • xx1 Long Range increases projectile speed of all attacks by +25%
Monkey Ace:
Tsar Bomba currently holds low value compared to multiple Ground Zero purchases aside from the stun, this greatly requested change should hopefully add more niche benefit .
  • x5x Tsar Bomba bombs damage type changes from Explosive -> Normal
  • x5x Tsar Bomba cooldown reduced from 45 -> 40
Heli Pilot
Heli Pilot manages on pursuit far too easily without any need to consider Bigger Jets unless camo or downdraft is required. For more crosspath variety than just ‘camo’ we moved more of the base Heli speed out and back into Bigger Jets with an overall buff to Bigger Jets. This should allow Bigger Jets to scale a little better than other helis through early speed ramping. Due to overall comparisons between Downdraft’s blowback & MOAB Shove we have also slashed MOAB Shove’s price by 30% to give it & Comanche more of a kickstart
  • Heli base speed reduced from 45 -> 40
  • x1x Bigger Jets speed increased from 67.5 to 70
  • xx4 Heli MOAB Shove price reduced from $5000 -> 3500
Mortar Monkey:
Mortar’s Faster Reload feels like a ‘required’ as a crosspath with Burny Stuff never scaling well on any path but it’s own. We like choices not requirements so to counter this we have made Burny Stuff scale with top-path damage & shifted a small amount of the speed from Faster Reload onto the base mortar and reduced base accuracy considerably.
  • Base Mortar random spread area increased in size from 18 -> 30
  • xx1 Increased Accuracy random spread area stays the same as it currently is (8)
  • Mortar base rate of fire increased from 2.2 -> 2
  • x1x Faster Reload rate buff reduced from 30% -> 25%
  • x2x Rapid Reload rate buff reduced from 30% -> 28%
  • 302 Shell Shock, Burny Stuff damage increased from 1 -> 2
  • 402 The Big One, Burny Stuff damage increased from 1 -> 3
  • 502 The Biggest One, Burny Stuff damage increased from 1 -> 25
Wizard Monkey:
Though it was never a goal for the base tower to be great, given the additional purple weakness since BTD5 and how poorly it currently performs we feel it deserves to take rank as the cheapest magic tower along with a small buff. Dragon’s Breath crosspathing has also been finished up along with a considerable boost to scale Dragon’s Breath up against Ceramics. Finally, Unpopped Army changes are also here! We wanted to cover all of the usability issues with this upgrade while also powering it up and expanding more on the mechanic that makes it so unique. We hope this will be enough to make Wizard very useful in a number of ways, but will be keeping a watchful eye on how it plays out.
  • 000 Wizard Monkey price reduced from $450 -> 400
  • 000 Wizard Monkey pierce increased from 2 -> 3
  • 030 Dragon's Breath, breath attack gains bonus damage to ceramic +1
  • 130 Dragon's Breath increases lifespan of Dragon Breath 0.4 -> 0.8
  • 040 Summon Phoenix projectile radius increased from 5 -> 6
  • 040 Summon Phoenix damage increased from 3 -> 4
  • 040 Summon Phoenix pierce increased from 5 -> 6
  • 040 Summon Phoenix projectile speed increased from 300 -> 350
  • xx4 Unpopped Army now gains a bonus to graveyard after round 81 to make up for the total decrease in child Bloons that are created from Super Ceramics (About 10 per pop)
  • xx4 Unpopped Army targeting has been reworked to function in a smarter way, summoning Zombie Bloons further back to avoid them spawning behind Bloons, and also on multi-lane tracks targeting the lanes that are likely to leak sooner
  • xx4 Unpopped Army now enhances the power of all of it’s attacks by 1 for every 200 souls in it’s Graveyard. This can stack up to 10 times for Prince of Darkness
  • xx5 Prince of Darkness max Graveyard capacity increased from 2000 -> 3000
Ninja Monkey:
While Sticky Bomb still has issues we are investigating, this damage buff allows Sticky Bombs to destroy all regular MOABs from round 81 to 100 in a single bomb in standard games whether they are fortified or not. In addition since this damage runs off a timed function, somewhat similar to Alchemist’s Unstable Concoction, we felt that adding a range increase to the Sticky attack similar to Concoction should give a better chance to actually explode before the target MOAB is destroyed by other towers.
  • xx4 Sticky Bomb damage increased from 400 to 500
  • xx4 Sticky Bomb 'sticky attack' range increased to Ninja's range * 1.5
Alchemist:
Follow up steps in overall balancing use of the 420 and 402 alchemist upgrades, this brings both combinations more in-line for total cost and allows us to think about Acid Pools as its own upgrade in future rather than worrying about the impact of changing 402.
  • xx1 Acid Pools & xx2 Faster Throwing upgrades have been swapped
  • 4xx Stronger Stimulant price increased from $2500 -> 3000
  • xx1 Faster Throwing price increased from 500 -> 650
  • xx2 Acid Pools price reduced from 600 -> 450
Druid:
We’ve wanted to work on this upgrade for a while but first had to deal with an issue causing it to perform far differently to intended. Unfortunately while we expected improvement from this fix, it ended up being an overall nerf. We have cut the price by a large amount to counter this and will revisit the upgrade again after this settles.
  • x5x Druid Spirit of the Forest price reduced from 50,000 -> 35,000
Spike Factory
Since launch xx2 has never brought enough to the table as a crosspath. Working into the long life trend of the bottom path we felt that introducing longer life at a ‘cross-pathable stage’ may work in some new niche. Along with this we made a couple small tweaks buffing what should be the ‘strength areas’ of a few of the more underperforming high tier Spike upgrades
  • xx1 Long Reach -> lifespan increased 70 -> 100
  • xx4 Deadly Spikes last for 1 more round before expiring
  • 041 Spike Storm lifespan will increase by 50% with this change
  • (No changes here carry over to xx3 Long Life Spikes or xx5 permaspike)
  • x5x Carpet of Spikes passive cooldown reduced 20s -> 15
  • 4xx Spiked Mines blast radius increased from 15 to 19
Engineer:
Engineer is quite poor in terms of crosspathing, so we’ve added crosspath benefits to Cleansing Foam as well as an overall price buff to the middle crosspathing upgrades. We’ve been somewhat unhappy with how Overclock sits in the game for a while and especially how the interaction with tower cost causes levelling heroes naturally to be far advantageous over purchasing upgrades when this is already underused. We have made an attempt to rework these issues by moving it to a tier-based system rather than price.
  • 5xx Sentry Paragon explosion damage increased from 85 -> 100
  • 010 Larger Service Area price reduced from $550 -> 250
  • 020 Deconstruction price increased from $200 -> 350
  • 230 Faster Engineering increases Cleansing Foam rate 2 -> 1.2
  • 031 Oversize Nails increases Cleansing Foam pierce 10 -> 15
  • x4x Overclock duration formula has been reworked to apply on a tier by tier basis rather than just lasting for a shorter duration based on the cost of the tower.
    • Based on the current “100% duration” of 60seconds
    • Overclock used on T5 duration reduced to 50%
    • Overclock used on T4 duration reduced to 75%
    • Overclock used on T3 duration remains at 100%
    • Overclock used on T2 duration increased by 25%
    • Overclock used on T1 duration increased by 50%
    • Overclock used on T0 duration increased by 75%
  • x4x Overclock for purpose of this duration, Hero tier is equivalent to 'Hero level / 4' (starting at level 0 rather than 1)
Captain Churchill:
Churchill is a chunky, expensive & slow levelling powerful hero, when he was launched he fit well in this spot but his synergies have not aged well. We have started with a small XP adjustment and greatly improved the power of his MOAB Barrage
  • XP Requirement for all levels reduced by 5%
  • Churchill level 10 MOAB Barrage damage increased 100 -> 200
  • Churchill level 20 MOAB Barrage damage increased 250 -> 500
Ezili:
It felt fitting for so many reasons right now, but in addition to Unpopped Army buffs Ezili will now offer them a large pierce boost who then in turn offer up an improved cleanup tower to assist Ezili in dealing with with her main weakness
  • Lv 11 Ezili also increases pierce of ALL Zombie Bloons you summon by +50%
Pat Fusty:
We feel that applying the entire recent Roar nerf right away from level 3 was a mistake. To alleviate the impact here we have increased the level 3 duration to a little more than it was
  • Lv 3 Rallying Roar buff duration increased from 5s -> 8
  • Lv 14 Rallying Roar buff duration remains the same
Adora:
Keeping in line with our “Slow” hero XP curve, Adora’s XP requirement will be reduced to match the new curve applied on Churchill
  • XP Requirement for all levels reduced by 5%
Etienne:
While he has been highly underrated, we wanted to fit in a few quality of life tweaks to add overall nicety and smoothen progression.
  • Lv3 Drone Swarm ability duration increased from 15 -> 17
  • Lv3 Drone Swarm ability lasts +0.5s longer for every level of Etienne
  • Lv16 Drone Swarm no longer increases ability duration
  • Lv20 'Ability' UCAV duration increased from 15 -> 20
  • Lv20 'Ability' UCAV deals normal damage for buff duration
submitted by NoSneezePlz to btd6 [link] [comments]

Bootleg Fiction Mixer Semifinals: LIBERATION MISSION

This Match Covers Rounds 10 and 11 on the Bracket

Rosters

Well, that disaster of a flight is finally over, and you’re approaching your next stop, a huge base of some kind owned by SciLab, decorated with some of the most top of the line technology you can think of.
You come face to face with the leader-in-command that’s assigned you the mission, they want you to work together with another Operator to face a high-stakes war against an army of Navis called “Darkloids”, they’re a syndicate of Navis who’ve taken to using illegal “Dark Chips” for power. They’ve managed to sanction off a large traffic part of the network, so your job is to infiltrate it and take them out, loosening their grasp. High ranking officials have taken to calling this syndicate - Nebula..
Your partner has had personal beef with Nebula before, with their Navis being deleted at the hands of the criminal syndicate, but thankfully, they’re not dead weight, they still have their battle chips and skills to make them worthwhile, so splitting the operating duty between your two Navis should prove worthwhile.
With the two of you introduced, it’s time to storm this hellscape of a network invasion. This place is massive, you can just about makeout two important looking figures in the distance, one closer to the middle of the area, and one stationed right by the back, presumably guarding some important information, or elsewhere on the network. Littered all over the place are dozens of tough looking viruses, these bad boys are everywhere, and are spilling out of vortexes in the area.
It quickly becomes apparent that you need to take out all of the Vortexes spawning the viruses to take down the head honchos, So you’ll be very spread out for most of it, to cover the most ground. You can’t let your guard down now, as this type of mission requires extreme patience and tenacity to pull through in one piece.
ADOPTIONS:
Yep, it's time for your adoptions, as there were a rather small amount of Backups left, this'll just be Operators and Chips. But I'm sure you'll manage fine.
proletlariet - Operator: Kronk & Yzma, Bonus Giga Chip: House Of Boom
ultim8_lifeform - Operator: Chazz Princeton, Bonus Giga Chip: Xiaolin Showdown
SerraNighthawk Operator - Jimmy Neutron, Bonus Giga Chip: UberCharge
saided02 Operator - Terence T. D'Arby, Bonus Giga Chip: Word Chain
NORMAL RULES
Jack In! Execute! - Who are your Navis? Who’s their operator? Give a rundown of your team and what they can do.
Surge of Power - Inevitably, you’re gonna get caught in some sort of situation you need to fight your way out of, being the protagonist of course, you’ll come out on top. No matter if you’ve got a slim-to-none chance of winning, you’re gonna do it, let's be real. Give us that miracle shot.
Chip Folder Locked - You’re not gonna be taking anyone else’s powers or chips in this, you’re stuck with what you start with, you can’t loot another combatant’s gear or download chip data off them. You of course, get a full revitalisation between rounds, but other than that, you’re on your own between your team.
Battle Chip Slot In! - You can only use your Giga Chip once per round, make sure it’s flashy and cool as fuck to do so you can swing that battle back in your favour. Or you can do it to flex, that also works.
2001 Internet is more stable than I remembered - Your Operator is always in contact with your navis in a video-call-esque manner, they’ll practically be face to face so don’t worry about communication.
Due Date - 25th of January, 6:00pm GMT.
ROUND RULES
A Total War - Both the enemy navis are amped up on Dark Chips, their battle prowess are much more threatening than what you’ve dealt with in the past, and they won’t listen to reason with this much dark influence. Additionally, they’re guarded by a nebulous energy that’s connected to the Dark Vortexes, so don’t think about trying to rush them out of the gate.
Heel’s Paradise - The map you need to infiltrate is massive, and there’s waves after waves of viruses, the bigger beefier viruses are guarding the vortexes, so they’re priority number one to take care of, so you can get to the head honchos faster.
You’re Not Alone! - You’ve got a new operator! And they come with their own Giga Chip, don’t worry, you don’t have to choose between using one or the other, both Operators can use their own Giga Chip independently.
FLAVOUR RULES
Battle Spirit - There’s a lot of Viruses getting in your way, I couldn’t possibly mandate what you should use, so go absolutely nuts on anything mook-like you wanna hack and slash your way through, it’ll be cathartic
A Serious Mission: This is the first time you’ve gotten clearance to enter your boss’ quarters, there’s probably a lot of important things going on, so feel free to elaborate on anything that may be useful in infiltrating the area.
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