Alligator escort

World Hunger Games: 17th Hunger Games: Finale + Aftermath

2023.05.28 20:49 Mortimer_Whimsiwick World Hunger Games: 17th Hunger Games: Finale + Aftermath

Day 2 came to a close along with the betting circuits. As by law, the betting circuits closed the moment ten tributes remained which was brought about by Carnelia’s death. Artemis and Luther revealed the betting statistics. The top three tributes from top to bottom were Mortimer, Cat, and Wolvthorne. Artemis claimed to have taken a gamble and betted on Cat. Luther stuck with his Mortimer vote, uttering his signature catchphrase, “Always vote for the best story”. Their attention was diverted to the victor’s lounge where Candace Freeman (victor of the 4th Hunger Games) drunkenly accused Gill of cheating and then devolving into a rant about how unfair it was that District 1 hadn’t done well in recent years. Bacchus Johnson (victor of the 9th Hunger Games) blamed their district mayor Baron Moriarty for his materialistic viewpoints and encouragement for overindulgence spoiling the district youth rotten. Fabeline Granger (victor of the 15th Hunger Games) chalked it up to Candace being a privileged drama queen before making a snide remark towards her husband, Capital superstar Paris Dinkley. Candace broke a bottle over her head in retaliation. Silas MacIntyre (victor of the 7th Hunger Games) wrapped Candace in a bear hug and threw her out of the room. Fabeline was taken to the infirmary, where she was treated for a gash on her head, receiving four stitches. Back in the commentator’s booth, Artemis was so far deep in the juicy drama that she missed the arena’s great reveal.
After a light breakfast, Mortimer and Cat decided they were ready to push through the brush. They were still feeling woozy from the powerful smell but felt the need to persevere. Cat took the lead and used her sword to cut through the foliage. Mortimer kept the rear and scanned the lake, searching for any approaching tributes. After about ten minutes, Cat cut through the last bush and was mystified by what lay ahead. Mortimer caught up and turned to see the arena’s hidden surprise.
It was a derelict pirate ship nestled on a mound of sand. The ship appeared abandoned and worn down, the cameras spotting holes in the hull. It was also without sails, leaving naked wooden poles. Cat wondered why this would be such a big deal, saying the place looked unsafe. Mortimer agreed and guessed it wasn’t for floating, using the holes and lack of sails as proof. Cat suggested they check it out anyway, guessing this was where the final showdown will take place. He agreed and the two made their way up.
Now that the secret location was found, the gamemakers made preparations for the finale. The alligators were called back, but not soon enough for Peggy (8), who was ripped to shreds and cannon sounding as Mortimer and Cat climbed the ship’s ladder. Head Gamemaker Grimstone’s voice rang throughout the arena. He congratulated the remaining six tributes and instructed them to make their way across the lake for the final showdown. Suddenly, large stones rose from the lake’s depths, all lining up to create a path towards the ship. For those farthest away, a large blue light emanated above the ship. All the remaining tributes rushed towards the ship as fast as they could. Jassy (12) was the first to make it across the lake despite falling off the stone path three times. Andrei (2) and Wolvthorne (7) were both minutes behind her and after grabbing their supplies proceeded onto the stone path. Wolvthorne was following behind a disoriented Andrei and took this opportunity to lodge his axe into his back, fracturing his spine. Andrei roared in pain and anger, but his cries were silenced when he was thrown into the lake. His injury prevented him from staying afloat and his cannon sounded three minutes later. Horace (10) was the last to make it across, feeling weak from the smell.
Mortimer and Cat were already on the poop deck when the announcement happened. They were elated to discover the sulphur smell to not be present anymore and tore off their masks. They hastily surveyed the deck, looking for a hiding place or any sort of useful tool. Cat realized that the entrances into the bowels of the ship were closed off, leaving them stranded out in the open on the deck. Mortimer considered their options and surrendered to their only option: making a stand. The two brandished their weapons and waited by the ladder, waiting for anyone to climb up.
Jassy noticed this and circled around to the other side and found another ladder. Wolvthorne followed suit. Jassy crept up onto the deck and spotted Mortimer and Cat staring down the ship. She notched her last arrow into her bow and aimed carefully. Her accuracy was slightly off when she released, and the arrow landed in Mortimer’s left bicep. He grunted in pain, causing him to drop his trident off the side of the ship. The surprised Cat turned to see Jassy standing there shell shocked over her failed assassination attempt. Cat chased after her around the deck, attempting to swipe at her with her sword. While the two were distracted, Wolvthorne pulled himself up and narrowed his sights on Mortimer. Weaponless, Mortimer nevertheless stood his ground and faced him. Wolvthorne told him he would pay for killing his partner, but he scoffed and reminded him there could only be one winner. An enraged Wolvthorne charged with axe in hand. Mortimer dodged his attack and began to run across the deck. Wolvthorne continued in hot pursuit, with Mortimer continuously evading his attacks. This became a hilarious game of cat and mouse, Artemis flinching every time Wolvthorne’s axe was within an inch of Mortimer’s head.
Meanwhile, Horace (10) finally emerged and noticed the separate fights going on. He decided to go after the girls, seeing the two men as a greater threat. Cat chased Jassy up to the steering wheel and managed to corner her. Jassy begged for her life, even offering to help defeat Wolvthorne. Cat remained unfazed and thrust her sword into her chest, sounding her cannon seconds later. Horace used the distraction to tackle Cat to the ground. He held her down with all his might and tried to wretch the sword out of her hand. She bit down on his hand so hard that blood began to pool. The crowds in Maximus Square were surprised by the power of her jaw. Cat ripped a flap of skin clean off Horace’s hand, drops of blood decorating her face. She regained possession of her sword and swung it back behind her. The blade lodged itself into the side of his head, sounding his cannon instantly. Out of breath, she limped to the railing and saw Mortimer was in trouble. She ran down the stairs to help her ally.
Despite the harrowing battle Cat was enduring, most of the attention was on the game of cat and mouse between Mortimer and Wolvthorne. At the same time Cat was struggling to escape Horace’s weight, one of Wolvthorne’s strikes demolished a wooden support beam that held a small above deck which would’ve led to the captain’s quarters. A particularly large cornerstone of the deck above fell onto Wolvthorne’s head, causing him to stumble back and collide with the ship’s edge. Mortimer used this opportunity to rush him and try pushing him off. Wolvthorne was much bigger than him and barely budged. However, Mortimer was successful in making him drop his axe. Wolvthorne headbutted Mortimer and shoved him to the ground. He attempted to choke him, but Mortimer twisted himself around and wrapped his legs around Wolvthorne’s torso. He used his elbows to push himself over his opponent’s back and pulled on his right arm all the while still keeping his leg grip. Wolvthorne struggled for a moment before wrestling himself free. He put him in a chokehold and slammed his face into the ground. He squeezed as hard as he could while Mortimer tried and failed to struggle. Many viewers in Maximus Square were cheering for Mortimer to fight back, mostly due to their betting money going towards him.
The prayers of the Buccaneers were answered when a sword entered Wolvthorne’s back and exited out his abdomen. Wolvthorne’s grip softened, enabling Mortimer to squeeze himself free. Wolvthorne turned to see Cat standing there with a determined look on her face. With the last bit of his strength, he lunged at Cat and pulled her into the blade protruding from his stomach. Cat let out a gasp as the blade entered her body. The Capital was shocked by the sudden turn of events but not as horrified as Mortimer. He grabbed the handle and looked at Cat. She looked upon him in sorrow and nodded her head. Mortimer unsheathed the sword from both bodies and thrust the blade into Wolvthorne’s brain, sounding his cannon instantly.
Mortimer thanked her for being his ally and a true friend. He quickly surveyed the skies. He leaned forward, brought his mouth to Cat’s ear, and began to whisper. The arena’s concealed microphones couldn’t decipher anything. Cat’s final words were, “Don’t worry. Patient confidentiality.” Her cannon sounded seconds later. Head Gamemaker Grimstone declared Mortimer Beckett of District 4 the victor of the 17th Hunger Games. Mortimer felt immense relief and let himself crumple onto the floor. The retrieval team arrived to pick him up and he came with them without a fight.
Mortimer was airlifted to the Maximus Hospital for medical examination. The arrow wound was stitched together and the cut over his eye received treatment, leaving two tic marks at the 2 o’clock and 8 o’clock positions. He was released two days later and was instructed to take it easy. Minerva escorted him back to the apartment, feeling happy he won. They reunited with Gill Henderson, who congratulated him for his win. While Mortimer admitted he felt grateful to have survived, he couldn’t stop thinking about Cat and how she was more deserving. Gill assured him that she sacrificed herself because she believed in him. He remained unconvinced, so Gill took him on a field trip to the Capital’s Oakley Museum of Art, recently erected by Silas MacIntyre (victor of the 7th Hunger Games) and Candace Freeman (victor of the 4th Hunger Games). It was there he met Phoebe Bentley and the two spent hours at the museum talking. Their intimate conversation helped Mortimer significantly, cheering him up enough to meet Gill at the Dipping Downer’s bar to drink with Bacchus Johnson (victor of the 9th Hunger Games) and Quarry Grounds (victor of the 12th Hunger Games).
The victor’s interview arrived and gathered a decent turnaround. Artemis and Luther wore matching outfits, reminiscent of the clothes swamp tour guides wore before the Dark Days. During the opening monologue, Luther expressed how pleased he was of the recent games giving them powerful personal journeys with the victors. Artemis said that while he was no Ashley Chen (victor of the 13th Hunger Games) or Sherpa Kapoor (victor of the 16th Hunger Games), she greatly enjoyed Mortimer’s performance. Mortimer entered the stage sporting something completely unexpected. His now famous tattoo was visible, but the suit he wore was intricately cut around it. The top half was sky blue while the bottom half was dark blue with wavy patterns making it look almost like the ocean. The funny part was him wearing a cap with a small cartoonish gator's head attached to the front.
Artemis and Luther started off by marveling at his outfit, calling it a revolution in fashion design. Mortimer attributed this to Minerva, the same person who polished the tattoo for the pre games interview. Artemis asked if he would get new tattoos, him saying he is planning on it. The first half of the interview was casual, covering topics of tattoo suggestions, his time at the bar with Bacchus and Quarry, and Minerva’s hard work on his outfit. The games eventually came up in conversation with Mortimer describing it “as if walking in a wet blanket that was also in the sewer”. Luther asked about the alligators and what motivated him to wrestle them. Mortimer tensed up but answered that he was trying to save Pearl. Artemis asked how much of a role she played in his victory. Mortimer credited her for getting the ball rolling in helping him realise to not give up on humanity. He saw her as the little sister he never had and wished he would have thanked her. Luther noted that since she got the ball rolling, it was someone else who broke through to him. Mortimer realised he was talking about Cat. He expressed how he felt she deserved to win more than him and how he chose to not let her sacrifice go to waste. Artemis admitted that while she betted on Cat, she was glad he made it, calling her Golden Victor material. Mortimer appreciated her sentiment. Luther reminded them that he was certainly a Golden Victor, citing his impressive chemistry skills and literally wrestling with an alligator. Him and Artemis dismissed Mortimer from the stage to rapturous applause, calling him “Captain Gator”, which became his victor’s nickname.
Mortimer was invited to some parties in the Capital. Gill accompanied him and stole the spotlight numerous times when requested to do shanties. Mortimer would dance along always with a drink in hand. He returned to District 4 and received a warm welcome from its citizens. He used the stage to openly apologise to those he turned away and for being a hoodlum. His reunion with his girlfriend Meridia was passionate and heartwarming, but not as much as the one with his father. Two weeks later, his request for Edward Beckett to undergo back surgery at the Capital was improved with a letter of recommendation personally penned by Gill. Edward’s damaged spinal disc was replaced with a flexible prosthetic. However, the surgery was a minimal success, removing some of the pain and enabling him to walk only small increments with assistance from a cane. Mortimer felt dejected over this but was humbled when several townsfolk pitched in to craft a wheelchair for him. Mortimer and his father partnered with Gill to start a rehabilitation center to help the injured and disabled workers of District 4 and the Island Bases. He further expanded his knowledge of chemistry and medicine, becoming District 4’s chief doctor. He crafted pain medication from the SHC compound delivered to him by Phoebe Bentley and prescribed them to various members of the district.
Mortimer made right by his promise and mended his relationships. He and Pearl’s father Alexander Riverstone crafted new nonalcoholic drinks, a certain cherry lime drink inspiring the Johnson’s Jazzy Juices future classic: the Beach Blanket. He also patched things up with Meridia’s father, the two often going on fishing trips together. His reputation only grew and grew until he was elected mayor of District 4 by the 31st Hunger Games. Mortimer grew closer to Gill and mentored alongside him until the next D4 victor was crowned. He became good friends with Phoebe Bentley as well, supplying him with chemistry textbooks and new batches of the warmweed’s SHC compound. In honor of Cat, he had Meridia etch a sea green ribbon tattoo, which represented mental health awareness, around the treasure chest. He was also friends with Corpse Beckford (victor of the 10th Hunger Games) who gifted him and Meridia tattoo inks for his birthday. Quarry Grounds (victor of the 12th Hunger Games) was also in Mortimer's good graces after he gifted Edward a special redwood cane with a beautiful marble topper.
Things were complicated when it came to his relationship with Meridia. Initially, they grew much closer, her giving him sea serpent tattoos on both his arms in addition to the ribbon. Unfortunately, five months before next year’s game, the two broke off the relationship. However, after the tumultuous 18th Hunger Games, the two reconciled and married a week before the reaping of the 19th Hunger Games. The two had five kids, naming his first daughter Katherine, after his deceased ally.
Mortimer was one of the four Golden Victors to disappear alongside Vixen Furtherson (victor of the 14th Hunger Games) after Savannah Pickett (victor of the 6th Hunger Games)’s death before the 41st Hunger Games. Days after the 47th Hunger Games, the underground terrorist group The Phoenix Fighters leaked two dossiers days apart. The first revealing reports of many accidents taking place on the military island bases. It also highlighted some cases of peacekeepers overworking and in some cases beating workers. The same dossier also revealed how Edward Beckett’s ‘accident’ was actually caused by the Faroe Island Base’s assistant supervisor Plutarch Manson. Manson was found dead in his Capital apartment three days later, his throat slit.
The second dossier revealed evidence of the reapings being tampered with over the years, whether it’d be names added, taken out, or scrubbed. The second dossier instigated some chaos in the districts, which was hastily subdued by the peacekeepers. Mortimer was never seen again, though there was heavy speculation regarding his possible membership in The Phoenix Fighters. On occasion, Capital navy ships and submarines would be attacked and looted under mysterious circumstances. One survivor named Lemuel Stanton blamed everything on a ‘ghost submarine’, one no one could see on the radar nor in person. A fair pocket of Capital analysts suspected Mortimer but lack of evidence kept his bounty from increasing.
submitted by Mortimer_Whimsiwick to christianblanco [link] [comments]


2023.04.19 16:19 James_Grove Airborne forces

Airborne forces

https://reddit.com/link/12ruu53/video/l3guthdxnuua1/player
Meet the first major update of 2023! Enlisted now has a new class, the paratroopers! These elite fighters are trained to handle any infantry weapons, can jump from a transport aircraft to any point in the battle, and with them a supply box is dropped from which the squad can take the most powerful weapons! With the release of the update, the first soldiers of this class can be purchased in the store or obtained from the new Reinforcements received event. In the future, there will be new squads for different campaigns.
https://preview.redd.it/h0l8ysb0ouua1.png?width=1920&format=png&auto=webp&s=65ec5e6921920e12f37670e317dc35067777ff49
With the new Presets mechanic, you can save several different equipment options for your soldiers, and then in a couple of clicks switch between them, trying new tactics and not losing lovingly assembled familiar sets. You can even change up the squads of your army — and then just as easily go back to the previous options.
https://preview.redd.it/9sa0feq4ouua1.png?width=1920&format=png&auto=webp&s=67a7ae09c1ea88a382a91ffd476920274d1f5e8e
The game now has custom home screens. Tired of the mysterious fog? Replace it with one of the many player-created screens. These can be parts of locations represented in the game, or even places created from scratch by the players. And it's easy to install! Check out sandbox.enlisted.net.
https://preview.redd.it/40kbqkd7ouua1.png?width=1916&format=png&auto=webp&s=303120f52978fdefc238936982d14a40077f484d
This update brings many other nice improvements to Enlisted. These include bug fixes, improvements to the replay mechanics, refined camera positioning on some weapons, engineers' anti-aircraft guns unique to different countries, and much more.

WEAPONRY AND SOLDIERS

  • Added squad presets functionality.
  • Added weapons and equipment presets functionality.
  • Adjusted the angle of submachine guns, rifles and machine guns in first-person view, which allows for a better view of the weapon details.
  • Added a backpack slot research for premium squads that is unlocked by default, which can be changed to a secondary weapon slot.
  • The anti-aircraft guns built by engineers were replaced with those of the respective countries: Flak-38 (Germany, Italy), Type 98 (Japan), 72-K (USSR), and Polsten (USA, Britain).
  • Paratrooper uniforms were issued to the following Axis landing units in the Invasion of Normandy campaign:
    • 46th Jaeger Regiment, 16th Air Field Division;
    • 6th Parachute Regiment, 2nd Parachute Division;
    • 5th Engineer Battalion, 5th Parachute Division;
    • 3rd Mortar Battalion, 3rd Parachute Division;
    • 25th Parachute Regiment, 9th Parachute Division;
    • 27th Parachute Regiment, 9th Parachute Division.
  • The appearance of soldiers of the 260th Infantry Regiment, 113th Infantry Division, for the Axis side in the Battle of Stalingrad campaign has been adjusted.
  • The sight and textures of the GrB 39 have been updated, changing the zeroing distance is now possible.
  • Added an upgrade to the flamethrower squads of the Battle of Moscow and Battle of Berlin campaigns, allowing engineers to build Ampulomets.
  • Added new Pacific war campaign levels with weapons: M2 Carbine and Type 4 rifle.
  • Added new weapons for premium paratrooper squads: Krieghoff FG and M1928A1 Thompson with a 100-round magazine.
  • The MP40/1 now has the same damage as the MP 40.
  • Reduced the Beretta M31's reload time from 3.2 to 2.8 seconds.
  • Corrected the weight on several rifle's stat cards.
  • Adjusted the weight of multiple weapons in the Pacific war campaign.

VEHICLES

  • Added new levels of vehicles to the Pacific war campaign: AP-1 and B5N2 planes, M8 Scott and Ho-I tanks.
  • Fixed a bug that caused the amphibious Ka-Mi tank to not be able to reverse in water.
  • Fixed a bug that sometimes made players see only the tracks of the destroyed tank, and not the armored vehicle itself.
  • Fixed a bug that made it impossible to shoot smoke from tanks on a gamepad in some cases.
  • Mosquito FB.Mk.VI — corrected position of pilot's head toward sight.
  • Beaufighter Mk VIc — added 250 lb bombs to the suspended armament, updated aircraft physics model.
  • SOC-1 — fixed a bug which caused unnatural twisting of the hand on the control stick.
  • HS-123A-1 — fixed a bug which caused the pilot's hands not to touch the manual controls.
  • Su-2 — fixed a bug which could make a gunner hang out of the airplane hull.
  • Fixed a bug which caused the player to see an incorrect cockpit position right after respawn.
  • Added a new stabilization mechanism for tanks which historically had stabilizer or shoulder rests. The list of tanks in which stabilizer or shoulder rest will be available:
    • LVT(A)(1)
    • M24
    • M2A4
    • M4A1 (76) W
    • M4A2
    • M4A3E2 “Jumbo”
    • M3 Stuart
    • M3 Stuart Flame
    • M5A1 Stuart
    • M8 “Greyhound”
    • Calliope
    • Ka-Mi
    • Ka-Chi
    • Ke-Ni
    • Ha-Go
    • Chi-Ha
    • Chi-Ha Kai
    • A13 Mk.ll
    • Churchill III
    • Crusader
    • Daimler Mk.II
    • Matilda
    • Mk I “Grant”
    • Sherman II
    • M-3 Medium (Lend-Lease)
    • Valentine (Lend-Lease)
    • M4A2 (76) W (Lend-Lease)
    • Pz. II C
    • Pz.38(t) F

AI SOLDIERS

  • Fixed a bug that caused AI soldiers to step into flames burning on the map by default and catch fire.
  • AI soldiers no longer use flamethrowers at extra-long range.
  • AI soldiers are now more accurate at throwing grenades.
  • AI soldiers now look around more naturally.
  • AI soldiers have learned how to get out of hard-to-reach places and are now less prone to getting stuck.
  • AI soldiers can now see fast-moving enemies better.
  • AI soldiers are no longer able to immediately spot enemies behind their backs or on their flanks.

CONTROLS

  • Fixed a bug with charging: now if the player tries to crouch during the charge with a cold weapon, the animation will be interrupted.
  • Fixed the inability to use a stationary machine gun when there is a grenade nearby that can be thrown back.
  • Fixed a bug when switching contact list tabs with a gamepad.
  • Fixed a bug that made it impossible to select barbed wire in the construction menu on the gamepad.

ANIMATIONS AND SOUNDS

  • Fixed the shooting sound of the Italian Breda Mod. 38.
  • Synchronized reloading sounds for a number of weapons.
  • Added an option in the settings to disable the "ticking" sound during point capture.
  • Updated the reverb effect outdoors and indoors.
  • Added sound effects of wind in ears when falling and wind with fabric fluttering when flying with a parachute open.
  • Added new sound effects for anti-aircraft projectile explosions in the sky.
  • Updated the sound effects of the FP-3's engine.
  • Updated the fire sound effects for fireplaces in houses were updated.

VISUAL EFFECTS

  • Contrail effects of planes were updated.
  • Updated water effects while swimming.
  • The flash effect from a light firearm shot has been made more obvious.

LOCATIONS AND MISSIONS

  • New location: Steel Plant in the Battle of Normandy campaign.
  • Added new missions: Steel Mill North (Invasion), Steel Mill South (Invasion), Power plant (Invasion) in the Battle of Normandy campaign.
  • A new weather variation was added in the Battle of Normandy campaign: rain with thunderstorms.
  • Added a new mission: Al Har(Assault) in the Battle of Tunisia campaign.
  • Added a new mission: Alligator Creek (Conquest) in the Pacific War campaign.
  • Added a new mission: Vysokovo Village (Destruction) in the Battle of Moscow campaign.
  • Added a new mission: Ministry Garden South (Axis) in the Battle of Berlin campaign.
  • Added a new mission: Tractor Plant West (Destruction) in the Battle of Stalingrad campaign.
  • Changed respawn point locations and capture time in Ministry Garden (Assault) mission in the Battle of Berlin campaign.
  • Fixed some infantry respawn points in La Perelle Village (Invasion) in the Battle of Normandy campaign.
  • Fixed some infantry respawn points in the Oasis North (Invasion) mission in the Battle of Tunisia campaign.
  • Fixed some infantry respawn points in Quarry South (Invasion) and Quarry North (Invasion) in the Battle of Moscow campaign.
  • Fixed some infantry respawn points in The Voskhod settlement (Confrontation) in the Battle of Moscow campaign.
  • Fixed some infantry and vehicles respawn points in the Omer (Invasion) mission in the Battle of Normandy campaign.
  • Increased combat zones in the Fortified district (Invasion) mission in the Battle of Moscow campaign.
  • Fixed a bug that caused the speaker in the Armored Train Escort mission to talk about capturing half of the points a point later.

REPLAYS

  • Added a pop-up message when taking a screenshot in a replay saying that it has been saved.
  • Added more "advanced settings" to the game interface in replays.
  • Fixed incorrect display of aircraft thrust and flaps in replays.
  • Fixed a bug which caused unfinished replay to run indefinitely.
  • Added display of class icons for all teams in the post-fight statistics window.
  • Fixed a bug that caused replays to be duplicated in the list.
  • Fixed display of ally markers on the minimap in replay.
  • Replays now correctly display the progress of vehicle repair.
  • Replays now correctly display the progress of existing vehicles.
  • Fixed the camera position in replays when the player uses the sniper sights.
  • Fixed the incorrect camera behavior in replays when the player is using light vehicles placed on the map.
  • Fixed rare hang when attempting to access the replay site.
  • Clarified the warning when the player cancels the replay download.

USER MODIFICATIONS EDITOR

  • Added support for custom home screens. To install, simply place the file named hangar.blk in the folder userGameMods, located in the directory of the game. Custom screens can be found at sandbox.enlisted.net.

OTHER IMPROVEMENTS

  • Optimized CPU load.
  • Added a benchmark for GPU's performance test to the settings.
  • Added the display of vehicle resupply points in the squad selection menu.
  • Changed background color for capture point icons in the Invasion mode.
  • Now, if a player tries to move an equipment that they do not have in stock to a slot, the equipment purchase window will open.
  • The old "Auto-equip" and "Remove unnecessary equipment" buttons have been moved to equipment sets.
  • Players who did not select a respawn point will now spawn in a direction where there are not enough allies.
  • The medal for unique soldiers now has a nationality.
  • Added a Battle Hero award for the best game by several squads.
  • Added a Battle Hero award for the best game by a soldier who survived to the end of the battle.
  • Added a Battle Hero award for the destruction of the enemy while playing as a paratrooper.
  • Added a Battle Hero award for the best play of the medic and rider classes.
  • Added new Battle Hero awards for the destruction of multiple enemy infantry and vehicles in one soldier's life.
  • Vehicle repair icon is no longer displayed above allied vehicles, if the player themselves is in a vehicle.
  • Now the menu to switch between soldiers will not be displayed if only one member of the squad is left alive.
  • Fixed a bug that made it impossible to mark an object with smoke behind it.
  • Fixed a bug that caused a soldier to die when getting out of an anti-aircraft gun built on a pier.
  • Fixed a bug that caused the screen to remain black and white if the player managed to return to the battlefield after landing a plane.
  • The display of mine icons in battle has been returned.
  • Changed the color of the kill-log's background: now the log will look good on both light and dark backgrounds.
  • Fixed a bug that would appear when trying to re-join players in a squad.
  • Fixed a bug that caused increased traffic at the beginning of the session.
  • Fixed a bug that caused players to lose control of their squad.
  • Improved the harmonized mode — now it harmonizes the interface as well.
  • Fixed the display of the pointer that shows the direction of the allied player's movement on the map.
  • Position of the point capture indicator when the player is on the point is shifted closer to the center of the screen.
submitted by James_Grove to enlistedgame [link] [comments]


2023.04.16 16:28 Harvey_Hawk [M4M] The Library Gargoyle [Romance] [Soft Fantasy] [Gargoyle Speaker]

THIS SCRIPT IS OKAY TO BE RECORDED AND MONETIZED! Please credit me if you use it.
Small edits and improv are okay
Categories: M4M, Gay, Fantasy, Romance
Synopsis: The listener has fallen asleep at the local library, causing them to be locked in for the night. One of the library's local gargoyles, Brool, finds them asleep at one of the tables and accidentally wakes them up.
About Brool: "Brool" means a low roar or deep murmur. If that does not match the speaker's voice, feel free to change his name. Brool is lonely, less athletic than his fellow gargoyles, and enjoys literature. He has a scholar's mind and romantic heart, but he can also be awkward, overly idealistic, and at times downright rude. Also, he is very gay.
Words: 1785
Ellipses (...) are listener replies
Google Doc
[Footsteps]
BROOL
Hm. The librarian forgot to draw the curtains again. Well, what better night than that of a full moon. A few dark clouds, but how gently the light illuminates their silver outlines. It's
a perfect night for -
[Shifting]
Huh?
(Whispering) He's asleep. But what is he still doing here? The staff should have locked up half an hour ago. Did no one do a final sweep before closing?
(Whispering) And he had to fall asleep right in front of the romance section. There go my plans for the night.
(Whispering) Well... At least he is a handsome stranger
[Shifting]
(Whispering) I should go -
[Thunk]
Agh! Shit, my tail! ...
Oh. Um. H-hello. Lovely night, isn't it? Aside from the storm rolling in, of course –
...
Ah, no no no no! Calm down, please don't scream. Please? I promise, I won't harm you. Truly, I won't! On my honor.
...
I am a gargoyle. Perhaps you've seen me before? Up on the corner ledge on the front of the building?
...
Yes, that would be me! We gargoyles sleep during the day. Or, rather, we go into a dormant, half-awake state.
...
Hahaha! No, my dear. It's not like that at all. We aren't -- we don't turn to stone, goodness! We can move around if we so choose, gargoyles are simply nocturnal.
...
It may look so, but it's actually thick keratin, much like alligator skin.
...
Pardon?! Y-you would like to -- to feel it?
Ahem. Ah, it's fine. You managed to catch me a bit off--guard is all. However,... I do believe curiosity should be rewarded. And while usually such a request would be entirely improper... you may touch my arm.
...
My... your hands are very soft.
(Whispering) His fingertips are like rose petals...
Hm? Ah, nothing!
...
The other gargoyles? Yes, they're awake. Though they prefer to keep to themselves. They often wander off at night, so we don't spend much time together. They prefer more athletic pursuits, but I... Well, truth be told I'm not the strongest flier. Oh, I fly down to the docks on occasion, but never farther. Though, what I lack in strength I make up for in knowledge! I have an entire library at my claw-tips, after all.
...
Not every book, no. While I have attempted all of them - save for the newest arrivals - there are some not even I can stomach. And I consider myself quite liberal in my standards. Even if I don't particularly enjoy a book, I can usually still appreciate it. Some, though...
...
My favorite? Poetry. The classics, mostly. Bashō, Hughes, Dickenson. But, particularly, um... Neruda, Hemphill, and Essex.
....
(Disappointed) You haven't? Well, no matter! There are plenty of anthologies you can borrow here. I was actually going to take a book down to the docks to read, but those storm clouds are moving in quick. Ah, well. We can stay in and I'll show you my trove of knowledge-- I have a personal collection of books not even the librarian has heard of! What do you usually read?
...
Oh? I haven't heard that title. Is it a novel or a collection of essays, or...
...
An online comic strip. I see.
...
Nothing! There's nothing wrong with that at all! Any art is worth making, I just... From all of those journals and books strewn about the table, I assumed you were a scholarly type and into, you know... more intellectually stimulating material.
[Journal opening, pages flipping]
What the - these are all doodles of little sheep on dates! But, but then what are all of these -- ah, these are all... romance novels.
...
Date ideas. For the sheep. Of course. So... You aren't a prodigious scholar burning the candle at both ends?
...
You're a cashier who does art commissions on the side?
...
Well -- I don't know! Wishful thinking, perhaps? So I have a thing for the academic types, so what? When your only company is fantasy romance protagonists, you tend to idealize a bit in your head.
...
That's -- that's not what I meant, I --
...
No, I...
(Sigh) You're right. You must just want to return home, but here I am making such judgements and being unnecessarily rude. I haven't even asked your name. My apologies, dear. This is my first conversation with a human, you see. Perhaps we could try again?
...
Thank you, dear. My name is Brool. It's a pleasure to meet you. Now, how did you manage to sleep all the way through closing?
...
Yes, well. Unfortunately, those sugar-loaded energy drinks only keep you wired for so long. I assume the crash put you right out. Hm... the bus station is not too far of a walk if you would like me to escort you.
...
You don't have fare money? And you're new in town so you don't have a pass... That makes things a bit harder. You've memorized your address, haven't you? If it's not too far, maybe I can fly you there before the storm rolls in.
...
You live near the docks. You are quite the unlucky human tonight, aren't you, dear? ...
Oh? And why not?
...
(Flustered) Well, I, uh -- that's -- um. Ahem. That's. Very kind of you to say. I find myself enjoying your company, as well.
Now, as for your situation. How about you stay here for the night? You would be heading right into the storm if you left, and the librarian has a sofa and some snacks in her office. You can sleep there.
...
Of course. The librarian always forgets to lock it. She's getting up there in age. It should be perfect.
...
Is that so? You certainly seemed tired when you were slumped over your notebooks.
...
Haha! I'm just teasing, dear. I understand it would be hard to sleep in these circumstances. Come along. The storm hasn't reached us yet. It may be a bit bluster, but we may have time for a stroll in the garden before the rain comes.
...
No need to worry. The library's security alarm will take but a moment to disable, then we can go through the employee door in the back.
[Sound of wind, rustling, maybe wind-chimes]
Why do you look so nervous? Is something wrong? ....
The storm... Frightens you? Oh, don't be silly, dear! Right now it's just wind and distant thunder. There's nothing to worry about. Besides, I'll be there to catch you if a gust of wind tries to sweep you away.
...
Ah, fresh air... mmh, feels good to finally stretch my wings... Ah, human? Why are you staring?
...
Beautiful...? Oh! It is beautiful, isn't it? The local schoolkids planted this garden. I often come out here to read Bashō . "The face of a flowe is it feeling shy/ the hazy moonlight."
(Sigh) Ah, the haiku. Truly, one of the most evocative forms of poetry despite its brevity. I must admit, the ability to be concise is lost on many a poet, myself included –
...
Hm? Me?! No - well, yes, I did just say - but I'm hardly any good! Not by any professional standards. It's simply a hobby, really.
...
You would? Well... My poetry is rather special to me. It's very personal, you see, so I rather like to keep it private. We've only just met each other and –
[Thunder]
Goodness! Are you alright? I didn't know humans could jump so high. ...
Right, the storm. Would you like to go inside?
...
Are you sure?
...
Hold my hand? I... suppose that would be alright, if it would make you feel better... Oh, human. You're trembling. Here, let me shield you from the wind with my wing. There we are. How's that, dear?
...
Good.
...
Oh, it's not that. I just haven't shared my poetry with anyone before. As you can imagine, I've scarcely had the chance.
...
Certainly not! The others don't share my appreciation for the literary arts. I doubt they would take my work seriously.
That isn't to say I dislike them! They're good folk; we've protected the library together since it was built. We simply have nothing in common.
...
Gargoyles are creatures made of magic. Historically, humans aren't often fond of magic. And if they are, it's only for their own benefit.
...
Well, the library is my place. Every gargoyle has a place they protect. My family has lived in this town for generations, and the library is where I feel the most at home. I can't quite explain what it feels like, it's just an instinct.
...
This again? You really aren't going to let it go, are you?
...
Hm... I suppose a fresh pair of eyes would be helpful... How about this? We're still getting to know each other. Let's see where the night takes us, dear. We can talk, and when you're ready to sleep you can retire to the librarian's office. I'll write a poem especially for you while you rest, then once the storm passes I'll take you home.
...
Yes, then you can read my poem.
...
It's perfectly fair. You can tell me what you thought of it tomorrow night.
[Thunder, rain
Damn it all, looks like the storm caught up to us.
...
Oh, don't fret! It's alright, dear. Come on, take my arm. Back inside we go.
...
Ahaha, don't worry about that, dear. The water will drain through the spout whether I'm there or not.
...
Of course it counts. Who here is the gargoyle?
...
The rain doesn't bother me in the slightest. It slides right off my skin. It can be a pain to fly in, but other than that I find it rather refreshing. Now, let's warm you up and get you something warm to eat.
[Time Skip]
There you are, my dear. It isn't much, but this portable heater should keep you warm through the night. Have you had enough to eat?
...
Good. As forgetful as the librarian is, she always keeps her snack drawer fully stocked. Now, try to get some rest. I'll wake you early to fly you home.
What's wrong? Are you still on edge?
...
A bit....Very well. I'll stay by your side until you fall asleep. Lie back and relax, my dear. When you wake the storm will have passed.
...
Yes, and I will have written your poem. If there's time before the library opens, I may even recite it to you.
...
Yes, really. Now goodnight, my dear.
[Pen/pencil on paper]
END
submitted by Harvey_Hawk to ASMRScriptHaven [link] [comments]


2023.04.07 23:26 Thoughts_As_I_Drive A Fox in the Henhouse 🐔

A Fox in the Henhouse 🐔
Stringing together a number of successful operations, the Warsaw Pact had quickly gained the initiative in northern Norway. NATO forces in the region as far west as Alta took severe losses from the sheer amount of Soviet land, sea, and aerial firepower that originated from bases on the Kola Peninsula. With the support of the Soviet fleet, large groups of Ropucha and Tapir-class 'Alligator' landing ships disembarked troops and vehicles onto Norwegian shores. Overhead, squadrons of MiG-29 'Fulcrum' fighters escorted regiments of An-26 'Curl' transport aircraft which rained paratroopers and supplies onto key positions.
Augmenting the Soviet advance were a series of cruise-missile strikes from Russian naval and air units that effectively paralyzed the NATO base at Tromsø. Runways were cratered, hangars were destroyed, port facilities were toppled, and fuel/ammo depots were set ablaze. In an effort to stall Russian progress, NATO attempted to regroup at their base in Narvik, and reinforce it with cargo shipments from Britain and southern Norway. Upon recognizing the West's intentions via satellite and airborne reconnaissance, the USSR answered this with the stationing of submarines around Vestfjorden.
In the following days, some 40 miles south of the tip of the Lofoten Peninsula, a Project 641 'Foxtrot' diesel-electric submarine, B-4; the Chelyabinsky Komsomolets, loitered in the eastern Norwegian Sea just inside the Arctic Circle off Norway's coast. Given the shallow depth, diesel-boats like the B-4 were favored, while Russian nuclear attack-submarines patrolled in deeper water. NATO cargo ships and their escorts pressing their way north encountered this submerged blockade with some successes, but time wasn't on the West's side. Each freighter sunk was a crucial loss as Soviet military logistics went unabated on captured Norwegian territory. B-4 would now have her chance to keep NATO bleeding.
Some of NATO's chickens have come home to roost.
At a depth of 171 feet, B-4's sonar was inundated with the sounds of multiple screws on the surface. NATO's bid to fortify Narvik was in full swing as it seemed another group of cargo vessels was bent on reaching the vital port city. The ships were to the northwest at a bearing of 321, which indicated they had likely originated from Great Britain. B-4 crept up to periscope depth and cunningly raised her radar mast to verify their distance and heading. Satisfied with her findings, she quickly retracted the mast, not wishing to draw the highly undesirable attention of any possible ASW aircraft in the area.
Sly like a fox.
Three large NATO freighters steamed toward the city of Narvik at 12 knots in a close column. Above and below deck, they were stacked with corrugated metal containers loaded with crucial supplies and equipment. Leading the way in a vigilant sweeping pattern was a US Navy Knox-class frigate. Up to this point, she'd done her job of safely escorting the cargo ships. Helping her along the way was her shipborne Seasprite helicopter, and a land-based, fixed-wind P-3C Orion maritime patrol aircraft whose quadruple 4,500shp turbo-prop engines, even at distance, roared into the B-4's sonar suite. Still, the Russian submarine wasn't intimidated; with very good firing solutions on her prey, she put five 53-65K torpedoes into the water before heading deep.
The 'Hens'...
the 'Farmer' and the 'Farm Hands'.
Shortly after B-4 had quietly settled at 700 feet under the surface, the wake-homing mode of the Soviet weapons activated. With sizable wakes from the freighters, the torpedoes had no trouble in picking up the disturbed water behind the NATO ships. Of the five 53-65Ks that were fired, four of them would find their mark. The trailing cargo ship received two hits, adding an unhealthy amount of seawater to her internal holds that dragged her to the bottom. The first and second transports each absorbed a torpedo impact before being set afire and going dead in the water.
Original or extra crispy?
Upon what appeared to be an upsetting destruction of her convoy within 30 seconds, the Knox immediately pulled a 180-degree turn to port back toward the remaining freighters. At a speed of 20 knots, she passed the two cargo ships as their fires began burning out of control and spreading across the decks. The second freighter's volatile contents of presumably fueled vehicles or munitions ignited and violently exploded amidships, sending debris into the proximity of the understandably frustrated NATO warship.
Rough day on the farm. How could this get any wor--
Never mind.
Itching for some kind of retribution, the Knox dropped to 13 knots to improve her sonar readings and actively pinged as she backtracked beside the burning transports. Nothing would satisfy her more than being able to send out a couple Mk-46s or ASROCs at the submarine responsible for possibly introducing massive amounts of NATO supplies and equipment to fire and water, in that order. Silently cloistered 10,000 yards away, B-4 trudged along at a meek 3 knots, hoping to slip away to the northwest. The second freighter that suffered the emphatic combustion of her onboard payload could no longer endure the fires which burned uncontrollably from stem to stern. A thunderous explosion erupted from her hull, sending her under the waves.
But this tough ole' bird is still holding up... for now.
The American frigate feverishly kept pinging, but B-4 continued to elude her in a slow, northwesterly creep. Eventually, the Knox pulled another sudden hard turn to port, accelerated to 25 knots, and returned to her original course to the northeast. Apparently, she'd received orders to proceed on her own; but adding salt to an already egregious wound was the explosion and sinking of the last remaining freighter as the frigate sailed past. The bolstering of NATO's base at Narvik had been dealt a devastating blow.
When your livestock doesn't make it to market.
Even though the Knox had bid a sour farewell, NATO aerial assets persisted in the attempt to sanitize the area. The Seasprite had come further south with its dipping sonar, and with it, collected enough traces of the hidden Russian submarine to put a Mk-46 into the water nearby. The torpedo was placed just outside of its acquisition range, but it did cut off B-4's escape route, as her whereabouts were getting clearer with each dip. Even worse for her was the ASW helo's willingness to share its updated findings with the P-3C, which was all too eager to assist in the search.
Somebody's discovered some faint paw prints.
B-4 submerged another 150 feet deeper as the turboprop aircraft dropped a sonobuoy in the vicinity, followed by a Mk-46 shortly after. This one too was beyond the range of its sensors but the P-3C's next pass would be much closer to B-4; and the following one was directly above her. Being discovered by NATO aircraft was no longer an issue for B-4; what she faced now was how to deal with what was unavoidably coming next. The powerfully haunting buzz of four Allison T56 engines overhead were followed immediately by an ominous splash into the water, which preceded the most terrifying sound that B-4's hydrophones could confirm; active torpedo pings. The West had her dead to rights.
And so begins the fox hunt.
The weapon splashed right on top of B-4 as she primed her diesel motors to take her to a maximum speed of 16 knots. The Mk-46 didn't even need two descending revolutions to acoustically lock-on and achieve a speed two-and-a-half times that of the submarine it malevolently sought to destroy. As the torpedo dove to depth, B-4 kicked her rudder hard over in succession, creating a 'knuckle' behind her that briefly diffracted the transmission of acoustics to the weapon's sensors. In the very small window of the torpedo's blindness, B-4 tilted her dive planes and rose above it.
So, I guess quietly sneaking away is off the table.
The Mk-46 was relentless in its pursuit, but the P-3C wouldn't pass up the opportunity to complicate matters further. As the Russian submarine tussled with the torpedo, Mk-54 depth bombs rained from above in their first application since they were used against German U-boats and Japanese I-boats in World War II. Not willing to suffer the same fate that scores of Axis submarines did, B-4 floundered and thrashed beneath the waves to avoid what was being thrown at her. The Mk-46 finally detonated behind B-4 as she was in a dive, administering a firm jolt of disciplinary concussion waves to her backside, but nothing more.
Sure, why not?
As if things weren't already hectic enough.
Even without a torpedo in pursuit, B-4 had to contend with the P-3C, which was adamant about putting anything Russian onto the seafloor. With engines whining, it lined up another pass, putting more Mk-54s far astern of the infringing submarine. But the explosives continued to fall around B-4, which was now slinking along at 3 knots. There was no way for Soviet intelligence to surmise how many Mk-54s the West had stockpiled, but this NATO aircraft was spending them quite lavishly.
There's more where that came from!
In what appeared to be a moment of pure precision, the P-3C lined up one particular pass that was so accurate, one would think the waters off the Norwegian coast were transparent all the way to the bottom. Three Mk-54s splashed above B-4 and sank, with two bracketing her on the way down to within 50 feet of her port and starboard sides. If they were armed with magnetic proximity fuses, they would've detonated, violently merging both sides of B-4's hull into each other amidships. But the bombs were set with contact fuses and plunged harmlessly below to inconvenience various forms of marine life.
So close...
Yet, so far away.
The P-3C alternated between sonobuoy drops and Mk-54 attacks as B-4 continued to the north. Her earlier plan of escaping westward had been denied thanks to the number of explosives dropped into the sea around her. However, the Russian submarine had inadvertently solved her own problem earlier with the sinking of the southernmost cargo ship in the column. Just over 1,000 feet deep, the sunken hulk of the freighter noisily belched air as it settled in the mud, scraping and sliding against the seafloor. In a sharp turn to port, B-4 made her way to the wreckage and slid into the audible mishmash of the ocean depths laying claim to every air pocket within the freighter's hull. The ploy worked as the P-3C's search pattern became increasingly erratic before tapering off to the mainland.
Mighty sour those grapes, huh, NATO?
https://preview.redd.it/dv8anv3r4jsa1.jpg?width=1500&format=pjpg&auto=webp&s=9217b7a5504818844ec4fda4ada641c59e9757ec
Even though NATO had been taxed a hefty sum in its attempt to strengthen Narvik, more transports would transit through the area in the coming days. B-4; the Chelyabinsky Komsomolets, would not be given the chance to repeat her incredible success as she was routinely forced to flee in the face of overwhelming surface and air escorts. Her tally over the next few days would fall to just one cargo ship sunk with two others damaged before returning to base at Gremikha.
NATO's increased ASW protection appeared to have deterred the Soviet submarine net as freighter losses declined. But ultimately it was for naught as the USSR's supply line through northern Norway had indisputably grown to an established apparatus. Non-stop flights of An-72/74 'Coaler' aerial transports, and a near-endless string of 6X6 ZiL-131 utility trucks coursing down Norwegian roadways had solidified the Warsaw Pact's frontline just past Nordkjosbotn. Nearly a fifth of Norway was now occupied; and NATO was sorely unprepared to keep that number from rising.
https://preview.redd.it/e4fcfvg25jsa1.jpg?width=2000&format=pjpg&auto=webp&s=22c8b0439f51ba9390280bea99730e0116753b37
submitted by Thoughts_As_I_Drive to ColdWaters [link] [comments]


2023.04.01 06:15 911roofer [Let’s Build]D100 horrible candy pun-monsters

I’ve got my players attacking a cursed candy factory and need some terrible candy monster puns. Silly but horrifying is the theme. There should be a macabre twist to an otherwise goofy monster. These things may be silly, but they are a serious threat. Also puns in foreign languages or referencing obscure candy brands are encouraged. If you can come up with a workable Wasabi Kit Cat more power to you
  1. Black pudding- it’s literally a black pudding made out of black pudding. It lacks the acid attack but is now tougher thanks to thicker skin, since blood is thicker than water.
  2. Gummi owlbear- an owlbear made of sugary gelatin. It kills by smothering because its claws and beak no longer can hurt people.
  3. Gingerdead men- zombies made out of gingerbread. Easy to kill but they just keep pouring out of the oven and are still painfully warm. A reference to a terrible Gary Busey film.
  4. Jawbreaker trolls Trolls made out of jawbreaker. Not as tough as regular trolls but can still pack a wallop, and yes a punch from them will break your jaw.
  5. Bearded Dragon A large Chinese dragon with a magnificent beard, scales made of marzipan and mint, peen tong claws, and boiling orange jelly as a breath attack. The claws can shatter, infect wounds, and kill you if you’ve got a severe nut allergy or severe untreated diabetes. Otherwise it will just increase your blood sugar significantly. This exists because there’s a traditional chinese form of cotton candy called Dragon’s beard.
  6. Giant candy lobster. A giant carnivorous lobster made out of candy. A hard outer shell conceals a nut-butter filling. A lame pun on a Russian candy brand.
  7. Jungle Howler – Licorice monkey that moves and attacks in packs, and pose a double danger because of their high pitched, loud screams and second because they are really salty. They can speak but all they say is vicious mockery, requiring a wisdom save. Named for a popular Swedish candy. (u/myeviltwin47)
  8. Chocolich - Personal favourite pun of mine and one I've used for Valentine's Day several times. A lich that's hell-bent on raising the dead as chocolate minions. (u/Aquille5310)
  9. Gelatin cube- a gelatinous cube made out of gelatin instead. It lacks the dissolving attack but instead smothers it’s victims to death. ( Aquille5310)
  10. Rock Candy Elemental- an earth elemental made out of rack candy instead of dirt and rocks. (u/Aquille5310)
  11. Ghoulis - ghouls made of fruit flesh with coulis as blood. Easy to kill but eating them, or getting any of their blood, flesh, or easily m-shattered fruit stone teeth in an open wound, gives you Coulis cough, which causes thirst, hunger, blurred vision, and coughing up a sweet-smelling mucus. (u/Drankthegenderfluid)
  12. Candy cornea- a giant floating eyeball made out of candy and dripping confectioner’s glaze. Once per round it can paralyze one target . It has no other attack apart from being able to float high enough to avoid swords, axes, and pitchforks (u/Emotional_Guillotine)
  13. Jelly-mentals- weird-coloured slower water elements with psionic attacks. They taste delicious once killed.(u/drankthegenderfluid)
  14. Sponge drakes- drakes made out of cake. It’s toffee claws and fangs easily shatter and it’s flesh is soft and easy to pierce, but it’s got a nasty surprise. They carry brittle-throat disease and can spread it as a breath attack. After a few moments its victims throat constricts with nut brittle and it becomes impossible to speak. Any attempt to speak inflicts one point of damage and a risk of spreading the disease. The cure is to drink a warm liquid, like hot cocoa, a cup of tea, or a mulled wine, or a glass of milk, which completely cures the disease. (u/drankthegenderfluid)
  15. Liccor-Itch Matron - It has a grasping tongue made of liccorice, and rears it's juvenile spawn on it's back and inside its mouth. It resembles a giant gummy toad when fully grown. It is a prolific breeder. Use the Cave Fisher from Volo's Guide.(u/Maxsizels)
  16. Liccor-Itch Spawn - The spawn of the Liccor-itch form a swarm that defend the Matron, thier home. They fly. Use 1d4 stirges, but treat them, collectively as a large-sized swarm that blocks line of sight and only take half damage from non-area attacks.(u/Maxsizels)
  17. Mmmhhmm! - "Pronounced like someone struggling to say something with thier mouth glued shut", these small sized colorful creatures have a smooth hard shell that can protect them from damage, but also can instinctively cast Silence up to 1d3 times per day. Otherwise thier behavior resembles that of common kobold hunting parties with +2d3 AC. They are brave in groups larger than 1d3. (u/Maxsizels)
  18. Peppermint Bark - They are Large sized Winter Wolves made of white chocolate and bits of peppermint swirl candy. (u/Maxsizels)
  19. BuletteFingers- peanut butter&chocolate landsharks that dive in and out of the ground like little torpedos. (u/johnkellydraws)
  20. Flumph- no need to change the name, but it’s made of marshmallows and has a +5 to strength checks when attempting to grapple/stick to creatures silly enough to come within melee range (u/JohnKellyDraws)
  21. King-Size Chocolate Frog- same stat block as a giant frog but, you know, chocolatey and delicious(u/JohnKellyDraws)
  22. Grix- there’s two of them, they’re made of cookie, caramel, and chocolate, and they wanna bite ya(u/JohnKellyDraws)
  23. Froot by the Foot - A Behir, Blueberry and Rasberry Flavored Jellied Fruit Roll-ups.(u/maxsizels)
  24. Baby Rudes - Giant Chocolate Ettins with Peanut and Caramel Clubs, oh... and a penchant for swearing and shouting rude things. (u/maxsizels)
  25. Life-savor - These vampiric eels have distinctive candy ring markings around thier eyes. Their sickly-sweet blood, after they've sucked life from a person, can be used as a health potion to restore their victims. (u/maxsizels)
  26. Horehound- same stat as blink dogs but they’re made of mint candy and neutral evil. (u/maxsizels)
  27. Mousketeers- chocolate mice with strawberry and vanilla hard candy swords and a mousse filling. They attack in trios. (u/World_of_ideas)
  28. Fruit Gusher - Water elementals made of fruit juice. Likes to lay beneath floors and attack from beneath unexpected. (u/world_of_ideas)
  29. Mamba - A highly venomous snake made of fruit chews. It’s venom causes the symptoms of diabetic shock (U/world_of_ideas)
  30. Pez-t - Hard candy bugs or rats. They take over corpses and launch themselves from the victim’s neck (u/world_of_ideas)
  31. Pop Rocks - Rock candy earth elementals that explode on contact with water. (u/world_of_ideas)
  32. Red Hots - Sugar elementals that are near the melting temperature of sugar. They cause burn damage on touch. (U/world_of_ideas)
  33. Riesen - Skeletons or zombies made of dark chocolate.(u/world_of_ideas)
  34. Rolo - A giant animated wheel of chocolate that attempts to crush its opponents by rolling over them. If wounded it begins leaking sticky caramel in its path that can trap opponents (counts as web spell in a 5ft wide path).(u/world_of_ideas)
  35. Snickering Hyenas - Hyenas made of chocolate. These guys are nuts. Their laughing is more scornful than most hyenas. Can speak but are completely nuts. (U/world_of_ideas)
  36. The Whatchamacallit - An eldritch horror made of chocolate. To call it by its real name is to give it power and draw its attention. Its mere presence causes psychic damage and memory loss. (u/world_of_ideas)
  37. Whoppers - Ogres made of malted milk chocolate. They really pack a punch.(u/world_of_ideas)
  38. Milk buds- friendly white chocolate skeletons(u/jazadia)
  39. Lycanrish- licorice candy that bites back at night.(u/metal_teacher)
  40. Hershey Bear- chocolate bears with a breath ice attack.
  41. Brain licker- hard-candy sugar skeletons determined to crack your skull open and lick your brain.
  42. Sugar skulls- flying highly-decorated skulls that mock the players as they pass
  43. Musk stick men- pleasant-smelling soft candy men with guns that shoot parts of themselves . They regenerate by consuming sugar.
  44. Chocolate fish- giant chocolate carnivorous fish with marshmallow teeth. Easy to kill, but if you eat one you develop an uncontrollable craving for chocolate, and most of the chocolate near you is alive and trying to eat you.
  45. Jungle stickies- taffy monkeys with a web attack.
  46. Alligarato- chocolate alligators whose preferred method of attack is to pull you into the chocolate river and drown you.
  47. supercoco- coconut candy cuckoos who hit far harder than they have any right to.
  48. Big hunk- an ogre made out of nougat, honey, and peanuts.
  49. Good & Deadly - tiny colorful flying insects made out of sugar. Attacks in swarm
  50. Psek zmen- pikemen made of chocolate wielding wafer weapons. Easy to kill, but the thick chocolate and hazelnut blood causes their killer’s eyes to swell up and water, giving a -1 on spot checks.
  51. Peeps- giant predatory marshmallow birdlike Ambush Opportunists made of some unholy delicious fluff. Vision obscuring conditions like blindess, darkness, fog, or lesser invisibility (but greater invisibility does work!) do not affect them. (u/Maxsizels)
  52. Pie-ads- dryads of the great pie trees that have sprung up along the cursed river. Usually friendly unless you try to chop down their tree. Unfortunately, some of them, like Apple Pie with Benzene and extra-strength rhubarb, are quite toxic and the pie-ads react poorly to any attempt to prevent consumption of their pie. This is only their own trees, however. Like bitter housewives they will gleefully screw each other over. (u/drankthegenderfluid)
  53. Jello-tinous cube. It’s a 1960s staple desert offering brought to life by dark magic. Roll 1d12 to determine the type of monstorous creation they face.(u/Maleficent-Orange539)
  54. Escort pretzels- whitebread knights clad in Pretzel armor. A pun on a German tradition.
  55. Life-savers- floating hard-candy clerics. Avoid combat whenever possible, but their real danger is their ability to heal and resuurect other candy creatures. (U/world_of_ideas)
  56. Dread Vines- Tough scarlet ropes work in concert with other monsters, entangling and ensnaring heroes. Immune to blunt damage but bite attacks deal triple. (u/onepostandbye)
  57. Gnerds. Tiny sugar gnomes with wings. Attack in a swarm.(u/onepostandbye)
  58. Bugbars- chocolate bugbears with seven-foot long torsos. Trip atta attacks against them get a plus one (u/onepostandbye)
  59. Creep suzette- it’s a mummy made of crepes. Instead of mummy rot it has a boiling touch attack as piping hot sauce pours on you.
  60. Everlasting Goblin Stoppers. These immortal guardians, carved in the likeness of colorful Goblin warriors, are frequently tasked with defending important candy strongholds. (u/onepostandbye)
  61. Candied Mandrake - Other candy monsters often pour sugar-water on plants, creating these cursed plants. They group dormant in fields and forests, even years after all other candy-monsters pass. This curses the nearby land, turning other nearby confectionery into monsters, and perpetuating the cycle. Sometimes, especially during droughts and other dry seasons, they jump out in swarms at nearby travellers.(u/largepilesofsnakes)
  62. Dark (Sugar) Crystal - These parasitic piles of toffee, fudge and sugar crystals can mind control people. They have a limited range, so they usually make their victims carry them in improvised shrines. When the crystal is destroyed, the people are freed. (U/largepilesofsnakes)
  63. Chocolem - These chocolate brutes constantly melt and reform from their own scalding body heat. They often wield clubs of wafer, or spears made from sharpened candy-canes. (u/largepilesofsnakes)
  64. Red Kola Dragon - an old advertising gimmick come to life. Sapient metal dragon, flying, red in colour with “K” shaped head frills. Primary breath weapon is a stream of soda syrup, secondary breath weapon is a cone of carbon dioxide. Refers to all inferior creatures as “Jimmie”. Attempts to force any “Jimmies” to drink his soda, which he can fortunately pour out of his spigot hands instead of the filthier options you were imagining.(u/nomannoriver)
  65. Black lickotrice- a cockatrice made of licorice it turns to stone outside after dark.(onepostandbye)
  66. Suikerspinner- a hard-candy spider that spins cotton candy webs. Based on the dutch word for cotton candy
  67. Ratlurk- giant rats made of turkish delight. Based on the Serbo-Croatian name for lokum.
  68. Chewy gullman- giant highly aggressive frogmen made from lokum who want to eat you even if it tears them in half. Based on Filipino name for turkish delight.
  69. Cheekies- chocolate jelly goblins with a bad attitude.
  70. Giant gummy worms - Multi-colored purple worms made of some sort of gummy gelatin. (world_of_ideas)
  71. Growling gummy bears- highly aggressive bears made of some sort of gelatin or soft clear candy with a constant rumbling growl.
  72. Screaming Jelly babies- giant malformed gummi vaguely l-human shaped lumps the size of trolls who constantly scream and want to kill you.
  73. Pastiglie leon- aggressive lions made out of a wide variety of Italian candies.
  74. Balikitsune- pulled-sugar foxes with illisunioary powers. A pun on a Filipino candy.
  75. Vanpary- chocolate vampires who drain the blood sugar from their victims. A pun on a Belgian brand of chocolate.
  76. Vampiller- a hard-candy vampire that instead feeds it’s victims its own blood that tastes like salty licorice. This inflicts the condition of high blood sugar. A pun on a Romanian confection named after Dracula
  77. White knight- chocolate knights in mint white armor. Based on an Australian candy bar.
  78. Xploder- chocolate bombs that run at you .
  79. Great Biter- mint- flavored landsharks.
  80. Hawk balls- peppermint rock candy balls of wings and claws. Based on a classic Scottish candy.
  81. Jethart Snails- giant man-eating snails made out peppermint brown toffee.
  82. Orcick- orcs made out of walnuts, grapes, taffy and blackberries. Based on a Turkish dessert.
  83. Peppermint pig- hard candy peppermint pigs.
  84. The Swedish Swiss Quipper: a medium swarm of inexplicably flying chocolate and gummi fish that have the ability to unlock almost any non-magical lock(u/Emotional_guillotine)
  85. Gibbering licorice- a pile of licorice that drools sugar and babbles nonsense. (u/Emotional_guillotine)
  86. M'hanncha- an almond cake snake. it’s venom causes the symptoms of an almond allergy.
  87. Ice scream- evil ice mephits made out of ice cream. Their attack depends upon their flavor.
  88. Happy hippo- wafer hippos with hazelnut bones, chocolate organs, and caramel blood. They’re happy alright. Happy to eat you.
  89. Donut tigers- tigers made of doughnut dough with orange sauce and chocolate sauce stripes, and claws of hard candy. Painfully hot to touch.
  90. Mountain Doom- carbonated lemon-lime water elementals.
  91. Kinder-essen eggs- egg-shaped monsters with plastic teeth who want to eat children or short people. If killed It melts into delicious creme and chocolate , and it requires a will save avoid eating it. But the little plastic teeth are a choking hazard. A take on my precious wonderful Kinder-eggs.
  92. Float spider- a soda-syrup-drooling ice-cream spider floating on the chocolate river. It spits streams of syrup and soda to disable prey.
  93. Reece’s Monkey- chocolate monkeys filled with peanut butter. u/firstchaos)
  94. The Jolly Rancher - A highly acidic slime with an exterior as tough as glass. It cuts its victims to pieces, and then dissolve them into refined sugar for making more candy monsters. (u/rpgcomposer)
95.
submitted by 911roofer to d100 [link] [comments]


2023.03.27 07:31 Global_Relative_3177 Chapitre 38: La peine de mort

Bonne lecture.
L’immense pyramide de Khéops attend son invitée. Devant elle, une estrade d’or et d’argent a été bâti pour accueillir le cercueil. Seule treize chaises sont présentes sur lesquelles sont assis les membres de l’élite. Ils sont chacun vêtues de noir et toujours aussi beau malgré le tragique de la situation. Cécilia garde le silence, dissimulée derrière son voile tendu sous son chapeau, sans doute pour dissimuler ses larmes. Samuel est inconsolable et se refuse à observer le cortège, la gouvernante tente de le consoler mais rien n’y fait. Le couple Sanno affiche une expression de tristesse mais Charlie ressent surtout une pointe d’agacement. Le mari, de temps à autre, tapote du pied par impatience mais tente de se contenir, quand à sa femme, elle semble assoupi cachée elle aussi derrière un voile sombre. Nicolas reste de marbre face à ce spectacle, cette mort lui remémore surtout sa fête gâchée.
Charlie avance progressivement en direction de l’estrade. En cherchant du regard parmi l’élite il voit enfin Cindy. Au côté de son père, silencieuse et immobile, elle croise le regard de Charlie. Ce dernier baisse immédiatement les yeux après que son père ait observé le cercueil. « j’espère qu’elle ne m’en veut pas, son regard était plutôt doux et non remplie de colère. J’ai peur qu’elle me dénonce une fois la cérémonie terminée ». Son coeur bat de plus en plus fort à chaque pas et une douleur lancinante frappe son estomac; si ils découvrent ou on découvert la vérité qui sait quel destin ils réservent à Charlie. A ce moment, il se souvient du régicide du roi Henri quatre, l’assassin fut torturé des pires manières pour avoir mis fin aux jours de ce roi bien aimé. « Pourquoi je pense à cette histoire? Cela ne m’aide pas à me calmer ».
Le cercueil est enfin placé, telle une déesse, elle repose sur un autel bien en hauteur par rapport à l’élite. Habituellement, le chef est physiquement au-dessus des autres mais cette fois il n’est pas la personne la plus importante. Les servants se retirent, la tête baissée, en direction de
Natasha. Personne ne connait les raisons rendant la cérémonie aussi privée, Charlie serait bien resté mais impossible de les espionner, en plus de cela des gardes les escortent pour qu’ils retournent dans la sous-ville. De toute manière, personne ne travaillera aujourd’hui et la cérémonie publique est terminée. Quand à la zone à loisirs, elle rouvrira le lendemain à cinq heures précises.
Les indigents ayant débarrassés la zone, l’enterrement reprend. Le chef se lève et rejoint l’estrade pour déclamer son discours. Debout, derrière son pupitre, il contemple le corps de Natasha puis se retourne pour faire face à sa famille:
— Aujourd’hui est un jour sombre pour notre ville. Un jour que je n’aurai jamais pensé connaitre. Lorsque j’ai entrepris de construire ma ville, l’un des matériaux qu’il me manquait, et le plus important, fut de trouver des personnes capables de gérer chacun des aspects importants de Paradisia. Pendant sa construction, qui a duré dix ans, j’ai voyagé sans interruption à la recherche de membre. Je dois bien l’avouer cela ne fut pas facile, je me souviens de toi Samuel. Ton insolence m’avait rebuté lors de notre première rencontre mais tu as ensuite passé mon test avec succès car l’une de tes qualités principale est la loyauté. Le chef boit une gorgée d’eau pendant que chacun boit attentivement ses paroles. Madame Brown, votre bonté envers les orphelins africains m’avait profondément touché et je le réaffirme encore une fois, votre présence au sein de notre cercle me rassure. Je ne vais pas m’étendre sur ses souvenirs, je veux simplement vous faire comprendre que chacun d’entre vous n’est pas ici par chance ou coup du sort. Je vous ai choisi avec parcimonie dans le but de faire de nous tous une famille uni dans l’adversité.
Le chef se retourne une nouvelle fois pour contempler le visage radieux de Natasha puis il reprend son discours.
— Natasha était une femme de très grande qualité que nous aimions tous. Une femme qui n’avait eu que deux amours dans sa vie: l’archéologie et toi Samuel. Pourtant, je pense pouvoir affirmer que personne ici ne connait son réellement passée. Chacun se regarde mutuellement car ils prennent conscience que Natasha n’a jamais divulgué quoi que soit à propos de sa vie avant Paradisia. Contrairement à vous tous ici présent, Natasha ne provient ni d’une noble famille et ne possédait aucune fortune lié a un quelconque commerce. Attention, contrairement à ce que vous pensez elle n’était pas pauvre, seulement issue d’une famille de classe moyenne. Voilà pourquoi elle ne parlait jamais de son passée, elle en avait un peu honte.
Soudain Cindy pose une question, des larmes de tristesses coulent le long de ses joues: — Comment a-t-elle rejoint Paradisia mon oncle?
— A l’époque elle travaillait comme assistante pour l’archéologue de renom Artyom et sa fille Lucie. Un travail épuisant et dégradant pour une femme ayant un tel savoir. Ce Artyom était sur un chantier où il déterrait les restes d’un monument antique encore inconnu du grand publique. Natasha lui servait son dîner lorsque je suis venu à sa rencontre. L’archéologue est un homme borné, bien plus à cheval sur l’histoire que ne l’était Natasha, un candidat parfait pour Paradisia. Malheureusement pour lui, il avait catégoriquement refusé de travailler sous mes ordres en répétant inlassablement la même phrase: « l’histoire appartient à tous, personne ne peut et ne doit se l’approprier ». Les négociations tournèrent donc rapidement en dispute, je compris que cet homme têtu n’avait aucun courage. Le Vietnam était à ce moment, sujet aux intempéries extrêmes ce qui m’a empêché de partir en avion, je fus donc contraint de rester une semaine de plus en compagnie de cet homme. A la nuit tombée, Natasha s’introduisit dans ma tente; débraillée et salit par la boue, si vous aviez vu ses mains couverte de terre, dit le chef en riant. Elle se mit a genou, probablement à cause de la fatigue, et me supplia de travailler pour moi. Je vous rappelle qu’elle n’était pas sur ma liste et pourtant je l’ai laissé en ma compagnie pour connaitre ses réelles motivations. Natasha affirma vouloir effectuer cette tâche consistant à protéger le patrimoine de notre planète. Puisque vous devez savoir que de nombreuses découvertes et sites archéologiques furent dévastés par les hommes et les catastrophes naturelles ces dix dernières années. Très vite je compris qu’elle était exactement ce que je recherchais, une personne qui ne reculerait devant rien pour accomplir son objectif. Au fil des années, à nos côtés, elle devint la magnifique femme gentille et attentionnée que nous connaissions.
Une minute de silence
Samuel se place sur l’estrade, le coeur lourd il prend la parole:
— Natasha, je suis un homme stupide, il m’aura fallu plusieurs années avant de m’en rendre
compte. Me rendre compte que tu m’aimais, que tu t’intéressais à moi. Tous ces cadeaux inestimables, tu aurais pu les garder pour toi et pourtant tu nous les offrais accompagnée de ton magnifique sourire. Je ne vais pas vous embêtez avec un long discours puisque je ne suis pas uniquement monté prendre la parole pour dire ce que j’ai sur le coeur. Il claque des doigts faisant apparaitre un hologramme, un dossier contenant diverses information sur Natasha. Voici le rapport d’autopsie de Natasha, je vous passe les détails car le plus intéressant est la cause du décès. Il fait un zoom sur le bas de la page, décès dû à l’absorption de venin de serpent.
Les membres de l’élites sont tous choqués de la révélation et d’un seul mouvement ils se retournent vers le couple.
— Pourquoi un tel regard? dit Tony contrarié par ce geste.
— Durant la réunion vous aviez corrigé Louise en affirmant que Natasha avait succombé à cause d’un venin de serpent.
— Oui c’est exacte mais vous savez que je suis un expert dans le domaine animalier, ce type de mort est évident pour quelqu’un comme moi...
— Moi je pense plutôt que vous deux l’avez assassiné, gardes! crie Samuel.
Bosco ainsi que trois gardes armés font irruption et attachent le couple ensemble aux poignets, ces derniers protestent de vivent voix:
— Foutaises! Nous n’avons rien fait! Chef vous le savez aussi bien que nous...
Au même moment Cindy s’évanouit, sachant pertinemment qui est le réel coupable, sa conscience souhaite avouer son acte mais sa bouche refuse de s’ouvrir. Son père panique et l’emmène aussi vite qu’il le peut à l’hôpital.
Le chef, assis dans son fauteuil, répond sans retenu au couple maintenant que Cindy n’est plus présente:
— Votre comportement est devenu instable depuis ces dernières années. La chasse que vous aviez entrepris en est un parfait exemple, non seulement vous avez enfreint les règles mais vous m’avez menti.
Le couple est poussé devant tous les membres comme de vulgaire prisonnier. Ils protestent de vive voix, attachés aux poignets l’un à l’autre, ils sont ensuite agenouillés à côté du cercueil. Samuel, sur un ton calme et déterminé, ajoute en les fixant droit dans les yeux:
— Durant l’Égypte antique, le pharaon s’enterrait avec leurs domestiques pour que ces derniers les servent dans l’au-delà. Vous allez subir le même sort mais je suis un homme bon. La mort de Natasha avait été rapide, vous connaitrez une fin semblable. Faites descendre le cercueil!
Les gardes activent le mécanisme de descente du petit monument, le couple ne peut plus s’échapper et, pris de désespoir, ils hurlent aussi fort qu’ils le peuvent espérant que des résidants les entendent.
— Criez autant que vous le voulez personne ne viendra vous aidez. Dans la chambre mortuaire il y a l’alligator que je te devais Tony, il attend patiemment son repas. A cause de votre meurtre je n’ai pas pensé à le nourrir mais étant dévoué à la cause animale je pense que c’est la mort la plus honorable pour des gens comme vous.
Le cercueil descend au fin fond de la pyramide. Les cris de désespoir du couple se transforment en cris de haines, juste avant de disparaitre définitivement Louise prononce ses derniers mots:
— Soyez maudits! Soyez tous maudits! Paradisia coulera avec chacun d’entre vous à son bord...
Les menaces laissent place à un silence pesant. Chacun des membres se retirent pour rejoindre respectivement leur demeure.
submitted by Global_Relative_3177 to NomedeBast [link] [comments]


2023.03.17 17:51 Trippinggum Improving Bunker Fights

With the removal of the Alligator Charge and introduction of the Havoc Charge as the new demolition implement, I have a feeling that frontline bunker combat may become a bit of a slog for a time. To rectify this, These are suggestions for improving bunker fights, and improving infantry's contribution to combat. 3 are requirements, while the rest would simply be nice to see implemented.
1st Req: Bunkers will automatically be built with doors. Very, very little combat happens inside of bunkers, for the simple reason that most are not accessible. As this is an optional upgrade that is mostly seen as a weakness, most smart builders try to minimize doorways. Unfortunately, this makes accessing, and fighting in a bunker network next to non-existent when it could be a challenging and exciting battlefield for frontline infantry and allow them to contribute better to the battle. As a small consolation, reducing the cost of bunkers slightly should go with this (less material for the holes in the walls).
2nd Req: Removing barbed wire from trenches uses the wrench. Assaulting infantry would need some way to get into a trench network after a breech has been achieved, and removal of trench wire to facilitate faster access to trenches would allow better reinforcement/exploitation. This could also be seen as a net-neutral to builders, removing BMat cost in exchange for time cost if they wish to remove the wire. If it seems too powerful, it could be something only done from outside the trench, have a longer time than regular barbed wire, or some other balancing tweak applied with it.
3rd Req: Better aiming in a trench network. Something that can be incredibly frustrating is firing at an enemy that is inside the network next to you, but actually shooting above them because your mouse is a pixel outside of the network. Change the aiming so that if you started aiming inside the network while you are also inside, your character will not aim outside of it until you stop aiming and re-aim. This way spray fire from any source will at least be able to be contained in the trenches.
Those are the requirements I see as being crucial to making bunker networks another combat zone that can be fought over, instead of as a defense that would fall completely once a single breech was made. This could exacerbate the issue, but the big thing is that it would require Tremola, Havoc, Alligator, or Hydra charge users (preferably escorted) to actually destroy the buildings without being another way for tank or artillery combat to dominate the PBI once again. I don't think Cutlers or Luniarres would really be viable (Demo wise, gas is another matter) as those weapons restrict a soldiers ability to fight at close ranges against other soldiers.
The rest of this list would be things that would be nice to see as well, but are not required.
1: A T2 version of the interior firing port. Instead of full cover, it gives 1/2, but is still a way to grant the advantage to the defender. Upgrades with the bunker. Both come with an integrated tripod mount as well.
2: Metal door upgrade for T3/Conc. Not sure of this one as Conc already gets the covered trench, so together it could be the new meta. Removable with a wrench/a single faction demo charge.
3: New health system for bunker and trench pieces. Bunkers and trenches gain 1.5 their health, but when reduced to half health a hole is blown open/side of the trench collapses in the face that received the most damage. This would be on a per piece system, so the hole would not affect the rest of an island.
4: Buff the shotgun/introduce variants. Yeah, this thing is in a rough spot. Used to be overpowered, but is now just a wet fart; mostly embarrassing for the user but can get shit on other people from time to time. Buff it (Bayonet lug, faster move speed while aiming, faster fire rate OR higher damage, possibly extend the range by a very small amount), and possibly give the buffed version to the Collies while introducing a double barrel for the Wardens (2 shots, very fast fire rate or a second fire mode that fires both barrels at the same time, slightly longer range than whatever the original shotgun gets, and cannot equip bayonet).
5: Melee weapons. A starting tech PRIMARY that can one shot. Variants would be for flavor only/possibly exchange reach for "fire-rate". Mostly drawing on trench raiders from WW1 that would forgo a rifle in exchange for a melee weapon and pistol. Not sure if you should be able to move while aiming or if it should be like fists.
Honest, constructive feedback is welcome. Don't turn this into a faction thing, please.
submitted by Trippinggum to foxholegame [link] [comments]


2023.03.16 14:14 linolafett X4 Foundations Public Beta - Version: 6.00 Beta 6 (495649) - Last updated: 2023-03-16

Its finally time for a new beta. Please visit our forums for instructions to take part in the beta, if you like adventures ;) Please make sure to back up your valuable save games before!
https://forum.egosoft.com/viewtopic.php?f=192&t=405397
A nicely written article with some pictures fron Greg about the broad changes done in this update: https://store.steampowered.com/news/app/392160/view/3650762049189479208
Release Notes
Note: This beta version is available for Windows (Steam and GOG Galaxy) and Linux (Steam only). Note: Ventures remain disabled in this version. However:
  • Basic online functionality is re-enabled, i.e. you can log in to, and out of, your Egosoft account from within the game.
  • You will be able access any paint mods that are in your online inventory, with the same limitations and conditions as before.
  • You will NOT be able to build new venture docks or send ships on ventures, and you will not see any menus related to this.
  • You will NOT receive any "visitor" ships from other players.
Version: 6.00 Beta 1 (492332) - Last updated: 2023-01-19
New Feature: Updated graphics engine, with Parallax Occlusion Mapping, Reflection Probes, enhanced lighting, improved shadows, and more.
  • New Feature: Jolt Physics engine.
  • New Feature: Live Stream camera mode.
  • New Feature: Position Defence for carrier-led fleets.
  • New Feature: [Beta 5] New Construction Vessel designs for Paranid, Teladi, Split and Terran factions.
  • Added new bombardment assignment for subordinates.
  • Added command to order ships to attack surface elements on designated targets.
  • Added Salvage at Position and Deliver Salvage commands for use with repeat orders.
  • Added self-destruct command for player-owned satellites, resource probes, nav beacons, lasertowers and mines.
  • Added detection and penalty for theft from station build storage.
  • Added more gamestart information, indicating whether they are Tutorial, Guided, Assisted or Sandbox, and adjusted order.
  • Added option to edit Buccaneer relations in Custom Gamestart Editor under certain circumstances.
  • Added player HQ to Station Design Simulator.
  • Added Supervised Mining missions.
  • Added Kha'ak-specific Destroy Station missions.
  • Added extra Signal Leak missions for factions foreign to station owner, allowing player to earn reputation for Vigor Syndicate at Teladi stations and for Fallen Families at Free Families stations.
  • Added hint for missing research to Equipment Mod Workbench menu.
  • Added button to force station build to complete instantly in Station Design Simulator.
  • Added visual hint for destroyed ships in Transaction Log menus.
  • Added links to Object Information and Object Transaction Log from entries in Transaction Log.
  • Added hint about trade entries in Transaction Log to Logbook.
  • Added order descriptions to Interact and New Order context menus.
  • Added mappable hotkeys for deploying objects such as Satellites and Laser Towers.
  • Added mappable hotkeys for giving and aborting player squad attack order.
  • Added option to hold Shift while dragging on map to move orders vertically.
  • Added transform gizmo to station editor.
  • Added double-click on module in Station Build menu to focus camera on module.
  • Added shortcut to Manage Plots menu to console in Station Design Simulator.
  • Added surface elements of environment object to Next/Previous Target selection.
  • Added options to pre-configure blacklists and fire authorisation overrides when building ships.
  • Added descriptions to many items in Encyclopedia.
  • Added information about long range scanner range and scan area to Encyclopedia.
  • Added distinction between enemies and hostiles to Encyclopedia faction entries.
  • Added distinction between friendly and allied relations to target monitor.
  • Added more relation perks to Factions and Relations menu.
  • Added option to ignore cargo space reservations when setting up trade loops.
  • Added option to exchange captains when transferring crew.
  • Added possibility to override faction logo per fleet.
  • Added modified hint to Continue Game option in Start menu.
  • Added mission highlight to transporter room button and other elements.
  • Added some landmark stations to Encyclopedia.
  • Added mission arrow towards platform guidance if not on screen.
  • Added animation when selecting target.
  • Added several new achievements.
  • Added new ultra shadow quality option.
  • Removed logbook entries for received surplus and completed trades.
  • [Beta 2] Added player relation details to Encyclopedia faction entries.
  • [Beta 2] Added tooltips explaining Allies, Enemies and Hostiles lists in Encyclopedia.
  • [Beta 2] Added tooltips with relation name to Faction and Relations menu.
  • [Beta 2] Added Optimal Workforce information to Build Module Encyclopedia entries.
  • [Beta 2] Added information about claiming sector ownership to station module Encyclopedia entries.
  • [Beta 3] Added engine check light to indicate reduced engine functionality to HUD.
  • [Beta 3] Added ability to change position of Position Defence markers vertically (new feature in 6.00).
  • [Beta 4] Added warning if NPC-owned ships are about to undock with player on board.
  • [Beta 4] Added option to allow player-owned ships to deploy laser towers in response to attack, inspection by police, or pirate harassment.
  • [Beta 4] Added hull bar animation when receiving damage.
  • [Beta 4] Added separate yellow state to engine check light to indicate disabled travel drive (new feature in 6.00).
  • [Beta 5] Added Custom Gamestart Editor story states for Tides of Avarice stories.
  • [Beta 5] Added ship size information to encyclopedia.
  • [Beta 5] Added station construction menu help information when expanding HQ for storage relevant to research.
  • [Beta 6] Added Civilian and Military channels to Live Stream view (new feature in 6.00).
  • [Beta 6] Added support for PageUp/PageDown in menu dropdowns.
  • [Beta 6] Added search functionality to Controls menu.
  • [Beta 6] Added Cockpit Glass Reflections setting (new feature in 6.00).
  • [Beta 6] Added news banner to Start Menu.
  • Removed "transparent" border around fullscreen menus.
  • Removed info boxes for ships on map.
  • Removed venture inventory tab from spacesuit upgrades.
  • Removed option to turn off save compression (note: with recent improvements to saving this option is no longer advisable for normal users but remains available to modders in a different form).
  • [Beta 3] Removed Vigor Syndicate food delivery missions as transporting food is illegal in their space.
  • [Beta 4] Removed requirement for CPU to include SSE4.1 support (experimental change, may need to be reversed).
  • [Beta 5] Removed wares required for terraforming from missing resource section in Ship Configuration menu.
  • [Beta 6] Removed weapon group HUD indicators if ship has no weapon slots.
  • Improved balancing of some Terraforming projects by making them resilient against setbacks from events such as quakes.
  • Improved Find Resources missions by adding guidance sphere and increasing reward according to how many Resource Probes player will probably need.
  • Improved room variety for certain missions.
  • Improved Give Seminar conversation choice.
  • Improved placement of data leaks to claim abandoned ships.
  • Improved dock position tolerance when flying capital ship without docking computer.
  • Improved undocking behaviour in certain dock areas.
  • Improved presentation when sharing transporter room with NPCs.
  • Improved Zyarth economy to counter it being overrun by Xenon (affects new games only).
  • Improved faction defence station loadout selection when responding to aggression.
  • Improved fighter combat movement against large targets.
  • Improved coordination within fleets during attack.
  • Improved behavior of ships fleeing from attacks.
  • Improved MoveWait fleet behavior immediately before performing attack.
  • Improved combat behavior of ships in fleet with carrier or fleet auxiliary ship.
  • Improved carrier behavior in combat if all fighter subordinates are on detached assignment.
  • Improved police response to EMP bombs being lobbed at policed stations.
  • Improved handling for attempting ware exchange where transport drones are needed but unavailable.
  • Improved amounts sold by free traders and miners when only selling, particularly across multiple sectors.
  • Improved missile damage and ammo consumption simulation when player not present.
  • Improved capital ships using forward-mounted guns in combat when player not present.
  • Improved reliability of attack subordinates engaging commander's target.
  • Improved resupply behavior to allow ships that have loadout level of 0 to automatically get repairs as needed.
  • Improved decision-making for when commanders recall subordinates upon receiving move order.
  • Improved responsiveness of attack subordinates when commander attacks new target.
  • Improved collection of multiple drops in same area by multiple ships.
  • Improved matching of corridors to rooms on Argon stations.
  • Improved pilot chair in Terran ships.
  • Improved transporter room visuals.
  • Improved notification and logbook entry for player-owned ships and stations being destroyed.
  • Improved presentation of out-of-stock items in Ship Upgrade menu.
  • Improved estimated arrival time of incoming deliveries.
  • Improved ship upgrade by allowing multiple ships with equipment from another race to be upgraded if all ships share same equipment.
  • Improved factory icons to indicate produced ware.
  • Improved Options menu by making it full-screen.
  • Improved messages in message ticker and logbook for attacked or destroyed player property.
  • Improved control mode messages to be informative rather than commanding.
  • Improved visuals when showing in-game scenes on target monitor.
  • Improved visibility by decreasing brightness of window dirt at border of cockpit glass.
  • Improved high and ultra graphics presets to include screen space reflections (change only applied when reselecting preset).
  • Improved deadzone in default input profiles for gamepads by reducing it from 50% to 10%.
  • Improved game startup time, and time for loading and saving savegames.
  • [Beta 2] Improved signal and data leaks on stations to be in more varied locations.
  • [Beta 2] Improved approach to target in preparation for launching boarding pods.
  • [Beta 2] Improved HUD visualisation when enemies enter weapon range.
  • [Beta 3] Improved Live Stream feature (new feature in 6.00).
  • [Beta 3] Improved Deliver Inventory missions by adding option to deliver all matching items at once.
  • [Beta 3] Improved Build Station missions by diversifying requirements for defence platforms.
  • [Beta 3] Improved positioning of ship-claiming signal leaks (problem introduced in 6.00).
  • [Beta 3] Improved reliability of travel through gates and accelerators (problem introduced in 6.00).
  • [Beta 3] Improved detection of mission race checkpoints. (problem introduced in 6.00).
  • [Beta 3] Improved naming of stations with wide range of different types of production module (problem introduced in 6.00).
  • [Beta 3] Improved approach of boarding ships before launching pods.
  • [Beta 3] Improved container magnet making pickups much more reliable.
  • [Beta 3] Improved explicit command Attack Surface Elements by preventing ships ever firing at target's hull intentionally.
  • [Beta 4] Improved Scan mission rewards and accuracy of displayed difficulty if target is hostile.
  • [Beta 4] Improved collisions inside Terran dock area.
  • [Beta 5] Improved behavior of missile-armed fighters attacking stations or capital ships.
  • [Beta 5] Improved cohesion of travelling fleets in low attention.
  • [Beta 5] Improved storage type colours in Logical Station Overview to match module design better.
  • [Beta 5] Improved impact and muzzle sounds for various weapons.
  • [Beta 5] Improved reflections on cockpit glass.
  • [Beta 6] Improved Argon Federation and Godrealm starting relations with player in The Untested Explorer and The Accomplished Scientist starts.
  • [Beta 6] Improved Terran Cadet transition into Defenders of Sol mission.
  • [Beta 6] Improved ships fleeing Tide when far from any neutral station.
  • [Beta 6] Improved readability of stars for NPC skills.
  • [Beta 6] Improved sound occlusion in interiors.
  • Fixed selected stories in Custom Gamestart Editor depending on Headquarters and Staff story state not resetting when removing HQ story.
  • Fixed being able to destroy missile drop in Flight School tutorial.
  • Fixed being able to assign pilots to certain plot ships which should have been restricted.
  • Fixed problems with Escape Plan mission if it occurs in Grand Exchange I.
  • Fixed Welfare Module research mission Casino station being invulnerable before mission starts.
  • Fixed Transport Passenger mission spawning passenger in brig.
  • Fixed Hack Panel missions asking player to hack panel that has already been hacked.
  • Fixed Hack Panel missions targeting station belonging to same faction that is offering mission.
  • Fixed A Pirate's Trail mission getting stuck if Wolfish Heart is destroyed in one shot, or during initial dialog.
  • Fixed wrong mission objective if target ship gets destroyed early during Seem Valuable mission of Split story.
  • Fixed Guard placement in Antigone Station corridor during Covert Operations story.
  • Fixed player Cover ship being owned by Argon during Zyarth's Coffin mission of Split story.
  • Fixed story not progressing if station to which wares should be delivered is destroyed during Zyarth's Coffin mission of Split story.
  • Fixed important wreck in Flight School tutorial being destructible.
  • Fixed conversation stalling during build segment of Advanced Scenario.
  • Fixed missing hints and menu highlighting in Terran version of HQ dock construction mission.
  • Fixed Dagobas Lahubasis Yorilos III trying to escape into own ship while talking to him on bridge during Trade Obstruction mission of Avarice story.
  • Fixed not being able to complete Avarice story race with L-sized ship.
  • Fixed Manager's Office displaying wrong trophy after completing Arcadian Endeavour story.
  • Fixed From the Ashes mission getting stuck if Duke's Haven gets destroyed before player can deliver manager.
  • Fixed Geometric Owl attacking random Xenon in The Void instead of staying put to allow players to dock during Second Assistant mission of Pioneer Terraforming story.
  • Fixed ship delivery missions not updating which ships to transfer after first recognised ships are removed from delivery area.
  • Fixed several issues with Scale Plate subscription missions.
  • Fixed timers for supply factory missions getting stuck at zero.
  • Fixed some missions having excessively long time limits.
  • Fixed stations belonging to civilian faction offering missions.
  • Fixed not being able to dock at Keepsafe after it is rebuilt.
  • Fixed relations between Vigor Syndicate and Ministry of Finance to be actively hostile.
  • Fixed certain major stations and factories sometimes not spawning on gamestart.
  • Fixed some stations unintentionally spawning in hazardous regions.
  • Fixed Yaki ships sometimes not having weapons.
  • Fixed generated loadouts in some shipyards/wharfs/equipment docks not matching available equipment.
  • Fixed subordinate traders sometimes buying from homebase and selling right back to it.
  • Fixed research storage targets exceeding research ware requirements under certain circumstances.
  • Fixed being able to activate travel mode in ship without flight assist software.
  • Fixed ships sometimes firing at empty space when attacking large target.
  • Fixed multiple beam weapons attacking same target not draining shields as quickly as expected.
  • Fixed lockboxes standing still after saving and loading.
  • Fixed ships with repair drones sometimes not repairing at expected speed.
  • Fixed ships that are about to dock or are executing trades in Avarice ignoring Tide warning.
  • Fixed case that could result in station-based miners failing to execute assignment.
  • Fixed traders sometimes not finding valid trades when operating in only one space.
  • Fixed ships sometimes trading with build storage of destroyed stations.
  • Fixed station trade subordinates selling station trade wares to factions prohibited by associated trade rules.
  • Fixed player sometimes being blamed for objects destroyed by hazardous regions.
  • Fixed player-owned subordinates and capital ships sometimes traversing unexplored sectors when moving between sectors.
  • Fixed ships trying to resupply at stations or ships they cannot dock at.
  • Fixed ships belonging to some factions failing to restock deployables and ammo.
  • Fixed ware exchange stalling if exchange partners are already parked when ware exchange order begins.
  • Fixed attacking ships sometimes overshooting target on initial approach.
  • Fixed ships sometimes ignoring collisions when interrupted while docking.
  • Fixed non-capital ships with subordinates that are not moving with commander needlessly attempting to synchronize movements to fleet at gate transitions.
  • Fixed defence subordinates sometimes losing track of ships in fleet that are not subordinates of immediate commander.
  • Fixed case that could prevent capital ships dealing with fleet auxiliary ships which are attached to fleets.
  • Fixed ships attacking capital ships or stations not using all active weapons when weapons are activated while already in combat.
  • Fixed capital ships intentionally destroying targets that they were directed to disable while assisting boarding operation.
  • Fixed capital ships tending to maintain distance beyond turret range when directed to support boarding operation by destroying surface elements.
  • Fixed subordinates not docking if immediate commander is explicitly ordered to dock at carrier that is in command hierarchy.
  • Fixed case that could result in commanders ordering subordinates to dock indefinitely.
  • Fixed subordinates of subordinates of carriers undocking when carrier subordinate formation is changed via carrier.
  • Fixed ships with looped orders repeatedly trying to dock at now-destroyed destinations.
  • Fixed ships attacking attackers when going in for repairs or ammo.
  • Fixed fleeing ships erroneously concluding that second flee attempt was successful.
  • Fixed boarding pods becoming inactive when sent to abandoned ships when assigned marine was in transit.
  • Fixed illegal activities such as hitting stations with EMP bombs not triggering police response.
  • Fixed police ships sometimes attacking own faction's ships if those ships interrupt investigation.
  • Fixed ships in formation that are not subordinates doing no combat damage when player not present.
  • Fixed dismantled objects sometimes remaining in space much longer than they should.
  • Fixed wrecks being auto-selected when not flying salvage ships.
  • Fixed salvage subordinates not updating ranges after commander station's manager is replaced.
  • Fixed salvagers finding unknown wrecks.
  • Fixed salvage-related activities not contributing to skill gain.
  • Fixed pilots sometimes getting stuck when replacing another pilot.
  • Fixed difficulty docking manually when Collision Avoidance option is active.
  • Fixed Split flak turret bullets not exploding.
  • Fixed force effects of anomalies and some other objects not working.
  • Fixed small wrecks stuck in capital ship geometry interfering with player controls.
  • Fixed wrecks disappearing while being dismantled if player leaves area.
  • Fixed stuck doors or non-interactable buttons and panels on platforms after loading save.
  • Fixed non-interactable airlock after loading save.
  • Fixed invalid airlock state if cycled too quickly.
  • Fixed NPCs sometimes standing within objects on dock areas.
  • Fixed gamestart description texts being cut off under certain circumstances.
  • Fixed price and discount/commission information sometimes being incorrect in trade context menu.
  • Fixed maximum number of docked ships in Object Information menu.
  • Fixed missing timers on chain missions in Mission Manager menus.
  • Fixed station construction plan changes sometimes being lost when applied.
  • Fixed missing warning about changes to station construction plans when closing any menu opened from Station Build menu.
  • Fixed Long Range Scanner not seeing stations with Protectyon Shield Generator module.
  • Fixed station plots in Xenon space showing licence costs before placement.
  • Fixed boarding menu allowing selection of arriving marines.
  • Fixed crew on destroyed ships being listed in Personnel Management menu.
  • Fixed missing ticker message when player unlocks new Timeline entry.
  • Fixed missing/mismatching data in target monitor under certain circumstances.
  • Fixed terraforming projects showing wrong cooldown when they were never started before.
  • Fixed ware descriptions in trader menus not updating under certain circumstances.
  • Fixed scrolling in menus when mouse is over certain parts of screen.
  • Fixed selected object icon not appearing on Map when zoomed out.
  • Fixed wrecks of civilian ships being hidden on Map if civilian ships are not shown but wrecks are.
  • Fixed player sector not appearing on map if using space suit after hitching ride to unknown sector.
  • Fixed dropdown to change assignment of all subordinates in subordinate group failing to do so.
  • Fixed menu crash in station storage list under certain circumstances.
  • Fixed icons of recyclables being visible in fog of war.
  • Fixed mines dropped by trapped lockboxes not showing as red in UI.
  • Fixed Spacesuit Engines not showing hologram visuals in Encyclopedia.
  • Fixed Terran names for maintenance and fabrication bays in Encyclopedia.
  • Fixed potential damage to objects in universe from missiles that explode in Encyclopedia view.
  • Fixed suggestions for keyboard and mouse buttons being displayed in some cases when only playing with controller or joystick.
  • Fixed workers leaving lights on when production modules are inactive.
  • Fixed distinction between enemy and hostile factions in Faction and Relations menu.
  • Fixed colour of target monitor relation for neutral objects.
  • Fixed inconsistent information about gate and accelerator destinations in both HUD and ship computer voice.
  • Fixed voice playback in Timeline getting interrupted by other voices.
  • Fixed beam weapon sounds being considered "ambient" instead of "effects" for sound volumes.
  • Fixed bright line appearing in some shadows.
  • Fixed engine jet "flames" not animating correctly for several XS ships.
  • Fixed game having wrong resolution after choosing 1280x720 or similar small resolutions in fullscreen mode.
  • Fixed custom gamestart cutscenes sometimes being distorted.
  • Fixed looking in wrong direction when teleporting to Alligator (Liquid).
  • Fixed being able to fall off dock area of Phoenix.
  • Fixed Zeus docking position being too close to pier.
  • Fixed Zeus E XS dock being out of position.
  • Fixed Osaka missing some detail.
  • Fixed Terran L container storage having incorrect collisions container modules.
  • Fixed missing wreck for Atlas E resupplier.
  • Fixed Hokkaido (Mineral) internal rooms clipping through geometry.
  • Fixed mirrored ship ID on Prometheus.
  • Fixed gap on dockarea of Erlking.
  • Fixed paintmods being applied to surfaces they should not be used on.
  • Fixed custom logos with upper-case letters in filename not being loaded in Linux version.
  • Fixed performance stutter when approaching highly populated docks.
  • Fixed noticeable freeze when closing station editor for very large stations.
  • Fixed rare freeze during startup.
  • [Beta 2] Fixed subordinates assigned to Position Defence sometimes getting multiple Attack In Range orders at once (new feature in 6.00).
  • [Beta 2] Fixed ships frequently attempting to fly through stations (problem introduced in 6.00).
  • [Beta 2] Fixed capital ship pilots sometimes disappearing after player teleports away (problem introduced in 6.00).
  • [Beta 2] Fixed defence drones not launching when set to Escort (problem introduced in 6.00).
  • [Beta 2] Fixed capital ships getting thrown out of travel mode when colliding with asteroids (problem introduced in 6.00).
  • [Beta 2] Fixed autopilot not being able to navigate towards unknown mission location when mission guidance towards target is available.
  • [Beta 2] Fixed subordinates assigned to mimic auto-trader setting anchor to commander location when initiating search for trades.
  • [Beta 2] Fixed Self-destruct command not working on deployables when invoked in first-person view.
  • [Beta 2] Fixed relief pilots sometimes not retaking control when requested.
  • [Beta 2] Fixed sorting by Sector in Property Owned (new feature in 6.00).
  • [Beta 2] Fixed missing relation perks text for factions with +30 relations (new feature in 6.00).
  • [Beta 2] Fixed Station Configuration menu and Logical Station Overview showing different or combined station information when opened (problem introduced in 6.00).
  • [Beta 2] Fixed dropdown for changing existing subordinate groups' assignments causing groups to merge if another group already has same assignment.
  • [Beta 2] Fixed dialog option highlight dot sometimes overlapping text.
  • [Beta 2] Fixed certain large stations partially missing collisions (problem introduced in 6.00).
  • [Beta 2] Fixed spacesuit being too large for collision purposes (problem introduced in 6.00).
  • [Beta 2] Fixed scrap processor being too large for collision purposes (problem introduced in 6.00).
  • [Beta 2] Fixed welder NPCs not finding positions from which to work (problem introduced in 6.00).
  • [Beta 2] Fixed player being unable to buy ships (Linux only, problem introduced in 6.00).
  • [Beta 2] Fixed reflection probes not working under certain circumstances (new feature in 6.00).
  • [Beta 2] Fixed artefacts from "god rays" in certain cutscenes (problem introduced in 6.00).
  • [Beta 2] Fixed shadows disappearing under certain circumstances.
  • [Beta 2] Fixed missing Erlking L turrets sounds.
  • [Beta 2] Fixed missing environment sounds after loading station design simulator.
  • [Beta 2] Fixed menu crash in Station Configuration menu during Unknown Structure mission (problem introduced in 6.00).
  • [Beta 2] Fixed menu crash in Logical Station Overview menu under certain circumstances.
  • [Beta 2] Fixed physics-related freeze (problem introduced in 6.00).
  • [Beta 3] Fixed player custom gamestart stations losing any special names defined in their construction plans.
  • [Beta 3] Fixed mission offer which cannot be accepted for Trade Obstruction mission of Avarice story.
  • [Beta 3] Fixed Build Station missions asking for ship-building modules (problem introduced in 6.00).
  • [Beta 3] Fixed Dr. Rick Feynman aborting remote call by disallowing calling during item delivery in Double Assistant mission of Pioneer Terraforming story.
  • [Beta 3] Fixed various issues with Torus riddle during Torus Aeternal mission of Pioneer Terraforming story.
  • [Beta 3] Fixed Terran military ships remaining hostile after completing Terran Pests mission by reaching Torus in Pioneer Terraforming story.
  • [Beta 3] Fixed Ace's ship remaining invulnerable after Arcadian Endeavour story completed.
  • [Beta 3] Fixed station ownership not also transferring blueprints in Avarice Story.
  • [Beta 3] Fixed build station mission rewards sometimes being up to 64 credits short.
  • [Beta 3] Fixed turret compatibility problems with mining ships (problem introduced in 6.00).
  • [Beta 3] Fixed falling through floor of moving elevators (problem introduced in 6.00).
  • [Beta 3] Fixed permanent loss of spacesuit controls after undocking from certain ships (problem introduced in 6.00).
  • [Beta 3] Fixed ships becoming insubstantial after having once docked (problem introduced in 6.00).
  • [Beta 3] Fixed several cases of collisions not working correctly (problem introduced in 6.00).
  • [Beta 3] Fixed getting stuck in floor after using airlock (problem introduced in 6.00).
  • [Beta 3] Fixed boarding pods sometimes holding just short of target hull but not actually attaching (problem introduced in 6.00).
  • [Beta 3] Fixed duplicating deployables when picking them back up (problem introduced in 6.00).
  • [Beta 3] Fixed being unable to get out of Split Jaguar when playing as Paranid (problem introduced in 6.00).
  • [Beta 3] Fixed getting stuck in command consoles on capital ship bridges (problem introduced in 6.00).
  • [Beta 3] Fixed resetting aim assist option to default always turning it off on next start.
  • [Beta 3] Fixed player weapon fire converging too soon when using mouse to aim at own ship in external view.
  • [Beta 3] Fixed modifying multi-ship selection in Property Owned menu with Ctrl key not working under certain circumstances.
  • [Beta 3] Fixed missing space background reflections on certain docking areas (new feature in 6.00).
  • [Beta 3] Fixed missing icon for salvage in radius order.
  • [Beta 3] Fixed menu crash in Custom Gamestart Editor under certain circumstances.
  • [Beta 3] Fixed several causes of crashes.
  • [Beta 4] Fixed Direct Mouse Steering sometimes reactivating in Flight School after player turned it off.
  • [Beta 4] Fixed laser towers in A Return To Normal Order missions having wrong faction (problem introduced in 6.00).
  • [Beta 4] Fixed Arcadian Endeavour story not rewarding adequate MIN faction relation if siding with Mellerd.
  • [Beta 4] Fixed Rhak Patriarchy not being at war with Argon Federation and Antigone Republic.
  • [Beta 4] Fixed asteroids with extreme yield in Family Nhuut.
  • [Beta 4] Fixed stations not taking any explosion damage (problem introduced in 6.00).
  • [Beta 4] Fixed mass traffic not appearing under certain circumstances.
  • [Beta 4] Fixed player-owned ships always undocking without waiting for player if player has never controlled any ship.
  • [Beta 4] Fixed SETA being cancelled when pilot activates travel mode while player is seated passenger.
  • [Beta 4] Fixed exaggerated speed change when colliding with moving objects at low relative speed.
  • [Beta 4] Fixed steering being slowed down when in relative movement to ship in travel mode.
  • [Beta 4] Fixed AI captain taking over boarding ship after player launched further pods sending more marines to target.
  • [Beta 4] Fixed subordinates assigned to intercept not engaging targets if all subordinates are in internal storage.
  • [Beta 4] Fixed subordinates stopping moving when player gets close enough to see them.
  • [Beta 4] Fixed commanders performing Protect Position as default behaviour cancelling order when subordinate's assignment changes (problem introduced in 6.00).
  • [Beta 4] Fixed command to Stop Position Defence remaining if subordinate group assigned to Position Defence is empty and Stop Position Defence is selected (new feature in 6.00).
  • [Beta 4] Fixed military and mining ships sometimes being built without weapons and shields if wharf/shipyard is low on resources.
  • [Beta 4] Fixed Split Raptors sometimes being built with no turrets or shields.
  • [Beta 4] Fixed ships idling potentially indefinitely in ring highway.
  • [Beta 4] Fixed Live Stream and External View being available for mass traffic and ships in internal storage.
  • [Beta 4] Fixed missing buttons when changing trade ware filter in Map.
  • [Beta 4] Fixed dialog tooltips being wrongly positioned and missing background.
  • [Beta 4] Fixed duplicated mouse-over texts for ware reservations.
  • [Beta 4] Fixed speed restriction zone in Teladi dock area not covering all docks.
  • [Beta 4] Fixed location of casino room in certain dock areas causing visible clipping.
  • [Beta 4] Fixed invisible wall in Stork cockpit preventing you from accessing pilot console.
  • [Beta 4] Fixed door of Elite not being affected by paint mods.
  • [Beta 4] Fixed occasional flickering of subtitles when multiple pilots speak over comm channels.
  • [Beta 4] Fixed missing or flickering reflections under certain circumstances (new feature in 6.00).
  • [Beta 4] Fixed issues with reflections on glass surfaces (new feature in 6.00).
  • [Beta 4] Fixed issues with shadows on glass surfaces.
  • [Beta 5] Fixed game not loading when selecting Yaki Characters in Custom Gamestart Editor (problem introduced in 6.00).
  • [Beta 5] Fixed ships missing signal that Tide has changed to calm phase.
  • [Beta 5] Fixed excessive numbers of ships wanting to restock equipment at gamestart.
  • [Beta 5] Fixed basic connection modules having incorrect production costs.
  • [Beta 5] Fixed ships that cannot collect lockboxes repeatedly attempting to do so.
  • [Beta 5] Fixed ships refusing to attack disguised ships that were hostile when attack order was given.
  • [Beta 5] Fixed Revisit Known Stations not updating Space if Position changed such that it is no longer in Space.
  • [Beta 5] Fixed player being blamed for environmental damage in player-owned sectors.
  • [Beta 5] Fixed mining nodes on smaller asteroids hovering above surface (problem introduced in 6.00).
  • [Beta 5] Fixed miners not using non-turret weapons against certain asteroids (problem introduced in 6.00).
  • [Beta 5] Fixed subordinates assigned to Position Defence sometimes not resuming previous duties when assignment changes (new feature in 6.00).
  • [Beta 5] Fixed sometimes running into invisible wall briefly, immediately after teleporting to new ship.
  • [Beta 5] Fixed issues entering spacesuit from ship that is in relative movement to capital ship.
  • [Beta 5] Fixed sticky bullets continually adding impulse to hit object.
  • [Beta 5] Fixed incorrect direction of impulse added by bullet hits.
  • [Beta 5] Fixed laser towers sometimes slowly drifting away.
  • [Beta 5] Fixed pushing effect of anomalies being incorrect when approaching from certain angles.
  • [Beta 5] Fixed ships sometimes taking much longer to align when player not present due to rotating wrong way.
  • [Beta 5] Fixed ware exchange with player's personal ship failing if more than one item queued for exchange.
  • [Beta 5] Fixed ships exiting accelerators too far forward then turning around before continuing on path (problem introduced in 6.00).
  • [Beta 5] Fixed player position after getting up from chair (problem introduced in 6.00).
  • [Beta 5] Fixed landing gear opening and closing continuously inside dock areas (problem introduced in 6.00).
  • [Beta 5] Fixed ships sometimes getting stuck with 50m/s speed limit (problem introduced in 6.00).
  • [Beta 5] Fixed signal leaks generated by EMP bombs being unreliably placed (problem introduced in 6.00).
  • [Beta 5] Fixed duplicate entries in Custom Gamestart Editor blueprint selection.
  • [Beta 5] Fixed hire and work somewhere else menus being available for spacesuits.
  • [Beta 5] Fixed mission targets being repeatedly highlighted under certain circumstances.
  • [Beta 5] Fixed missing consumables from details of currently edited ship in Ship Configuration menu under certain circumstances.
  • [Beta 5] Fixed minor issues with target monitor relation display (problem introduced in 6.00).
  • [Beta 5] Fixed stretched checkbox in Ship Configuration menu settings (new feature in 6.00).
  • [Beta 5] Fixed sun shining through certain station modules (problem introduced in 6.00).
  • [Beta 5] Fixed Chthonios E (Mineral) ship ID not being shown correctly on hull.
  • [Beta 6] Fixed missing relation settings for Xenon and Kha'ak in creative Custom Game Starts (problem introduced in 6.00).
  • [Beta 6] Fixed Custom Gamestart satellite coverage option resulting in excessively distant satellites (problem introduced in 6.00).
  • [Beta 6] Fixed Terran Cadet gamestart getting Defenders of Sol mission without having completed intro mission.
  • [Beta 6] Fixed signal leak scan activity in Terran Pests mission (problem introduced in 6.00).
  • [Beta 6] Fixed case of Trade Obstruction mission not starting in Avarice story.
  • [Beta 6] Fixed case of Assemble Fleet mission getting stuck.
  • [Beta 6] Fixed player-controlled Builder Ships being shown as available for assignment to construction sites.
  • [Beta 6] Fixed ships with minimal storage capacity failing to pick up all containers when ordered to collect many full containers of wares.
  • [Beta 6] Fixed ships assigned to Mimic commander with default behavior set to Protect Position failing to do so (problem introduced in 6.00).
  • [Beta 6] Fixed subordinates of subordinates who are docked at commander repeatedly trying to dock when they cannot do so.
  • [Beta 6] Fixed subordinate groups assigned to Position Defence not responding to group commands after loading savegame (problem introduced in 6.00).
  • [Beta 6] Fixed incorrect station storage capacity predictions from ware reservations.
  • [Beta 6] Fixed ships sometimes getting stuck at 50m/s (problem introduced in 6.00).
  • [Beta 6] Fixed progress bars of repeatable terraforming projects not working after first time.
  • [Beta 6] Fixed Ship Information menu not being usable with keyboard or controller under certain circumstances.
  • [Beta 6] Fixed ship cockpit reflection probes sometimes showing docking bay features after undocking (new feature in 6.00).
  • [Beta 6] Fixed several capital ships being unable to launch subordinates out of launch tubes (problem introduced in 6.00).
  • [Beta 6] Fixed collision issues in Argon/Terran Wharf (problem introduced in 6.00).
  • [Beta 6] Fixed Erlking not having collisions on main weapon (problem introduced in 6.00).
  • [Beta 6] Fixed Elephant bridge clipping into geometry (new feature in 6.00).
  • [Beta 6] Fixed several issues with surface elements of Albatross (new feature in 6.00).
  • [Beta 6] Fixed visual glitch in Albatross bridge (new feature in 6.00).
  • [Beta 6] Fixed Manorina (Gas) paint mod not being applied correctly.
  • [Beta 6] Fixed flickering in Turquoise Sea with open comms.
  • [Beta 6] Fixed Betty and other voice lines sounding muffled (problem introduced in 6.00).
  • [Beta 6] Fixed several causes of crashes.
submitted by linolafett to X4Foundations [link] [comments]


2023.03.08 17:26 linolafett X4 Foundations Public Beta - Version: 6.00 Beta 5 (495135) - Last updated: 2023-03-08

Its finally time for a new beta. Please visit our forums for instructions to take part in the beta, if you like adventures ;) Please make sure to back up your valuable save games before!
https://forum.egosoft.com/viewtopic.php?f=192&t=405397
A nicely written article with some pictures fron Greg about the broad changes done in this update: https://store.steampowered.com/news/app/392160/view/3650762049189479208
Release Notes
Note: This beta version is available for Windows (Steam and GOG Galaxy) and Linux (Steam only). Note: Ventures remain disabled in this version. However:
  • Basic online functionality is re-enabled, i.e. you can log in to, and out of, your Egosoft account from within the game.
  • You will be able access any paint mods that are in your online inventory, with the same limitations and conditions as before.
  • You will NOT be able to build new venture docks or send ships on ventures, and you will not see any menus related to this.
  • You will NOT receive any "visitor" ships from other players.
Version: 6.00 Beta 1 (492332) - Last updated: 2023-01-19
New Feature: Updated graphics engine, with Parallax Occlusion Mapping, Reflection Probes, enhanced lighting, improved shadows, and more.
  • New Feature: Jolt Physics engine.
  • New Feature: Live Stream camera mode.
  • New Feature: Position Defence for carrier-led fleets.
  • New Feature: [Beta 5] New Construction Vessel designs for Paranid, Teladi, Split and Terran factions.
  • Added new bombardment assignment for subordinates.
  • Added command to order ships to attack surface elements on designated targets.
  • Added Salvage at Position and Deliver Salvage commands for use with repeat orders.
  • Added self-destruct command for player-owned satellites, resource probes, nav beacons, lasertowers and mines.
  • Added detection and penalty for theft from station build storage.
  • Added more gamestart information, indicating whether they are Tutorial, Guided, Assisted or Sandbox, and adjusted order.
  • Added option to edit Buccaneer relations in Custom Gamestart Editor under certain circumstances.
  • Added player HQ to Station Design Simulator.
  • Added Supervised Mining missions.
  • Added Kha'ak-specific Destroy Station missions.
  • Added extra Signal Leak missions for factions foreign to station owner, allowing player to earn reputation for Vigor Syndicate at Teladi stations and for Fallen Families at Free Families stations.
  • Added hint for missing research to Equipment Mod Workbench menu.
  • Added button to force station build to complete instantly in Station Design Simulator.
  • Added visual hint for destroyed ships in Transaction Log menus.
  • Added links to Object Information and Object Transaction Log from entries in Transaction Log.
  • Added hint about trade entries in Transaction Log to Logbook.
  • Added order descriptions to Interact and New Order context menus.
  • Added mappable hotkeys for deploying objects such as Satellites and Laser Towers.
  • Added mappable hotkeys for giving and aborting player squad attack order.
  • Added option to hold Shift while dragging on map to move orders vertically.
  • Added transform gizmo to station editor.
  • Added double-click on module in Station Build menu to focus camera on module.
  • Added shortcut to Manage Plots menu to console in Station Design Simulator.
  • Added surface elements of environment object to Next/Previous Target selection.
  • Added options to pre-configure blacklists and fire authorisation overrides when building ships.
  • Added descriptions to many items in Encyclopedia.
  • Added information about long range scanner range and scan area to Encyclopedia.
  • Added distinction between enemies and hostiles to Encyclopedia faction entries.
  • Added distinction between friendly and allied relations to target monitor.
  • Added more relation perks to Factions and Relations menu.
  • Added option to ignore cargo space reservations when setting up trade loops.
  • Added option to exchange captains when transferring crew.
  • Added possibility to override faction logo per fleet.
  • Added modified hint to Continue Game option in Start menu.
  • Added mission highlight to transporter room button and other elements.
  • Added some landmark stations to Encyclopedia.
  • Added mission arrow towards platform guidance if not on screen.
  • Added animation when selecting target.
  • Added several new achievements.
  • Added new ultra shadow quality option.
  • Removed logbook entries for received surplus and completed trades.
  • [Beta 2] Added player relation details to Encyclopedia faction entries.
  • [Beta 2] Added tooltips explaining Allies, Enemies and Hostiles lists in Encyclopedia.
  • [Beta 2] Added tooltips with relation name to Faction and Relations menu.
  • [Beta 2] Added Optimal Workforce information to Build Module Encyclopedia entries.
  • [Beta 2] Added information about claiming sector ownership to station module Encyclopedia entries.
  • [Beta 3] Added engine check light to indicate reduced engine functionality to HUD.
  • [Beta 3] Added ability to change position of Position Defence markers vertically (new feature in 6.00).
  • [Beta 4] Added warning if NPC-owned ships are about to undock with player on board.
  • [Beta 4] Added option to allow player-owned ships to deploy laser towers in response to attack, inspection by police, or pirate harassment.
  • [Beta 4] Added hull bar animation when receiving damage.
  • [Beta 4] Added separate yellow state to engine check light to indicate disabled travel drive (new feature in 6.00).
  • [Beta 5] Added Custom Gamestart Editor story states for Tides of Avarice stories.
  • [Beta 5] Added ship size information to encyclopedia.
  • [Beta 5] Added station construction menu help information when expanding HQ for storage relevant to research.
  • Removed "transparent" border around fullscreen menus.
  • Removed info boxes for ships on map.
  • Removed venture inventory tab from spacesuit upgrades.
  • Removed option to turn off save compression (note: with recent improvements to saving this option is no longer advisable for normal users but remains available to modders in a different form).
  • [Beta 3] Removed Vigor Syndicate food delivery missions as transporting food is illegal in their space.
  • [Beta 4] Removed requirement for CPU to include SSE4.1 support (experimental change, may need to be reversed).
  • [Beta 5] Removed wares required for terraforming from missing resource section in Ship Configuration menu.
  • Improved balancing of some Terraforming projects by making them resilient against setbacks from events such as quakes.
  • Improved Find Resources missions by adding guidance sphere and increasing reward according to how many Resource Probes player will probably need.
  • Improved room variety for certain missions.
  • Improved Give Seminar conversation choice.
  • Improved placement of data leaks to claim abandoned ships.
  • Improved dock position tolerance when flying capital ship without docking computer.
  • Improved undocking behaviour in certain dock areas.
  • Improved presentation when sharing transporter room with NPCs.
  • Improved Zyarth economy to counter it being overrun by Xenon (affects new games only).
  • Improved faction defence station loadout selection when responding to aggression.
  • Improved fighter combat movement against large targets.
  • Improved coordination within fleets during attack.
  • Improved behavior of ships fleeing from attacks.
  • Improved MoveWait fleet behavior immediately before performing attack.
  • Improved combat behavior of ships in fleet with carrier or fleet auxiliary ship.
  • Improved carrier behavior in combat if all fighter subordinates are on detached assignment.
  • Improved police response to EMP bombs being lobbed at policed stations.
  • Improved handling for attempting ware exchange where transport drones are needed but unavailable.
  • Improved amounts sold by free traders and miners when only selling, particularly across multiple sectors.
  • Improved missile damage and ammo consumption simulation when player not present.
  • Improved capital ships using forward-mounted guns in combat when player not present.
  • Improved reliability of attack subordinates engaging commander's target.
  • Improved resupply behavior to allow ships that have loadout level of 0 to automatically get repairs as needed.
  • Improved decision-making for when commanders recall subordinates upon receiving move order.
  • Improved responsiveness of attack subordinates when commander attacks new target.
  • Improved collection of multiple drops in same area by multiple ships.
  • Improved matching of corridors to rooms on Argon stations.
  • Improved pilot chair in Terran ships.
  • Improved transporter room visuals.
  • Improved notification and logbook entry for player-owned ships and stations being destroyed.
  • Improved presentation of out-of-stock items in Ship Upgrade menu.
  • Improved estimated arrival time of incoming deliveries.
  • Improved ship upgrade by allowing multiple ships with equipment from another race to be upgraded if all ships share same equipment.
  • Improved factory icons to indicate produced ware.
  • Improved Options menu by making it full-screen.
  • Improved messages in message ticker and logbook for attacked or destroyed player property.
  • Improved control mode messages to be informative rather than commanding.
  • Improved visuals when showing in-game scenes on target monitor.
  • Improved visibility by decreasing brightness of window dirt at border of cockpit glass.
  • Improved high and ultra graphics presets to include screen space reflections (change only applied when reselecting preset).
  • Improved deadzone in default input profiles for gamepads by reducing it from 50% to 10%.
  • Improved game startup time, and time for loading and saving savegames.
  • [Beta 2] Improved signal and data leaks on stations to be in more varied locations.
  • [Beta 2] Improved approach to target in preparation for launching boarding pods.
  • [Beta 2] Improved HUD visualisation when enemies enter weapon range.
  • [Beta 3] Improved Live Stream feature (new feature in 6.00).
  • [Beta 3] Improved Deliver Inventory missions by adding option to deliver all matching items at once.
  • [Beta 3] Improved Build Station missions by diversifying requirements for defence platforms.
  • [Beta 3] Improved positioning of ship-claiming signal leaks (problem introduced in 6.00).
  • [Beta 3] Improved reliability of travel through gates and accelerators (problem introduced in 6.00).
  • [Beta 3] Improved detection of mission race checkpoints. (problem introduced in 6.00).
  • [Beta 3] Improved naming of stations with wide range of different types of production module (problem introduced in 6.00).
  • [Beta 3] Improved approach of boarding ships before launching pods.
  • [Beta 3] Improved container magnet making pickups much more reliable.
  • [Beta 3] Improved explicit command Attack Surface Elements by preventing ships ever firing at target's hull intentionally.
  • [Beta 4] Improved Scan mission rewards and accuracy of displayed difficulty if target is hostile.
  • [Beta 4] Improved collisions inside Terran dock area.
  • [Beta 5] Improved behavior of missile-armed fighters attacking stations or capital ships.
  • [Beta 5] Improved cohesion of travelling fleets in low attention.
  • [Beta 5] Improved storage type colours in Logical Station Overview to match module design better.
  • [Beta 5] Improved impact and muzzle sounds for various weapons.
  • [Beta 5] Improved reflections on cockpit glass.
  • Fixed selected stories in Custom Gamestart Editor depending on Headquarters and Staff story state not resetting when removing HQ story.
  • Fixed being able to destroy missile drop in Flight School tutorial.
  • Fixed being able to assign pilots to certain plot ships which should have been restricted.
  • Fixed problems with Escape Plan mission if it occurs in Grand Exchange I.
  • Fixed Welfare Module research mission Casino station being invulnerable before mission starts.
  • Fixed Transport Passenger mission spawning passenger in brig.
  • Fixed Hack Panel missions asking player to hack panel that has already been hacked.
  • Fixed Hack Panel missions targeting station belonging to same faction that is offering mission.
  • Fixed A Pirate's Trail mission getting stuck if Wolfish Heart is destroyed in one shot, or during initial dialog.
  • Fixed wrong mission objective if target ship gets destroyed early during Seem Valuable mission of Split story.
  • Fixed Guard placement in Antigone Station corridor during Covert Operations story.
  • Fixed player Cover ship being owned by Argon during Zyarth's Coffin mission of Split story.
  • Fixed story not progressing if station to which wares should be delivered is destroyed during Zyarth's Coffin mission of Split story.
  • Fixed important wreck in Flight School tutorial being destructible.
  • Fixed conversation stalling during build segment of Advanced Scenario.
  • Fixed missing hints and menu highlighting in Terran version of HQ dock construction mission.
  • Fixed Dagobas Lahubasis Yorilos III trying to escape into own ship while talking to him on bridge during Trade Obstruction mission of Avarice story.
  • Fixed not being able to complete Avarice story race with L-sized ship.
  • Fixed Manager's Office displaying wrong trophy after completing Arcadian Endeavour story.
  • Fixed From the Ashes mission getting stuck if Duke's Haven gets destroyed before player can deliver manager.
  • Fixed Geometric Owl attacking random Xenon in The Void instead of staying put to allow players to dock during Second Assistant mission of Pioneer Terraforming story.
  • Fixed ship delivery missions not updating which ships to transfer after first recognised ships are removed from delivery area.
  • Fixed several issues with Scale Plate subscription missions.
  • Fixed timers for supply factory missions getting stuck at zero.
  • Fixed some missions having excessively long time limits.
  • Fixed stations belonging to civilian faction offering missions.
  • Fixed not being able to dock at Keepsafe after it is rebuilt.
  • Fixed relations between Vigor Syndicate and Ministry of Finance to be actively hostile.
  • Fixed certain major stations and factories sometimes not spawning on gamestart.
  • Fixed some stations unintentionally spawning in hazardous regions.
  • Fixed Yaki ships sometimes not having weapons.
  • Fixed generated loadouts in some shipyards/wharfs/equipment docks not matching available equipment.
  • Fixed subordinate traders sometimes buying from homebase and selling right back to it.
  • Fixed research storage targets exceeding research ware requirements under certain circumstances.
  • Fixed being able to activate travel mode in ship without flight assist software.
  • Fixed ships sometimes firing at empty space when attacking large target.
  • Fixed multiple beam weapons attacking same target not draining shields as quickly as expected.
  • Fixed lockboxes standing still after saving and loading.
  • Fixed ships with repair drones sometimes not repairing at expected speed.
  • Fixed ships that are about to dock or are executing trades in Avarice ignoring Tide warning.
  • Fixed case that could result in station-based miners failing to execute assignment.
  • Fixed traders sometimes not finding valid trades when operating in only one space.
  • Fixed ships sometimes trading with build storage of destroyed stations.
  • Fixed station trade subordinates selling station trade wares to factions prohibited by associated trade rules.
  • Fixed player sometimes being blamed for objects destroyed by hazardous regions.
  • Fixed player-owned subordinates and capital ships sometimes traversing unexplored sectors when moving between sectors.
  • Fixed ships trying to resupply at stations or ships they cannot dock at.
  • Fixed ships belonging to some factions failing to restock deployables and ammo.
  • Fixed ware exchange stalling if exchange partners are already parked when ware exchange order begins.
  • Fixed attacking ships sometimes overshooting target on initial approach.
  • Fixed ships sometimes ignoring collisions when interrupted while docking.
  • Fixed non-capital ships with subordinates that are not moving with commander needlessly attempting to synchronize movements to fleet at gate transitions.
  • Fixed defence subordinates sometimes losing track of ships in fleet that are not subordinates of immediate commander.
  • Fixed case that could prevent capital ships dealing with fleet auxiliary ships which are attached to fleets.
  • Fixed ships attacking capital ships or stations not using all active weapons when weapons are activated while already in combat.
  • Fixed capital ships intentionally destroying targets that they were directed to disable while assisting boarding operation.
  • Fixed capital ships tending to maintain distance beyond turret range when directed to support boarding operation by destroying surface elements.
  • Fixed subordinates not docking if immediate commander is explicitly ordered to dock at carrier that is in command hierarchy.
  • Fixed case that could result in commanders ordering subordinates to dock indefinitely.
  • Fixed subordinates of subordinates of carriers undocking when carrier subordinate formation is changed via carrier.
  • Fixed ships with looped orders repeatedly trying to dock at now-destroyed destinations.
  • Fixed ships attacking attackers when going in for repairs or ammo.
  • Fixed fleeing ships erroneously concluding that second flee attempt was successful.
  • Fixed boarding pods becoming inactive when sent to abandoned ships when assigned marine was in transit.
  • Fixed illegal activities such as hitting stations with EMP bombs not triggering police response.
  • Fixed police ships sometimes attacking own faction's ships if those ships interrupt investigation.
  • Fixed ships in formation that are not subordinates doing no combat damage when player not present.
  • Fixed dismantled objects sometimes remaining in space much longer than they should.
  • Fixed wrecks being auto-selected when not flying salvage ships.
  • Fixed salvage subordinates not updating ranges after commander station's manager is replaced.
  • Fixed salvagers finding unknown wrecks.
  • Fixed salvage-related activities not contributing to skill gain.
  • Fixed pilots sometimes getting stuck when replacing another pilot.
  • Fixed difficulty docking manually when Collision Avoidance option is active.
  • Fixed Split flak turret bullets not exploding.
  • Fixed force effects of anomalies and some other objects not working.
  • Fixed small wrecks stuck in capital ship geometry interfering with player controls.
  • Fixed wrecks disappearing while being dismantled if player leaves area.
  • Fixed stuck doors or non-interactable buttons and panels on platforms after loading save.
  • Fixed non-interactable airlock after loading save.
  • Fixed invalid airlock state if cycled too quickly.
  • Fixed NPCs sometimes standing within objects on dock areas.
  • Fixed gamestart description texts being cut off under certain circumstances.
  • Fixed price and discount/commission information sometimes being incorrect in trade context menu.
  • Fixed maximum number of docked ships in Object Information menu.
  • Fixed missing timers on chain missions in Mission Manager menus.
  • Fixed station construction plan changes sometimes being lost when applied.
  • Fixed missing warning about changes to station construction plans when closing any menu opened from Station Build menu.
  • Fixed Long Range Scanner not seeing stations with Protectyon Shield Generator module.
  • Fixed station plots in Xenon space showing licence costs before placement.
  • Fixed boarding menu allowing selection of arriving marines.
  • Fixed crew on destroyed ships being listed in Personnel Management menu.
  • Fixed missing ticker message when player unlocks new Timeline entry.
  • Fixed missing/mismatching data in target monitor under certain circumstances.
  • Fixed terraforming projects showing wrong cooldown when they were never started before.
  • Fixed ware descriptions in trader menus not updating under certain circumstances.
  • Fixed scrolling in menus when mouse is over certain parts of screen.
  • Fixed selected object icon not appearing on Map when zoomed out.
  • Fixed wrecks of civilian ships being hidden on Map if civilian ships are not shown but wrecks are.
  • Fixed player sector not appearing on map if using space suit after hitching ride to unknown sector.
  • Fixed dropdown to change assignment of all subordinates in subordinate group failing to do so.
  • Fixed menu crash in station storage list under certain circumstances.
  • Fixed icons of recyclables being visible in fog of war.
  • Fixed mines dropped by trapped lockboxes not showing as red in UI.
  • Fixed Spacesuit Engines not showing hologram visuals in Encyclopedia.
  • Fixed Terran names for maintenance and fabrication bays in Encyclopedia.
  • Fixed potential damage to objects in universe from missiles that explode in Encyclopedia view.
  • Fixed suggestions for keyboard and mouse buttons being displayed in some cases when only playing with controller or joystick.
  • Fixed workers leaving lights on when production modules are inactive.
  • Fixed distinction between enemy and hostile factions in Faction and Relations menu.
  • Fixed colour of target monitor relation for neutral objects.
  • Fixed inconsistent information about gate and accelerator destinations in both HUD and ship computer voice.
  • Fixed voice playback in Timeline getting interrupted by other voices.
  • Fixed beam weapon sounds being considered "ambient" instead of "effects" for sound volumes.
  • Fixed bright line appearing in some shadows.
  • Fixed engine jet "flames" not animating correctly for several XS ships.
  • Fixed game having wrong resolution after choosing 1280x720 or similar small resolutions in fullscreen mode.
  • Fixed custom gamestart cutscenes sometimes being distorted.
  • Fixed looking in wrong direction when teleporting to Alligator (Liquid).
  • Fixed being able to fall off dock area of Phoenix.
  • Fixed Zeus docking position being too close to pier.
  • Fixed Zeus E XS dock being out of position.
  • Fixed Osaka missing some detail.
  • Fixed Terran L container storage having incorrect collisions container modules.
  • Fixed missing wreck for Atlas E resupplier.
  • Fixed Hokkaido (Mineral) internal rooms clipping through geometry.
  • Fixed mirrored ship ID on Prometheus.
  • Fixed gap on dockarea of Erlking.
  • Fixed paintmods being applied to surfaces they should not be used on.
  • Fixed custom logos with upper-case letters in filename not being loaded in Linux version.
  • Fixed performance stutter when approaching highly populated docks.
  • Fixed noticeable freeze when closing station editor for very large stations.
  • Fixed rare freeze during startup.
  • [Beta 2] Fixed subordinates assigned to Position Defence sometimes getting multiple Attack In Range orders at once (new feature in 6.00).
  • [Beta 2] Fixed ships frequently attempting to fly through stations (problem introduced in 6.00).
  • [Beta 2] Fixed capital ship pilots sometimes disappearing after player teleports away (problem introduced in 6.00).
  • [Beta 2] Fixed defence drones not launching when set to Escort (problem introduced in 6.00).
  • [Beta 2] Fixed capital ships getting thrown out of travel mode when colliding with asteroids (problem introduced in 6.00).
  • [Beta 2] Fixed autopilot not being able to navigate towards unknown mission location when mission guidance towards target is available.
  • [Beta 2] Fixed subordinates assigned to mimic auto-trader setting anchor to commander location when initiating search for trades.
  • [Beta 2] Fixed Self-destruct command not working on deployables when invoked in first-person view.
  • [Beta 2] Fixed relief pilots sometimes not retaking control when requested.
  • [Beta 2] Fixed sorting by Sector in Property Owned (new feature in 6.00).
  • [Beta 2] Fixed missing relation perks text for factions with +30 relations (new feature in 6.00).
  • [Beta 2] Fixed Station Configuration menu and Logical Station Overview showing different or combined station information when opened (problem introduced in 6.00).
  • [Beta 2] Fixed dropdown for changing existing subordinate groups' assignments causing groups to merge if another group already has same assignment.
  • [Beta 2] Fixed dialog option highlight dot sometimes overlapping text.
  • [Beta 2] Fixed certain large stations partially missing collisions (problem introduced in 6.00).
  • [Beta 2] Fixed spacesuit being too large for collision purposes (problem introduced in 6.00).
  • [Beta 2] Fixed scrap processor being too large for collision purposes (problem introduced in 6.00).
  • [Beta 2] Fixed welder NPCs not finding positions from which to work (problem introduced in 6.00).
  • [Beta 2] Fixed player being unable to buy ships (Linux only, problem introduced in 6.00).
  • [Beta 2] Fixed reflection probes not working under certain circumstances (new feature in 6.00).
  • [Beta 2] Fixed artefacts from "god rays" in certain cutscenes (problem introduced in 6.00).
  • [Beta 2] Fixed shadows disappearing under certain circumstances.
  • [Beta 2] Fixed missing Erlking L turrets sounds.
  • [Beta 2] Fixed missing environment sounds after loading station design simulator.
  • [Beta 2] Fixed menu crash in Station Configuration menu during Unknown Structure mission (problem introduced in 6.00).
  • [Beta 2] Fixed menu crash in Logical Station Overview menu under certain circumstances.
  • [Beta 2] Fixed physics-related freeze (problem introduced in 6.00).
  • [Beta 3] Fixed player custom gamestart stations losing any special names defined in their construction plans.
  • [Beta 3] Fixed mission offer which cannot be accepted for Trade Obstruction mission of Avarice story.
  • [Beta 3] Fixed Build Station missions asking for ship-building modules (problem introduced in 6.00).
  • [Beta 3] Fixed Dr. Rick Feynman aborting remote call by disallowing calling during item delivery in Double Assistant mission of Pioneer Terraforming story.
  • [Beta 3] Fixed various issues with Torus riddle during Torus Aeternal mission of Pioneer Terraforming story.
  • [Beta 3] Fixed Terran military ships remaining hostile after completing Terran Pests mission by reaching Torus in Pioneer Terraforming story.
  • [Beta 3] Fixed Ace's ship remaining invulnerable after Arcadian Endeavour story completed.
  • [Beta 3] Fixed station ownership not also transferring blueprints in Avarice Story.
  • [Beta 3] Fixed build station mission rewards sometimes being up to 64 credits short.
  • [Beta 3] Fixed turret compatibility problems with mining ships (problem introduced in 6.00).
  • [Beta 3] Fixed falling through floor of moving elevators (problem introduced in 6.00).
  • [Beta 3] Fixed permanent loss of spacesuit controls after undocking from certain ships (problem introduced in 6.00).
  • [Beta 3] Fixed ships becoming insubstantial after having once docked (problem introduced in 6.00).
  • [Beta 3] Fixed several cases of collisions not working correctly (problem introduced in 6.00).
  • [Beta 3] Fixed getting stuck in floor after using airlock (problem introduced in 6.00).
  • [Beta 3] Fixed boarding pods sometimes holding just short of target hull but not actually attaching (problem introduced in 6.00).
  • [Beta 3] Fixed duplicating deployables when picking them back up (problem introduced in 6.00).
  • [Beta 3] Fixed being unable to get out of Split Jaguar when playing as Paranid (problem introduced in 6.00).
  • [Beta 3] Fixed getting stuck in command consoles on capital ship bridges (problem introduced in 6.00).
  • [Beta 3] Fixed resetting aim assist option to default always turning it off on next start.
  • [Beta 3] Fixed player weapon fire converging too soon when using mouse to aim at own ship in external view.
  • [Beta 3] Fixed modifying multi-ship selection in Property Owned menu with Ctrl key not working under certain circumstances.
  • [Beta 3] Fixed missing space background reflections on certain docking areas (new feature in 6.00).
  • [Beta 3] Fixed missing icon for salvage in radius order.
  • [Beta 3] Fixed menu crash in Custom Gamestart Editor under certain circumstances.
  • [Beta 3] Fixed several causes of crashes.
  • [Beta 4] Fixed Direct Mouse Steering sometimes reactivating in Flight School after player turned it off.
  • [Beta 4] Fixed laser towers in A Return To Normal Order missions having wrong faction (problem introduced in 6.00).
  • [Beta 4] Fixed Arcadian Endeavour story not rewarding adequate MIN faction relation if siding with Mellerd.
  • [Beta 4] Fixed Rhak Patriarchy not being at war with Argon Federation and Antigone Republic.
  • [Beta 4] Fixed asteroids with extreme yield in Family Nhuut.
  • [Beta 4] Fixed stations not taking any explosion damage (problem introduced in 6.00).
  • [Beta 4] Fixed mass traffic not appearing under certain circumstances.
  • [Beta 4] Fixed player-owned ships always undocking without waiting for player if player has never controlled any ship.
  • [Beta 4] Fixed SETA being cancelled when pilot activates travel mode while player is seated passenger.
  • [Beta 4] Fixed exaggerated speed change when colliding with moving objects at low relative speed.
  • [Beta 4] Fixed steering being slowed down when in relative movement to ship in travel mode.
  • [Beta 4] Fixed AI captain taking over boarding ship after player launched further pods sending more marines to target.
  • [Beta 4] Fixed subordinates assigned to intercept not engaging targets if all subordinates are in internal storage.
  • [Beta 4] Fixed subordinates stopping moving when player gets close enough to see them.
  • [Beta 4] Fixed commanders performing Protect Position as default behaviour cancelling order when subordinate's assignment changes (problem introduced in 6.00).
  • [Beta 4] Fixed command to Stop Position Defence remaining if subordinate group assigned to Position Defence is empty and Stop Position Defence is selected (new feature in 6.00).
  • [Beta 4] Fixed military and mining ships sometimes being built without weapons and shields if wharf/shipyard is low on resources.
  • [Beta 4] Fixed Split Raptors sometimes being built with no turrets or shields.
  • [Beta 4] Fixed ships idling potentially indefinitely in ring highway.
  • [Beta 4] Fixed Live Stream and External View being available for mass traffic and ships in internal storage.
  • [Beta 4] Fixed missing buttons when changing trade ware filter in Map.
  • [Beta 4] Fixed dialog tooltips being wrongly positioned and missing background.
  • [Beta 4] Fixed duplicated mouse-over texts for ware reservations.
  • [Beta 4] Fixed speed restriction zone in Teladi dock area not covering all docks.
  • [Beta 4] Fixed location of casino room in certain dock areas causing visible clipping.
  • [Beta 4] Fixed invisible wall in Stork cockpit preventing you from accessing pilot console.
  • [Beta 4] Fixed door of Elite not being affected by paint mods.
  • [Beta 4] Fixed occasional flickering of subtitles when multiple pilots speak over comm channels.
  • [Beta 4] Fixed missing or flickering reflections under certain circumstances (new feature in 6.00).
  • [Beta 4] Fixed issues with reflections on glass surfaces (new feature in 6.00).
  • [Beta 4] Fixed issues with shadows on glass surfaces.
  • [Beta 5] Fixed game not loading when selecting Yaki Characters in Custom Gamestart Editor (problem introduced in 6.00).
  • [Beta 5] Fixed ships missing signal that Tide has changed to calm phase.
  • [Beta 5] Fixed excessive numbers of ships wanting to restock equipment at gamestart.
  • [Beta 5] Fixed basic connection modules having incorrect production costs.
  • [Beta 5] Fixed ships that cannot collect lockboxes repeatedly attempting to do so.
  • [Beta 5] Fixed ships refusing to attack disguised ships that were hostile when attack order was given.
  • [Beta 5] Fixed Revisit Known Stations not updating Space if Position changed such that it is no longer in Space.
  • [Beta 5] Fixed player being blamed for environmental damage in player-owned sectors.
  • [Beta 5] Fixed mining nodes on smaller asteroids hovering above surface (problem introduced in 6.00).
  • [Beta 5] Fixed miners not using non-turret weapons against certain asteroids (problem introduced in 6.00).
  • [Beta 5] Fixed subordinates assigned to Position Defence sometimes not resuming previous duties when assignment changes (new feature in 6.00).
  • [Beta 5] Fixed sometimes running into invisible wall briefly, immediately after teleporting to new ship.
  • [Beta 5] Fixed issues entering spacesuit from ship that is in relative movement to capital ship.
  • [Beta 5] Fixed sticky bullets continually adding impulse to hit object.
  • [Beta 5] Fixed incorrect direction of impulse added by bullet hits.
  • [Beta 5] Fixed laser towers sometimes slowly drifting away.
  • [Beta 5] Fixed pushing effect of anomalies being incorrect when approaching from certain angles.
  • [Beta 5] Fixed ships sometimes taking much longer to align when player not present due to rotating wrong way.
  • [Beta 5] Fixed ware exchange with player's personal ship failing if more than one item queued for exchange.
  • [Beta 5] Fixed ships exiting accelerators too far forward then turning around before continuing on path (problem introduced in 6.00).
  • [Beta 5] Fixed player position after getting up from chair (problem introduced in 6.00).
  • [Beta 5] Fixed landing gear opening and closing continuously inside dock areas (problem introduced in 6.00).
  • [Beta 5] Fixed ships sometimes getting stuck with 50m/s speed limit (problem introduced in 6.00).
  • [Beta 5] Fixed signal leaks generated by EMP bombs being unreliably placed (problem introduced in 6.00).
  • [Beta 5] Fixed duplicate entries in Custom Gamestart Editor blueprint selection.
  • [Beta 5] Fixed hire and work somewhere else menus being available for spacesuits.
  • [Beta 5] Fixed mission targets being repeatedly highlighted under certain circumstances.
  • [Beta 5] Fixed missing consumables from details of currently edited ship in Ship Configuration menu under certain circumstances.
  • [Beta 5] Fixed minor issues with target monitor relation display (problem introduced in 6.00).
  • [Beta 5] Fixed stretched checkbox in Ship Configuration menu settings (new feature in 6.00).
  • [Beta 5] Fixed sun shining through certain station modules (problem introduced in 6.00).
  • [Beta 5] Fixed Chthonios E (Mineral) ship ID not being shown correctly on hull.
  • [Beta 5] Fixed several causes of crashes.
submitted by linolafett to X4Foundations [link] [comments]


2023.02.22 14:38 linolafett X4 Foundations Public Beta - Version: 6.00 Beta 4 (494230) - Last updated: 2023-02-22

Its finally time for a new beta. Please visit our forums for instructions to take part in the beta, if you like adventures ;) Please make sure to back up your valuable save games before!
https://forum.egosoft.com/viewtopic.php?f=192&t=405397
A nicely written article with some pictures fron Greg about the broad changes done in this update: https://store.steampowered.com/news/app/392160/view/3650762049189479208
Release Notes
Note: This beta version is available for Windows (Steam and GOG Galaxy) and Linux (Steam only). Note: Ventures remain disabled in this version. However:
  • Basic online functionality is re-enabled, i.e. you can log in to, and out of, your Egosoft account from within the game.
  • You will be able access any paint mods that are in your online inventory, with the same limitations and conditions as before.
  • You will NOT be able to build new venture docks or send ships on ventures, and you will not see any menus related to this.
  • You will NOT receive any "visitor" ships from other players.
Version: 6.00 Beta 1 (492332) - Last updated: 2023-01-19
New Feature: Updated graphics engine, with Parallax Occlusion Mapping, Reflection Probes, enhanced lighting, improved shadows, and more.
  • New Feature: Jolt Physics engine.
  • New Feature: Live Stream camera mode.
  • New Feature: Position Defence for carrier-led fleets.
  • Added new bombardment assignment for subordinates.
  • Added command to order ships to attack surface elements on designated targets.
  • Added Salvage at Position and Deliver Salvage commands for use with repeat orders.
  • Added self-destruct command for player-owned satellites, resource probes, nav beacons, lasertowers and mines.
  • Added detection and penalty for theft from station build storage.
  • Added more gamestart information, indicating whether they are Tutorial, Guided, Assisted or Sandbox, and adjusted order.
  • Added option to edit Buccaneer relations in Custom Gamestart Editor under certain circumstances.
  • Added player HQ to Station Design Simulator.
  • Added Supervised Mining missions.
  • Added Kha'ak-specific Destroy Station missions.
  • Added extra Signal Leak missions for factions foreign to station owner, allowing player to earn reputation for Vigor Syndicate at Teladi stations and for Fallen Families at Free Families stations.
  • Added hint for missing research to Equipment Mod Workbench menu.
  • Added button to force station build to complete instantly in Station Design Simulator.
  • Added visual hint for destroyed ships in Transaction Log menus.
  • Added links to Object Information and Object Transaction Log from entries in Transaction Log.
  • Added hint about trade entries in Transaction Log to Logbook.
  • Added order descriptions to Interact and New Order context menus.
  • Added mappable hotkeys for deploying objects such as Satellites and Laser Towers.
  • Added mappable hotkeys for giving and aborting player squad attack order.
  • Added option to hold Shift while dragging on map to move orders vertically.
  • Added transform gizmo to station editor.
  • Added double-click on module in Station Build menu to focus camera on module.
  • Added shortcut to Manage Plots menu to console in Station Design Simulator.
  • Added surface elements of environment object to Next/Previous Target selection.
  • Added options to pre-configure blacklists and fire authorisation overrides when building ships.
  • Added descriptions to many items in Encyclopedia.
  • Added information about long range scanner range and scan area to Encyclopedia.
  • Added distinction between enemies and hostiles to Encyclopedia faction entries.
  • Added distinction between friendly and allied relations to target monitor.
  • Added more relation perks to Factions and Relations menu.
  • Added option to ignore cargo space reservations when setting up trade loops.
  • Added option to exchange captains when transferring crew.
  • Added possibility to override faction logo per fleet.
  • Added modified hint to Continue Game option in Start menu.
  • Added mission highlight to transporter room button and other elements.
  • Added some landmark stations to Encyclopedia.
  • Added mission arrow towards platform guidance if not on screen.
  • Added animation when selecting target.
  • Added several new achievements.
  • Added new ultra shadow quality option.
  • Removed logbook entries for received surplus and completed trades.
  • [Beta 2] Added player relation details to Encyclopedia faction entries.
  • [Beta 2] Added tooltips explaining Allies, Enemies and Hostiles lists in Encyclopedia.
  • [Beta 2] Added tooltips with relation name to Faction and Relations menu.
  • [Beta 2] Added Optimal Workforce information to Build Module Encyclopedia entries.
  • [Beta 2] Added information about claiming sector ownership to station module Encyclopedia entries.
  • [Beta 3] Added engine check light to indicate reduced engine functionality to HUD.
  • [Beta 3] Added ability to change position of Position Defence markers vertically (new feature in 6.00).
  • [Beta 4] Added warning if NPC-owned ships are about to undock with player on board.
  • [Beta 4] Added option to allow player-owned ships to deploy laser towers in response to attack, inspection by police, or pirate harassment.
  • [Beta 4] Added hull bar animation when receiving damage.
  • [Beta 4] Added separate yellow state to engine check light to indicate disabled travel drive (new feature in 6.00).
  • Removed "transparent" border around fullscreen menus.
  • Removed info boxes for ships on map.
  • Removed venture inventory tab from spacesuit upgrades.
  • Removed option to turn off save compression (note: with recent improvements to saving this option is no longer advisable for normal users but remains available to modders in a different form).
  • [Beta 3] Removed Vigor Syndicate food delivery missions as transporting food is illegal in their space.
  • [Beta 4] Removed requirement for CPU to include SSE4.1 support (experimental change, may need to be reversed).
  • Improved balancing of some Terraforming projects by making them resilient against setbacks from events such as quakes.
  • Improved Find Resources missions by adding guidance sphere and increasing reward according to how many Resource Probes player will probably need.
  • Improved room variety for certain missions.
  • Improved Give Seminar conversation choice.
  • Improved placement of data leaks to claim abandoned ships.
  • Improved dock position tolerance when flying capital ship without docking computer.
  • Improved undocking behaviour in certain dock areas.
  • Improved presentation when sharing transporter room with NPCs.
  • Improved Zyarth economy to counter it being overrun by Xenon (affects new games only).
  • Improved faction defence station loadout selection when responding to aggression.
  • Improved fighter combat movement against large targets.
  • Improved coordination within fleets during attack.
  • Improved behavior of ships fleeing from attacks.
  • Improved MoveWait fleet behavior immediately before performing attack.
  • Improved combat behavior of ships in fleet with carrier or fleet auxiliary ship.
  • Improved carrier behavior in combat if all fighter subordinates are on detached assignment.
  • Improved police response to EMP bombs being lobbed at policed stations.
  • Improved handling for attempting ware exchange where transport drones are needed but unavailable.
  • Improved amounts sold by free traders and miners when only selling, particularly across multiple sectors.
  • Improved missile damage and ammo consumption simulation when player not present.
  • Improved capital ships using forward-mounted guns in combat when player not present.
  • Improved reliability of attack subordinates engaging commander's target.
  • Improved resupply behavior to allow ships that have loadout level of 0 to automatically get repairs as needed.
  • Improved decision-making for when commanders recall subordinates upon receiving move order.
  • Improved responsiveness of attack subordinates when commander attacks new target.
  • Improved collection of multiple drops in same area by multiple ships.
  • Improved matching of corridors to rooms on Argon stations.
  • Improved pilot chair in Terran ships.
  • Improved transporter room visuals.
  • Improved notification and logbook entry for player-owned ships and stations being destroyed.
  • Improved presentation of out-of-stock items in Ship Upgrade menu.
  • Improved estimated arrival time of incoming deliveries.
  • Improved ship upgrade by allowing multiple ships with equipment from another race to be upgraded if all ships share same equipment.
  • Improved factory icons to indicate produced ware.
  • Improved Options menu by making it full-screen.
  • Improved messages in message ticker and logbook for attacked or destroyed player property.
  • Improved control mode messages to be informative rather than commanding.
  • Improved visuals when showing in-game scenes on target monitor.
  • Improved visibility by decreasing brightness of window dirt at border of cockpit glass.
  • Improved high and ultra graphics presets to include screen space reflections (change only applied when reselecting preset).
  • Improved deadzone in default input profiles for gamepads by reducing it from 50% to 10%.
  • Improved game startup time, and time for loading and saving savegames.
  • [Beta 2] Improved signal and data leaks on stations to be in more varied locations.
  • [Beta 2] Improved approach to target in preparation for launching boarding pods.
  • [Beta 2] Improved HUD visualisation when enemies enter weapon range.
  • [Beta 3] Improved Live Stream feature (new feature in 6.00).
  • [Beta 3] Improved Deliver Inventory missions by adding option to deliver all matching items at once.
  • [Beta 3] Improved Build Station missions by diversifying requirements for defence platforms.
  • [Beta 3] Improved positioning of ship-claiming signal leaks (problem introduced in 6.00).
  • [Beta 3] Improved reliability of travel through gates and accelerators (problem introduced in 6.00).
  • [Beta 3] Improved detection of mission race checkpoints. (problem introduced in 6.00).
  • [Beta 3] Improved naming of stations with wide range of different types of production module (problem introduced in 6.00).
  • [Beta 3] Improved approach of boarding ships before launching pods.
  • [Beta 3] Improved container magnet making pickups much more reliable.
  • [Beta 3] Improved explicit command Attack Surface Elements by preventing ships ever firing at target's hull intentionally.
  • [Beta 4] Improved Scan mission rewards and accuracy of displayed difficulty if target is hostile.
  • [Beta 4] Improved collisions inside Terran dock area.
  • Fixed selected stories in Custom Gamestart Editor depending on Headquarters and Staff story state not resetting when removing HQ story.
  • Fixed being able to destroy missile drop in Flight School tutorial.
  • Fixed being able to assign pilots to certain plot ships which should have been restricted.
  • Fixed problems with Escape Plan mission if it occurs in Grand Exchange I.
  • Fixed Welfare Module research mission Casino station being invulnerable before mission starts.
  • Fixed Transport Passenger mission spawning passenger in brig.
  • Fixed Hack Panel missions asking player to hack panel that has already been hacked.
  • Fixed Hack Panel missions targeting station belonging to same faction that is offering mission.
  • Fixed A Pirate's Trail mission getting stuck if Wolfish Heart is destroyed in one shot, or during initial dialog.
  • Fixed wrong mission objective if target ship gets destroyed early during Seem Valuable mission of Split story.
  • Fixed Guard placement in Antigone Station corridor during Covert Operations story.
  • Fixed player Cover ship being owned by Argon during Zyarth's Coffin mission of Split story.
  • Fixed story not progressing if station to which wares should be delivered is destroyed during Zyarth's Coffin mission of Split story.
  • Fixed important wreck in Flight School tutorial being destructible.
  • Fixed conversation stalling during build segment of Advanced Scenario.
  • Fixed missing hints and menu highlighting in Terran version of HQ dock construction mission.
  • Fixed Dagobas Lahubasis Yorilos III trying to escape into own ship while talking to him on bridge during Trade Obstruction mission of Avarice story.
  • Fixed not being able to complete Avarice story race with L-sized ship.
  • Fixed Manager's Office displaying wrong trophy after completing Arcadian Endeavour story.
  • Fixed From the Ashes mission getting stuck if Duke's Haven gets destroyed before player can deliver manager.
  • Fixed Geometric Owl attacking random Xenon in The Void instead of staying put to allow players to dock during Second Assistant mission of Pioneer Terraforming story.
  • Fixed ship delivery missions not updating which ships to transfer after first recognised ships are removed from delivery area.
  • Fixed several issues with Scale Plate subscription missions.
  • Fixed timers for supply factory missions getting stuck at zero.
  • Fixed some missions having excessively long time limits.
  • Fixed stations belonging to civilian faction offering missions.
  • Fixed not being able to dock at Keepsafe after it is rebuilt.
  • Fixed relations between Vigor Syndicate and Ministry of Finance to be actively hostile.
  • Fixed certain major stations and factories sometimes not spawning on gamestart.
  • Fixed some stations unintentionally spawning in hazardous regions.
  • Fixed Yaki ships sometimes not having weapons.
  • Fixed generated loadouts in some shipyards/wharfs/equipment docks not matching available equipment.
  • Fixed subordinate traders sometimes buying from homebase and selling right back to it.
  • Fixed research storage targets exceeding research ware requirements under certain circumstances.
  • Fixed being able to activate travel mode in ship without flight assist software.
  • Fixed ships sometimes firing at empty space when attacking large target.
  • Fixed multiple beam weapons attacking same target not draining shields as quickly as expected.
  • Fixed lockboxes standing still after saving and loading.
  • Fixed ships with repair drones sometimes not repairing at expected speed.
  • Fixed ships that are about to dock or are executing trades in Avarice ignoring Tide warning.
  • Fixed case that could result in station-based miners failing to execute assignment.
  • Fixed traders sometimes not finding valid trades when operating in only one space.
  • Fixed ships sometimes trading with build storage of destroyed stations.
  • Fixed station trade subordinates selling station trade wares to factions prohibited by associated trade rules.
  • Fixed player sometimes being blamed for objects destroyed by hazardous regions.
  • Fixed player-owned subordinates and capital ships sometimes traversing unexplored sectors when moving between sectors.
  • Fixed ships trying to resupply at stations or ships they cannot dock at.
  • Fixed ships belonging to some factions failing to restock deployables and ammo.
  • Fixed ware exchange stalling if exchange partners are already parked when ware exchange order begins.
  • Fixed attacking ships sometimes overshooting target on initial approach.
  • Fixed ships sometimes ignoring collisions when interrupted while docking.
  • Fixed non-capital ships with subordinates that are not moving with commander needlessly attempting to synchronize movements to fleet at gate transitions.
  • Fixed defence subordinates sometimes losing track of ships in fleet that are not subordinates of immediate commander.
  • Fixed case that could prevent capital ships dealing with fleet auxiliary ships which are attached to fleets.
  • Fixed ships attacking capital ships or stations not using all active weapons when weapons are activated while already in combat.
  • Fixed capital ships intentionally destroying targets that they were directed to disable while assisting boarding operation.
  • Fixed capital ships tending to maintain distance beyond turret range when directed to support boarding operation by destroying surface elements.
  • Fixed subordinates not docking if immediate commander is explicitly ordered to dock at carrier that is in command hierarchy.
  • Fixed case that could result in commanders ordering subordinates to dock indefinitely.
  • Fixed subordinates of subordinates of carriers undocking when carrier subordinate formation is changed via carrier.
  • Fixed ships with looped orders repeatedly trying to dock at now-destroyed destinations.
  • Fixed ships attacking attackers when going in for repairs or ammo.
  • Fixed fleeing ships erroneously concluding that second flee attempt was successful.
  • Fixed boarding pods becoming inactive when sent to abandoned ships when assigned marine was in transit.
  • Fixed illegal activities such as hitting stations with EMP bombs not triggering police response.
  • Fixed police ships sometimes attacking own faction's ships if those ships interrupt investigation.
  • Fixed ships in formation that are not subordinates doing no combat damage when player not present.
  • Fixed dismantled objects sometimes remaining in space much longer than they should.
  • Fixed wrecks being auto-selected when not flying salvage ships.
  • Fixed salvage subordinates not updating ranges after commander station's manager is replaced.
  • Fixed salvagers finding unknown wrecks.
  • Fixed salvage-related activities not contributing to skill gain.
  • Fixed pilots sometimes getting stuck when replacing another pilot.
  • Fixed difficulty docking manually when Collision Avoidance option is active.
  • Fixed Split flak turret bullets not exploding.
  • Fixed force effects of anomalies and some other objects not working.
  • Fixed small wrecks stuck in capital ship geometry interfering with player controls.
  • Fixed wrecks disappearing while being dismantled if player leaves area.
  • Fixed stuck doors or non-interactable buttons and panels on platforms after loading save.
  • Fixed non-interactable airlock after loading save.
  • Fixed invalid airlock state if cycled too quickly.
  • Fixed NPCs sometimes standing within objects on dock areas.
  • Fixed gamestart description texts being cut off under certain circumstances.
  • Fixed price and discount/commission information sometimes being incorrect in trade context menu.
  • Fixed maximum number of docked ships in Object Information menu.
  • Fixed missing timers on chain missions in Mission Manager menus.
  • Fixed station construction plan changes sometimes being lost when applied.
  • Fixed missing warning about changes to station construction plans when closing any menu opened from Station Build menu.
  • Fixed Long Range Scanner not seeing stations with Protectyon Shield Generator module.
  • Fixed station plots in Xenon space showing licence costs before placement.
  • Fixed boarding menu allowing selection of arriving marines.
  • Fixed crew on destroyed ships being listed in Personnel Management menu.
  • Fixed missing ticker message when player unlocks new Timeline entry.
  • Fixed missing/mismatching data in target monitor under certain circumstances.
  • Fixed terraforming projects showing wrong cooldown when they were never started before.
  • Fixed ware descriptions in trader menus not updating under certain circumstances.
  • Fixed scrolling in menus when mouse is over certain parts of screen.
  • Fixed selected object icon not appearing on Map when zoomed out.
  • Fixed wrecks of civilian ships being hidden on Map if civilian ships are not shown but wrecks are.
  • Fixed player sector not appearing on map if using space suit after hitching ride to unknown sector.
  • Fixed dropdown to change assignment of all subordinates in subordinate group failing to do so.
  • Fixed menu crash in station storage list under certain circumstances.
  • Fixed icons of recyclables being visible in fog of war.
  • Fixed mines dropped by trapped lockboxes not showing as red in UI.
  • Fixed Spacesuit Engines not showing hologram visuals in Encyclopedia.
  • Fixed Terran names for maintenance and fabrication bays in Encyclopedia.
  • Fixed potential damage to objects in universe from missiles that explode in Encyclopedia view.
  • Fixed suggestions for keyboard and mouse buttons being displayed in some cases when only playing with controller or joystick.
  • Fixed workers leaving lights on when production modules are inactive.
  • Fixed distinction between enemy and hostile factions in Faction and Relations menu.
  • Fixed colour of target monitor relation for neutral objects.
  • Fixed inconsistent information about gate and accelerator destinations in both HUD and ship computer voice.
  • Fixed voice playback in Timeline getting interrupted by other voices.
  • Fixed beam weapon sounds being considered "ambient" instead of "effects" for sound volumes.
  • Fixed bright line appearing in some shadows.
  • Fixed engine jet "flames" not animating correctly for several XS ships.
  • Fixed game having wrong resolution after choosing 1280x720 or similar small resolutions in fullscreen mode.
  • Fixed custom gamestart cutscenes sometimes being distorted.
  • Fixed looking in wrong direction when teleporting to Alligator (Liquid).
  • Fixed being able to fall off dock area of Phoenix.
  • Fixed Zeus docking position being too close to pier.
  • Fixed Zeus E XS dock being out of position.
  • Fixed Osaka missing some detail.
  • Fixed Terran L container storage having incorrect collisions container modules.
  • Fixed missing wreck for Atlas E resupplier.
  • Fixed Hokkaido (Mineral) internal rooms clipping through geometry.
  • Fixed mirrored ship ID on Prometheus.
  • Fixed gap on dockarea of Erlking.
  • Fixed paintmods being applied to surfaces they should not be used on.
  • Fixed custom logos with upper-case letters in filename not being loaded in Linux version.
  • Fixed performance stutter when approaching highly populated docks.
  • Fixed noticeable freeze when closing station editor for very large stations.
  • Fixed rare freeze during startup.
  • [Beta 2] Fixed subordinates assigned to Position Defence sometimes getting multiple Attack In Range orders at once (new feature in 6.00).
  • [Beta 2] Fixed ships frequently attempting to fly through stations (problem introduced in 6.00).
  • [Beta 2] Fixed capital ship pilots sometimes disappearing after player teleports away (problem introduced in 6.00).
  • [Beta 2] Fixed defence drones not launching when set to Escort (problem introduced in 6.00).
  • [Beta 2] Fixed capital ships getting thrown out of travel mode when colliding with asteroids (problem introduced in 6.00).
  • [Beta 2] Fixed autopilot not being able to navigate towards unknown mission location when mission guidance towards target is available.
  • [Beta 2] Fixed subordinates assigned to mimic auto-trader setting anchor to commander location when initiating search for trades.
  • [Beta 2] Fixed Self-destruct command not working on deployables when invoked in first-person view.
  • [Beta 2] Fixed relief pilots sometimes not retaking control when requested.
  • [Beta 2] Fixed sorting by Sector in Property Owned (new feature in 6.00).
  • [Beta 2] Fixed missing relation perks text for factions with +30 relations (new feature in 6.00).
  • [Beta 2] Fixed Station Configuration menu and Logical Station Overview showing different or combined station information when opened (problem introduced in 6.00).
  • [Beta 2] Fixed dropdown for changing existing subordinate groups' assignments causing groups to merge if another group already has same assignment.
  • [Beta 2] Fixed dialog option highlight dot sometimes overlapping text.
  • [Beta 2] Fixed certain large stations partially missing collisions (problem introduced in 6.00).
  • [Beta 2] Fixed spacesuit being too large for collision purposes (problem introduced in 6.00).
  • [Beta 2] Fixed scrap processor being too large for collision purposes (problem introduced in 6.00).
  • [Beta 2] Fixed welder NPCs not finding positions from which to work (problem introduced in 6.00).
  • [Beta 2] Fixed player being unable to buy ships (Linux only, problem introduced in 6.00).
  • [Beta 2] Fixed reflection probes not working under certain circumstances (new feature in 6.00).
  • [Beta 2] Fixed artefacts from "god rays" in certain cutscenes (problem introduced in 6.00).
  • [Beta 2] Fixed shadows disappearing under certain circumstances.
  • [Beta 2] Fixed missing Erlking L turrets sounds.
  • [Beta 2] Fixed missing environment sounds after loading station design simulator.
  • [Beta 2] Fixed menu crash in Station Configuration menu during Unknown Structure mission (problem introduced in 6.00).
  • [Beta 2] Fixed menu crash in Logical Station Overview menu under certain circumstances.
  • [Beta 2] Fixed physics-related freeze (problem introduced in 6.00).
  • [Beta 3] Fixed player custom gamestart stations losing any special names defined in their construction plans.
  • [Beta 3] Fixed mission offer which cannot be accepted for Trade Obstruction mission of Avarice story.
  • [Beta 3] Fixed Build Station missions asking for ship-building modules (problem introduced in 6.00).
  • [Beta 3] Fixed Dr. Rick Feynman aborting remote call by disallowing calling during item delivery in Double Assistant mission of Pioneer Terraforming story.
  • [Beta 3] Fixed various issues with Torus riddle during Torus Aeternal mission of Pioneer Terraforming story.
  • [Beta 3] Fixed Terran military ships remaining hostile after completing Terran Pests mission by reaching Torus in Pioneer Terraforming story.
  • [Beta 3] Fixed Ace's ship remaining invulnerable after Arcadian Endeavour story completed.
  • [Beta 3] Fixed station ownership not also transferring blueprints in Avarice Story.
  • [Beta 3] Fixed build station mission rewards sometimes being up to 64 credits short.
  • [Beta 3] Fixed turret compatibility problems with mining ships (problem introduced in 6.00).
  • [Beta 3] Fixed falling through floor of moving elevators (problem introduced in 6.00).
  • [Beta 3] Fixed permanent loss of spacesuit controls after undocking from certain ships (problem introduced in 6.00).
  • [Beta 3] Fixed ships becoming insubstantial after having once docked (problem introduced in 6.00).
  • [Beta 3] Fixed several cases of collisions not working correctly (problem introduced in 6.00).
  • [Beta 3] Fixed getting stuck in floor after using airlock (problem introduced in 6.00).
  • [Beta 3] Fixed boarding pods sometimes holding just short of target hull but not actually attaching (problem introduced in 6.00).
  • [Beta 3] Fixed duplicating deployables when picking them back up (problem introduced in 6.00).
  • [Beta 3] Fixed being unable to get out of Split Jaguar when playing as Paranid (problem introduced in 6.00).
  • [Beta 3] Fixed getting stuck in command consoles on capital ship bridges (problem introduced in 6.00).
  • [Beta 3] Fixed resetting aim assist option to default always turning it off on next start.
  • [Beta 3] Fixed player weapon fire converging too soon when using mouse to aim at own ship in external view.
  • [Beta 3] Fixed modifying multi-ship selection in Property Owned menu with Ctrl key not working under certain circumstances.
  • [Beta 3] Fixed missing space background reflections on certain docking areas (new feature in 6.00).
  • [Beta 3] Fixed missing icon for salvage in radius order.
  • [Beta 3] Fixed menu crash in Custom Gamestart Editor under certain circumstances.
  • [Beta 3] Fixed several causes of crashes.
  • [Beta 4] Fixed Direct Mouse Steering sometimes reactivating in Flight School after player turned it off.
  • [Beta 4] Fixed laser towers in A Return To Normal Order missions having wrong faction (problem introduced in 6.00).
  • [Beta 4] Fixed Arcadian Endeavour story not rewarding adequate MIN faction relation if siding with Mellerd.
  • [Beta 4] Fixed Rhak Patriarchy not being at war with Argon Federation and Antigone Republic.
  • [Beta 4] Fixed asteroids with extreme yield in Family Nhuut.
  • [Beta 4] Fixed stations not taking any explosion damage (problem introduced in 6.00).
  • [Beta 4] Fixed mass traffic not appearing under certain circumstances.
  • [Beta 4] Fixed player-owned ships always undocking without waiting for player if player has never controlled any ship.
  • [Beta 4] Fixed SETA being cancelled when pilot activates travel mode while player is seated passenger.
  • [Beta 4] Fixed exaggerated speed change when colliding with moving objects at low relative speed.
  • [Beta 4] Fixed steering being slowed down when in relative movement to ship in travel mode.
  • [Beta 4] Fixed AI captain taking over boarding ship after player launched further pods sending more marines to target.
  • [Beta 4] Fixed subordinates assigned to intercept not engaging targets if all subordinates are in internal storage.
  • [Beta 4] Fixed subordinates stopping moving when player gets close enough to see them.
  • [Beta 4] Fixed commanders performing Protect Position as default behaviour cancelling order when subordinate's assignment changes (problem introduced in 6.00).
  • [Beta 4] Fixed command to Stop Position Defence remaining if subordinate group assigned to Position Defence is empty and Stop Position Defence is selected (new feature in 6.00).
  • [Beta 4] Fixed military and mining ships sometimes being built without weapons and shields if wharf/shipyard is low on resources.
  • [Beta 4] Fixed Split Raptors sometimes being built with no turrets or shields.
  • [Beta 4] Fixed ships idling potentially indefinitely in ring highway.
  • [Beta 4] Fixed Live Stream and External View being available for mass traffic and ships in internal storage.
  • [Beta 4] Fixed missing buttons when changing trade ware filter in Map.
  • [Beta 4] Fixed dialog tooltips being wrongly positioned and missing background.
  • [Beta 4] Fixed duplicated mouse-over texts for ware reservations.
  • [Beta 4] Fixed speed restriction zone in Teladi dock area not covering all docks.
  • [Beta 4] Fixed location of casino room in certain dock areas causing visible clipping.
  • [Beta 4] Fixed invisible wall in Stork cockpit preventing you from accessing pilot console.
  • [Beta 4] Fixed door of Elite not being affected by paint mods.
  • [Beta 4] Fixed occasional flickering of subtitles when multiple pilots speak over comm channels.
  • [Beta 4] Fixed missing or flickering reflections under certain circumstances (new feature in 6.00).
  • [Beta 4] Fixed issues with reflections on glass surfaces (new feature in 6.00).
  • [Beta 4] Fixed issues with shadows on glass surfaces.
  • [Beta 4] Fixed several causes of crashes.
submitted by linolafett to X4Foundations [link] [comments]


2023.02.15 08:18 odrs-poet "People are what's scary... People" Pt. 2

Part 1
-*-
Small cannon fire opened up upon their shields with renewed intent as the Frigate attempted to cut through their shields. The Captain’s brows furrowed as he looked upon the rust red bow of the enemy boring down on screens, each turret giving off the light of just enough light on the screen to see the crudely drawn words “The Forsaken Blood” in the black of space.
“Mister Qchkal” The Captain said “You may resume your destruction of that frigate's guns as soon as possible.” The tchaqal nodded and returned to his screens, tongue flicking in concentration. It was at this time, however, Drik-Tek began clicking in panic, his monotone translator failing to properly convey the urgency in his movements.
“Captain! We've lost all power to our Starboard engine!” He desperately tapped on his console trying to restart the engine remotely to no avail. The unchecked and raw emotion something exceptionally rare for his species.
“The Starboard engine? I thought we pushed the port engine past its limits?”
“We did! This one just completely shut off! No signs of damage either!”
“Our shields are still up as well...” Elmira chimed in, immediately following it by leaning into her com mic “Bridge to Security, what's the status of the saboteur?”
-*-
Gunfire pinged from overhead as Vaixas tried to listen to the communications, his team doing their best to try and establish fire superiority in the tight spaces of the engineering deck.
“Saboteur? Try plural Elmira! There are at least a dozen of these rats on our ship shooting up anything that moves. I’ll give you a call if I have anything else to report but right now we’re still trying to fight our way into engineering proper!” A shot burned through the crate Vaixas was behind, causing his scales to smoke from the heat.
“Understood, I’m coming down.”
“Don’t bother! One more body isn’t going to make a difference in these hallways, Elmira! We’ll catch these bastards, you just keep us alive long enough for it to matter!” Vaixas shut the channel down and peaked over just enough to get an eye on the doorway to engineering’s main room. It was barricaded with several steel tables and about half a dozen different crates. The pirates had since torn off their uniform tops, and were carrying rifles likely stowed away in their gear, judging by their battered and suspicious quality.
“SOMEONE GET SOME DAMN SUPPRESSING FIRE ON THAT DOOR!” Vaixas shouted as a round skipped off of the top of the crate. He whipped up to pull off a few shots and immediately dove back down as he drew even more of their fire. Cursing he reloaded his pistol and watched as the rest of his team returned from the armory, a short yet athletic human leading the group.
“GET DOWN!” She screamed as she planted both feet squarely on the ground in the center of the hallway and began to spin the barrels on a weapon that looked like it weighed twice as much as she did. Fire immediately concentrated on her as she started stepping forward, one determined step at a time. Each round seemed to dissipate just in front of her as a hexagon pattern became visible with each impact. Vaixas could hear her laughter erupting into a cackle as her weapon began ripping down the hallway, moving deliberately slow and methodically, as if one was power washing the side of a fighter. Vaixas stood and joined in on the mag dump as he too began to move forward. Soon the six security guards were all moving forward, draining magazine after magazine down the hall in an attempt to keep what advantage they had. It didn’t take long but the pirates finally broke, scattering to take cover deeper within engineering. As they ran, one stopped to return fire and was quickly cut down by the hail of rounds put out by the security team, giving Vaixas pause as memories of the laughter of the crew flashed through his mind. These people had been on their ship for over six standard months now, and though he considered himself thickened skin both literally and emotionally, Vaixas still couldn’t help the feeling of betrayal and shock.
“I’ve always wanted to do that hehehe!” The words shook him back to reality as the human hefted the chain gun up with a grin that would shame the Cheshire cat
“Elizabeth, how the hell did you even get a hold of that thing? I thought that was locked in the heavy weapons vault?!”
“I’ll tell you if you promise not to be mad at me boss.” Gunfire erupted again as two of the security agents tried to continue forth towards the engine room.
“We’ll talk later. For now keep giving them hell. How much ammo do you have?”
“Enough to send us all to the black according to this battery” Her impish grin failing to disperse as she spoke.
“Well I don’t particularly feel like getting sucked out into space through a hole the size of a quarter so why don’t you keep that shit aimed at the pirates.”
“Roger that!” She wheeled and started to spin up again, nodding to the other young kid to move as she began to fire. Vaixas turned to the other two officers, a third human and a hikore who were tending to a few burn wounds.
“Grazing shots I hope?”
“Yeah. Filthy pirates know how to dig in but thankfully their shit shOWW!” The hikore shot up as the medical gel hit a particularly nasty burn, his fur completely burned away right at the base of his ears.
“Sorry mate, but that was gonna blister if I didn’t do it now. Probably adrenaline keeping you from feeling it anyway.”
“Listen you two, we’re still fighting a ship outside as well. You two seem like you took most of the damage, so I want you to start funneling the emergency crew into the parts of engineering we’ve secured. We have to keep this bucket of bolts flying so the Captain can keep fighting. Got that?”
“Yes sir!” With that, Vaixas turned to and began his own descent into engineering. The pirates went deep and it wasn’t until he was almost at the stern and into the engine room proper he could hear laserfire again. Elizabeth and her partner had stopped to slap a new battery into her shield belt, the walls surrounding the bulkhead they’ve taken cover behind beginning to glow red hot.
“Sir, I don’t think those pirates’ rifles are safely tuned.”
“No kidding. Either of you hurt? Do we know how many are left?”
“If I had to guess maybe another six? We took two more out while we were chasing them, but I’m not sure. Every time I poke my head out to shoot I lose my eyebrows.”
“Well then keep your fucking head down until Elizabeth gets back up and running.” The laserfire was beginning to become deafening as the hissing of superheated metal and evaporated air filled the impossibly long seconds as Elizabeth fought the battery compartment of her shield. The damn things are a blessing when your caught in a fight like this but they devoured energy cells and were needlessly complicated. Vaixas looked to his giant talons and snapped his maw shut in frustration, he was going to be no help with the shield. Instead he blind fired a few rounds into the engine room out of frustration, giving a razor sharp smirk when he heard a cry of pain from within.
“WE’RE UP! LET’S GO GE...” Elizabeth stopped mid sentence as both she and Vaixas saw their comrade dead on the ground, a clear and cauterized hole smoking through his forehead. Vaixas growled deep from within his chest, much like the bass of an male alligator, and stabbed his hands into the paneling on the wall next to him. He ripped a body sized chunk of metal and began to wield it like a tower shield. Elizabeth devolved into a blood curdling war cry as the gatling laser began to spin, charging in straight behind Vaixas, any sympathy for these traitors lost.
-*-
“CAPTAIN! Starboard engine back online!”
“Miss Adina, where are my reinforcements?” If the captain had felt any relief, he did not show it. His brow was furrowed and his face sour as he looked at the enemy frigate. The main cannon had not fired again since it tore their escort in half, and scans showed no sign of activity. Either the weapon had malfunctioned after it was fired, or was damaged in some unseen way. Still the wall of turrets bering down on their position was straining their shields more and more with each blow, and hiding behind the drifting wreckage of the schooner could only absorb too much.
“Sir, I still have no connection with external channels, however I have traced the signal of the jammer to somewhere onboard the ship.”
“Understood. Elmira, find it and destroy it. Miss Adina will update you with positioning data as she zeros in. My recommendation is to start in either Engineering or the Crew Quarters, where the pirates had the most access alone."
“Aye aye sir!”
End of Part 2.

Good Morning (or evening depending on where you are!) I wanted to apologize for how long this took for me to put together. Some things in my life saw me move across the United States unexpectedly and it took me a bit of time to get things going again on my end. I hope you enjoy reading!
submitted by odrs-poet to humansarespaceorcs [link] [comments]


2023.02.14 18:30 Rehayahem The Lyrebird's Song

I moved to Piney Point in 1995, shortly after my marriage fell apart. I was already drifting away from my wife, working a brutal corporate job that dulls your capacity for affection. Then my dad fell ill in Houston, and we moved back to Texas to help him see out his last days in dignity. He soon passed, leaving me behind a row house in East Texas and two unopened bottles of Oxycodone. Pretty soon, I was lost at sea. I hardly even remember signing the papers, but I don’t blame her for leaving. Those little blue pills will snatch away a piece of your soul.
I eventually got clean and moved away, figuring the shack my father gifted me would help me disappear. I needed to leave the world, just for a while at least. The rest of my life began that day.
Piney Point’s a tiny, mundane town surrounded by endless acres of the East Texas forest. Folks around here call the woods “The Big Thicket,” which stretches over 54,000 miles across five states. I found my sense of purpose in the Big Thicket. Exploring the woods teeming with nature slowly brought me back to life. The townies teased me about spending so much time there, jokingly referring to me as the “Forest Ranger” even though I worked at the local bank.
What makes our neck of the woods so special is that we have a specific species of Lyrebirds. You can find Lyrebirds all over North America, but those living here are native to Australia. The founder of this town, Leamon Tuttle, brought the superb fowl back to Texas after spending some time in the Outback. He raised them on his property, and they were carelessly released into the wild after he passed, soon becoming almost invasive. I love the birds. My house is filled with drawings of them, puffing out their tails shaped like Apollo’s golden lute.
If you don’t know about them, Lyrebirds are amazing creatures. First, they’ve been around for fifteen million years, practically making them living dinosaurs. Secondly, they can mimic almost any sound. Most of the time, they copy the sounds of other birds to attract mates, but they’ve also been observed mimicking human sounds. They sing car alarms, chainsaws, and can even pick up remnants of conversations from human passerbys.
I walk on the trails during my lunch break every afternoon to reset my brain for the day. It also helps me power through any stress I might be having. Even though I’ve been sober for almost thirty years, unresolved tension can move the needle toward falling off the wagon. I am not going through opioid withdrawal ever again.
During this walk, I heard an exciting call that resembled a kookaburra’s. Kookaburras don’t reside anywhere else, but in Australia and New Guinea, so it had to have been a Lyrebird. I was in awe that the Lyrebirds remembered one of their long-lost cousins from the homeland. I sat on a nearby stump to take in the sounds of nature when I suddenly heard a human voice.
“I SEE YOU!”
I whipped around, looking for the culprit, only to see a large male Lyrebird nipping into the ground for bugs. He perched his head up and sang his cry again.
“i sEe YoU!” The song now sounded more like it came from a bird, without a human’s cadence. It must have been a younger male, still working on his craft. I studied the bird for a bit when I heard a louder call.
whY arE YoU RuNNiNg FrOM mE?”
I was so startled I nearly jumped out of my boots. Another Lyrebird sauntered by echoing the same call before switching to the sound of a woodpecker. I composed myself and then continued on the trail, realizing I was late for work. The calls were definitely copied from a human’s voice, but looking back, they didn’t really sound human. The voice was deeper and more visceral. I began to feel unsettled and hurried back to my office, yet I couldn’t shake the feeling of unease until I got ready for bed. Were the birds talking to me? Was it someone else?
The following day was Saturday, which meant I was going on a longer hike. One of my coworkers said they ran into an alligator, so I was interested in spotting the elusive creature to draw in my trailbook. It was a beautiful Saturday morning, but the woods felt unusually sleepy. I followed my coworker's directions to carefully reach the alligator habitat when I suddenly heard another voice.
HELP!”
I froze. It sounded like a young girl’s voice and couldn’t have been more than twenty feet away. My eyes darted around, looking to find the noise source, but I saw nothing but endless trees. That’s when I heard it again.
“SOMEBODY HELP ME!”
I sprinted north toward the voice, borrowing through the pines and bushes, not even wincing when thorns dug into my skin. “Hello!?” I screamed. Nothing called back in response. “Where are you!?” I yelled, frantically looking around.
PLEASE! IT’S GOING TO GET ME!”
I ran harder than ever before until I lost my footing and tripped over a tree root. I tumbled forward, feeling the earth cut, gnaw, and scrape at my skin. My glasses were knocked off my head, and I fumbled around on the damp ground looking for them. I put them on and found myself in an area of the forest I’d never seen before.
It was a beautiful meadow surrounded by pine trees, even more prominent than the ones I was used to. White dogwood flowers covered the ground, and American beautyberry bushes were everywhere. How had I never seen this place before?
In the middle of the meadow was an ancient-looking stone cross covered in moss. I could faintly hear the sound of rushing water in the distance, but other than that, the field was silent. It was strange how quiet it was in a place usually teeming with nature. I could almost hear my organs working to keep me alive. I walked to the cross to study it when I heard the voice again.
“HELP ME, PLEASE! I’M BEGGING YOU.”
I quickly turned around, none other to see a Lyrebird trotting in the distance. The Lyrebird perched its head up and whistled again, nipping at the ground for a worm. I shook my head in disbelief and walked toward the stone cross, hoping to find my way out of the forest.
“FOUND YOU!”
I darted around to look at the Lyrbird. It was the same disembodied voice from yesterday, though it sounded far more coherent.
“FOUND YOU!” The voice cried again. But to my horror, the sound wasn’t coming from the bird who was now gone. I whipped around but just saw an open field. I had never felt more alone in my entire life.
found you…” The voice said again, only this time it was whispering in my ear. I bolted, running on a path toward nowhere, desperately trying to get back home. The sounds of bird calls grew louder, and I felt like the forest was screaming at me to leave forever. I somehow, miraculously, made it back home to my house.
I threw my stuff down and made a call to the sheriff. Something terrible had happened, and someone was in trouble that I knew. I wasn’t sure exactly what was going on, but whatever it was, the Lyrebirds picked it up. The Sheriff, someone I knew personally, said he would be right over to take down my statement. I waited by the door, feeling like a nervous wreck.
Sheriff Hodge knocked on my door, but I was startled to see the local family doctor, Bill Taylor, with him. Sheriff Hodge and Dr. Taylor weren’t interested in my statement. They were there to do a welfare check on me. I was adamant that they were wasting time talking to me and needed to send a search team out there immediately. “Well, Carl, how do you know someone is in danger?” Sherriff Hodge cautiously asked me.
“The birds told me!” I yelled but soon realized how ridiculous that sounded. I tried to explain about the Lyrebirds picking up what happened, but Dr. Taylor peppered me with questions about my own mental well-being. I grew frustrated and lunged at him, only to be taken to the ground by Sherriff Hodge. Another officer came to put me in cuffs, and I found myself first in the back of a squad car and then in a small holding cell.
Another doctor came to talk to me, asking me pointed questions about the voices I heard and referencing my psychological file. Yes, I was aware I used to be addicted to opioids. Yes, I suffered from terrible withdrawal symptoms. Yes, I experienced feelings of…..psychosis. No, I had not been experiencing those symptoms again. No, I was not using again. Yes, I think someone is in danger. YES, IT WAS BECAUSE THE BIRDS TOLD ME. NO, I WILL NOT CALM DOWN. SOMETHING BAD HAPPENED IN THE WOODS. WHAT ARE YOU INJECTING INTO ME?
Darkness. Then bliss. I felt myself being rocked slowly to sanity by whatever tranquilizer they gave me. I remembered this feeling all too well. Dr. Taylor refused to press charges against me if I promised to see a shrink. The other doctor, whose name I don’t recall, gave me a prescription for anti-psychotics. I was escorted back home and drifted off into sleep. I dreamt of that meadow, piecing together in my dream that it was the key to finding out what happened. I just needed to get back there somehow. If the police weren’t going to help me, fine. FINE!
I’ll find that girl myself, even if I have to camp in the woods.
I made preparations, bought a new tent, and started the hike. I will find out just what the hell is going on here. I’ve brought my laptop to document what I find, just in case something happens to me.
………………………………………….
It’s been about three hours, and I’m slightly embarrassed to admit I’m lost. I’ve taken several trails and gone off the beaten path, but I can’t find this damn meadow anywhere. I accidentally stumbled upon it, but I’ve lost my bearings entirely. Maybe I need to call off this search and head home. I can try again tomorrow.
…………………………………………………………………………………………………
It’s getting dark, and I’m starting to get anxious. I can’t even find the way back to my own house! I’ve combed these woods for almost thirty years, yet I’m literally running in circles. Is this the trail back? No, that doesn’t make any sense. I’ve gone that way already. It’s strange how quiet it is out here….not even the Lyrebirds are singing their songs today. Wait, was that someone in the distance running through the trees? Better go flag them down.
………………………………………………………………………………………………
It’s pitch black out now, and I can’t believe I forgot a damn flashlight. I lost that figure running through the woods, and now I’m even more lost. Jesus Christ, it’s so dark out here. I’ve hunkered down in my tent. The new day will get me back home. I’m never coming back here alone at night again.
……………………………………………………………………………………………….
“HELP!!!! SOMEBODY HELP ME, PLEASE!!!!!!! IS ANYONE OUT HERE….HELP!!!!”
The Lyrebirds are singing again. The song is different this time….so familiar….so close…... But I’m not unzipping this tent.
HELP ME PLEASE!!!!!! OH GOD, IT’S COMING……HELP…..”
The voice is getting even louder like it’s sprinting toward me. I’ve plugged my ears, but it sounds like it’s inside my brain. The voice….it’s…..it’s…..
It’s mine.
….help me please.

submitted by Rehayahem to nosleep [link] [comments]


2023.02.11 20:04 Sobro30 Music City Blues.. a guide to the local scene

Music City Blues.. a guide to the local scene
In 2022, Nashville had 14.4 million visitors. One would think that the Music City would be a leader in attracting hobbyists and providers until that other city moniker comes to mind, the Buckle of the Bible Belt. I wanted to share my admittedly limited knowledge and provide a visitors' guide to the HFH community. I hope that if I have anything wrong someone will correct me.
I've been involved in the hobby for a couple of years here in Nashville but I'm no fresh faced monger. At 64 years old I have the time (for web browsing and reading mostly, I'm still married) and money to pursue hobbying locally but that doesn't mean I don't aspire to The Three V's. From what I gather from the long timers on USA SexGuide, the good old days were actually good here and that the Three V's were were not a goal but just how it was. I'll discuss the Three V's as they relate to Nashville later in this post.
AMPS
It seems that about ten years ago the Nashville area got serious about "vice" and started closing down all of the full service AMPs. The local AMPs will still imply that they will give full service but it's all a lie. Sure, some still have table showers, but all you'll get in the shower room is clean. If you visit, don't be fooled by brick and mortar massage parlor ads. They may or may not give a decent massage, but you'll only leave happy if you DIY. But if you want a great massage by a Chinese lady who won't touch your junk I have one to recommend.
BE AWARE
Uncle still like to do stings here in the Metro Nashvile area and they like to arrest then deploy providers to bust hobbyists in order to stifle demand for services. Goodlettsville, Franklin, and Murfreesboro are particularly "stiff" on enforcement.
A GUIDE
If you plan to come to Nashville and pursue the hobby, USASG's Nashville boards are invaluable. The information you need is there but it can be hard to find. A quality, reliable provider becomes common knowledge among the locals, so an actual post about her may be way far dwon in the page count. I recommend visitors use RubMD as a starting point, believe it or not. I have found that there are fewer fakes and scammers on RMD.
THE ADS
RubMD advertisers who do FS don't say that on RubMD for the most part, but they also advertise on Skip The Games, Adult Search, and the usual full service places. I've found that there's a lot of trash to a small amount of treaure on those sites. On RubMD, the best way to separate the "massage only" from the FS providers is to Google their phone number and look for hits on the escort sites. Once you narrow your list to a few providers go to USASG and do a search. The board is fairly active. Your specific questions will probably be answered, but general "who can I contact for X?" questions are ignored.
THE SCAMMERS
Because of its popularity with tourists, the Nashville ad sites are probably 2/3 or 3/4 scammers and fakes and there are hundreds of ads in places like Escort Alligator. You'll need to guard against the scammers by using your common sense and Google and USASG. Many of the scammers will advertise immediate availablity in Nashville, Memphis, Atlanta, etc all on the same day. Plenty of scammers scrape OnlyFans pics and short videos to post.
THE STUDIOS
I don't know about other cities, but Nashville has a few "studios" that advertise on RubMD that offer rubs for "entertainment" only. They often advertise "lingerie" or "fantasy costumes". Any extras are between you and the provider in the studio and there are no guarantees you'll be properly entertained, but many report that they can get FS at the studios.
AIRPORT ASIANS
Nashville also has what we posters on USASG call the "Airport Asians". They always reside in mid price hotels in the Nashville Airport area and usually require a texted selfie to gain the address and a texted pic of the hotel sign to gain the room number. Year before last they were much derided as the "Airport grannies" but reports are they that have improved.
If you book one don't be afraid to take one look at a "granny", reject her, and text the PO for a new provider. You may or may not get an alternate but it doesn't hurt to ask. We are here for our benefit, not the providers'.
The Airport Asians feature several different ads under the same phone number and there are between 6 and 20 different phone numbers associated with those type of ads, depending on the month. They advertise on the usual sites, but are usually fully represented on RubMD. One common set of ads has a "Thai" girl, two Asian girls, a "new" girl, and an Asian "independent" sounding ad all under the same phone number.
We are flooded with Airport Asian ads with an unknown number of providers. The theory is that they are all part of a single operation using a single Phone Operator, or is it a Text Operator? The ladies barely speak English, but are legit providers. I'll repeat for the eyes glazed over: The Airport Asians are legit in Nashville. You may want to bring your own Mandarin translator ap to communicate clearly.
INDEPENDENTS
There are also a few independent Asians that offer services in Nashville. All standard warnings apply to them.
We also have what my fellow mongers at USASG call the "Gulch" girls. They are named after the Nashville Downtown entertainment area where they have apartments or hotel rooms. They tend to be Europeans and offer a pretty full menu but have limited English. They often share an apartment. I don't see evidence they are "handled" but I may be wrong. We'll just put them in the Independent column for now.
There are even a few of them who branch out of the Downtown area and are referred to as "Former Gulch Girls" due to the good reputation that these ladies have among the hobbyists. A true Gulch Girl is a legitimate FS provider but some are now offering only FBSM. They are honest about their services offered.
SLA?
Looking at Langston's guide to SLA's there may be some here in Nashville. I have no personal knowledge or remember seeing any USASG posts on them, but a few of the Escort Alligator ads have the hallmarks of an SLA. A deep search of our local USASG may yield more info than I have. Or just hit up the Spanish-only ads and follow the Langston way.
THE BLADE
From what I read in USASG the Blade (as our Uncle T enjoys) in Nashville is similarly troubled. The Other Uncle has been cracking down and frankly, I'm just not into street meat. I'm old and my libido doesn't rage enough to cruise for pussy. Oh, yeah, and what do I tell the wife? I'm off to Home Depot for some late night shopping? Plus it seems with the smart phone revolution, many soiled doves just place ads on the cheapest platforms unless they are desperate or have been turned out for a few quick bucks. As always, YMMV.
THE SITUATION
There are legit independents here in Nashville plus the usual travelers, many who rotate through here via Atlanta. It's just really difficult for a visitor to find one. As we all know, there is an epidemic of scammers asking for deposits. I think it's worse here because they don't have a strictly local hobbying community freezing them out. The bachelor party boys head to Music City, find an "8" in the ads, send a deposit and end up yelling back at the "Woo Girls" all night out of frustration when she never shows up. Woo Girls? That's the drunk bachelorette party girls who yell "woo" while wearing their brand new cowboy boots.
VALUE
We have Variety enough to enjoy Volume here in Nashville, once you find the legit providers. But what about Value? It exists in small measure, but since this City has so many tourists where money is no object, prices have only gone up and since Covid are now reaching a crisis stage for the locals. One chimed in on USASG a few days ago that he's quitting the local scene and heading for Central America for his hobbying. Sound familiar? I posted that I've read good reports from Tijuana so an overseas flight isn't necessary. I wonder where I read that?
A few weeks ago I read a report by a satisfied monger who received a happy ending from a "9" for $400. The rest of us were gobsmacked. The going rate for one hour full service here ranges between $200 and $350. Most have settled at $300/hr. Even the Airport Asians are getting $280 per hour. I see one provider who is less than half that price but she's a BBW. I like her and she has a nice safe incall. Bareback everything, too. Speaking of BBW's somebody posted recently that we seem to be paying by the pound here in Nashville with 350lb ladies asking $350 per hour.
So we get two V's here in Nashville and if you want the third you really have to work for it. But I may be wrong and these local prices are reflected nationally. You guys can let me know in the comments.
IN WHICH YOUR AUTHOR GETS PERSONAL
And now for a story. Wanting to try a little variety I've lately been looking more closely at some of the local talent I haven't been with. Friday, after dropping the wife at the airport, I tried to contact a long time provider with always good reviews. She wants phone calls only, but her inbox is full. Because I wasn't in a hurry I figured she could have two hours to get back to me, as promised on her outgoing message. 1-1/2 hours later, NEXT. The next one posts a slew of pictures for every ad and she isn't filtered like a Marlboro 100 in them either. Very pretty lady. Maybe 10 minutes after my first text I got a reply from Angel. We ended up on a video call and she was coming home from the gym and looked very sexy all sweaty and unkempt. We exchanged particulars and I drove across town to her incall. She was only a few minutes away from it while I was about a half hour out so she was showered and made up and ready when I arrived.
She held the incall apartment door open and peered out from behind it while wearing only a towel. She dropped it after we went back to the bedroom. I paid for the hour ($250) and we got to it. The first thing she asked was "What do you like?" So we started with some BBBJ and then 69. My what a lovely bright pink vag she has. Later did some covered mish and she reminded me that she will always allow two pops. I thought about it for a long time (not!) and said let's try for a double. While in mish she was doing one thing that can really make a man climax, and that is lightly stroking the ribs. So I concentrated on a quick pop and got the job done. She let my old (but healthy) heart slow down and then got up for some wipes, pulled off the cover and cleaned me up tenderly.
We rested for a while and chatted. I had a hard time believing it when she told me she used to be a stripper. From all of the ex-stripper horror stories I've heard of stripper misandry and money grubbing she seemed like she truly liked men and also was a professional business person in a service industry. I'm going to ask for some champagne room action next time I see her.
So after some chatting and relaxing, she went after the second pop via BBJ. Now at ths point I could brag about how good that second pop was, but I won't. I was close but no leche (that word choice was for Langston) this time. Eh, I'm old, whatcha going to do about it? Dirty Harry said "A man's got to know his limitations" but sometimes he needs reminding of them. I had a great time with Angel and will book her again very soon.

This pic is from one of her ads. She's more beautiful in person. Stay safe fellow hobbyists!


https://preview.redd.it/l2qc5xyjxlha1.jpg?width=533&format=pjpg&auto=webp&s=f3da98a93d70a6b8c0ca8c7f4801d2f9e50d7c83
submitted by Sobro30 to havingfunhobbying [link] [comments]


2023.02.09 17:39 linolafett X4 Foundations Public Beta - Version: 6.00 Beta 3 (493483) - Last updated: 2023-02-09

Its finally time for a new beta. Please visit our forums for instructions to take part in the beta, if you like adventures ;) Please make sure to back up your valuable save games before :)
https://forum.egosoft.com/viewtopic.php?f=192&t=405397
A nicely written article with some pictures fron Greg about the broad changes done in this update: https://store.steampowered.com/news/app/392160/view/3650762049189479208
Release Notes
Note: This beta version is available for Windows (Steam and GOG Galaxy) and Linux (Steam only). Note: Ventures remain disabled in this version. However:
  • Basic online functionality is re-enabled, i.e. you can log in to, and out of, your Egosoft account from within the game.
  • You will be able access any paint mods that are in your online inventory, with the same limitations and conditions as before.
  • You will NOT be able to build new venture docks or send ships on ventures, and you will not see any menus related to this.
  • You will NOT receive any "visitor" ships from other players.
Version: 6.00 Beta 1 (492332) - Last updated: 2023-01-19
New Feature: Updated graphics engine, with Parallax Occlusion Mapping, Reflection Probes, enhanced lighting, improved shadows, and more.
  • New Feature: Jolt Physics engine.
  • New Feature: Live Stream camera mode.
  • New Feature: Position Defence for carrier-led fleets.
  • Added new bombardment assignment for subordinates.
  • Added command to order ships to attack surface elements on designated targets.
  • Added Salvage at Position and Deliver Salvage commands for use with repeat orders.
  • Added self-destruct command for player-owned satellites, resource probes, nav beacons, lasertowers and mines.
  • Added detection and penalty for theft from station build storage.
  • Added more gamestart information, indicating whether they are Tutorial, Guided, Assisted or Sandbox, and adjusted order.
  • Added option to edit Buccaneer relations in Custom Gamestart Editor under certain circumstances.
  • Added player HQ to Station Design Simulator.
  • Added Supervised Mining missions.
  • Added Kha'ak-specific Destroy Station missions.
  • Added extra Signal Leak missions for factions foreign to station owner, allowing player to earn reputation for Vigor Syndicate at Teladi stations and for Fallen Families at Free Families stations.
  • Added hint for missing research to Equipment Mod Workbench menu.
  • Added button to force station build to complete instantly in Station Design Simulator.
  • Added visual hint for destroyed ships in Transaction Log menus.
  • Added links to Object Information and Object Transaction Log from entries in Transaction Log.
  • Added hint about trade entries in Transaction Log to Logbook.
  • Added order descriptions to Interact and New Order context menus.
  • Added mappable hotkeys for deploying objects such as Satellites and Laser Towers.
  • Added mappable hotkeys for giving and aborting player squad attack order.
  • Added option to hold Shift while dragging on map to move orders vertically.
  • Added transform gizmo to station editor.
  • Added double-click on module in Station Build menu to focus camera on module.
  • Added shortcut to Manage Plots menu to console in Station Design Simulator.
  • Added surface elements of environment object to Next/Previous Target selection.
  • Added options to pre-configure blacklists and fire authorisation overrides when building ships.
  • Added descriptions to many items in Encyclopedia.
  • Added information about long range scanner range and scan area to Encyclopedia.
  • Added distinction between enemies and hostiles to Encyclopedia faction entries.
  • Added distinction between friendly and allied relations to target monitor.
  • Added more relation perks to Factions and Relations menu.
  • Added option to ignore cargo space reservations when setting up trade loops.
  • Added option to exchange captains when transferring crew.
  • Added possibility to override faction logo per fleet.
  • Added modified hint to Continue Game option in Start menu.
  • Added mission highlight to transporter room button and other elements.
  • Added some landmark stations to Encyclopedia.
  • Added mission arrow towards platform guidance if not on screen.
  • Added animation when selecting target.
  • Added several new achievements.
  • Added new ultra shadow quality option.
  • Removed logbook entries for received surplus and completed trades.
  • [Beta 2] Added player relation details to Encyclopedia faction entries.
  • [Beta 2] Added tooltips explaining Allies, Enemies and Hostiles lists in Encyclopedia.
  • [Beta 2] Added tooltips with relation name to Faction and Relations menu.
  • [Beta 2] Added Optimal Workforce information to Build Module Encyclopedia entries.
  • [Beta 2] Added information about claiming sector ownership to station module Encyclopedia entries.
  • [Beta 3] Added engine check light to indicate reduced engine functionality to HUD.
  • [Beta 3] Added ability to change position of Position Defence markers vertically (new feature in 6.00).
  • Removed "transparent" border around fullscreen menus.
  • Removed info boxes for ships on map.
  • Removed venture inventory tab from spacesuit upgrades.
  • Removed option to turn off save compression (note: with recent improvements to saving this option is no longer advisable for normal users but remains available to modders in a different form).
  • [Beta 3] Removed Vigor Syndicate food delivery missions as transporting food is illegal in their space.
  • Improved balancing of some Terraforming projects by making them resilient against setbacks from events such as quakes.
  • Improved Find Resources missions by adding guidance sphere and increasing reward according to how many Resource Probes player will probably need.
  • Improved room variety for certain missions.
  • Improved Give Seminar conversation choice.
  • Improved placement of data leaks to claim abandoned ships.
  • Improved dock position tolerance when flying capital ship without docking computer.
  • Improved undocking behaviour in certain dock areas.
  • Improved presentation when sharing transporter room with NPCs.
  • Improved Zyarth economy to counter it being overrun by Xenon (affects new games only).
  • Improved faction defence station loadout selection when responding to aggression.
  • Improved fighter combat movement against large targets.
  • Improved coordination within fleets during attack.
  • Improved behavior of ships fleeing from attacks.
  • Improved MoveWait fleet behavior immediately before performing attack.
  • Improved combat behavior of ships in fleet with carrier or fleet auxiliary ship.
  • Improved carrier behavior in combat if all fighter subordinates are on detached assignment.
  • Improved police response to EMP bombs being lobbed at policed stations.
  • Improved handling for attempting ware exchange where transport drones are needed but unavailable.
  • Improved amounts sold by free traders and miners when only selling, particularly across multiple sectors.
  • Improved missile damage and ammo consumption simulation when player not present.
  • Improved capital ships using forward-mounted guns in combat when player not present.
  • Improved reliability of attack subordinates engaging commander's target.
  • Improved resupply behavior to allow ships that have loadout level of 0 to automatically get repairs as needed.
  • Improved decision-making for when commanders recall subordinates upon receiving move order.
  • Improved responsiveness of attack subordinates when commander attacks new target.
  • Improved collection of multiple drops in same area by multiple ships.
  • Improved matching of corridors to rooms on Argon stations.
  • Improved pilot chair in Terran ships.
  • Improved transporter room visuals.
  • Improved notification and logbook entry for player-owned ships and stations being destroyed.
  • Improved presentation of out-of-stock items in Ship Upgrade menu.
  • Improved estimated arrival time of incoming deliveries.
  • Improved ship upgrade by allowing multiple ships with equipment from another race to be upgraded if all ships share same equipment.
  • Improved factory icons to indicate produced ware.
  • Improved Options menu by making it full-screen.
  • Improved messages in message ticker and logbook for attacked or destroyed player property.
  • Improved control mode messages to be informative rather than commanding.
  • Improved visuals when showing in-game scenes on target monitor.
  • Improved visibility by decreasing brightness of window dirt at border of cockpit glass.
  • Improved high and ultra graphics presets to include screen space reflections (change only applied when reselecting preset).
  • Improved deadzone in default input profiles for gamepads by reducing it from 50% to 10%.
  • Improved game startup time, and time for loading and saving savegames.
  • [Beta 2] Improved signal and data leaks on stations to be in more varied locations.
  • [Beta 2] Improved approach to target in preparation for launching boarding pods.
  • [Beta 2] Improved HUD visualisation when enemies enter weapon range.
  • [Beta 3] Improved Live Stream feature (new feature in 6.00).
  • [Beta 3] Improved Deliver Inventory missions by adding option to deliver all matching items at once.
  • [Beta 3] Improved Build Station missions by diversifying requirements for defence platforms.
  • [Beta 3] Improved positioning of ship-claiming signal leaks (problem introduced in 6.00).
  • [Beta 3] Improved reliability of travel through gates and accelerators (problem introduced in 6.00).
  • [Beta 3] Improved detection of mission race checkpoints. (problem introduced in 6.00).
  • [Beta 3] Improved naming of stations with wide range of different types of production module (problem introduced in 6.00).
  • [Beta 3] Improved approach of boarding ships before launching pods.
  • [Beta 3] Improved container magnet making pickups much more reliable.
  • [Beta 3] Improved explicit command Attack Surface Elements by preventing ships ever firing at target's hull intentionally.
  • Fixed selected stories in Custom Gamestart Editor depending on Headquarters and Staff story state not resetting when removing HQ story.
  • Fixed being able to destroy missile drop in Flight School tutorial.
  • Fixed being able to assign pilots to certain plot ships which should have been restricted.
  • Fixed problems with Escape Plan mission if it occurs in Grand Exchange I.
  • Fixed Welfare Module research mission Casino station being invulnerable before mission starts.
  • Fixed Transport Passenger mission spawning passenger in brig.
  • Fixed Hack Panel missions asking player to hack panel that has already been hacked.
  • Fixed Hack Panel missions targeting station belonging to same faction that is offering mission.
  • Fixed A Pirate's Trail mission getting stuck if Wolfish Heart is destroyed in one shot, or during initial dialog.
  • Fixed wrong mission objective if target ship gets destroyed early during Seem Valuable mission of Split story.
  • Fixed Guard placement in Antigone Station corridor during Covert Operations story.
  • Fixed player Cover ship being owned by Argon during Zyarth's Coffin mission of Split story.
  • Fixed story not progressing if station to which wares should be delivered is destroyed during Zyarth's Coffin mission of Split story.
  • Fixed important wreck in Flight School tutorial being destructible.
  • Fixed conversation stalling during build segment of Advanced Scenario.
  • Fixed missing hints and menu highlighting in Terran version of HQ dock construction mission.
  • Fixed Dagobas Lahubasis Yorilos III trying to escape into own ship while talking to him on bridge during Trade Obstruction mission of Avarice story.
  • Fixed not being able to complete Avarice story race with L-sized ship.
  • Fixed Manager's Office displaying wrong trophy after completing Arcadian Endeavour story.
  • Fixed From the Ashes mission getting stuck if Duke's Haven gets destroyed before player can deliver manager.
  • Fixed Geometric Owl attacking random Xenon in The Void instead of staying put to allow players to dock during Second Assistant mission of Pioneer Terraforming story.
  • Fixed ship delivery missions not updating which ships to transfer after first recognised ships are removed from delivery area.
  • Fixed several issues with Scale Plate subscription missions.
  • Fixed timers for supply factory missions getting stuck at zero.
  • Fixed some missions having excessively long time limits.
  • Fixed stations belonging to civilian faction offering missions.
  • Fixed not being able to dock at Keepsafe after it is rebuilt.
  • Fixed relations between Vigor Syndicate and Ministry of Finance to be actively hostile.
  • Fixed certain major stations and factories sometimes not spawning on gamestart.
  • Fixed some stations unintentionally spawning in hazardous regions.
  • Fixed Yaki ships sometimes not having weapons.
  • Fixed generated loadouts in some shipyards/wharfs/equipment docks not matching available equipment.
  • Fixed subordinate traders sometimes buying from homebase and selling right back to it.
  • Fixed research storage targets exceeding research ware requirements under certain circumstances.
  • Fixed being able to activate travel mode in ship without flight assist software.
  • Fixed ships sometimes firing at empty space when attacking large target.
  • Fixed multiple beam weapons attacking same target not draining shields as quickly as expected.
  • Fixed lockboxes standing still after saving and loading.
  • Fixed ships with repair drones sometimes not repairing at expected speed.
  • Fixed ships that are about to dock or are executing trades in Avarice ignoring Tide warning.
  • Fixed case that could result in station-based miners failing to execute assignment.
  • Fixed traders sometimes not finding valid trades when operating in only one space.
  • Fixed ships sometimes trading with build storage of destroyed stations.
  • Fixed station trade subordinates selling station trade wares to factions prohibited by associated trade rules.
  • Fixed player sometimes being blamed for objects destroyed by hazardous regions.
  • Fixed player-owned subordinates and capital ships sometimes traversing unexplored sectors when moving between sectors.
  • Fixed ships trying to resupply at stations or ships they cannot dock at.
  • Fixed ships belonging to some factions failing to restock deployables and ammo.
  • Fixed ware exchange stalling if exchange partners are already parked when ware exchange order begins.
  • Fixed attacking ships sometimes overshooting target on initial approach.
  • Fixed ships sometimes ignoring collisions when interrupted while docking.
  • Fixed non-capital ships with subordinates that are not moving with commander needlessly attempting to synchronize movements to fleet at gate transitions.
  • Fixed defence subordinates sometimes losing track of ships in fleet that are not subordinates of immediate commander.
  • Fixed case that could prevent capital ships dealing with fleet auxiliary ships which are attached to fleets.
  • Fixed ships attacking capital ships or stations not using all active weapons when weapons are activated while already in combat.
  • Fixed capital ships intentionally destroying targets that they were directed to disable while assisting boarding operation.
  • Fixed capital ships tending to maintain distance beyond turret range when directed to support boarding operation by destroying surface elements.
  • Fixed subordinates not docking if immediate commander is explicitly ordered to dock at carrier that is in command hierarchy.
  • Fixed case that could result in commanders ordering subordinates to dock indefinitely.
  • Fixed subordinates of subordinates of carriers undocking when carrier subordinate formation is changed via carrier.
  • Fixed ships with looped orders repeatedly trying to dock at now-destroyed destinations.
  • Fixed ships attacking attackers when going in for repairs or ammo.
  • Fixed fleeing ships erroneously concluding that second flee attempt was successful.
  • Fixed boarding pods becoming inactive when sent to abandoned ships when assigned marine was in transit.
  • Fixed illegal activities such as hitting stations with EMP bombs not triggering police response.
  • Fixed police ships sometimes attacking own faction's ships if those ships interrupt investigation.
  • Fixed ships in formation that are not subordinates doing no combat damage when player not present.
  • Fixed dismantled objects sometimes remaining in space much longer than they should.
  • Fixed wrecks being auto-selected when not flying salvage ships.
  • Fixed salvage subordinates not updating ranges after commander station's manager is replaced.
  • Fixed salvagers finding unknown wrecks.
  • Fixed salvage-related activities not contributing to skill gain.
  • Fixed pilots sometimes getting stuck when replacing another pilot.
  • Fixed difficulty docking manually when Collision Avoidance option is active.
  • Fixed Split flak turret bullets not exploding.
  • Fixed force effects of anomalies and some other objects not working.
  • Fixed small wrecks stuck in capital ship geometry interfering with player controls.
  • Fixed wrecks disappearing while being dismantled if player leaves area.
  • Fixed stuck doors or non-interactable buttons and panels on platforms after loading save.
  • Fixed non-interactable airlock after loading save.
  • Fixed invalid airlock state if cycled too quickly.
  • Fixed NPCs sometimes standing within objects on dock areas.
  • Fixed gamestart description texts being cut off under certain circumstances.
  • Fixed price and discount/commission information sometimes being incorrect in trade context menu.
  • Fixed maximum number of docked ships in Object Information menu.
  • Fixed missing timers on chain missions in Mission Manager menus.
  • Fixed station construction plan changes sometimes being lost when applied.
  • Fixed missing warning about changes to station construction plans when closing any menu opened from Station Build menu.
  • Fixed Long Range Scanner not seeing stations with Protectyon Shield Generator module.
  • Fixed station plots in Xenon space showing licence costs before placement.
  • Fixed boarding menu allowing selection of arriving marines.
  • Fixed crew on destroyed ships being listed in Personnel Management menu.
  • Fixed missing ticker message when player unlocks new Timeline entry.
  • Fixed missing/mismatching data in target monitor under certain circumstances.
  • Fixed terraforming projects showing wrong cooldown when they were never started before.
  • Fixed ware descriptions in trader menus not updating under certain circumstances.
  • Fixed scrolling in menus when mouse is over certain parts of screen.
  • Fixed selected object icon not appearing on Map when zoomed out.
  • Fixed wrecks of civilian ships being hidden on Map if civilian ships are not shown but wrecks are.
  • Fixed player sector not appearing on map if using space suit after hitching ride to unknown sector.
  • Fixed dropdown to change assignment of all subordinates in subordinate group failing to do so.
  • Fixed menu crash in station storage list under certain circumstances.
  • Fixed icons of recyclables being visible in fog of war.
  • Fixed mines dropped by trapped lockboxes not showing as red in UI.
  • Fixed Spacesuit Engines not showing hologram visuals in Encyclopedia.
  • Fixed Terran names for maintenance and fabrication bays in Encyclopedia.
  • Fixed potential damage to objects in universe from missiles that explode in Encyclopedia view.
  • Fixed suggestions for keyboard and mouse buttons being displayed in some cases when only playing with controller or joystick.
  • Fixed workers leaving lights on when production modules are inactive.
  • Fixed distinction between enemy and hostile factions in Faction and Relations menu.
  • Fixed colour of target monitor relation for neutral objects.
  • Fixed inconsistent information about gate and accelerator destinations in both HUD and ship computer voice.
  • Fixed voice playback in Timeline getting interrupted by other voices.
  • Fixed beam weapon sounds being considered "ambient" instead of "effects" for sound volumes.
  • Fixed bright line appearing in some shadows.
  • Fixed engine jet "flames" not animating correctly for several XS ships.
  • Fixed game having wrong resolution after choosing 1280x720 or similar small resolutions in fullscreen mode.
  • Fixed custom gamestart cutscenes sometimes being distorted.
  • Fixed looking in wrong direction when teleporting to Alligator (Liquid).
  • Fixed being able to fall off dock area of Phoenix.
  • Fixed Zeus docking position being too close to pier.
  • Fixed Zeus E XS dock being out of position.
  • Fixed Osaka missing some detail.
  • Fixed Terran L container storage having incorrect collisions container modules.
  • Fixed missing wreck for Atlas E resupplier.
  • Fixed Hokkaido (Mineral) internal rooms clipping through geometry.
  • Fixed mirrored ship ID on Prometheus.
  • Fixed gap on dockarea of Erlking.
  • Fixed paintmods being applied to surfaces they should not be used on.
  • Fixed custom logos with upper-case letters in filename not being loaded in Linux version.
  • Fixed performance stutter when approaching highly populated docks.
  • Fixed noticeable freeze when closing station editor for very large stations.
  • Fixed rare freeze during startup.
  • [Beta 2] Fixed subordinates assigned to Position Defence sometimes getting multiple Attack In Range orders at once (new feature in 6.00).
  • [Beta 2] Fixed ships frequently attempting to fly through stations (problem introduced in 6.00).
  • [Beta 2] Fixed capital ship pilots sometimes disappearing after player teleports away (problem introduced in 6.00).
  • [Beta 2] Fixed defence drones not launching when set to Escort (problem introduced in 6.00).
  • [Beta 2] Fixed capital ships getting thrown out of travel mode when colliding with asteroids (problem introduced in 6.00).
  • [Beta 2] Fixed autopilot not being able to navigate towards unknown mission location when mission guidance towards target is available.
  • [Beta 2] Fixed subordinates assigned to mimic auto-trader setting anchor to commander location when initiating search for trades.
  • [Beta 2] Fixed Self-destruct command not working on deployables when invoked in first-person view.
  • [Beta 2] Fixed relief pilots sometimes not retaking control when requested.
  • [Beta 2] Fixed sorting by Sector in Property Owned (new feature in 6.00).
  • [Beta 2] Fixed missing relation perks text for factions with +30 relations (new feature in 6.00).
  • [Beta 2] Fixed Station Configuration menu and Logical Station Overview showing different or combined station information when opened (problem introduced in 6.00).
  • [Beta 2] Fixed dropdown for changing existing subordinate groups' assignments causing groups to merge if another group already has same assignment.
  • [Beta 2] Fixed dialog option highlight dot sometimes overlapping text.
  • [Beta 2] Fixed certain large stations partially missing collisions (problem introduced in 6.00).
  • [Beta 2] Fixed spacesuit being too large for collision purposes (problem introduced in 6.00).
  • [Beta 2] Fixed scrap processor being too large for collision purposes (problem introduced in 6.00).
  • [Beta 2] Fixed welder NPCs not finding positions from which to work (problem introduced in 6.00).
  • [Beta 2] Fixed player being unable to buy ships (Linux only, problem introduced in 6.00).
  • [Beta 2] Fixed reflection probes not working under certain circumstances (new feature in 6.00).
  • [Beta 2] Fixed artefacts from "god rays" in certain cutscenes (problem introduced in 6.00).
  • [Beta 2] Fixed shadows disappearing under certain circumstances.
  • [Beta 2] Fixed missing Erlking L turrets sounds.
  • [Beta 2] Fixed missing environment sounds after loading station design simulator.
  • [Beta 2] Fixed menu crash in Station Configuration menu during Unknown Structure mission (problem introduced in 6.00).
  • [Beta 2] Fixed menu crash in Logical Station Overview menu under certain circumstances.
  • [Beta 2] Fixed physics-related freeze (problem introduced in 6.00).
  • [Beta 3] Fixed player custom gamestart stations losing any special names defined in their construction plans.
  • [Beta 3] Fixed mission offer which cannot be accepted for Trade Obstruction mission of Avarice story.
  • [Beta 3] Fixed Build Station missions asking for ship-building modules (problem introduced in 6.00).
  • [Beta 3] Fixed Dr. Rick Feynman aborting remote call by disallowing calling during item delivery in Double Assistant mission of Pioneer Terraforming story.
  • [Beta 3] Fixed various issues with Torus riddle during Torus Aeternal mission of Pioneer Terraforming story.
  • [Beta 3] Fixed Terran military ships remaining hostile after completing Terran Pests mission by reaching Torus in Pioneer Terraforming story.
  • [Beta 3] Fixed Ace's ship remaining invulnerable after Arcadian Endeavour story completed.
  • [Beta 3] Fixed station ownership not also transferring blueprints in Avarice Story.
  • [Beta 3] Fixed build station mission rewards sometimes being up to 64 credits short.
  • [Beta 3] Fixed turret compatibility problems with mining ships (problem introduced in 6.00).
  • [Beta 3] Fixed falling through floor of moving elevators (problem introduced in 6.00).
  • [Beta 3] Fixed permanent loss of spacesuit controls after undocking from certain ships (problem introduced in 6.00).
  • [Beta 3] Fixed ships becoming insubstantial after having once docked (problem introduced in 6.00).
  • [Beta 3] Fixed several cases of collisions not working correctly (problem introduced in 6.00).
  • [Beta 3] Fixed getting stuck in floor after using airlock (problem introduced in 6.00).
  • [Beta 3] Fixed boarding pods sometimes holding just short of target hull but not actually attaching (problem introduced in 6.00).
  • [Beta 3] Fixed duplicating deployables when picking them back up (problem introduced in 6.00).
  • [Beta 3] Fixed being unable to get out of Split Jaguar when playing as Paranid (problem introduced in 6.00).
  • [Beta 3] Fixed getting stuck in command consoles on capital ship bridges (problem introduced in 6.00).
  • [Beta 3] Fixed resetting aim assist option to default always turning it off on next start.
  • [Beta 3] Fixed player weapon fire converging too soon when using mouse to aim at own ship in external view.
  • [Beta 3] Fixed modifying multi-ship selection in Property Owned menu with Ctrl key not working under certain circumstances.
  • [Beta 3] Fixed missing space background reflections on certain docking areas (new feature in 6.00).
  • [Beta 3] Fixed missing icon for salvage in radius order.
  • [Beta 3] Fixed menu crash in Custom Gamestart Editor under certain circumstances.
  • [Beta 3] Fixed several causes of crashes.
submitted by linolafett to X4Foundations [link] [comments]


2023.01.17 06:32 IAmTheHypeTFS Adaptors

Some thought that real magic might actually exist, and they were right, but not quite in the way they assumed. There were no elemental spells or long range casting, magic was instead a close combat weapon and focused entirely on physical enhancements. There were two styles of magic and both sought to take advantage of a person's emotional state, something incredibly important since it was emotion itself that powered this magic.
There were Instinctual mages who let their emotions run wild and flood their bodies with mana, turning them into consistent damage dealers with tanky constitutions. An Instinctual mage could demolish a concrete wall in a matter of seconds depending on just how much they let their emotions run rampant and while they weren't adept at dodging, relying on instinct to guide them meant that they could vaguely predict an incoming blow and move to block it in advance.
Then there were Controller mages who were virtually defenseless in terms of mana but were able to channel their magic in powerful controlled bursts. This allowed them to achieve incredible feats of speed and dexterity, making them notoriously hard to land a blow on and letting them surpass an Instinctual's ability to pre-emptively block them. These bursts of magic also made their own strikes even more potent than that of an Instinctual mage and even allowed them to land 'true' damage on an Instinctual's mana infused body, piercing the magical protection. But because they couldn't afford to take a direct blow from their opponent, it was common for a Controller to wait until a vital area was exposed before attempting to land a strike for the most damage with the least risk.
When humans learned of this they quickly determined that the two were essentially dps/tank and dodge/crit builds. The other races were a bit surprised at how easily they adapted to the new knowledge and abilities, but what truly baffled them was that the humans didn't lean towards one style of magic over the other.
Their races had determined the most appropriate style for their people and trained their populations with that style in mind, but the humans had no sense of unity in this sense, allowing individuals to simply try whichever one they wanted. There were of course organizations that eventually grew out of the need for training in one style or another, but the split between Controllers and Instinctuals among humans was much more varied than any other race.
A few years after their introduction to the rest of the galaxy and magic as a real concept, the humans were given an invitation to participate in a tournament which pitted the best each race had to offer against each other. They accepted, but when they held their own competitions to determine who would represent them, there was no media or audience allowed. This was another point of confusion for the other races since they couldn't understand the secrecy. Wouldn't the humans just choose their best Controller or Instinctual?But regardless, they let it pass without too much thought and accepted the nominated human when all was said and done.
The selected Controller was older than they expected from the humans, in his early 40s, but they assumed it was his military career that had allowed him to clinch the spot from his fellow competitors, having around 20 years of service. The first half was as a combatant and the latter half as an instructor, so the choice made sense the humans were relying on his prior active duty experience and the resolve and patience required of someone tasked with teaching other soldiers.
Even so, much like with any race's first time participating in the tournament, they didn't expect much. Perhaps a good first showing at most, but the odds of him making it past the first third of the tournament weren't good. Of course, the humans had already surprised them with their ability to adapt in other areas, so they didn't entirely rule out the possibility that he might go a bit further than they assumed.
So when he made the first move against an Instinctual, a tactic almost unheard of when Controllers faced Instinctuals because their opponent wouldn't even have had time to create an opening to look for and it needlessly exposed them to danger from a counterattack, they were disappointed.
Until he knocked the alien out a matter of seconds later with a precision strike to the jaw, his fist almost seeming to slither around their raised arm to land the decisive blow.
Slipping his hands into his pockets, he left the fighting stage while a live crowd of thousands and an audience of billions watching from their homes sat in stunned silence. Only after he had left did the announcers and crowd both recover and begin to roar with excitement at the completely unexpected victory. they had thought the human might made it through a few rounds, but definitely not to finish a fight this easily. It seemed that even their most tentative predictions might have been selling this human too short.
Because of the number of rounds, competitors were allowed to join the audience after finishing theirs, specifically cordoned off sections for them and any friends or family they had brought with them. They could also choose to sit with other competitors, which many did since it gave them the chance to make connections with influential and powerful members of other races.
But without fail after each round the human chose to sit with his wife, Annabelle, and daughter, Mary, who appeared to be in her mid teens. He didn't seem to have any interest in making any connections. This rubbed some fighters the wrong way and made them feel disrespected. Just because this human was having an easier time than they all expected, he thought he was above them? Even as dirty looks and glares were aimed at him from the competitor's section, he ignored them and enjoyed the fights and the time with his loved ones.
Eventually the tournament crossed the halfway point and the human was still performing admirably, though now that he was meeting more skilled and tested opponents he wasn't able to achieve the startlingly quick victories that had put the spotlight on him. Even so it was impressive so a new fighter to reach this far and without any real distinctive style. Nothing was flashy or unique about his tactics or strikes, in fact they were quite basic, but those basics were rock solid and it felt like he didn't need anything more than that to be a threat.
------------------------------
Making it to the semi-finals was unexpected even for Paul himself, but it's not like he was going to be disappointed at doing too well, so he just shrugged it off and walked out onto the stage. He still wasn't used to having this many eyes on him and didn't have a showman-like personality like some of the others, but he'd been slowly getting acclimated to the crowd as he fought and if he ever found himself too distracted he could just focus on his family.
Things were getting a bit tougher the deeper he got into the tournament's roster, but so far nothing he saw as hopeless. He'd been watching the others in their matches and had a rough idea of who he would find more challenging to face and his next opponent definitely fell into that category.
In his honest opinion, he didn't think he had a shot at winning this whole thing. There were other fighters who had similar skillsets, experience, and more time than him in active competition. Not to mention the fact that he was no spring chicken and had been ultimately selected by humanity because they wanted to display their foundation, not their ambition.
Still, it wasn't in his nature to back down from a challenge and he thought he had at least a 50/50 shot of beating the bipedal lizardman in front of him. His scales added a bit more protection to his body and he was an Instinctual on top of that, but physical defenses didn't mean much against mana-infused strikes so it just meant Paul would have to stack up a few more strikes than usual.
The starting signal blared and the lizardman charged in, trying to close the gap and limit Paul's movements, but he managed to maintain the distance, short bursts of magic firing through his legs allowing him to dart around just outside of the alien's range as he waited for an opening.
"Spry bastard for an older human, who knows maybe if they'd sent someone younger, they might have had a chance. Shame you're gonna carried out on a stretcher when I'm done with you."
Paul rolled his eyes at the taunt, distracting or provoking a Controller into making a mistake was the most basic of Instinctual tactics and this lizard was going to have to try a lot harder to break his concentration. He ignored the words and continued to move, throwing in a few feints her and there to see if he could get his opponent to make a mistake.
"Saw you sitting with your family instead of the rest of us after your matches, must be real good company for you to not even give the rest of us the time of day. Guess I can't blame you, I asked around and heard your daughter's name was...Mary? Yeah, that was it. I gotta agree she seems like she'd be real good company."
The lizardman saw Paul's movement halt and pounced on the opportunity, closing in and rapidly spinning around, whipping his alligator-like tail into the human's gut.
"Gotch-"
Something was immediately wrong. The alien couldn't complete the spin, his tail not following through on a strike that should have sent Paul flying off the stage. Looking back over his shoulder, he saw the human just standing there, doubled over with his arms wrapped around his tail.
Try as he might he simply couldn't wrench it free from Paul's grip and that's when he realized the mana pouring off of his body, rolling off of him in waves as he straightened up. The human slowly turned his head to aim a livid glare at the lizard who had just implied he wanted to sleep with his underage daughter.
"But...you-you're a Controller! W-Why can you....why are you an Instinctual?!"
Nothing but parental rage fueling him, Paul pulled up hard on the captured tail, lifting the alien clean off his feet and swinging him around in a high arc to plant him headfirst onto the stage. Rolling him over, he bent down and grabbed both sides of his head and began smashing it over and over again into the stage, the floor cracking and crumbling with each successive blow. Planting a foot on the back of the lizardman's head to mash his face even deeper into the floor where a small pool of crimson had begun to form, the human was so focused on his opponent that he didn't notice his wife attempting to fight through the event's security, having jumped from her section to try and get a piece of the alien herself.
The only thing that seemed to finally stop her in the end was a disgusted and equally angry Mary telling her that if she interfered, her dad wouldn't be allowed to keep beating the hell out of him. After shouting at her husband to cripple the bastard, she allowed herself to be escorted back to her seat, waiting to be appeased through his application of violence on the lizard beneath him.
Shifting his grip to the base of the alien's tail, he put all of his weight on the foot planted on the back of that scaly skull and wrenched back hard.
"On my planet, lizards who have their tails ripped off can grow them back over time. I wonder if your kind have the same ability."
His voice was disturbingly calm, yet easily communicated the absolute rage coursing through his body. Meanwhile his opponent could just barely be heard letting out increasingly painful screams, muffled by the stage his face was becoming more and more deeply embedded in, as he felt tendons, ligaments, muscles, and skin be stretched, snapped, and torn as Paul continued to exert more and more force until finally with a sickeningly wet sound and a gush of blood, it was finally ripped clean off.
The lizard immediately passing out from the pain and shock, Paul hoisted the detached tail over his shoulder like a trophy and walked off the stage even as a team of medics rushed past, giving the man who was still giving off a dangerous amount of mana a wide berth in the process.
Thanks to the medical team, his opponent's life wasn't in jeopardy, but having taken the fight to such an extreme was grounds for disqualification. It was just that...no one wanted to be the one to tell the human the bad news.
In the end it turned out to be a moot point as Paul voluntarily forfeited his spot in the tournament and left the venue and planet on a human government vessel. humanity offered a non-apology in the wake of the incident, merely saying it was sorry that events had transpired that led to this result. And while there were initial plans to request the return of the tail, the sight of the grim-faced human still covered in his opponent's blood discouraged any from actually attempting it. A formal request was sent to humanity's government, but was completely ignored.
Three very important pieces of information regarding humans emerged from the incident.
The first was that the mention of and threats towards the people a human Controller loved would absolutely break or shake their concentration.
The second was that under no circumstances should you ever do this if you wanted to survive with all limbs and or appendages intact, assuming the human didn't simply kill you outright. If a skilled Controller could turn into an Instinctual of that threat level, how much further could a human Instinctual be pushed if they were already powerful despite not even being truly enraged yet? The question terrified those who asked it and none wished to see what form the answer might take.
The third and most important piece was that human mages could not be simply categorized into the two default groups as the rest of the galaxy had been. With the vast array of personalities and traits of their people and no concerted effort by their government to pull them towards one end of the spectrum or the other, it had to be considered that almost anything had the potential to trigger a human to change. Nothing was more terrifying than an unpredictable enemy who could change tactic and style with almost no warning, especially when the change granted them an massive increase in power and best suited their current emotional state..
Humans weren't Controllers or Instinctuals.
They were Adaptors.
submitted by IAmTheHypeTFS to HFY [link] [comments]


2022.12.15 19:55 Diligent_Bee_7001 Alligator escort scam

So this is embarrassing yesterday I was in San Diego and I staid the night I was messaging around on my phone and I got in this website for escort I didn’t think much of it I was messaging girls just for shits and giggles but then I get a random text message from some person saying that I have wasted the girls time and that I must paid for taking there time they send me a picture of dead bodies cut up and they tried to call me but I would hang up. I told them that I didn’t have that much money and that I couldn’t get that amount they wanted 2500 I got scared and didn’t know what to do they hack my phone and tried to take money from my account but the bank stopped it they texted me and told me that I had 12 hours to pay so I did what every rational person would I call my phone company and change my number also they send me a picture with all my information name address and all of the information can somebody please tell me that it’s just a scam I couldn’t sleep last night every time a car would go by I jump up so please someone please help me should I be worried
submitted by Diligent_Bee_7001 to Scams [link] [comments]


2022.11.23 06:04 Aumnayan Unwilling Ambassador 1 (A rewrite of Memoirs of First Contact)

Hi guys!
I was actually really excited when I started work on Memoirs of First Contact long long ago. But burnt out as I ended up burning the candle at both ends in order to work on it. Then the horrible thing happened and I lost all my notes regarding the world, plot, etc. This absolutely killed it for me. When I tried coming back to it, I found the ridiculously OP humans detracted from the overall story and I could never get back into it.
I moved on to a couple of other projects half heartedly. Some of which ended up here, others destined for nothing more then a folder on my computer. I even jumped genera's in a couple cases. But this story was the one the kept cropping up in my thoughts. It wasn't just the universe and characters that kept drawing me back, but the writing style.
So, today I had an idea. Let's not simply continue the story. Let's re-write it!
As I rewrite this, I'll be rebuilding the world that I lost in my computer crash while changing things to address several issues that I found detracted from the story.
In short, I'm editing it (gasp!).
Don't expect things to be stellar though. In many cases I will be rewriting things from almost scratch, so area's might be little more then in a rough draft state. Which is the state I will be posting this story here in the future.
I will be posting the edited version of this on Kindle Vella after I finish rewriting the story as it's posted today and it goes through a couple of editing passes. At least that's the plan.
I hope it's different enough that those who have enjoyed it in the past can enjoy it again.
As far as scheduling, I'm going to attempt to get something posted every other week for the time being. If I can prove to myself I can do more in a reliable way, great! I'll change it. But for now, I think this is realistic.
Enough with my ramblings! To the Galactic Core!
Edit: I noticed I used the wrong name for Jessica. Corrected that.
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Prologue

Jessica Vanderlyn, 1st Alien Diplomatic Relation Conference

“The official story of how first contact came about says” I add air quotes here to emphasize my point, knowing that my image was being transmitted to every attendee of the 1st Alien Diplomatic Relation Conference. I had been invited to speak about First Contact, as I had been commanding the ship in question. “’Jeffery Burnt, genius engineer of Scorpio under the command of the illustrious’” I can’t help but pause to laugh. “’Under the illustrious First Ambassador Jessica Vanderlyn devised the formula for reverse time dilation allowing us to transit space faster then ever before. Obsoleting Jump Gate technology in a single day!”
I finish the words, despite nearly choking on my laughter before schooling my features into a serious expression. “The truth was much simpler.” I pause here.
“He was bored.”
I can imagine the turmoil this caused the hard-core believers of the Scorpio, but they asked for the truth as I saw it. Not some polished halo script.
“I knew he was working on it. Hell, we all knew what each other were working on back then. We were a crew of seven back then. And we were all up in each other’s business as a form of entertainment. Those of you who never spent time on board a ship don’t understand the amount of time you spent literally doing nothing but moving from point A to point B. We all needed something to do.”
“And you know what? With four of us straight out of the Confederate Applied Interstellar Science Institute with one or two doctorates, we each picked up research we found interesting. Hell, having the equipment to do so was a requirement for most of us to sign on.” I took a drink of water staring across the bridge of the Scorpio. We were currently in normal space in the Gulf of Darkness. An area of space that we almost had sole claim on due to the laws governing Jeffery Burnt’s time dilation technology.
“For example, it took us almost a year to reach Barista. Which is what’s now considered a ‘Border System’, a designation of the last system between the spiral arm containing Sol and the main body of the Milky Way. After the Xeno’s Agreement was signed by the four factions, all systems classified as ‘Border Systems’ are given to the Confederacy, and developed into at least a lesser fortress system to stand between the Alien’s and the core of Human territory. But at the time, it was an undeveloped fringe system.”
I chuckled at the memory of my past self. “Meaning it didn’t take long after entering the system before we had our first run in with the local pirates.” I imagine several people, those with similar experiences, drawing in a breath at that. But perhaps I’m just projecting. “And it only got worse from there. At some point, maybe two years after entering Barista, Jeff comes dancing. Literally dancing” Here I do the silly hop-skip dance I remember Jeff doing “into the control room. ‘I figured it out!’ he proclaimed loudly to the DVA. I can assure you that the face he made when he realized I was sleeping was priceless. I watched the video several times.”
“He had already modified the graviton generator. That wonderful piece of tech used to negate acceleration, and other, forces within the ship while providing a means for emergency propulsion. It also has a few less talked about tasks, but we’ll pretend I didn’t mention that.” I wink gamely at the recorder. “And yes, counteracting the time dilation that accrues during FTL travel is one of them. Anyway.” I said with a cutting gesture. “He comes in and makes this grand proclamation again waking me up this time, saying he’s already modified my graviton generator and can we ‘Please PLEEEEEASE try it out?’”
“Of course, I said no.”
I can imagine the grumbling as they wondered where I was going with this. After all we did make contact. So how could I say no? “Who wouldn’t? I told him to try it out on our secondary drone. My god, the look on his face! I felt like I had kicked a puppy.”
“He started working on it, but we were trying to make money. Got to keep the lights on in order for us to continue our projects. And before he could finish it, we were… ambushed by pirates.” I threw my hands out in a WTF gesture.
“It wasn’t the first time. But this time things were a little different. You see, Scorpio is a relic of the First Expansion. A thousand-year-old ship which as part of her crews separate doctorate work was refit to current military standards. Oh, she had no weapons, but she did have military grade armor several meters thick. With the weapon ports closed you couldn’t tell that the main batteries and point defense systems were simply missing. To everyone at the station, and then the system, Scorpio was a new high-tech military ship the likes of which the galaxy had never seen!”
My voice rose in cheesy theatrics.
“Honestly, if they had done a simple ConfedNet query they could have seen a half dozen of them in various museums. Rumors seldom hold to truth, and they only grow with time. This one had grown to the point that we were looking at a half dozen various pirate vessels firing whatever weapons they could tape together and my heavily armored unarmed salvaging vessel!”
My laugh is real. “It sounds ridiculous, but it’s the truth.”
“I managed to get a clean vector and jumped out. Have you seen the images of what happens when two slip streams collide? It’s not pretty. So much so that your trusty graviton generator kicks in and immediately drops you out of FTL if it even thinks it might occur.” I shudder. Even after so many years the thought… no best not think about it.
“One of those ships was faster than Scorpio so it spun up it’s FTL and overtook us, automatically kicking us out of our own slipstream back into normal space. His friends arrived shortly afterwards and we ended up back where we started.” I sighed.
“I couldn’t do anything different. Call for help. Run. Be shot at some more. What could I do? Well…” I trail off here.
“Jeff’s modifications.”
“I told Jeff we were going to use them, and as rounds were pouring in and we were being damaged he said ‘Give me a minute.’” I air quoted again. A bad habit of mine, I know.
“That was a long goddamned minute.”
I shook my head at the memory. “I aligned us towards a system… I can’t say which… but it was beyond the Gulf of Darkness. I figured I would travel that way for a while, drop out of warp, realign, and jump again. Hopefully before the pirates landed on top of us. But Jeff’s modifications worked better than even he thought it would.”
“After an hour of nail biting, wondering if his changes made us faster then our pursuers, I dropped us out of FTL. We discovered that not only did we leave the system, but had traveled a thousandth of the distance between Barista and… that other system. To say that we were surprised would be an understatement.” I shook my head.
“I decided that we were effectively outside the range of the pirates and we went about putting Scorpio back together. After things were repaired, and our matter tanks down twenty percent, we talked and decided to attempt to make the trip across the Gulf of Darkness to the system I originally set a course to.”
“Why not? At that speed, it would take a little over a month. Not counting time Jeff would need to recalibrate the graviton generator. We could run out of fuel technically, but I have a bit of a paranoia about being stranded in a ship that slowly becomes a tomb. So, I had an extra fuel-rod for both of the drives. So that wasn’t a large concern.”
“We arrived on the outskirts of that system… well… that’s another story. And one that’s different then the garbage they feed you all in school.”
“Just remember: we didn’t make that step into the intergalactic community because of some grand design by a room full of top minds. No. It was made because of some guy who liked to play with gravity mixed with a bit of luck, and a whole lot of desperation.”
I tilt my head and consider what I just said. “That seams to be the recipe for many of humanity’s greatest accomplishments come to think of it.” I wave and with a thought disconnect from the conferences call.
I can almost hear Jeff call me a buzz kill as I turn and sit in the command chair of Scorpio III. With a thought along the ship’s internal network, I inform the crew that we would be aligning for a jump back to Confederacy Space, and begin aligning the ship.
It’s time to get back to work.

First contact was made in the year -907 Post Sixth Expansion (P6E) but it wasn’t until -621 P6E that the majority of humanity found out about it. Aliens didn’t fly up to one of our stations saying “Take us to your leader” or anything as dramatic as that. The knowledge leaked out by… changes in behavior. Since, as you can imagine, meeting an alien species changed things.
And boy did the Confederacy change.
With a single call the Confederacy knew that it’s relationship with the United Systems and Federacy would change dramatically. The first sign that something was going on was the Confederacy withdrawing all it’s military presence from frontier systems it didn’t firmly control. Politicians would liken this to a poker player suddenly folding in the middle of the match and walking away from the table.
It was unheard of.
The only exception to this pattern was Barista, which became the focus of a lot of military attention. Not only did the forces that withdrew from other worlds re-stage there forming the 1st Rapid response Force, but the Confederacy’s 8th Fleet became stationed there.
This raised a lot of eyebrows. The Confederacy’s only response to inquiries was akin to “We have the right to position our fleets wherever we wish within our controlled space. Barista is well within that space. Sod off.” The real transcript is more politically correct… the translator must be on the fritz.
They did all this while hiding the fact that they had just made a decision that the rest of the Four Factions would condemn them for in a couple of hundred years.
The commotion died down after it was decided that the fleet movement wasn’t staging for a push into one of the neighboring systems. And it was largely forgotten about. The three Colony Class vessels that arrived a couple of years later escorted by a dozen Scorpion Mk II sub-destroyer class vessels and a half dozen long term colony transport ships didn’t even appear in a headline.
It probably should have. But I can see them believing that those ships were going to fortify and further develop a backwater system that the Confederacy had taken an interest in. In fact, I have seen internal documents that described the movement in that exact light. You would think that the other factions would wonder what caught the Confederacy’s attention.
But they must have been preoccupied with their own things.
Little did they know that those ships would disappear into the Gulf of Darkness, their destination is now known as Clypeus. Don’t bother looking for it. On this side of the Gulf of Darkness that designation is still unknown. As are any of the other human controlled systems over there.
Don’t look at me like that. We do it for a reason. Just like the other side not having any information about humanity on this side. Oh sure, we talk. We share tech. But we each go about our business brushing over the details. And this is all done to ensure that if a Alien decides to eradicate the universe of humanity, it can’t. Because it doesn’t know about you. Or us.
Whatever.
Anyway, so if founding Clypeus didn’t give it away what did? It was the Fifth Expansion. When the Fifth Expansion officially concluded the Confederacy’s system count increase by only 6. Each of those 6 were the border worlds that ran along the edge of the worlds claimed in the expansion.
And they weren’t simply colonized in the standard throw some humans there and let them be way. No. These ones were colonized, their local police force emplace, rapid military response teams were stationed in medium military stations. Early warning sensors… You get the picture. The other Factions were throwing people into space to see what stuck, the Confederacy through its actions stated: “These systems are mine. Don’t make me repeat it.”
It was so drastically different from anything else in history that the rest of humanity sat up and said “What the fuck?”
That begain the long train of events that lead to me being ‘asked’ back to the Spiral Arm to speak with the Coalition of Factions on Luna… Before I get to that, I should explain something.
Shortly after I made first contact, when I was headed back to Barista, the powers that be that I was in communication with in the Confederate military attempted to conscript me, my crew, and my ship. You can imagine my reaction. And it wasn’t civil. I managed to get out of it by being, well, myself.
However, despite my freedom and not being ‘officially’ part of the military, they considered me a part from the day forward. So perhaps I was only ‘officially’ a freeperson? Anyway. I returned to the Spiral Arm and was presented with a dress uniform I had never seen, with so many ribbons and medals in place that I thought I wouldn’t be able to walk without leaning to the side.
That’s why, when I stood on Luna in from of the leaders of the Factions, I was in full Confederate Uniform. If you want to see the whole speech you can go to the archive. I still remember my favorite part.
“Upon first exploration of the Galactic Core we discovered a sapient alien species that had developed faster then light travel.” A lot of people frowned at me believing I was full of crap. And I was. Just not that part. The next? Yea, that was me being… diplomatic let’s say. But the thing is, if you present the truth in such a fashion that it’s believed to be a huge lie, then prove it true, the rest is obviously true. Right?
Anyway.
“It was the decision that had we left first contact, and the corresponding time afterwards, be dictated by this body of politics that not only wouldn’t the Confederacy’s interest be held, but all of humanities. Therefore it was decided to form a human colony on the other side of the Gulf of Darkness to present humanity to these aliens. Yes. We discovered there were more then one. This allowed us to protect the rest of humanity from any possible thread by erasing all navigation data back to the spiral arm, and loosing the technology that got us there in the first place. The Fifth Expansion largely did not happen for the Confederacy within the Spiral Arm. But it certainly did in the Galactic Core.”
The look on those old bastard’s faces when I said that. It still gives me chills!
That’s when I introduced everyone to Steve.
Steve was, man I miss him, a Hdrozaplic from the system Verjij. Those are all human names, of course. Neither of our mouths are meant to speak the others words. So, he lets me call him Steve and he calls me… well… something that sounds like a rather bad bowel movement. He’s a mammal whose mouth reminds me of a furry alligator standing only two feet tall with a tail with a tail and four arms.
Suddenly they believed me.
The rest is history as they say. Steve agreed to come here knowing that he wouldn’t be allowed out of the Spiral Arm. He spent the rest of his life traveling the human controlled systems of each Faction. Learning and recording his thoughts, while being a diplomat for his people.
Everyone hated us at first for keeping such a huge thing from them. But in a rare show of intelligence, a couple hundred years later those same old guys came out and acknowledged that what we did was for the betterment of mankind. The Xeno’s Agreement was enacted a few years later making the Confederacy the sole face of humanity as far as the aliens of the Galactic Core Counsel is concerned. A lofty name in my opinion, when the accumulation of all members-controlled space is only thirty light years.
Anyway.
We were given specific expansion rights within the spiral arm. Namely the Border Worlds. At the same time, we were forbidden from everything else. But we had free reign in the galactic core. We also entered into a free-trade technology agreement with the other Factions, similar in nature that Terra holds.
The sole exception to this agreement was the graviton generator modifications that allow for transit across the Gulf of Darkness. Besides the one-time use engines that are equipped on any ship leaving Barista for the core worlds, Scorpio is the only ship in the galaxy that has one that we know about.
Why? That’s complicated.
Excerpt from “Memoirs of First Contact” by Jessica Vanderlyn
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2022.10.29 00:44 seenonworldnews_bot Escort Alligator secures $500K to combat human trafficking [#38+56c8]

Escort Alligator secures $500K to combat human trafficking [#38+56c8] submitted by seenonworldnews_bot to SeenOnNews_longtail [link] [comments]


2022.10.25 04:49 Armored_Grizzly Post Apocalypse Bar and Grill: Chapter 20

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Matron Litra watched as the scout was carried out of the room, his feet dragging across the floor. “Well, that is one unpleasantness done with,” Matron Gitzel stated, “Now what to do with them?” as she pointed at the bound hunters seated off to the side.
Matron Takka snorted derisively, “it's obvious they have been corrupted by that scout,” she said loudly and turned her head to face the hunters, “Perhaps a public whipping and exile”.
Litra watched as the hunters, particularly their leader stiffened at the statement. That they retained the good sense to remain silent as the Matrons spoke was a point in their favor. She opened her mouth to speak but Matron Mvris spoke first, “Now now Takka, that's a bit harsh. That they deserve punishment is undeniable, but they are not completely without honor, perhaps they should assist Delvik in capturing the Human?”.
“You are right Mvris,” Matron Gitzel stated, “exiling them would only harm the tribe, perhaps some time patrolling the border of the Human lands will show them their folly.”
The Elder Matron waved over the leader of the Watchers, Litra suppressed a shiver as he came before the platform, Telnir had always made her feel unsettled. It was the eyes she thought, the way he had that glassy, far off look when he spoke with you as if you were an insect.
“Telnir, place them in the cells so they can hear what happens to those who betray the tribe.” Matron Gtizel said coldly, “but leave them unharmed, they will assist Delvik in retrieving the Human.”
The head of the watchers bowed before the Matrons, “It will be as you wish Matrons”, was all he said before signaling the remaining Watchers to escort the prisoners away. Turning back to face the Matrons, “With your permission, I will personally see to the interrogation of Delvik. He will tell us all he knows of this Human and its lair”.
“You may go Telnir, get those answers and be mindful of his condition. The Human will likely not come out for any save Delvik. The hunters reported that it had a powerful deathstick and some means of protection.” the Eldest stated warningly to Telnir. He simply nodded respectfully to the Eldest and then to the other Matrons before turning and departing.
Once the chamber was empty, the Elder Matron let out a long breath and sagged into her seat. “What a damned mess this is, that foolish boy”, she said. “I cannot believe he fell for a Humans lies”
Gamir stood and walked over to stand in front of the Eldest before speaking, “but what if it is not a ploy Eldest?, what if Delvik speaks the Truth?”
The three older matrons laughed at her question, causing her whiskers to droop in embarrassment. Litra winced in anticipation, Gamir hated being laughed at. “I ask this seriously Matrons, is it not our role to think and consider, not simply deny outright,” she shouted back angrily at the older Matrons, “What if Delvik is correct, and this Human could help us, with food, medicine and anything else we could use to not simply survive, but thrive?”
The three stopped laughing and stared at the young Matron. Matron Takka quickly stood and stepped forward towards Gamir and a loud slap echoed throughout the chamber, and Gamir went sprawling to the floor of the platform. “Foolish girl, simple child. You would defend endangering the Burrow and the Tribe. Humans are nothing but beasts, no better than the Arvo.” Takka shouted at her.
The other two rose as well and moved over to the fallen Gamir, Mvris pulling Takka back as the Eldest approached the girl. “Youth and inexperience show in your words Gamir. Our people have been hunted and killed by Humans as far back as our history goes.” she said, helping the young Matron back to her feet. “This is for you too, Litra. The blood of our people spilled by Humans could drown this Burrow like a flood. Could a Human be friendly to our kind, it is possible, but would you risk the lives of everyone in this Burrow to test it?” The Elder Matron sighed deeply before continuing, “This is the wisdom you must learn, our role is to guide it forward in a way that protects and preserves our people.”
“Come, let us retire. It has been a trying day, and we must discuss the future. I fear we may need to move again if Humans and Arvo are moving into this area.” Matron Gitzel said, “ I had hoped after fifteen winters in relative peace we were safe.”
As they left the platform, Gamir shot Litra a look that she knew well, and with a sigh resigned herself to an evening of Gamir ranting about the lack of respect from the older Matrons. It wasn't that she didn't understand Gamirs’ point, she agreed wholeheartedly with her on that. It was just aht Gamir was quick to speak her mind and even quicker to losing control of her temper. They were both Matrons, but they were the youngest. The others would always look down on them as if they were children, and challenging the older Matrons would only feed into that perception.
No, they would need to be subtle to find the real reason for their reaction to Delviks discovery. With a last look at the items left scattered around the strange bag, Litra shook her head and began planning for later as she left the platform.
***************************************************
In a shadow and smoke filled room, a figure sat at a table against the back wall. The Master Scouts tail twitched as irritation turned to concern as he waited for his student to arrive. It wasn't like his pupil to be late, at least not without sending word first. Indral considered Delviks punctuality to be one of his best traits. He tried to ignore the growing worry by speaking with other patrons of the Knotted Tail, catching up with other friends and associates.
Something was wrong, he was sure of it. Delvik would have sent word if he were to be this late. His tail had stopped twitching, and the other patrons took notice. They saw the jovial face turn neutral, the bright eyes go flat. Conversation in the Knotted Tail trailed off, the younger patrons taking cues from the elders. Not all knew the history of the Rakus named Indral, at least not by that name. Some patrons shared knowing looks with their drinking companions, some might go and dust off old boxes that night, just in case things got interesting.
When old Grim got serious, things always got interesting.
Master Scout Indral had questions, and he would get answers.
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“My my young Delvik, what a mess you've gotten yourself into,” the leader of the Watchers said calmly as he watched his people secure Delvik. “If you had simply come to me first with news of this Human; well, we wouldn't be in this situation at all”,
“Do you like this setup, I learned it from my time watching those Humans to the south, such interesting creatures they are” Telnir said gently, “the things they do to each other, truly barbarous”
Delvik glared at the watchers leader, “What have you done, what stories have you whispered to the Matrons to make them fear even the idea of working with a single Human?” he said with a growl.
Telnir laughed at the question, “The fear has always been there, especially in the older generations. They remember the times of Human raiders, the burning of Burrow and the hunting of our kind. I simply reminded them that the Human settlements continue to grow, that they expand closer every winter.” he said with a smirk, “oh and i must thank you for those lovely books you kept bringing back. They were quite enlightening on the subject of Humans and their history.”
Delvik spat at him, “You bastard, I am trying to save our people. With Thomas’ help we can end hunger in the Tribe, lessen or end the worst of the sickness that sweeps through the Burrow, maybe even bring pe…” his word cut off as Telnirs fist buried itself in Delviks stomach.
“Pretty ideas, and perhaps some may even come true, with your pet Human on a leash and under my control.” The watcher said in a mocking tone, “I have plans for your pet Human, oh so many plans, especially after hearing from my eyes about that special armor you wore, and seeing the gifts you brought back, so so many plans now.”
Telnir grabbed Delvik by his muzzle, squeezing painfully, “but first, you are going to tell me everything you know about that bunker and what that Human can do.”
***************************************************
In a glade, hidden deep in a swamp that once was a national park, a scaled figure lay prone, shaking in fear before a great stump that had been carved into a throne, and It spoke in a hiss filled language.

“So you say a raccoon person, armored as a robot, and a human in a white coat destroyed your entire hunting party” a feminine voice said.

“The raccoon person WAS defeated by Alpha Skigg, but then the Human blew his head up. Hmmm.. interesting, go on” the voice replied.

“And you played dead in order to escape and report back; I see, quite clever of you.”
The glade descended into a nerve tightening silence for all those but the figure upon the stump. She sat there, tapping a finger against her jaw and seemingly deep in thought. The gathered mass of mutant, alligator-like creatures stood nervously in a semi-circle surrounding the stump. At last she placed both hands on the arm rest of the stump throne, which would be comical due to the throne being designed for someone three times larger, none here would dare laugh.
“Rise and prepare to receive my decision, unnamed one.” she said.
The prone figure rose to stand on shaky legs.
“You three,” she said, her finger pointing out the three figures standing behind the one who had just stood up, “you knew of Skigg’s foolishness and did nothing to stop him, nor bring it to my attention.”
The three she had indicated froze in terror, those closest to them moved away as if they bore sickness.
The female pointed at the one who stood on shaky legs before her, “you participated, but as an unnamed had no choice but to obey the Alpha. That you returned to report has earned you mercy, and perhaps a reward.”
The crowd of Arvo shifted nervously, watching the queen, their Omega, pass judgment. They watched as her milky white, sightless yet seeing eyes settled on the three she had pointed out first.
Guttural screams echoed across the glade as three chests ripped open from the inside, dark blood spraying across the soggy ground and their hearts floated out of the gaping holes in their chests.
They watched in fear and awe as she raised her hand towards the one who had returned, and purple streaks of lightning flickered from her fingers connecting to its head.
Another scream echoed through the glade, but rather than death following, a new life began. As a nimbus of purple energy surrounded the head of the unnamed one, it sank to its knees. Its clawed hands clutching at its head.
As the nimbus faded, so did its screams.
“Arise my new Alpha, and name yourself.” she said.
As it stood, a new light could be seen in its eyes, it thought were clearer than ever before, and for the first time in its life, it truly spoke, “I am Saav,” and it bowed before the throne, “I live to serve, great Queen.”
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2022.10.21 18:15 ddub1 Community Book List

Welcome to the bipolar Book List! We created this list using the responses from the community on "What is a good book for me to read about Bipolar Disorder." The list below describes the book (mostly what is on the book jacket) and a link to read or purchase. If there are any books you would like added to this list, please let the mods know.

Self-Help

Bipolar Basics - Dr. Tracy Marks
Do you have bipolar disorder? Or has a friend or family member just been diagnosed? If you want to understand bipolar disorder better, want to help someone with BP, or just want to find out more, then this book is for you! Bipolar disorder is complex, and can easily be mistaken for other mental health conditions. This book will help you understand the signs and symptoms of bipolar disorder, how it affects you, and how it differs from other illnesses. It also contains information on the latest treatments—medication and non-medication. It also discusses aspects of living with bipolar disorder that are seldom openly discussed.
If you have bipolar disorder, this book will help you talk about your experiences, communicate better with your friends and family—and ask for help when you need it. Take control of bipolar disorder by gaining a deeper understanding of it and knowing what warning signs to look out for.
Bipolar For Dummies - Candida Fink, Joe Kraynak Understand the realities of bipolar disorder When one receives the diagnosis that they or a loved one has bipolar disorder, it can be a time of fear and worry. Bipolar Disorder For Dummies, 3rd Edition explains the brain chemistry behind the disease and covers the latest medications and therapies. You'll get reassuring, sound advice and self-help techniques that you and your loved ones, including kids and teens, can use to ease and eliminate symptoms, function in times of crisis, plan ahead for manic or depressive episodes, and feel a whole lot better. This new edition will include new and updated content on genetics, biochemistry, and imaging studies relevant to bipolar, expanded coverage on how to handle the high costs of treatment, and supporting a loved one (who may not want help, medications and treatment options, including DSM-5, ECT, and TMS along with new coverage on special populations (how bipolar affects different groups, like women and various ethnic groups and special populations, like seniors and expectant moms.
Bipolar disorder, which has also been called manic-depressive illness, is a brain disorder that causes unusual mood swings and shifting energy levels. The symptoms of bipolar disorder can, if not understood and handled properly, wreak havoc on personal and professional relationships. Though bipolar disorder is a serious condition, it's one that can be treated! With a firm understanding of what you're dealing with, you can navigate your way through the challenges of bipolar disorder, whether you or a loved one suffers from this illness.
Recognize the warning signs of mania and depression, which may point to bipolar disorder Understand where to find the latest treatment options Stay on track with personal and professional aspects of life Effectively and compassionately respond to rants, depression, mania, and other behaviors associated with bipolar disorder Bipolar Disorder For Dummies, 3rd Edition offers straightforward, reassuring information about bipolar disorder to help you or your loved one conquer the disease.
Feeling Good: The New Mood Therapy - Dr David Burns
The good news is that anxiety, guilt, pessimism, procrastination, low self-esteem, and other 'black holes' of depression can be cured without drugs. In Feeling Good, eminent psychiatrist David D. Burns, M.D. outlines the remarkable, scientifically proven techniques that will immediately lift your spirits and help you develop a positive outlook on life.
Now, in this updated edition, Dr. Burns adds an all-new Consumer's Guide To Antidepressant Drugs, as well as a new introduction to help answer your questions about the many options available for treating depression.
Loving Someone with Bipolar Disorder: Understanding and Helping Your Partner - Julie A. Fast, John D. Preston
Loving Someone with Bipolar Disorder is a first of its kind book—written specifically for the partner of a person with bipolar disorder. If you have a loved one with bipolar, you know how disruptive and straining this disorder can be to your relationship. You may experience feelings of fear, loss, and anxiety as well as a constant uncertainly about your loved one's ever-changing moods.
This book is designed to help you overcome the unique challenges of loving someone with bipolar disorder. With the supportive and helpful information, strategies, and real-life examples contained here, you'll have all the tools you need to create a loving, healthy, and close relationship.
Mastering Bipolar Disorder - Kerrie Eyers
Gathered from sufferers young and old, these first-hand accounts of individuals with bipolar disorder are equally inspirational, informative, and amusing. They cover all aspects of the disorder, from first symptoms and diagnosis, to times when the disorder is more or less under control. They also emphasize the importance of personal strategies for handling the disorder, such as exercise and support networks alongside medication and professional assistance. Featuring tips from clinicians and the latest research, this is filled with tested and proven solutions for living a happy and healthy life.
The Dialectical Behavior Therapy Skills Workbook for Bipolar Disorder: Using DBT to Regain Control of Your Emotions and Your Life - Sheri Van Dijk, Zindel V. Segal(Foreword)
Even if you've just been diagnosed with bipolar disorder, it's likely that you've been living with it for a long time. You've probably already developed your own ways of coping with recurring depression, the consequences of manic episodes, and the constant, uncomfortable feeling that you're at the mercy of your emotions. Some of these methods may work; others might do more harm than good. The Dialectical Behavior Therapy Skills Workbook for Bipolar Disorder will help you integrate your coping skills with a new and effective dialectical behavior therapy (DBT) plan for living well with bipolar disorder.
The four DBT skills you'll learn in this workbook-mindfulness, distress tolerance, emotion regulation, and interpersonal effectiveness-will help you manage your emotional ups and downs and minimize the frequency and intensity of depressive and manic episodes. By using this book in conjunction with medication and professional care, you'll soon experience relief from your bipolar symptoms and come to enjoy the calm and confident feeling of being in control.
The Bipolar Disorder Survival Guide - David J. Miklowitz
Bipolar disorder is a lifelong challenge—but it doesn't have to rule your life. Find the science-based information you need in the revised third edition of this indispensable guide. Trusted authority Dr. David J. Miklowitz shares proven strategies for managing your illness or supporting a loved one with the disorder. Learn specific steps to cope with mood episodes, reduce recurrences, avoid misdiagnosis, get the most out of treatment, resolve family conflicts, and make lifestyle changes to stay well. Updated throughout, the third edition has a new chapter on kids and teens; the latest facts on medications and therapy, including important advances in personalized care; and expanded coverage of the bipolar II subtype. It features boxes on complementary and alternative treatments and provides downloadable practical tools.
Two Bipolar Chicks Guide To Survival: Tips for Living with Bipolar Disorder - Wendy K. Williamson, Honora Rose
From the "Two Bipolar Chicks", Wendy K. Williamson and Honora Rose, comes this survival guide disguised as a low-key, how to manual. From their wellness vaults, they compiled three decades worth of tips for you. Filled with insightful anecdotes and personal viewpoints – which can differ – Wendy and Honora steer you through the swamps of bipolar disorder and teach you how to dodge the alligators.
Welcome to the Jungle: Everything You Ever Wanted to Know About Bipolar but Were Too Freaked Out to Ask - Hilary T. Smith
Bipolar is one of the most commonly diagnosed psychiatric conditions among teens and twentysomethingsyet there are very few books out there written specifically for young people experiencing mental illness for the first time.
Welcome to the Jungle (Conari Press, May 2010) fills that gap with its upfront, empowering approach to the challenges of being diagnosed with bipolar. Both humorous and immensely honest, it offers a true "in the trenches" perspective young readers will trust.
Why Am I Still Depressed? Recognizing and Managing the Ups and Downs of Bipolar II and Soft Bipolar Disorder - James Phelps
If your depression keeps coming back or is even getting worse, then you may be suffering from bipolar II or 'soft' bipolar disorder. This text shows you how to identify if you have a nonmanic form of bipolar disorder and how to work with your doctor to safely and effectively treat it.

Non-Fiction

An Unquiet Mind: A Memoir of Moods and Madness - Kay Redfield Jameson
The personal memoir of a manic depressive and an authority on the subject describes the onset of the illness during her teenage years and her determined journey through the realm of available treatments.
A Beginner's Guide To Losing Your Mind - Emily Reynolds
Your twenties can be isolating, infuriating and painful―but how do you stay healthy and realistic when you're also dealing with depression, mania, or anxiety? Emily Reynolds's A Beginner's Guide to Losing Your Mind explores the unique challenges, including:
A blackly funny, deeply compassionate, and extremely practical book, A Beginner's Guide to Losing Your Mind is all at once the author's personal account of what it's like to live with mental illness, a guide to dealing with and understanding it, and a companion to make the journey feel a little less lonely.
Befriending Bipolar: A patient's perspective - Oliver Seligman
What is it like to be overtaken by mental illness and completely lose yourself in madness? With staggering insight and brutal honesty, Oliver Seligman describes what insanity is like from the inside.
Diagnosed with type one bipolar at seventeen. Oliver has battled with euphoric manias, suicidal depressions, bewildering psychoses and the side effects of psychiatric medication.
In this enlightening book, he writes about how he found peace with an illness that destroys lives and sometimes ends them. Sharing what worked and what didn't work for him, as well as the mistakes he made and the traps he fell into. If you want to learn more about bipolar or depression from someone who has experienced it, this book is for you.
Oliver Seligman is a monk, author and inspirational speaker. He has spent twenty years travelling the world, helping people to find peace through meditation. In doing so, he has developed insight into the workings of the mind and what makes us happy or unhappy.
Fast Girl: A Life Spent Running from Madness - Suzy Favor Hamilton
The former middle distance Olympic runner and high-end escort speaks out for the first time about her battle with mental illness, and how mania controlled and compelled her in competition, but also in life. This is a heartbreakingly honest yet hopeful memoir reminiscent of Manic, Electroboy, and An Unquiet Mind.
Girl, Interrupted - Susanna Kaysen
In 1967, after a session with a psychiatrist she'd never seen before, eighteen-year-old Susanna Kaysen was put in a taxi and sent to McLean Hospital. She spent most of the next two years on the ward for teenage girls in a psychiatric hospital as renowned for its famous clientele--Sylvia Plath, Robert Lowell, James Taylor, and Ray Charles--as for its progressive methods of treating those who could afford its sanctuary.
Kaysen's memoir encompasses horror and razor-edged perception while providing vivid portraits of her fellow patients and their keepers. It is a brilliant evocation of a "parallel universe" set within the kaleidoscopically shifting landscape of the late sixties. Girl, Interrupted is a clear-sighted, unflinching documnet that gives lasting and specific dimension to our definitions of sane and insane, mental illness and recovery.
I'm Not Crazy Just Bipolar: A Memoir - Wendy K. Williamson
Just as a photographer might shoot a photo through a colored lens, Wendy Williamson skillfully holds up the filter of mania and depression for her reader to peer through. With heart-wrenching honesty and humor, she shows the effects of bipolar disorder on the mind, body and soul of those who suffer from it. Despite Wendy's struggles, this is a not a book that brings the reader down, rather a road map for wellness and a vastly informative, yet entertaining, guided tour of bipolar disorder for those who don't understand it. With her perceptive self-awareness, the author is equal parts comedienne and educator, and she tells the unbelievable highs and lows of her story with a clear, grounded candor.
Madness: A Bipolar Life - Marya Hornbacker
In Madness, in her trademark wry and utterly self-revealing voice, Hornbacher tells her new story. Through scenes of astonishing visceral and emotional power, she takes us inside her own desperate attempts to counteract violently careening mood swings by self-starvation, substance abuse, numbing sex, and self-mutilation. How Hornbacher fights her way up from a madness that all but destroys her, and what it is like to live in a difficult and sometimes beautiful life and marriage -- where bipolar always beckons -- is at the center of this brave and heart-stopping memoir.
Manic: A Memoir - Terry Cheney
In the tradition of Darkness Visible and An Unquiet Mind, Manic is Girl, Interrupted with the girl all grown up. This harrowing yet hopeful book is more than just a searing insider's account of what it's really like to live with bipolar disorder. It is a testament to the sharp beauty of a life lived in extremes.
Marbles: Mania, Depression, Michelangelo, and Me - Ellen Forney
Cartoonist Ellen Forney explores the relationship between "crazy" and "creative" in this graphic memoir of her bipolar disorder, woven with stories of famous bipolar artists and writers.
Shortly before her thirtieth birthday, Forney was diagnosed with bipolar disorder. Flagrantly manic and terrified that medications would cause her to lose creativity, she began a years-long struggle to find mental stability while retaining her passions and creativity.
Searching to make sense of the popular concept of the crazy artist, she finds inspiration from the lives and work of other artists and writers who suffered from mood disorders, including Vincent van Gogh, Georgia O'Keeffe, William Styron, and Sylvia Plath. She also researches the clinical aspects of bipolar disorder, including the strengths and limitations of various treatments and medications, and what studies tell us about the conundrum of attempting to "cure" an otherwise brilliant mind.
Darkly funny and intensely personal, Forney's memoir provides a visceral glimpse into the effects of a mood disorder on an artist's work, as she shares her own story through bold black-and-white images and evocative prose.
The Center Cannot Hold: My Journey Through Madness - Elyn R. Saks
Elyn R. Saks is an esteemed professor, lawyer, and psychiatrist and is the Orrin B. Evans Professor of Law, Psychology, Psychiatry and the Behavioral Sciences at the University of Southern California Law School, yet she has suffered from schizophrenia for most of her life, and still has ongoing major episodes of the illness. The Center Cannot Hold is the eloquent, moving story of Elyn's life, from the first time that she heard voices speaking to her as a young teenager, to attempted suicides in college, through learning to live on her own as an adult in an often terrifying world. Saks discusses frankly the paranoia, the inability to tell imaginary fears from real ones, the voices in her head telling her to kill herself (and to harm others); as well the incredibly difficult obstacles she overcame to become a highly respected professional. This beautifully written memoir is destined to become a classic in its genre.
The title is a line from "The Second Coming," a poem by William Butler Yeats, which is alluded to in the book.
Tristimania: A Diary of Manic Depression - Jay Griffiths
Tristimania is a stark and lyrical account of the psyche in crisis. It tells the story of a devastating year-long episode of manic depression, culminating in a long solo pilgrimage across Spain. The book is rare in recording the experience of mania and shows how the condition is at once terrifying and also profoundly creative, both tricking and treating the psyche. In exploring its literary influence, Griffiths looks at Shakespeare's work, and examines the Trickster role, tracing its mercuriality through the character of Mercury. An intimate, raw journey, the book illuminates something of the universal human spirit.
Wishful Drinking - Carrie Fisher
In Wishful Drinking, Carrie Fisher tells the true and intoxicating story of her life with inimitable wit. Born to celebrity parents, she was picked to play a princess in a little movie called Star Wars when only 19 years old. "But it isn't all sweetness and light sabres." Alas, aside from a demanding career and her role as a single mother (not to mention the hyperspace hairdo), Carrie also spends her free time battling addiction, weathering the wild ride of manic depression and lounging around various mental institutions. It's an incredible tale—from having Elizabeth Taylor as a stepmother, to marrying (and divorcing) Paul Simon, from having the father of her daughter leave her for a man, to ultimately waking up one morning and finding a friend dead beside her in bed.

Fiction

I Never Promised You A Rose Garden Hannah Green, Joanne Greenberg
I Never Promised You a Rose Garden is the story of a sixteen-year-old who retreats from reality into the bondage of a lushly imagined but threatening kingdom, and her slow and painful journey back to sanity.
Chronicles the three-year battle of a mentally ill, but perceptive, teenage girl against a world of her own creation, emphasizing her relationship with the doctor who gave her the ammunition of self-understanding with which to help herself.
"I wrote this novel, which is a fictionalized autobiography, to give a picture of what being schizophrenic feels like and what can be accomplished with a trusting relationship between a gifted therapist and a willing patient. It is not a case history or study. I like to think it is a hymn to reality." —Joanne Greenberg
Hurry Down Sunshine - Michael Greenberg
Hurry Down Sunshine tells the story of the extraordinary summer when, at the age of fifteen, Michael Greenberg's daughter was struck mad. It begins with Sally's visionary crack-up on the streets of Greenwich Village, and continues, among other places, in the out-of-time world of a Manhattan psychiatric ward during the city's most sweltering months. "I feel like I'm traveling and traveling with nowhere to go back to," Sally says in a burst of lucidity while hurtling away toward some place her father could not dream of or imagine. Hurry Down Sunshine is the chronicle of that journey, and its effect on Sally and those closest to her–her brother and grandmother, her mother and stepmother, and, not least of all, the author himself. Among Greenberg's unforgettable gallery of characters are an unconventional psychiatrist, an Orthodox Jewish patient, a manic Classics professor, a movie producer, and a landlord with literary dreams. Unsentimental, nuanced, and deeply humane, Hurry Down Sunshine holds the reader in a mesmerizing state of suspension between the mundane and the transcendent.
The Silver Linings Playbook - Matthew Quick
Meet Pat. Pat has a theory: his life is a movie produced by God. And his God-given mission is to become physically fit and emotionally literate, whereupon God will ensure a happy ending for him — the return of his estranged wife, Nikki. (It might not come as a surprise to learn that Pat has spent time in a mental health facility.) The problem is, Pat's now home, and everything feels off. No one will talk to him about Nikki; his beloved Philadelphia Eagles keep losing; he's being pursued by the deeply odd Tiffany; his new therapist seems to recommend adultery as a form of therapy. Plus, he's being hunted by Kenny G!
In this enchanting novel, Matthew Quick takes us inside Pat's mind, showing us the world from his distorted yet endearing perspective.
Too Bright to Hear, Too Loud to See - Juliann Garey
In her tour-de-force first novel, Juliann Garey takes us inside the restless mind, ravaged heart, and anguished soul of Greyson Todd—a successful Hollywood studio executive who leaves his wife and young daughter for a decade to travel the world, giving free rein to the bipolar disorder he's been forced to keep hidden for almost 20 years. The novel intricately weaves together three timelines: the story of Greyson's travels (Rome, Israel, Santiago, Thailand, Uganda); the progressive unraveling of his own father seen through Greyson's childhood eyes; and the intricacies and estrangements of his marriage. The entire narrative unfolds in the time it takes him undergo twelve 30-second electroshock treatments in a New York psychiatric ward.

For children

My Mommy has Bipolar Disorder - Amber DeBono Ph.D.
Reading "My Mommy has Bipolar Disorder" to your children will help them better understand a Bipolar diagnosis. Written and illustrated by Dr. Amber DeBono, an associate professor of psychology, "My Mommy has Bipolar Disorder" explains some of the common symptoms of Bipolar Disorder without stigma and in a way that will be easy for children to understand. In this book, you will meet Sally and her mom, Mrs. Thompson, who has Bipolar Disorder. Sally and her mother explain some of Mrs. Thompson's symptoms for Show and Tell. Sally's class learns that some of Mrs. Thompson's unusual behaviors were merely symptoms of her Bipolar Disorder. Sally's teacher, Mrs. Wheeler, is grateful that Sally brought her mom in for Show and Tell because it is Mental Health Awareness Month.
Up and Down Mom - Summer Macon
Living with Mom is a bit like a roller coaster ride. At times, she is excited and full of energy, but at others, she is tired and withdrawn. But she's always my mom, and we're sharing the ride. For children who grow up in the care of a parent who has bipolar disorder, life can be filled with anxiety and uncertainty. With the aid of a clear and simple information spread, this story helps us to understand the causes of bipolar disorder and how we can learn to live with someone who has it. Developed in close consultation with families who have a parent with bipolar disorder, and created in collaboration with the Wellcome Trust.
submitted by ddub1 to bipolar [link] [comments]


2022.10.18 18:00 HeadOfSpectre Cecily's Lounge

Transcript of Episode 8 of the Small Town Lore podcast by Autumn Driscoll, titled ‘Cecily's Lounge.’

Advertisements were excluded as they were not considered relevant. Narration was originally provided by Autumn Driscoll except where noted.

In September of 2017, 62 year old Phil Andrews walked into a Vancouver police station to share an unbelievable story. While on the surface, Andrews's wild testimony of being kidnapped against his will and forced to participate in a twisted game with several other members of the homeless community sounded completely absurd, the investigation that followed turned up disturbing evidence that not only was Andrews telling the truth but that the horrors he described were part of an ongoing series of twisted games, exploiting the most vulnerable. Games that didn’t just stop with the murder of their participants, but took things to a sickening new extreme.

I’m Autumn Driscoll and this is Small Town Lore.

Cecily’s Lounge was opened in Vancouver, BC in March of 2004. It was a joint venture between restauranteur Vance Camargo, his business partner Silas Harmann and the chairwoman of Keller Cosmetics, Cecily Keller.

The lounge was opened up as a high end nightclub and throughout its lifespan achieved considerable success. It was quickly established as something of an exclusive hotspot for Vancouver's elite It was known to sometimes bring in live music and was often used by Keller herself to host various events. Although Keller was generally only a financial partner than a managing one. Hermann and Camargo directly managed the day to day operations.

It was not the sort of place that one might expect to find a man like Phil Andrews, who in 2017 had been a frequent visitor to the local homeless shelters, and who had been living on the streets since 2014. However when he came forward to the police in 2017 Andrews was adamant that not only had he been inside Cecily’s Lounge within the past week, but he had been at one of the private events hosted by Cecily Keller herself… An event that Andrews described as a waking nightmare.

The following audio comes from an interview Andrews had with Detective Justine Dawson, in September of 2017.

Andrews: We’d been picked up at the shelter. They were full for the night, so we needed to find someplace else to sleep and there was a man out there. About 40, maybe… 50… Maybe… And the man, he said that he knew a shelter that still had space. But they could only take about ten of us. And he had a car with him.

Dawson: So you went with this man, then?

Andrews: We all did, yeah. It was cold, we needed a place to sleep. You didn’t want to sleep rough on a night like that.

Dawson: So you got in the car. Where did it take you?

Andrews: Behind some building. Wasn’t sure which building at first. But I would know it if I saw it again. We were led out and we were taken in through the back door and told that we would be given food and a bed.

Dawson: Were you?

Andrews: No. No we were not. We were led into these separate rooms and after a while, we… I could hear some kinda announcer speaking.

Dawson: An announcer?

Andrews: Like at a sporting event… Saying stuff like ‘The audience gets to choose.’ I didn’t understand what was going on… But after a while I heard them saying they were opening the doors. Mine didn’t open… But I heard some of them opening and I heard screaming…

Dawson: Screaming?

Andrews: I didn’t know what was going on. I could hear people cheering and the announcer talking, and I could hear people in pain and… I couldn’t leave the room. I tried. The door was locked and I couldn’t see anything because it was so dark. This kept going on for a while until my door finally opened and then… Christ… Then I saw it.

Dawson: What did you see?

Andrews: There was this room… It was round. Roof looked like glass and I could see people looking down at us… There was another guy in there… I didn’t know his name. And… And there were bodies! I recognized them, some of the people I’d come in with… I knew some of them, there was this girl, Bev… And she… Jesus, something had cut her… And her organs were… They were out! Her guts were out! And I started to panic because there were so many bodies… And then I noticed the animals.

Dawson: Animals?

Andrews: Dead animals. I saw a tiger… An alligator or something… I don’t know. Wild animals. Weird animals. All dead. And then a door opened and they let out another one… This one was alive. It was a monkey…

Dawson: A monkey?

Andrews: Yeah. A monkey… A big monkey. Chimpanzee I think… And it was all scarred and thin and ugly looking and it kept thrashing its arms around… And I could see blood on its face… I heard the announcer call it: ‘Johnny Boy…’ I don’t know, man…

Dawson: So… What did this monkey do?

Andrews: It just looked at me and the other guy, and got all angry and it started running at me. So I tried to run back into the room I’d been in, but the door was closed. The other guy started running too, although he fell and the monkey went after him and… Jesus Christ…

Dawson: What happened next?

Andrews: It just started… It started hitting him and biting him, and just… God, the way he screamed… I heard a while back, those kinda monkeys. Chimpanzees. I heard they could be violent but I’d never seen it and… Jesus… It just… It was killing him… Jesus… I could hear people cheering and laughing… And I could hear the announcer speaking and trying to rile up the crowd. She said something like: “Well I guess contestant 5 is down!” And when she was speaking, I heard her a lot more clearly than when I was in the room and I realized… I knew that voice.

Dawson: You recognized it?

Andrews: I did! Used to work for a company called Keller back a few years back… Used to work in marketing. I remember when the old boss, John Keller stepped down, his daughter, Cecily took over. She used to do corporate ‘town halls’... And she used to talk just like that… I recognized her voice. Wouldn’t forget it… It was Cecily Keller… I’m sure of it… It was Cecily Keller…

Dawson: I see… What about the chimpanzee you mentioned?

Andrews: While she spoke… I just watched it kill the other guy. Couldn’t leave the room so… I started looking for something to defend myself… Started noticing that some of the dead animals had weapons buried in them. There was a dead alligator. Had a hatchet in its skull. So I went for the hatchet… And I knew that the other guy was dead, and the monkey wasn’t looking at me so I took the hatchet and I… I just started hitting it.

Dawson: You killed the chimpanzee?

Andrews: I did… Hit it, over and over and over again. It tried to fight me. Knocked me to the ground but I just kept hacking at it until it stopped moving… Then when I went to check on the guy it’d been attacking… Christ… He was… He was still alive… It’s torn him apart but he was still breathing… It’d torn his face… I could see the muscle… And he just looked at me and he kept wheezing and I knew he was dying so I… I put him out of his pain…

Dawson: You killed him?

Andrews: I did…

Dawson: What happened next?

Andrews: Another door opened. I went through it. Listened to Cecily announce the next round… Couldn’t hear everything. But I heard the screams. Heard the animals roaring. And after a while the door opened again. I still had the hatchet with me… I stepped out and there I was looking at three other people they’d brought in with me.

Dawson: What happened after that?

Andrews: Cecily said… Cecily said the last one standing got to leave with a hot meal. She said the others got to be the hot meal… We all just sort of stood there, didn’t know what to do. Then finally one guy, kinda twitchy… He was holding a knife and he starts going for one of us. Stabbing at his throat… Christ… There was so much blood. Me and the third guy tried to pull him off. Didn’t do us any good. He’d killed the guy before we could stop him, and then he started stabbing the other guy. I had to put the hatchet in his skull before he went down, but by then he’d already damn near gutted the guy who’d been helping me… He was dying… He told me to kill him so… So I did…

Dawson: So you were the last one standing?

Andrews: Yeah… Yeah, I was…

Dawson: What happened next?

Andrews: The doors opened again. They let me into another room. I sat for a bit… And finally a man came out. He was wearing a mask… He brought me food and… I asked him what it was, he wouldn’t say… I asked. He didn’t answer. He just left me… And I stared at it… Some kind of meat. Vegetables… I ate the vegetables… Couldn’t eat the meat. I don’t know if it was… I don’t know… Didn’t want to know. They gave me some wine and I drank it and the next thing I knew, the room was spinning. When I woke up again, I was back out on the street.

Dawson: You suspect they served you the remains of the people you’d had to fight?

Andrews: I don’t know… Maybe… But I don’t know…

A medical examination of Phil Andrews did confirm he had some minor injuries on his body, consistent with having been in some sort of physical altercation. And a review of his employment records had confirmed he’d worked for Keller Cosmetics before leaving to pursue opportunities with another company, before losing that job on account of his growing alcohol dependency.

Vancouver Police did interview Cecily Keller, who claimed she did not recognize Andrews and that she had no memory of him working at her company, but the case initially received little follow up, until some interesting lab results came back.

During his medical examination, tissue samples had been found underneath Phil Andrews's fingernails. An analysis of these samples confirmed that some of these samples had come from an adult male chimpanzee, lending some new and disturbing credibility to Andrews's story.

With this new evidence having come to light, Andrews was interviewed again. He confirmed that he had visited Cecily’s Lounge a second time on his own since he had given his statement, and was positive that it was the building he and the other homeless victims had been brought to. Armed with DNA evidence and a new testimony, Vancouver Police obtained a warrant to search Cecily’s Lounge and what they discovered was nothing short of horrifying.

I spoke with Detective Justine Dawson, who was at the scene during the search to learn more.

Dawson: The main and second floor of the nightclub was just about what you’d expect. I think that’s what most patrons saw and during our search, we found nothing of interest there… Now, looking at the floor plan of the building, these were supposedly the only two floors. The plans stated that there was no basement or lower level.

Driscoll: But you found something?

Dawson: We did. Near the back of the establishment were some private booths, for more exclusive customers. And in that area, we were able to find a door that required a keycard to open. Vance Camargo was present with us at the time, and we asked him to open the door for us, but he insisted it was just storage. We pressed him to open it anyways and when we did, we found another hallway with an elevator and a stairwell leading to a basement area.

Driscoll: Are you at liberty to describe what you found down there?

Dawson: I am, yes. We had descended into the basement, without Camargo and we found what appeared to be another floor of the club… Although it was immediately clear to me and the others that this was… Different, than the rest of the nightclub.

Driscoll: Howso?

Dawson: There was a sort of pit, in the middle of the floor. Like an arena with a glass ceiling. Looking through that, we could see a round room consistent with the statement we received from Phil Andrews. There was also a bar on site, tables, and a separate kitchen. While investigating the kitchen, we found access to the basements second level, where we discovered several caged animals. Including chimpanzees, tigers, boars and alligators. Many of whom were malnourished and appeared to be aggressive.

Driscoll: So this was proof of Andrews's testament, correct?

Dawson: It certainly seemed that way… And while I was down examining the cages, one of my partners was examining the kitchens and stumbled across the freezers. Which was… [Pause] Which was perhaps the most disturbing part.

Driscoll: Can you tell me what you found?

Dawson: 16 bodies. Most in various states of dismemberment. We were able to identify most of them as members of the homeless community. It would appear they had been… [Pause] Butchered… And then eaten.

16 dead bodies. A collection of malnourished, violent animals and what appeared to be some sort of sick gladiatorial arena.

Vance Carmargo was taken into custody immediately, and a warrant was issued for the arrest of Cecily Keller and Silas Hermann.

Keller would be picked up two hours later at the airport, having booked a flight to leave Canada for Morocco while Silas Hermann was never found.

A more in depth forensic investigation of the basement of Cecily’s Lounge was undertaken, and only further confirmed the scope of the owner's atrocities. Human and animal remains were found in an incinerator on site and there was also evidence of human flesh being cooked and served to patrons of the basement lounge was quickly uncovered. But even more disturbingly it was discovered that human remains were also served to unknowing patrons of the nightclub upstairs as well.

When spoken to by police, Keller was adamant that she had no knowledge of what had been going on beneath Cecily’s Lounge, and attempted to shift the blame to her business partners. However Camargo offered up a completely different story, indicating that Keller herself was the one who had requested the construction of the basement area, and that she had not only planned, but personally oversaw many of the twisted gladitorial games carried out beneath Cecily’s Lounge and he even accepted deal to testify against her. As Phil Andrews had also claimed he had heard Keller personally overseeing the event he had been held captive in, and other several survivors coming forward with their own stories, most of which supported both Andrews and Camargos claims of Keller being present at these events, the evidence was mounting that the true mastermind behind these monsterour events was none other than Cecily Keller herself. And so with most of the monsters behind bars and Cecily’s Lounge seemingly shut down forever, the nightmare finally seemed to be over…

Although Detective Dawson doesn’t see it that way.

Dawson: This wasn’t just a couple of small, isolated incidents. The evidence we found indicated that this wasn’t just Keller, Hermann, and Camargo sitting in a basement, watching people die for their amusement and eating the bodies. This was an event. This was a business. There were multiple people at these things, people that we still haven’t tracked down, who knew what was going on and actively participated in it!

Driscoll: This had to be a lot bigger than just those three, then?

Dawson: Much, much bigger! Big enough that if you’re not terrified of it, you don’t understand the scope of it.

Driscoll: But with Keller gone, there wouldn’t be any way for this to continue, would there?

Dawson: No… No I don’t think that’s true. You’ve got to remember, Hermann is still out there, and this isn’t the first ‘cannibal restaurant’ we’ve found. People don’t seem to realize just how big this sort of thing has become. I don’t believe for one second that Cecily Keller was the one really running the show here. If I’m being entirely honest, I’m not really even convinced we have any idea who the ringleader of this whole fucking circus is yet.

Let’s back up for a moment… Not the first ‘cannibal restaurant’ that we’ve seen?

Let’s look into that for a moment.

Looking into Dawson's statements, it becomes disturbingly clear what she’s talking about. Looking through the records, several confirmed and unconfirmed examples of restaurants and nightclubs similar to Cecily’s Lounge start popping up.

In 1987, a New York restaurant called ‘Emmetts Steakhouse’ was shut down after allegations of them serving human flesh to willing customers surfaced. An investigation confirmed this to be true, with the meat being sourced from prostitutes who had been murdered around the city, and the owner subsequently disappeared.

In 1953, in Chicago, a lounge called ‘Jubilee’ was shut down after an employee reported finding human remains in the freezer.

More recently, in 2019, a restaurant in Mississauga, Ontario called ‘Cactus Jacks’ was found to be serving ground human meat in its dishes and in 2020 a nightclub called ‘The Disco Dragon’ was investigated for holding similar gladiatorial events on its premises.

Furthermore, rumors of private restaurants where human beings are slaughtered and eaten by customers have abounded for decades. A restaurant called ‘The Spiderweb’ that specializes in the preparation of live human meat is rumored to exist in New York City, and there are obscure references to a ‘restaurant’ known only as ‘The Date Place’ that allows their customers to sexually assault, kill and then eat a victim of their choice.

It seems that the deeper you go down this rabbit hole, the more vile and disturbing things you’ll find…

In the reluctant interest of learning more about this topic, I turned to some different sources than I usually speak with, and I spoke with Janine Garcia who runs the YouTube channel: ‘Truth Crime’ to learn more. Before I play that interview though, I would like to point out that ‘Truth Crime’ does have something of a negative reputation, dealing more with conspiracies than hard facts. That said - I found what Garcia had to say particularly interesting and I’ll explain why afterward.

Garcia: This kind of thing has been around for centuries. They’ve been around for centuries. Nobody ever talks about them, but they’re there.

Driscoll: Them?

Garcia: The Spider Society. It’s what they call themselves. It’s a group of rich, apathetic fuckwards who do this sort of thing for fun. They call themselves epicurians and ‘patrons of fine dining.’ All they do is torture innocent people, and eat them. Then they use their influence to cover it all up!

Driscoll: That’s a very bold claim…

Garcia: Is it? Look at all the places that have already been shut down. Cecily’s, Emmett’s, Jubilees. Hell, they just about confirmed it was happening at the Disco Dragon, and the only reason that place is still open is because the old owners went off on some ‘extended honeymoon’ and the new owners said they had no idea what the hell was even going on. Mark my words, I can guarantee you that the Disco Dragon is still open… Think about how Silas Hermann got free! He just disappeared! He had to have help! They’re actively covering this up and making sure the stories don’t get out!

Driscoll: It is a little suspicious that these stories aren’t gaining more traction.

Garcia: Because they don’t want them to gain traction! That’s their plan!

Driscoll: If you don’t mind me asking… What evidence do you have that this ‘Spider Society’ even exists?

Garcia: Enough. Couple of things for you to look into, okay? The first is the Gourmets Choice. It’s a membership. Recommends restaurants, bars and clubs to high end douchebags. Look at its former ‘recommendations.’ Cecily’s Lounge, The Disco Dragon, Emmetts Steakhouse! Sound familiar?

Driscoll: These restaurants being on that list doesn’t necessarily mean they’re involved, though. If these were more upscale places, wouldn’t it just be statistically more likely for them to be on that kind of list anyways?

Garcia: Fair point. But look at some of these restaurants. Emmett’s was far from the nicest steakhouse on that list. Expensive, yes. But not exactly renowned. And it seems suspicious to me that clubs like the Disco Dragon and Cecily’s were even considered since while sure, they might’ve had a more upscale feel, they weren’t exactly going to compete with some of the Michelin starred restaurants on there. But they were still part of the ‘Editors Choice’ on that list!

Driscoll: I suppose. But what was your other evidence?

Garcia: Look for a guy named Francis Little. He was a cook at Emmett’s Steakhouse, around the time it got shut down. The police had taken him in for an interview and he said a lot. He was talking about how the restaurant had gotten strange shipments from some friend of the owners, and how some people would order ‘The Long Pork Special’ which came in this unmarked box. During the interview, he described how he was convinced that the meat had clearly been professionally butchered. He believed that it was coming from somewhere near Manhattan and that there was a larger operation supplying Emmett’s. They never found any proof of it… But I find it telling that Francis Little died ‘mysteriously’ before he ever got the chance to testify. Someone was trying to cover something up. Obviously, he knew too much.

I looked into both of Garcia’s claims and find that a man named Francis Little did indeed speak to the police about strange boxes being shipped to Emmett’s Steakhouse. I found a leaked transcript of the interview audio, in which Little claims:

“They weren’t bringing bodies into the resturant. We didn’t know what we were cooking. We were told it was pork. It got delivered every Tuesday by a white van. A man would always bring in one or two boxes of the meat for the special. It was already cut into steaks. We just cooked it… It smelled different than pork. Richer. One of our guys tried it once. Said it didn’t really taste like pork. But that’s what the boss said it was, pork. We just figured there was some sort of seasoning on it… We never thought it was anything else. I never wanted to try it. The smell of it always made me a little sick. But people kept ordering it. The same people most of the time, I think. They loved it, so we kept ordering it in. It had to be coming from some sort of butcher shop… He put in orders, and they came in just like any other meat. This wasn’t a case of ‘Hey I brought in some weird meat. Serve it.’ This was a provider. The cuts were clean. Mechanical. Professional. This was professional work. But I don’t know who the hell would want to carve and serve that kind of meat… I don’t know… But I know that someone was providing it and that they have to be providing it to somebody else.”

I also looked deeper into ‘Gourmets Choice’. I was less convinced by Garcia’s claims regarding this self described ‘Fine Dining Experience Membership’ but I figured there was no harm in digging deeper.

Looking into Gourmets Choice, I really can’t say that I found that much to talk about. At a glance, the service comes across as more of an MLM with a few mildly prestigious names than anything truly legitimate, and an investigation into some of the over 2000 restaurants, nightclubs, and bars on its list yielded few results, and I was unable to find ‘Long Pork’ or any similar listings on the menus I reviewed. With the exception of The Disco Dragon, and the reopened Jubilees (Under new management, although I can’t imagine why anyone would want to reopen it), I also wasn’t able to find any other active restaurants with a history of being investigated for serving human meat. That said, I did still briefly speak with Lauren Lapointe the current President of Gourmets Choice about the questionable history of some of its restaurants. She had this to say:

Lapointe: It is unfortunate that we’ve had some… Questionable members in the past. I’ve heard about the shutdowns and the investigations and they truly, truly sicken me to my core.

Driscoll: So you had no idea about what these businesses were up to?

Lapointe: Of course not! We don’t run these businesses. In most cases, such as with Cecily Keller, we don’t personally know the owners. We simply help get their names out there to interested customers. The fact that some of them were picked as the Editor's Choice simply means that at the time, we had believed these businesses to be of a uniquely high quality. And frankly, having visited some of these locations myself, I have to admit that I’m well and truly sickened by what I may have been served.

Driscoll: I really can’t blame you. So in regards to the allegations that Gourmets Choice had anything beyond a superficial affiliation to these restaurants, your official stance is that this is just a conspiracy theory.

Lapointe: That is correct. I’m utterly baffled by the fact that I even have to say this, but I for one don’t condone eating human flesh, and I absolutely do not condone or accept the murder of innocent women and children in the name of some sick form of entertainment. It’s twisted. Truly and utterly twisted.

Driscoll: Last question… Does the name ‘Spider Society’ sound familiar to you at all?

Lapointe: It does, but I can say with certainty that it’s just an urban legend, trying to turn a few isolated atrocities into a larger conspiracy. It’s a myth made up by paranoid social media personalities, looking to get the ad revenue from a few more clicks.

It would seem that with little evidence to fully support the existence of this so called ‘Spider Society’, that the only person who could tell us whether or not it’s real, or as Lapointe described it, just an urban legend would be Cecily Keller and Vance Camargo themselves. Although unfortunately, both of them took their secrets to the grave.

In November of 2017, Vance Camargo disappeared from his cell while awaiting trial. Surveilance footage showed him being escorted out of his cell by an unknown man dressed as a guard. His partial remains were found washed up on a beach in Febuary of 2018 and his cause of death remains unknown.

As for Cecily Keller herself, she attempted suicide twice while in captivity, once via hanging in late September, 2017 and once via exsanguination in early October of 2017. She finally succeeded with a second attempt at hanging herself on October 16th, 2017.

In June of 2019, a man matching Silas Hermanns description was detained by police in The Czech Republic during an investigation into a human trafficking ring. The unknown man was killed during a subsequent standoff with police. No ID was found on his body, and it remains unclear if Silas Hermann remains at large or not.

Phil Andrews was also later fatally stabbed, during an attack in August of 2018. His killer has never been apprehended, nor has any motive for the killing been discovered.

It seems that until the next restaurant like Cecily’s Lounge is discovered, we’ll never really have our answers to just how deep down the conspiracy goes if indeed there truly is a conspiracy. But I did find one last, interesting little tidbit of information that I’d like to share with you.

A photograph depicting Cecily Keller and Lauren Lapointe inside Cecily’s Lounge, dated from December of 2016, sharing a drink and a plate of appetizers.

Until next time, I'm Autumn Driscoll and this has been the Small Town Lore podcast. All interviews or audio excerpts were used with permission. The Small Town Lore podcast is produced by Autumn Driscoll and Jane Daniels. Visit our website to find ways to support the podcast and until we meet again… Watch what you eat.
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2022.10.17 01:38 HeadOfSpectre Cecily's Lounge

Transcript of Episode 8 of the Small Town Lore podcast by Autumn Driscoll, titled ‘Cecily's Lounge.’

Advertisements were excluded as they were not considered relevant. Narration was originally provided by Autumn Driscoll except where noted.

In September of 2017, 62 year old Phil Andrews walked into a Vancouver police station to share an unbelievable story. While on the surface, Andrews's wild testimony of being kidnapped against his will and forced to participate in a twisted game with several other members of the homeless community sounded completely absurd, the investigation that followed turned up disturbing evidence that not only was Andrews telling the truth but that the horrors he described were part of an ongoing series of twisted games, exploiting the most vulnerable. Games that didn’t just stop with the murder of their participants, but took things to a sickening new extreme.

I’m Autumn Driscoll and this is Small Town Lore.

Cecily’s Lounge was opened in Vancouver, BC in March of 2004. It was a joint venture between restauranteur Vance Camargo, his business partner Silas Harmann and the chairwoman of Keller Cosmetics, Cecily Keller.

The lounge was opened up as a high end nightclub and throughout its lifespan achieved considerable success. It was quickly established as something of an exclusive hotspot for Vancouver's elite It was known to sometimes bring in live music and was often used by Keller herself to host various events. Although Keller was generally only a financial partner than a managing one. Hermann and Camargo directly managed the day to day operations.

It was not the sort of place that one might expect to find a man like Phil Andrews, who in 2017 had been a frequent visitor to the local homeless shelters, and who had been living on the streets since 2014. However when he came forward to the police in 2017 Andrews was adamant that not only had he been inside Cecily’s Lounge within the past week, but he had been at one of the private events hosted by Cecily Keller herself… An event that Andrews described as a waking nightmare.

The following audio comes from an interview Andrews had with Detective Justine Dawson, in September of 2017.

Andrews: We’d been picked up at the shelter. They were full for the night, so we needed to find someplace else to sleep and there was a man out there. About 40, maybe… 50… Maybe… And the man, he said that he knew a shelter that still had space. But they could only take about ten of us. And he had a car with him.

Dawson: So you went with this man, then?

Andrews: We all did, yeah. It was cold, we needed a place to sleep. You didn’t want to sleep rough on a night like that.

Dawson: So you got in the car. Where did it take you?

Andrews: Behind some building. Wasn’t sure which building at first. But I would know it if I saw it again. We were led out and we were taken in through the back door and told that we would be given food and a bed.

Dawson: Were you?

Andrews: No. No we were not. We were led into these separate rooms and after a while, we… I could hear some kinda announcer speaking.

Dawson: An announcer?

Andrews: Like at a sporting event… Saying stuff like ‘The audience gets to choose.’ I didn’t understand what was going on… But after a while I heard them saying they were opening the doors. Mine didn’t open… But I heard some of them opening and I heard screaming…

Dawson: Screaming?

Andrews: I didn’t know what was going on. I could hear people cheering and the announcer talking, and I could hear people in pain and… I couldn’t leave the room. I tried. The door was locked and I couldn’t see anything because it was so dark. This kept going on for a while until my door finally opened and then… Christ… Then I saw it.

Dawson: What did you see?

Andrews: There was this room… It was round. Roof looked like glass and I could see people looking down at us… There was another guy in there… I didn’t know his name. And… And there were bodies! I recognized them, some of the people I’d come in with… I knew some of them, there was this girl, Bev… And she… Jesus, something had cut her… And her organs were… They were out! Her guts were out! And I started to panic because there were so many bodies… And then I noticed the animals.

Dawson: Animals?

Andrews: Dead animals. I saw a tiger… An alligator or something… I don’t know. Wild animals. Weird animals. All dead. And then a door opened and they let out another one… This one was alive. It was a monkey…

Dawson: A monkey?

Andrews: Yeah. A monkey… A big monkey. Chimpanzee I think… And it was all scarred and thin and ugly looking and it kept thrashing its arms around… And I could see blood on its face… I heard the announcer call it: ‘Johnny Boy…’ I don’t know, man…

Dawson: So… What did this monkey do?

Andrews: It just looked at me and the other guy, and got all angry and it started running at me. So I tried to run back into the room I’d been in, but the door was closed. The other guy started running too, although he fell and the monkey went after him and… Jesus Christ…

Dawson: What happened next?

Andrews: It just started… It started hitting him and biting him, and just… God, the way he screamed… I heard a while back, those kinda monkeys. Chimpanzees. I heard they could be violent but I’d never seen it and… Jesus… It just… It was killing him… Jesus… I could hear people cheering and laughing… And I could hear the announcer speaking and trying to rile up the crowd. She said something like: “Well I guess contestant 5 is down!” And when she was speaking, I heard her a lot more clearly than when I was in the room and I realized… I knew that voice.

Dawson: You recognized it?

Andrews: I did! Used to work for a company called Keller back a few years back… Used to work in marketing. I remember when the old boss, John Keller stepped down, his daughter, Cecily took over. She used to do corporate ‘town halls’... And she used to talk just like that… I recognized her voice. Wouldn’t forget it… It was Cecily Keller… I’m sure of it… It was Cecily Keller…

Dawson: I see… What about the chimpanzee you mentioned?

Andrews: While she spoke… I just watched it kill the other guy. Couldn’t leave the room so… I started looking for something to defend myself… Started noticing that some of the dead animals had weapons buried in them. There was a dead alligator. Had a hatchet in its skull. So I went for the hatchet… And I knew that the other guy was dead, and the monkey wasn’t looking at me so I took the hatchet and I… I just started hitting it.

Dawson: You killed the chimpanzee?

Andrews: I did… Hit it, over and over and over again. It tried to fight me. Knocked me to the ground but I just kept hacking at it until it stopped moving… Then when I went to check on the guy it’d been attacking… Christ… He was… He was still alive… It’s torn him apart but he was still breathing… It’d torn his face… I could see the muscle… And he just looked at me and he kept wheezing and I knew he was dying so I… I put him out of his pain…

Dawson: You killed him?

Andrews: I did…

Dawson: What happened next?

Andrews: Another door opened. I went through it. Listened to Cecily announce the next round… Couldn’t hear everything. But I heard the screams. Heard the animals roaring. And after a while the door opened again. I still had the hatchet with me… I stepped out and there I was looking at three other people they’d brought in with me.

Dawson: What happened after that?

Andrews: Cecily said… Cecily said the last one standing got to leave with a hot meal. She said the others got to be the hot meal… We all just sort of stood there, didn’t know what to do. Then finally one guy, kinda twitchy… He was holding a knife and he starts going for one of us. Stabbing at his throat… Christ… There was so much blood. Me and the third guy tried to pull him off. Didn’t do us any good. He’d killed the guy before we could stop him, and then he started stabbing the other guy. I had to put the hatchet in his skull before he went down, but by then he’d already damn near gutted the guy who’d been helping me… He was dying… He told me to kill him so… So I did…

Dawson: So you were the last one standing?

Andrews: Yeah… Yeah, I was…

Dawson: What happened next?

Andrews: The doors opened again. They let me into another room. I sat for a bit… And finally a man came out. He was wearing a mask… He brought me food and… I asked him what it was, he wouldn’t say… I asked. He didn’t answer. He just left me… And I stared at it… Some kind of meat. Vegetables… I ate the vegetables… Couldn’t eat the meat. I don’t know if it was… I don’t know… Didn’t want to know. They gave me some wine and I drank it and the next thing I knew, the room was spinning. When I woke up again, I was back out on the street.

Dawson: You suspect they served you the remains of the people you’d had to fight?

Andrews: I don’t know… Maybe… But I don’t know…

A medical examination of Phil Andrews did confirm he had some minor injuries on his body, consistent with having been in some sort of physical altercation. And a review of his employment records had confirmed he’d worked for Keller Cosmetics before leaving to pursue opportunities with another company, before losing that job on account of his growing alcohol dependency.

Vancouver Police did interview Cecily Keller, who claimed she did not recognize Andrews and that she had no memory of him working at her company, but the case initially received little follow up, until some interesting lab results came back.

During his medical examination, tissue samples had been found underneath Phil Andrews's fingernails. An analysis of these samples confirmed that some of these samples had come from an adult male chimpanzee, lending some new and disturbing credibility to Andrews's story.

With this new evidence having come to light, Andrews was interviewed again. He confirmed that he had visited Cecily’s Lounge a second time on his own since he had given his statement, and was positive that it was the building he and the other homeless victims had been brought to. Armed with DNA evidence and a new testimony, Vancouver Police obtained a warrant to search Cecily’s Lounge and what they discovered was nothing short of horrifying.

I spoke with Detective Justine Dawson, who was at the scene during the search to learn more.

Dawson: The main and second floor of the nightclub was just about what you’d expect. I think that’s what most patrons saw and during our search, we found nothing of interest there… Now, looking at the floor plan of the building, these were supposedly the only two floors. The plans stated that there was no basement or lower level.

Driscoll: But you found something?

Dawson: We did. Near the back of the establishment were some private booths, for more exclusive customers. And in that area, we were able to find a door that required a keycard to open. Vance Camargo was present with us at the time, and we asked him to open the door for us, but he insisted it was just storage. We pressed him to open it anyways and when we did, we found another hallway with an elevator and a stairwell leading to a basement area.

Driscoll: Are you at liberty to describe what you found down there?

Dawson: I am, yes. We had descended into the basement, without Camargo and we found what appeared to be another floor of the club… Although it was immediately clear to me and the others that this was… Different, than the rest of the nightclub.

Driscoll: Howso?

Dawson: There was a sort of pit, in the middle of the floor. Like an arena with a glass ceiling. Looking through that, we could see a round room consistent with the statement we received from Phil Andrews. There was also a bar on site, tables, and a separate kitchen. While investigating the kitchen, we found access to the basements second level, where we discovered several caged animals. Including chimpanzees, tigers, boars and alligators. Many of whom were malnourished and appeared to be aggressive.

Driscoll: So this was proof of Andrews's testament, correct?

Dawson: It certainly seemed that way… And while I was down examining the cages, one of my partners was examining the kitchens and stumbled across the freezers. Which was… [Pause] Which was perhaps the most disturbing part.

Driscoll: Can you tell me what you found?

Dawson: 16 bodies. Most in various states of dismemberment. We were able to identify most of them as members of the homeless community. It would appear they had been… [Pause] Butchered… And then eaten.

16 dead bodies. A collection of malnourished, violent animals and what appeared to be some sort of sick gladiatorial arena.

Vance Carmargo was taken into custody immediately, and a warrant was issued for the arrest of Cecily Keller and Silas Hermann.

Keller would be picked up two hours later at the airport, having booked a flight to leave Canada for Morocco while Silas Hermann was never found.

A more in depth forensic investigation of the basement of Cecily’s Lounge was undertaken, and only further confirmed the scope of the owner's atrocities. Human and animal remains were found in an incinerator on site and there was also evidence of human flesh being cooked and served to patrons of the basement lounge was quickly uncovered. But even more disturbingly it was discovered that human remains were also served to unknowing patrons of the nightclub upstairs as well.

When spoken to by police, Keller was adamant that she had no knowledge of what had been going on beneath Cecily’s Lounge, and attempted to shift the blame to her business partners. However Camargo offered up a completely different story, indicating that Keller herself was the one who had requested the construction of the basement area, and that she had not only planned, but personally oversaw many of the twisted gladitorial games carried out beneath Cecily’s Lounge and he even accepted deal to testify against her. As Phil Andrews had also claimed he had heard Keller personally overseeing the event he had been held captive in, and other several survivors coming forward with their own stories, most of which supported both Andrews and Camargos claims of Keller being present at these events, the evidence was mounting that the true mastermind behind these monsterour events was none other than Cecily Keller herself. And so with most of the monsters behind bars and Cecily’s Lounge seemingly shut down forever, the nightmare finally seemed to be over…

Although Detective Dawson doesn’t see it that way.

Dawson: This wasn’t just a couple of small, isolated incidents. The evidence we found indicated that this wasn’t just Keller, Hermann, and Camargo sitting in a basement, watching people die for their amusement and eating the bodies. This was an event. This was a business*. There were multiple people at these things, people that we still haven’t tracked down, who knew what was going on and actively participated in it!*

Driscoll: This had to be a lot bigger than just those three, then?

Dawson: Much, much bigger! Big enough that if you’re not terrified of it, you don’t understand the scope of it.

Driscoll: But with Keller gone, there wouldn’t be any way for this to continue, would there?

Dawson: No… No I don’t think that’s true. You’ve got to remember, Hermann is still out there, and this isn’t the first ‘cannibal restaurant’ we’ve found. People don’t seem to realize just how big this sort of thing has become. I don’t believe for one second that Cecily Keller was the one really running the show here. If I’m being entirely honest, I’m not really even convinced we have any idea who the ringleader of this whole fucking circus is yet.

Let’s back up for a moment… Not the first ‘cannibal restaurant’ that we’ve seen?

Let’s look into that for a moment.

Looking into Dawson's statements, it becomes disturbingly clear what she’s talking about. Looking through the records, several confirmed and unconfirmed examples of restaurants and nightclubs similar to Cecily’s Lounge start popping up.

In 1987, a New York restaurant called ‘Emmetts Steakhouse’ was shut down after allegations of them serving human flesh to willing customers surfaced. An investigation confirmed this to be true, with the meat being sourced from prostitutes who had been murdered around the city, and the owner subsequently disappeared.

In 1953, in Chicago, a lounge called ‘Jubilee’ was shut down after an employee reported finding human remains in the freezer.

More recently, in 2019, a restaurant in Mississauga, Ontario called ‘Cactus Jacks’ was found to be serving ground human meat in its dishes and in 2020 a nightclub called ‘The Disco Dragon’ was investigated for holding similar gladiatorial events on its premises.

Furthermore, rumors of private restaurants where human beings are slaughtered and eaten by customers have abounded for decades. A restaurant called ‘The Spiderweb’ that specializes in the preparation of live human meat is rumored to exist in New York City, and there are obscure references to a ‘restaurant’ known only as ‘The Date Place’ that allows their customers to sexually assault, kill and then eat a victim of their choice.

It seems that the deeper you go down this rabbit hole, the more vile and disturbing things you’ll find…

In the reluctant interest of learning more about this topic, I turned to some different sources than I usually speak with, and I spoke with Janine Garcia who runs the YouTube channel: ‘Truth Crime’ to learn more. Before I play that interview though, I would like to point out that ‘Truth Crime’ does have something of a negative reputation, dealing more with conspiracies than hard facts. That said - I found what Garcia had to say particularly interesting and I’ll explain why afterward.

Garcia: This kind of thing has been around for centuries. They’ve been around for centuries. Nobody ever talks about them, but they’re there.

Driscoll: Them?

Garcia: The Aristocracy of Spiders. It’s what they call themselves. It’s a group of rich, apathetic fuckwards who do this sort of thing for fun. They call themselves epicureans and ‘patrons of fine dining.’ All they do is torture innocent people, and eat them. Then they use their influence to cover it all up!

Driscoll: That’s a very bold claim…

Garcia: Is it? Look at all the places that have already been shut down. Cecily’s, Emmett’s, Jubilees. Hell, they just about confirmed it was happening at the Disco Dragon, and the only reason that place is still open is because the old owners went off on some ‘extended honeymoon’ and the new owners said they had no idea what the hell was even going on. Mark my words, I can guarantee you that the Disco Dragon is still open… Think about how Silas Hermann got free! He just disappeared! He had to have help! They’re actively covering this up and making sure the stories don’t get out!

Driscoll: It is a little suspicious that these stories aren’t gaining more traction.

Garcia: Because they don’t want them to gain traction! That’s their plan!

Driscoll: If you don’t mind me asking… What evidence do you have that this ‘Aristocracy of Spiders’ even exists?

Garcia: Enough. Couple of things for you to look into, okay? The first is the Gourmets Choice. It’s a membership. Recommends restaurants, bars and clubs to high end douchebags. Look at its former ‘recommendations.’ Cecily’s Lounge, The Disco Dragon, Emmetts Steakhouse! Sound familiar?

Driscoll: These restaurants being on that list doesn’t necessarily mean they’re involved, though. If these were more upscale places, wouldn’t it just be statistically more likely for them to be on that kind of list anyways?

Garcia: Fair point. But look at some of these restaurants. Emmett’s was far from the nicest steakhouse on that list. Expensive, yes. But not exactly renowned. And it seems suspicious to me that clubs like the Disco Dragon and Cecily’s were even considered since while sure, they might’ve had a more upscale feel, they weren’t exactly going to compete with some of the Michelin starred restaurants on there. But they were still part of the ‘Editors Choice’ on that list!

Driscoll: I suppose. But what was your other evidence?

Garcia: Look for a guy named Francis Little. He was a cook at Emmett’s Steakhouse, around the time it got shut down. The police had taken him in for an interview and he said a lot*. He was talking about how the restaurant had gotten strange shipments from some friend of the owners, and how some people would order ‘The Long Pork Special’ which came in this unmarked box. During the interview, he described how he was convinced that the meat had clearly been professionally butchered. He believed that it was coming from somewhere near Manhattan and that there was a larger operation supplying Emmett’s. They never found any proof of it… But I find it telling that Francis Little died ‘mysteriously’ before he ever got the chance to testify. Someone was trying to cover something up. Obviously, he knew too much.*

I looked into both of Garcia’s claims and find that a man named Francis Little did indeed speak to the police about strange boxes being shipped to Emmett’s Steakhouse. I found a leaked transcript of the interview audio, in which Little claims:

“They weren’t bringing bodies into the resturant. We didn’t know what we were cooking. We were told it was pork. It got delivered every Tuesday by a white van. A man would always bring in one or two boxes of the meat for the special. It was already cut into steaks. We just cooked it… It smelled different than pork. Richer. One of our guys tried it once. Said it didn’t really taste like pork. But that’s what the boss said it was, pork. We just figured there was some sort of seasoning on it… We never thought it was anything else. I never wanted to try it. The smell of it always made me a little sick. But people kept ordering it. The same people most of the time, I think. They loved it, so we kept ordering it in. It had to be coming from some sort of butcher shop… He put in orders, and they came in just like any other meat. This wasn’t a case of ‘Hey I brought in some weird meat. Serve it.’ This was a provider. The cuts were clean. Mechanical. Professional. This was professional work. But I don’t know who the hell would want to carve and serve that kind of meat… I don’t know… But I know that someone was providing it and that they have to be providing it to somebody else.”

I also looked deeper into ‘Gourmets Choice’. I was less convinced by Garcia’s claims regarding this self described ‘Fine Dining Experience Membership’ but I figured there was no harm in digging deeper.

Looking into Gourmets Choice, I really can’t say that I found that much to talk about. At a glance, the service comes across as more of an MLM with a few mildly prestigious names than anything truly legitimate, and an investigation into some of the over 2000 restaurants, nightclubs, and bars on its list yielded few results, and I was unable to find ‘Long Pork’ or any similar listings on the menus I reviewed. With the exception of The Disco Dragon, and the reopened Jubilees (Under new management, although I can’t imagine why anyone would want to reopen it), I also wasn’t able to find any other active restaurants with a history of being investigated for serving human meat. That said, I did still briefly speak with Lauren Lapointe the current President of Gourmets Choice about the questionable history of some of its restaurants. She had this to say:

Lapointe: It is unfortunate that we’ve had some… Questionable members in the past. I’ve heard about the shutdowns and the investigations and they truly, truly sicken me to my core.

Driscoll: So you had no idea about what these businesses were up to?

Lapointe: Of course not! We don’t run these businesses. In most cases, such as with Cecily Keller, we don’t personally know the owners. We simply help get their names out there to interested customers. The fact that some of them were picked as the Editor's Choice simply means that at the time, we had believed these businesses to be of a uniquely high quality. And frankly, having visited some of these locations myself, I have to admit that I’m well and truly sickened by what I may have been served.

Driscoll: I really can’t blame you. So in regards to the allegations that Gourmets Choice had anything beyond a superficial affiliation to these restaurants, your official stance is that this is just a conspiracy theory.

Lapointe: That is correct. I’m utterly baffled by the fact that I even have to say this, but I for one don’t condone eating human flesh, and I absolutely do not condone or accept the murder of innocent women and children in the name of some sick form of entertainment. It’s twisted. Truly and utterly twisted.

Driscoll: Last question… Does the name ‘The Aristocracy of Spiders’ sound familiar to you at all?

Lapointe: It does, but I can say with certainty that it’s just an urban legend, trying to turn a few isolated atrocities into a larger conspiracy. It’s a myth made up by paranoid social media personalities, looking to get the ad revenue from a few more clicks.

It would seem that with little evidence to fully support the existence of this so called ‘Aristocracy of Spiders’, that the only person who could tell us whether or not it’s real, or as Lapointe described it, just an urban legend would be Cecily Keller and Vance Camargo themselves. Although unfortunately, both of them took their secrets to the grave.

In November of 2017, Vance Camargo disappeared from his cell while awaiting trial. Surveilance footage showed him being escorted out of his cell by an unknown man dressed as a guard. His partial remains were found washed up on a beach in Febuary of 2018 and his cause of death remains unknown.

As for Cecily Keller herself, she attempted suicide twice while in captivity, once via hanging in late September, 2017 and once via exsanguination in early October of 2017. She finally succeeded with a second attempt at hanging herself on October 16th, 2017.

In June of 2019, a man matching Silas Hermanns description was detained by police in The Czech Republic during an investigation into a human trafficking ring. The unknown man was killed during a subsequent standoff with police. No ID was found on his body, and it remains unclear if Silas Hermann remains at large or not.

Phil Andrews was also later fatally stabbed, during an attack in August of 2018. His killer has never been apprehended, nor has any motive for the killing been discovered.

It seems that until the next restaurant like Cecily’s Lounge is discovered, we’ll never really have our answers to just how deep down the conspiracy goes if indeed there truly is a conspiracy. But I did find one last, interesting little tidbit of information that I’d like to share with you.

A photograph depicting Cecily Keller and Lauren Lapointe inside Cecily’s Lounge, dated from December of 2016, sharing a drink and a plate of appetizers.

Until next time, I'm Autumn Driscoll and this has been the Small Town Lore podcast. All interviews or audio excerpts were used with permission. The Small Town Lore podcast is produced by Autumn Driscoll and Jane Daniels. Visit our website to find ways to support the podcast and until we meet again… Watch what you eat.
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