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My mini (or not so mini) review after using 7t pro for over 5 months
Boy, does the time run fast on quarantine. It seems like I just unboxed the phone but more than 5 months have passed. Anyway, let's move on. I was using only Samsung mid-rangers before and decided to try out OnePlus. In contrast to some users on Reddit, this has been by far the best device (and the most expensive too) I've ever used (so far). Maybe bc it's the first high-end phone I've ever had. (Take this rev with a grain of salt as I haven't used a flagship/flagship killer before). Design: simply gorgeous. Love the frosted back and icy color. But here comes the most disappointing thing of this device for me-the painted aluminum frame. It already has some minor scuffs all around the frame even though I make sure there are no bits inside of case or drop the device. (8.5/10) Display: 1440p/90Hz Amoled full-screen. Says it all. Seriously, can't ask more than this-it can ram shoulders even with 2021 flagships in terms of overall quality. And it is a full-screen display-you would have to get used to a punchhole/notch display again. I like the size and curved edges personally, so there goes another point. However, max brightness could be higher I think. (solid 9/10) Software: well, it's complicated. OOS feels super smooth (even in A11 Open Beta 2) and has some useful features. Coupled with high-end Snapdragon SoC (one of some other reasons I chose this over Exynos S20), OOS makes this phone super snappy most of the time. There are some features missing that were even on Samsung mid-rangers, like pop-up window view, flashlight brightness levels, etc. It feels somewhat less feature packed than OneUI but I expected it would be so before I bought OnePlus so that isn't a deal-breaker. Can't compare smoothness as Samsung mid-rangers I had were substantially cheaper and had 60Hz displays. Software updates are slower now-that's why so many people are complaining about OnePlus "losing its way". To be honest, my life won't change if the update rollout is slower. It would suck if they completely abandoned updates, though. But that's a discussion for another day. (8-8.5/10) Cameras: surprisingly good, having moved away from mid-rangers. Maybe my expectations were low or smth but from the reviews and experiences I expected cameras to be worse. All cameras do great outdoors (even with stock cam app) and main cam does decently well indoors and in low-light (with Nightscape). Ultra-wide and telephoto are useless in low-light, though. That's where you start seeing a gap between flagship killers and proper flagships (or between good cams and great cams). Videos look good to my eye-somewhat over-saturated at times though. (3.6/5, not great, not terrible) Battery: good but not great. I get around 6h or so of screen-on-time. It gets me through the whole day and a bit more of moderately heavy usage (browsing Reddit, Facebook, watching Youtube, taking photos, etc.). Charging is super fast-as Floss said "shit and shower" charging. Not 8T lvl but 30W charging is more than enough still. (8/10) For me, the three most apparent cons are:
The aluminum frame gets scuffed way too easily.
No SD card slot (256GB storage makes up for it, though)
Slowing down updates (hopefully it changes). But if update rollout remains slow I won't be raging on OnePlus like some (as it won't change my life), unless updates totally stop which would be actually unacceptable.
TL:DR-I'm happy to use this device as it's super smooth, provides great software exp (so far), has a great quality, unique, notchless, almost bezelless big display (perfect for videos and games), good cameras, good battery. There's not much major flaws so far so I'm happy with my 7T pro. What about other 7T pro or users of another OnePlus phone?
Train stop allows to set limit of incoming trains.
Features
The continue button now respects the last type of game played (single player, MP host, MP client).
Added support to use blueprints, deconstruction planners, upgrade planners, and modded selection tools from the map view.
Hovering the alert notification will show arrows on the edge of the pointing to alert locations.
Rich text icon selector.
Newly unlocked recipes are highlighted until hovered.
Spidertron remotes now allow to add queue commands and a command to follow any entity.
Added vertical/horizontal blueprint flipping.
Transport belt drag building is locked into a line, can be turned off by an interface setting.
Ghosts can be fast replaced and rotated.
Ghost build can be used to fast replace non-ghost entities, which results in an upgrade order with (optionally) a direction change order.
Minor Features
When editing blueprint: Added a way to specify relative grid position for blueprint that is snapping to absolute grid. Blueprint preview rendering box is updated based on selected grid size and position.
Inventory transfer works on empty equipment grid slot the same as on empty inventory slot (moves all).
Equipment can be placed by moving.
Cursor replenishes when placing into the equipment grid the same way as when building in world.
Spidertron item shows its color.
Added a way to reset spidertron remote.
Spider tries to move legs away when they are blocking robots construction.
Power poles/underground belts built by dragging logic works also with ghost building.
Power pole ghosts show connections.
Power pole connections are saved in the blueprint. They still auto connect to other poles outside the blueprint.
Entities marked for deconstruction show the target upgrade.
Added tags, worker robots, rail signal states and recipes toggles into the settings to what show on the map.
Added support to use the add-stop and add-temporary-stop controls for the train you're driving in the map view.
Added hotkey (F10) to switch between viewed player in replay.
Added support to reset mod settings in the "failed to load mods" startup GUI.
Expanded undo to work with fast replace and upgrade planner.
Added unique technology icon for Advanced material processing 2 (Electric furnace).
Changed postprocessing effect in zoomed-to-world view.
Added detailed night lighting of entities.
Optimisations
Multithreaded belt update logic.
Overall small entity update time reduction + statistics of how much update time is taken by individual entities.
Balancing
Productivity module 1 decreases speed of the machine by 5% instead of 15%.
Productivity module 2 decreases speed of the machine by 10% instead of 15%.
Changes
the Close GUI key-binding (default value is "E") was renamed to Confirm Gui. It works the same as before for many cases (just closing the GUI), but in a lot of other cases, it works as confirm, which generally means the same as clicking the "green button".
Renamed clean-cursor to clear-cursor on all the relevant places (locale, key-binding name)
Equipment placing now uses the build key-binding instead of the cursor transfer. The default same key-binding is the same.
Changed maximum temperature of all fluids apart water and steam to be the same as the default.
Poles built by dragging are now actually build on the maximum connection distance from the last built pole instead of the previous logic that was working weird in a lot of corner cases.
Underground belt build by dragging now accept the existing piece you start building on as part of the dragging logic.
Removed the (+/-) buttons for logistic requests, instead they expand dynamically when something is put in the last line.
Wave defense can now only be won by launching a rocket.
Invalid names of icons in preview icons of blueprint tools now load as unknowns instead of canceling the import string process for that item. more
Fluids in train circuit logic treat summed < 1 fluid values as 1 instead of 0.
Clicking non-empty quickbar slot with something in cursor sets the quickbar slot to the cursor value rather than selecting the quickbar value.
Invalid rail signals output no values into circuit network.
Added a confirmation message when loading saves with removed mods or changed mod settings.
The cut tool now properly includes trains. It showed trains in the selection preview, but ignored them.
Added alternate control locales for keyboard and mouse scroll control binds. more
Disabled loading of saves before 0.18.0 version (You can use 1.0 to load older saves and re-save them).
Adjusted the artillery turret collision box so it is possible to squeak through.
Removed the 'Rocket silos stats' GUI.
Arithmetic combinator 'Each' signal can now be used in either left or right parameter.
Gui
Added unique icons for technology effects.
Added list of affected entities to the technology effect tooltips.
Menu background now features various factory simulations instead of a static picture.
When entering vehicle, the vehicle window is shown next to the character gun window, instead of replacing it.
Moved the charactevehicle gun window to the left of the quickbar.
Removed the "Character" tab from the character window.
Changed the flat character screen option to be defaulted to true.
Added held stack item slot for inserter window.
Improved the tips and tricks window: it contains index, search and allows interactive text tags to be used.
Added search to loading/saving, settings, shortcuts selection, multiplayer host settings windows and rename stop.
Moved the ammo/used-up/health indicator of items down, so it is not obstructed by the number.
Added underline for hyperlinks.
Personal request button have custom text + red diode when it is out of network or when the personal requests are turned off.
Logistic/Trash request buttons show only one number when the trash and request count is the same.
Train elapsed time condition has confirmation button and only updates the time when confirmed.
Fixed styles for: browse games GUI, host game settings, opened character and select upgrade slot.
Tabbing into a textfield selects the text.
Removed tiles stay in the list of components in the blueprint setup GUI with 0, the same way as entities, so they can be easily enabled.
Added minimum/maximum temperature and heat capacity info to the fluid tooltip.
Added usage instruction to capsules/fish.
Fixed fish tooltip so it shows consumption/healing instead of shooting/damage.
Sounds
Added blueprint building sound.
Added undo sound.
Added sound for rail planner activation.
Added sound for copy/paste.
Added sound for opening items and armor.
Added sound for selection start and selection finish. Related to blueprint tools.
Added sound for pipe to ground as per the pipe.
Added sound effects and a specific music track to the main menu.
Assembling Machine 2 and 3 made less noisy
Robot repair reworked to sound more high tech
Removed dead space at the end of some sounds which may have stopped sounds playing
Ghost rail building now has the ghost building sound
Lowered volume on game won and lost sounds
Assembling Machine 2 and 3 made less noisy.
Robot repair reworked to sound more high tech.
Removed dead space at the end of some sounds which may have stopped sounds playing.
Ghost rail building now has the ghost building sound.
Lowered volume on game won and lost sounds.
Bugfixes
Fixed that copying the spider in the map editor while it had equipment crashed the game. more
Fixed a crash when trying to use different weapons in the spider. more
Fixed a crash when reading/writing blueprint icons through the Lua API in some cases. more
Fixed a crash when importing blueprint books in some cases. more
Fixed that the spidertron would still be marked as moving when it wasn't resulting in the 'enable logistics while moving' option not working. more
Fixed splitter behaviour when putting to it directly and it has the priority output blocked. more
Fixed that spidertron descriptions didn't show the custom name. more
Fixed building curved rails with damaged rails could duplicate rails. more
Fixed logistic request slot highlighting when they're changed through circuit connections. more
Fixed a game freeze when empty unit groups are told to build bases. more
Fixed LuaTrain::path_end_stop would return nil when train had path extended due to waypoint.
Fixed the spidertron preview box.
Fixed that the blueprint book preview disappeared after editing it.
Fixed that spidertron and its remote weren't swappable.
Fixed that players could be stuck in walls when building them.
Removed the possibility to specify alpha when changing player color by command.
Fixed LuaInventory::find_empty_stack would return only filtered stacks when filter is provided. more
Fixed that blueprint library slots padding was too big.
Fixed that some items didn't render properly in the world. Specifically blueprint like items, spidertrons and spider remotes. more
Fixed a crash when a modded fast train goes through junction occupied by another train. more
Fixed replay desync when existing save is given to a server which promotes or demotes a player based on its own admin list. more
Fixed train GUI instructions for translations that are long. more
Fixed interaction with the delete button in the blueprint setup. more
Fixed that map preview in the train window wasn't squashing its size when needed. more
Fixed that force-building blueprint from the blueprint library on top of an existing electric pole triggered wire removal instead of blueprint building. more
Fixed that the map editor spawn-items GUI didn't work with chat rich text. more
Fixed that deconstruction planners and upgrade planners wouldn't show the logistic overlay when used from the blueprint library. more
Fixed that rebinding rotate to middle mouse button caused conflicts when trying to rotate while modifiers were pressed. more
Fixed on_gui_switch_state_changed was not fired for custom switch elements in some cases. more
Fixed that entities were selected under the GUI on the right side.
Fixed that the key to activate tooltips didn't work outside game, or when the game was stopped.
Fixed Team production script error when building before any round starts. more
Fixed Wave defense error message would error due to trying to concatenate a nil variable. more
Fixed that it was possible to stay invulnerable after the crash site cutscene. more
Fixed train mini-tutorial script errors due to missing entity prototypes. more
Fixed tightspot script error when trying to restore invalid entities. more
Fixed that bonus research production could add progress even if no research could be done. more
Fixed that game.server_save() was able to write to locations outside the saves folder. more
Fixed that technology tooltip in the lab GUI wouldn't update when research changed. more
Fixed a bad message when using the permissions command. more
Fixed lights near right or bottom edge of the screen would render twice sometimes. more
Fixed that setting style properties on LuaGuiElements didn't work correctly for some widget types. more
Fixed that rails didn't have the building smoke.
Fixed that modded locomotives with void energy sources and equipment grids wouldn't show the grid in the GUI. more
Fixed that modded productivity bonuses in tooltips didn't always show everything. more
Fixed that unit groups could get stuck in the gathering phase. more
Fixed that negative damage stickers didn't work. more
Fixed that selection tool type items marked as mod-openable didn't work correctly in the quickbar. more
Fixed that train would not repath when possible due to being in chain signal section. more
Fixed GeneratorPrototype::scale_fluid_usage would cause non-linear scaling of fluid consumption based on energy demand. more
Fixed crash when storage tank was defined with too small fluid flow sprite with low priority and ended up streamed. more
Fixed rotating assembling machines with heat and fluid connections. more
Fixed that it was possible to hold ghost building + blueprint from the library at the same time. more
Fixed crash related to being possible to insert blueprint for re-assignment into the blueprint library. more
Fixed that previous technology key-binding focused search in the blueprint library. more
Fixed that ghosts created by destroying entities weren't upgradeable. more
Fixed that kick & ban commands broke replays. more
Fixed that spidertron would stretch its leg way too much in some special situations. more
Fixed offshore pump underwater layer being drawn over landfill tiles sometimes. more
Fixed decimal textfield would not take decimal point as input when selection would make it valid input. more
Fixed that train could get stuck within chain signal section when exit signal is requested to close by circuit network and train is forced to repath. more
Fixed that train would not immediately reserve signals in chain signal section after repath when there are no signals within braking distance.
Fixed that wrong slider position when requesting items in some cases. more
Fixed that rocket silo without fixed_recipe didn't save its recipe in the blueprint. more
Fixed that the total-raw list in the recipe tooltip for some translations. more
Fixed glitching sound loops: steam turbine and electric furnace. more
Fixed changing dawn property of a surface would create visual glitch in day-night cycle. more
Fixed misleading tooltip for disabled shortcut bar items. more
Fixed crash when organizing sprites into atlases when using "not-compressed" sprite flag. more
Fixed pipe-to-ground working sound would ignore flow rate. more
Fixed crash when calling take_screenshot with very small resolution values. more
Fixed that setting fluid wagon fluid through the Lua API didn't update the train inactivity value. more
Fixed various issues related to entities leaving gaps when building too fast.
Fixed a crash when setting specific fluids in the infinity pipe GUI. more
Fixed that the admin GUI didn't live-update the whitelisted field. more
Fixed crash related to migrating circuit network entities while loading the blueprint library. more
Fixed that artillery would keep shooting at something when it moved out of range. more
Fixed softlock in tutorial if the player took the iron plates too quickly. more
Fixed missing blueprint components scroll bar when there is a lot of components. more
Modding
New item flag "spawnable", every item has to have that flag to be creatable through the shortcuts directly. more
Renamed create-blueprint-item shortcut action to spawn-item and item_to_create to item_to_spawn.
Increased the total number of collision masks from 14 to 55. See the lua-api collision mask concepts page for which layers the game doesn't actively use.
Changed collision mask 'layer-11' to 'rail-layer'.
Changed collision mask 'layer-12' to 'transport-belt-layer'.
Changed loader to only connect to the front belt, not from side. This is to fix internal problems related to modded loaders with custom sizes and side loading of it.
Implemented NoiseExpressions::fromPropertyTree for the "offset-points" noise expression function.
Removed rocket silo rocket prototype property "result_items" because it did nothing.
Added draw_as_light and draw_as_glow property to sprite definitions. draw_as_shadow, draw_as_light and draw_as_glow are mutually exclusive and draw_as_shadow takes precedence.
Unified laser and beam related ammo categories to just "laser" and "beam".
Renamed technology "laser-turret-speed"->"laser-shooting-speed", it now affects both robots and laser turrets.
Removed the "auto-character-logistic-trash-slots" modifier and forceDataValues. The auto trash are now always enabled when any trash slots present.
Added direction to SimpleEntityWithOwner and SimpleEntityWithForce.
Constrained collision_box and collision_mask of transport belt connectable prototypes so it is not possible to build the entities in overlapping positions. more
Added optional draw_fluid_icon_override boolean to pipe to ground prototypes. Causes fluid icon to be drawn, ignoring the usual pair requirement.
Added fluid turret prototype properties 'enough_fuel_indicator_light' and 'not_enough_fuel_indicator_light'.
Added locomotive and car prototype properties 'front_light_pictures' and 'darkness_to_render_light_animation'.
Renamed logistic-container prototype property 'logistic_slots_count' to 'max_logistic_slots'.
The data stage files are no longer divided into demo and non-demo. This means the files with the demo- prefix were either merged into files without the prefix and/or the prefix was removed from the file name.
Scripting
Renamed the clean_cursor method to clear_cursor.
Renamed on_put_item to on_pre_build, as it is much more precise name for that event. It fires when anything is used for building: item, blueprint, blueprint record or ghost cursor.
Changed 'control_behavior.parameters.parameters' to just 'control_behavior.parameters' for LuaDeciderCombinatorControlBehavior, LuaConstantCombinatorControlBehavior, and LuaArithmeticCombinatorControlBehavior.
Changed LuaItemStack::active_index to return nil if the blueprint book inventory has zero slots. more
Changed LuaItemStack::count to return 0 instead of failing when the stack is empty.
Changed LuaControl for players in cutscenes so the character is still usable.
Changed on_player_cancelled_crafting 'cancel_count' to report the exact number of crafts cancelled.
Decoupled deactivation by script and deactivation by circuit network.
mod-gui.lua no longer defines 'mod_gui' as a global variable, it is now only available when required: local mod_gui = require("mod-gui")
Made LuaEntity::speed read work with spider-vehicle.
Made LuaEntityPrototype::guns read work for spider-vehicle.
A comprehensive list of useful Destiny 2 tools and resources Season 13 Edition
My goal is to release this a few weeks prior to a content drop in an attempt to keep it up to date and redistribute it. Before I begin I would like to say there there is an okay list on the Reddit sidebar but it has not been updated in ages. So I am going to attempt at a new list below. If I have missed any big ones, please comment them below! All 3rd apps below use the official public facing Destiny 2 API to operate. I am going to try to keep the formatting of the Destiny Community Resources link with added community resources. There are even things here for the most diehard of players I am sure. This community has built a lot. Official Bungie Services:
/LowSodiumDestiny/: A subreddit for positive Destiny posts and a questions.
/DestinyTechSupport/: A subreddit devoting to solving Destiny technical related issues
Inventory Management Tools: These Tools allow players to move their items between characters and your vault and track quests, bounties, ect. Makes inventory Management very easy. Each have additional features that you can read about on their pages.
Braytech.org: checklists for collectibles, clan information, and other tools to help you track what you need to do.
D2 Checklist: a checklist site of to help you keep track of everything you still have yet to complete in game.
lowlidev: an interactive map to help you track progression of various activities and see where content can be done.
Ghost Overlay: an overlay for the Windows 10 Game bar that allows you to track things in game using the overlay feature of Windows 10 without having to pull out your Ghost.
Destiny Recipes: A prep kit to get you ready to go into new seasons and content to give you goals as to what you need to complete and resources to keep in stock.
Destiny Power Bars: Tool that scans all of your characters and vault to help you determine your highest possible power for each character and what your highest possible item is in each slot for power leveling. Works well with Vendor Engrams below to raise low slots.
Destiny 2 Utils: A useful tool to help you maximize your power gains.
Collections and Itemization:
Destiny Sets: Allows you to track to see what items you do and don't have in game and tells you how to collect them.
Light.gg: a site that allows you to see what rolls weapons can have, as well as where to find every item in the game. It also allows you see what is recommended on each gun for various activities and how users rate them.
Today in Destiny: Shows you what is currently available at every Vendor in game as well as tracks weekly and daily changes to any of them as well as any Activities that have different variations each day or week.
Vendor Engrams: Some Vendors offer gear at your current power level up to powerful cap (not pinnacle). This website tracks which engrams are at level and for how long.
Niris's Blog: A source of clean infographics for the Weekly resets.
Weekly Reset Spreadsheet: A source of information on the patterns of repeating cycled weekly content.
Stat Tracking
Destiny Tracker: Part of the Tracker Network this site tracks Crucible, Gambit, and PvE stats in a variety a of ways.
Trials.report: This site breaks down the Trials Meta each week and overall as well as shows you your Trials stats.
Guardian.gg: This site breaks down Crucible stats for players and gear over time.
Raid.report: Tracks Raid accomplishments such as clears, times, kills, deaths, flawless runs, low mans, and other accomplishments
Lore With the Destiny Content Vault in full swing I feel it is important to be able to know the lore for those who haven't played D1 or are newer to D2. As such I will be linking the channels of a few content creators below as well as a tool for lore reading. Normally I wouldn't link content creators in something like this but the lore is very important to many to understand what we are playing.
Ishtar Collective: this site houses all of the lore of Destiny 1 and Destiny 2 as well as lore content from Bungie.net
Destiny 2: the Series: YouTuber Jabonte has taken it upon himself to archive the missions of Destiny 2 so that when they enter the DCV, they can be remembered for all to see.
My name is Byf and Myelin Games: Both of these Chroniclers attempt to tear apart the lore of the game and put it back together in a way we can understand with their smooth voices.
Miscellaneous
Destiny Roundup: Weekly and daily roundup of Bungie commentary from all sources (including reddit, twitter, bungie forums, etc...)
Charlemagne Discord Bot: Discord bot that provides detailed access to Destiny 2 information including statistics and clan information. And can pull Bungie media straight to you Discord from Twitter.
Hi all, Since Reddit only allows two sticky posts per subreddit and there's always going to be multiple things we want to keep everyone updated on, I've created this thread that will be edited and updated regularly with the status of items and any major updates. Attached here is the link to the Diagnostic Tools that might be referenced in the thread if we need anyone to capture diagnostic logs for their issues. For submission of diagnostic logs, we appreciate if you can include your Reddit user name, the Reddit thread which would correspond to your issue (if there is), or a short description of your issues. There were some submissions with only the log and no other information, so it is also difficult for us to corelated the issues that the log is meant for without combing through the entire forum. 📷Diagnostic_1.0.17.1.zip Any private correspondence or submission of diagnostic logs should be sent to [[email protected]](mailto:[email protected]). Please note however that this is more of a community engagement email, so those with specific support issues required on their products are still advised to contact our official Customer Support at https://www.creative.com/contactus/, where we have much more dedicated resources and Customer Support Officers to track and look into various support issues. So, with that being said. Here's the latest! CURRENT TRACKING ITEMS: 1) SB Command Support 2) DDLive/DTS issue [Monitoring. No active update 06/14] 3) AE-7/AE-9 audio dropout (including channel swap on X570 boards) 4) Sound Blaster X3 5) Sound BlasterX Katana 6) AE-5 LED Lighting Control Memory Leak 7) Sony PS5 Products Supported 1) SB Command Support 03/21: We will be working towards adding support for Sound BlasterX G6 in SB Command. We are targeting to have the official support out by Sep 2020, and to have beta version ready for testing at around June 2020. 04/25: We will start to work on this now that AE-5 support on SB Command has been released. Estimated release of beta is currently still June 2020. 06/14: The beta release of SB Command with G6 support is undergoing internal testing, and should be released for community to test somewhere near end of June to Early July. 08/02: Sound Blaster Command v3.4.84.00 has been released on 30 Jul as a public beta for G6. Please refer to this Reddit thread for more information. https://www.reddit.com/SoundBlasterOfficial/comments/i0e69e/sound_blaster_command_for_g6_public_beta/ 10/09 – Official support for G6 will available on our support site by 31 Oct 2020 11/09 - There will be a new build in November 2020 to support USB Audio Connectivity for G3, X3 and G6. This is a setting to allow setting for PC/Mac/Gaming Console usage or only PC/Mac usage to resolve detection issue after resume from Power Management 12/10 - G3 firmware to support USB Audio Connectivity is released. X3 and G6 firmware is target to release by End December or Early Jan 2021 01/08 - G6 and X3 firmware is target to release by end Jan 2021 02/08 - G6 firmware was released on 01 Feb 2021. For X3 firmware, the target to release is by end Feb 2021 2) DDLive/DTS issue [Monitoring. No active update] Please see this thread https:/, /www.reddit.com/SoundBlasterOfficial/comments/ct80w0/dolby_dts_issue_identified_explanation_and/ . The issue has been identified as a change that Microsoft made to a default privacy setting in Windows. Here’s the link to the latest Diagnostic Tool (v1.0.17.1) that contains the changes for detecting issues with the missing encoder tab. We have change to use a OneDrive public link here to ensure that the community will get the latest diagnostic tool the moment it is ready for release. Please run the Diagnostic Tools with the link at the start of the thread. Once you’ve run the diagnostic please send the log files to [[email protected]](mailto:[email protected]) 03/02: Since the Diagnostic Tool was made available, we have not received any logs related to this issue. If you have sent us a log on this, please help to highlight this to us by indicating that the log you sent is in relation to the missing encoder tab issue. Also, please re-send the log files to [[email protected]](mailto:[email protected]) 03/21: We have not received any logs from users regarding this issue till date. As such, we will put this issue under monitoring and will not be providing any active update. If any users are encountering this issue, please follow the instructions that has been provided and send us the log files. 06/14: It seems that there are still users who are facing this issue, but we are not receiving any diagnostic logs on this issue. If you have sent it but we did not response, we would appreciate if you can help to send again with some indication in the email that the log is regarding this issue. There is a feedback in the thread saying that one of the community users found that Nvidia HDMI sound driver could play a part and result in the SB tabs not showing up. 3) AE-7/AE-9 audio dropout (including channel swap on X570 boards) 10/12 – An AE-9 / AE-7 beta driver that has been tested internally to resolve issues with systems that have had the audio dropout issue is now available. You can download the driver here – https://creative.box.com/s/rpladc8kfu1hg55zbhl5nxhce1uq0eib 10/11 – Good news. With the feedback we’ve received from various users (many located on here) we’ve been able to reproduce and isolate an issue that leads to this audio dropout. The internal beta has rectified the problem internally and we will be releasing to the public within the next few days. We will update here once again once the beta is ready for distribution. 12/02 Update: the latest driver is available on Windows Update. We are still looking into audio drop issues when memory is overclocked. 12/30 No Update. 02/05 No Update. 03/02: Currently, the outstanding audio dropout reports are related to high-speed memory (3000+ MHz). We are still investigating this issue, as it is only seen on certain systems. 03/21: We have invested in a new equipment that would help us to expedite and improve our capacity in the investigation of this issue. Due to the worldwide COVID-19 situation affecting delivery of the equipment, we estimate to be able to do that in June 2020. 04/25: The delivery of the equipment we are getting to improve on our capacity for investigation of this issue has been brought forward to early May. We are also working to gather the relevant equipment and systems required to investigate the issue due to COVID-19 isolation measures affecting the way we can work and look into issues. We are still trying to work as best we can within the bounds of such measures, and we hope the community would understand and give us more time during this trying time. 06/14: We have been studying the issues on a X570 system since obtaining the new equipment at end May 2020. The new equipment has allowed us to identify unusual events that occurs when audio drop or channel swap occurs on X570. Currently investigating the issues based on the additional information found. We are currently focusing on the X570 boards for the investigations which seems to be what majority of users facing the issue is on, and will see if the fix for the issues will help users on other boards. 08/02: We are working with AMD to investigate the issues seen on the X570 chipset motherboard. 09/11: We are still working with AMD on the investigation of the issues. As details of the investigation progress cannot be published, we hope everyone can be patience on this while the investigation continues. 10/09: AMD has advised to adjust below settings which may help to resolve the issues. 11/09: We are still working with AMD on the investigation of the issues. For those who encountered issues, please refer to below settings suggested by AMD. 11/11: We are still working with AMD on the investigation of the issues. For those who encountered issues, please refer to below settings suggested by AMD. 12/10: We are still working with AMD on the investigation of the issues. AMD has updated us that they do not guarantee any specific overclock amount and only guarantee JEDEC memory operation. Given their experience through many DIMMS/CPUs/Motherboards can likely hit DDR3600/1800MHz FCLK with the right timing and voltage settings. For those who encountered issues, please refer to below settings suggested by AMD. 01/08: We are still working with AMD on the investigation of the issues. AMD has updated us that they do not guarantee any specific overclock amount and only guarantee JEDEC memory operation. Given their experience through many DIMMS/CPUs/Motherboards can likely hit DDR3600/1800MHz FCLK with the right timing and voltage settings. For those who encountered issues, please refer to below settings suggested by AMD. a) Disable PCIe Link State Power Management and other power saving settings in BIOS. In general, power management can add latency to devices wake up. https://preview.redd.it/knzck2456cg61.png?width=432&format=png&auto=webp&s=cab1ee658a77d9d3f867390b265709582af9970e b) Disable CPU Global C-State. From AMD findings, disable this setting seems to have improvement on bus completion latency. https://preview.redd.it/nimm9hm76cg61.png?width=555&format=png&auto=webp&s=d9869faa6fc9ea8eda1e93527b730dce4a918e8a 02/08: After investigation in cooperation with AMD, we have concluded that the audio distortion you are experiencing is due to an unstable processor overclock. Data for peripheral devices, such as audio cards or USB devices, traverses the Infinity Fabric on AMD Ryzen processors. The Infinity Fabric exists within the Ryzen CPU, and it connects most of the ports and slots on a motherboard to the CPU cores so they may communicate. If the user has implemented a Fabric/DRAM overclock that is not truly stable, communication errors in the Fabric/DRAM can manifest as audio distortion or delays. AMD Ryzen processors officially support DDR4-3200 (1600MHz Infinity Fabric clock), and speeds beyond this point cannot be guaranteed or supported by the product warranty. While we understand and appreciate that users want to overclock their system, instability is always a risk, and such instabilities may not be revealed by conventional memory stress testing. 4) Sound Blaster X3 We are working on a new software and firmware release that would solve some of the following issues reported. The update is targeted to be released in January 2020. a) SXFI effect affected by audio enhancement b) SB Command showing headphone output when audio output is on speaker c) Disable audio output from both speaker and SPDIF output when headphone is in use d) General stability and driver fixes Update 2/05: The new firmware, driver, and SB Command update has been released as of January20, 2020.We are working on a newer firmware that would support the microphone usage on Nintendo Switch. 03/02: We are preparing for a new firmware for X3, targeted to be released mid to end of March 2020. The planned changes are below:
Added Nintendo Switch mic support
Fixed Volume knob not syncing with OS after power up
Improved SXFI effect
Allow control of optical output volume
Support PC sleep mode, device will enter low power mode with LED turn off
03/21: We are currently testing the new firmware for X3. There are some issues found from testing which we are fixing. The release is likely to be happening in end March to early April, depending on the result of our testing on the new firmware with the fixes. 04/25: v1.3.20200406.0200 firmware has been released on 24th Apr. It should be progressively available on SB Command on all platforms. Windows users are already seeing the update. SB Command v3.4.72.01 has also made available as an app update to users to resolve software related issues. 06/14: We are working on a v1.4 firmware release for X3 which should be available soon. The key issue that is resolved is the inability to sync windows volume control through the volume knob after a cold boot or hibernation. 08/02: v1.5.200705.0120 was released on 13 July to address a L channel imbalance issue. We are planning a new v1.6 firmware to further address the issue of audio level being at a louder level than shown on the device. 09/11: We are still planning the scope of v1.6 update. Focus is currently on some outstanding issues that occur only on Mac OS, and also the intermittent issue where audio level is louder than what is shown on the device. Tentatively looking at Oct/Nov 2020. 10/09: No new update. 11/09: No new update. 12/10: There will be a new firmware target by End December or early January 2021 to implement USB Audio Connectivity, fix volume control sluggishness + some bug fixes 01/08: There will be a new firmware target by end January 2021 to implement USB Audio Connectivity, fix volume control sluggishness + some bug fixes 02/08: The new firmware target is end of February 2021 to implement USB Audio Connectivity, fix volume control sluggishness + some bug fixes 5) Sound BlasterX Katana 03/21: We are working on releasing a new version of SB Connect to fix an issue where almost no control is shown. We are also doing some investigation on the issue where audio drop is reported in Windows 10 1903. We have not been able to reproduce the issue from initial testing, and would like users who are seeing the issue to run the diagnostic app to provide us with more information. 04/25: We are doing some internal testing of the new version of SB Connect that fixes the no control shown issue. It should be release in the 27th Apr week for testing by the community if nothing adverse shows up from our testing. Regarding the audio drop issue, we are seeing it on 1 particular system which exhibits the issue only on the USB3.0 ports, but not the USB2.0 ports. We did a BIOS update on this system and the audio drop on the USB3.0 ports no longer happen. While this might not be the cause of issue for all users, we would advise those affected to check on this to see if you are affected by USB port compatibility issues. We are still testing on various system to reproduce the issue but so far, no other systems are showing pops after audio playback of 2 hours. For users who are seeing the issue, if you have not done so, please help to run the diagnostic app to provide us with more information. We hope to be able to find some hints that could help us identify potential systems or settings that have not been tried to reproduce this issue. Please send your logs to [[email protected]](mailto:[email protected]), indicating that you are seeing audio pops on Katana, and some description on your usage scenario where you encounter the issues. 06/14 : Till date, we have found that the following could trigger the intermittent audio pops with Katana
Insufficient power delivered on the USB port.
There were systems with this issue where switching to a different port helps. 2) BIOS update We have found system that has the issue but is resolved after the BIOS is updated to the latest We are also testing a new SB Connect release to resolve a detection issue for Katana where available controls are not fully displayed. 08/02: We have discovered some issues that requires addressing during our testing. A new version that addresses the issues found have released for internal testing. 09/11: We have released an updated SB Connect v 3.4.06.03 for Katana that resolved some issue with missing controls and also update the driver for Katana. We are aware that there are users who encounter audio popping issues, which we are still trying to reproduce internally. 10/09: We are able to reproduce the popping issue in certain scenario and target to release solution by Dec 2020. 11/09: We target to release solution by Dec 2020 12/10: We target to release solution by Jan/Feb 2021 01/08: We target to release solution in Feb 2021 02/08: We target to release solution by MaApr 2021 6) AE-5 LED Lighting Control Memory Leak 11/09: We are still looking into it, target to have solution by Dec 2020 12/10 – We are still looking into it, target to have solution by Jan 2021 01/08 – We are still looking into it, target to have solution by Feb 2021 02/08 – We are still looking into it, target to have solution by Feb 2021 7) Sony PS5 Products Supported – New! 12/10 – We are running compatibility test with our products, we will publish the list of supported products by mid Jan 2021 02/08 – The list of compatible products will be published on our website by Feb 2021
EDIT: The Nvidia Q&A has finished, you can find their answers to some of the more common questions here: https://www.reddit.com/buildapc/comments/ilgi6c/rtx_30series_qa_answers_from_nvidia/ EDIT 2:First, GeForce RTX 3080 Founders Edition reviews (and all related technologies and games) will be on September 16th at 6 a.m. Pacific Time. Second,GeForce RTX 3070 will be available on October 15th at 6 a.m. Pacific Time. 2020-09-01 Nvidia have just completed their keynote on the newest RTX 3000 series GPUs. Below is a summary of the event, the products' specifications, and some general compatibility notes for builders looking at new video cards. Link to keynote VOD: https://nvda.ws/32MTnHB Link to GeForce news page: https://www.nvidia.com/en-us/geforce/news/ KEY TAKEAWAYS
Motherboard compatibility - Every modern GPU fits into a PCIExpress 16x slot (circled in red here). PCIExpress is forward and backward compatible, meaning a PCIe1.0 graphics card from 15 years ago will still work in your PCIe4.0 PC today, and your RTX 2060 (PCIe 3.0) is compatible with your old PCIe2.0 motherboard. Generational changes increase total bandwidth (16x PCIe1.0 provides 4GBps throughput, 16x PCIe4.0 provides 32GBps throughput) however most modern GPUs aren’t bandwidth constrained and won’t see large improvements or losses moving between 16x PCIe3.0 and 16x PCIe4.0.[1][2]. If you have a single 16x PCIe3.0 or PCIe4.0 slot, your board is slot compatible with any available modern GPU.
Size compatibility - To ensure your video card will fit in your case, it is good practice to compare the card’s length, width (usually # of slots) and height with your case's compatibility notes. Maximum GPU length is often listed in your case manual or on your case's product page (NZXT H510 for example). Remember to take into account front mounted fans and radiators which often reduce length clearance by 25mm to over 80mm. GPU height clearance is not usually explicitly listed, but can usually be compared to CPU tower height clearance. In especially slim cases, some tall GPUs may interfere with the side panel window. GPU width (or number of slots) compatibility is easy to visually assess. mITX cases typically support a max of 2 slots, mATX typically 4 slots, ATX focused cases typically 7 slots or more. Be mindful that especially wide GPUs may interfere with your ability to install other add in cards like WiFi or storage controllers.
Power compatibility - GPU TDP, while actually referring to thermals, often serves as a good estimation of maximum power draw in regular use cases at stock settings. GPUs may draw their TDP + 20% (or more!) under heavy load depending on overclock, boosting characteristics, partner model limitations, or CPU limitations. Total system power is primarily your CPU+GPU power consumption. Situations where both the CPU and GPU are under max load are rare in gaming and most consumer workloads but may arise in simulation or heavy render workloads. See GamersNexus' system power draw comparison for popular CPU+GPU combinations between production heavy workloads here and gaming here. It is always good practice to plan for maximum power draw workloads or power draw spikes. Follow your GPU manufacturer's recommendations, take into account PCPartPicker's estimated power draw and always ask for recommendations here or in the Buildapc Discord.
NVIDIA RECOMMENDATIONS:
When necessary, it is strongly recommended you use two SEPARATE 8-pin power connectors instead of a daisy-chain connector.
For power connector adapters, we recommend you use the 12-pin dongle that already comes with the RTX 3080 GPU. However, there will also be excellent modular power cables that connect directly to the system power supply available from other vendors, including Corsair, EVGA, Seasonic, and CableMod. Please contact them for pricing and additional product details.
NVIDIA PROVIDED MEDIA High res images and wallpapers of the Ampere release cards can be found here and gifs here.
Ryzen 5900X running Thunderbolt 3 on B550-E, really close!
#Update 10.02.2021 Working! Very much thanks to the help with troubleshooting from u/karatekid430! Steps you MUST ensure to get your ASUS ThunderboltEX 3-TR expansion card (LINK) working on your ASUS ROG STRIX B550-E Motherboard (LINK)
Install your 3-TR expansion card in the BOTTOM PCIe 3.0 x16 slot (YELLOW)
Connect the USB Header to your USB2.0 header (BLUE), and the Thunderbolt cable to your TB-Header (RED)
Got into BIOS , press F9 and search for "Thunderbolt", enable Thunderbolt. (Default settings should be fine)
Boot into BIOS and install the ASUS ThunderboltEX 3-TR thunderbolt drivers from the Asus website. (Thunderbolt Control Center should be automaticly installed from the Microsoft Store)
Reboot, plug in your thunderbolt device and open Thunderbolt Control Center, allow the device access,and your done!
I connected the thunderbolt extender card to my TB3 header (9-pin) and USB2.0 header (As specified in the manual), I proceeded to download the driver from the Asus website, after which I shortly noticed that the Thunderbolt Control center app from the Intel Microsoft Store page had installed automatically. When connecting my Thunderbolt device (External M2 thunderbolt enclosure), everything shows up in the panel. Sadly, this is where the fun ends. I cannot get my computer to "see" or "use" the attached storage and diskmgmt shows no extra drive(s). Neither can I find any devices in devicemanager that resembles the "USB4.0 SSD" mentioned in the control center. Suggestions? I'm open to almost anything and will update the post as I go along with troubleshooting steps. I'm also open to buying /testing with other expansion cards Troubleshooting step so far
Clean install of Windows 10
Flashed the latest bios
Tried with USB3.0 header instead of USB2.0, resulted in devices not even showing up in the control center.
Confirming that the M2 enclosure works as a thunderbolt device (Tested on an Intel Laptop as well as Macbook)
I also found the list ofsupported devicesfor my Thunderbolt expansion card, my amazon storage device was not listed (sorta expected) so I ordered an Samsung Portable SSD X5 for testing / comparison. I personally don't think this will make any difference, since the device I already have does show under Thunderbolt Control Center. But I will know for sure by tomorrow when the Samsung devices arrives.
I found the list ofcompatible motherboardsfor the Thunderbolt expansion card, where my B550-E bord is in fact listed.
Welcome Bosses, Chicagoans and all! Today we bring you great news, crew. See here, we have decided to let the public in on the operation: we are now doing public betas of new patches! This means that if you play Empire of Sin on Steam, you can now choose to opt into playing the latest stable beta build of the game. Here is how to do it:
Open Steam.
Go to the Library and right-click on Empire of Sin > Manage > Betas.
Choose the beta branch available in the drop down menu.
You should then be able to download the beta build. No password needed!
And that’s it, you’re good to go, boss! Of course, we would love to hear your feedback on the beta patch. Feel free to let us know in the comments below, in the Empire of Sin Discord or in the Empire of Sin Beta sub-forum. Discord: https://discord.gg/qX2PTYK Forum: http://pdxint.at/3tflvQ6 See below for a full list of Patch Notes for Beta Branch 1.03.
Update Notes - Beta Branch 1.03
Please Remember:
Back up your game save folder to ensure any issues during this test do not affect your main game saves
When reporting issues, please include the build version number in the report. You can find the version number on the main menu, or by dropping down the developer console.
You may be asked to attach a game save or log to a report. You can find your save games at C:Users[username]AppDataLocalLowRomeroGamesEmpireOfSinGameSaves
Player logs can be found at C:Users[username]AppDataLocalLowRomeroGamesEmpireOfSin.... Look for the folder that matches the time the game crashed
If a build update happens while you are playing the game you will need to restart Steam to get the update
Known Issues:
We're aware of an issue where you can receive notifications & loot regarding Big Jims Stash incorrectly. The team is working on a fix for this.
We're aware of some stability issues around the tutorial. The team is working on a fix.
We're aware of rare issue where buildings in the world can occasionally disappear. If you encounter this issue any additional Information you can provide would be very helpful.
Changelog
The Highlights
Safehouses are now hidden
Combat AI has been improved and provides more challenge
An option to avoid nuisance combat demands has been added, a new system will be implemented in the next update (1.04)
Fast travel has been limited
You can no longer attack an Enemy Faction you’re not at War with
General Changes
AI ignores temporary alliances when deciding to break an alliance
Loot crates are now rebalanced
Adjusted racket income filter list to take the prosperity modifier into account
Added separate notoriety gains for raze, ransack, and smash up
Prevented Personality Traits from reapplying every time you save/load
Removed time-free teleporting
Fix disappearing gangsters
UI polish
Locale polish
Prevented alcohol resource errors when ransacking that could lead to inventory corruption
Fixed instances of disappearing actors when upgrading ambience
Fixed severe issues when a game is loaded where "master hotelier" is in effect
Fixed an issue where actors could be sent to the void if two buildings changed their racket type at the same time
Added more building and colour variety in the neighbourhoods
Player cannot scroll the claim list without using virtual cursor mode when using a controller
Gangster Talents need to be unlocked
Fix boss ability items inheriting incorrect modifiers through weapon stats
Add a wait to the flee action so players can see the characters leave the area
Character model improvements
When editing a building name, if player adds a space or lowercase letters, the building name will not be displayed correctly
Adding more building variety throughout the neighbourhoods
Better telegraphing and delay for Hotels Disbanding
Better notifications for players when hotels are disbanded
Fixed a softlock when assigning Lieutenants
Fixed issue where if a character has more than 9 Status Effects on them, the UI will start to overlap. If they receive 28 or more, the icons will start to go off screen
Empire screen filter lists scroll resets on repopulating
The missing synergy icon has been found and returned to its rightful slot
The Crew screen and Black Market now have no whitespace issues when viewed in 4:3
The issue when switching to Asian languages and switching back would cause text to disappear in the tutorial is now resolved
We have updated the hiring costs for the starting gangsters
An issue with Safehouse discovery resetting on load has now been laid to rest
The awkward silences in sitdowns have now been filled with conversation. We Cleared the truce/end war sitdowns when war is removed
Missing translations in the Settings window from the Title screen have been replaced
Increased the difficulty of the difficulty levels
Change Threaten Option in sitdown pop up
Fixed alcohol resource being released twice
Save upgrader to fix older saves not loading from alcohol issue
Saltis issue with rackets being locked fixed
DMJ issue for Thompson not on map in Blues fixed
Capone softlock when talking to Guard fixed
When skipping to Ronnie’s phone call in the tutorial, we didn't have a valid reference to the brewery
Increased the tiers for racket guards for all major factions
The issue with gangster talents not needed to be unlocked has been whacked
Multiple tooltips were missing in the Empire Overview, Finances and Alcohol info screen. We found them
The name of the neighborhood is now added to the surrender dialog options
Various UI fixes
Fixed an issue where sitdown and mission icons stayed fixed on screen if the player pressed 'f' to transition to another neighbourhood
Made sure that the tutorial safehouse doesn't spawn exterior guards while the tutorial is active
Addednew advertisements, see if you can spot them all
Fixed Safehouse Discovered Softlock in Tutorial
Friend In Need mission fix for not completing after killing lodge members
Jaqcues Attacks mission fix for not completing if you upgrade all rackets at once
Fixed crate positions
Increased the sitdown timeout from 5 minutes to 15 minutes
Unknown characters will no longer reveal the faction name if we start pre-combat near them
Mark Target will now work in pre-combat and start combat immediately when activated
Resolved an issue where the AI could initiate combat while a sitdown was beginning. This would result in a soft lock in some cases
Added recruiting time to AI squads
Removed war-free attacks, you want a fight, start a war
Raul is placed so close to a building that his arm was in it
Genna fix for Round The World mission not completing
When the player refuses the police request for cash, their rating with the police is reduced depending on their notoriety. If they pay up, their rating with the police is increased
Fixed a cursor issue when cancelling a load game request
Nicknames should display how you got them in pop up
Fixed issue where all tutorial attacks by player were asking for confirmation
Fixed Issue with safehouse storages being nil
Prevented Moles from being added to selection
Non-tutorial AI Factions now start with a safehouse security level of 2 instead of 1
Fixed bookshelf collisions in bars
Created a Sal's Tips update for 1.03 to advise players in-game as to what the updates are
Updated Large Casino interiors
Different colors for the Explore and the Exterminate Agenda icon outline on the minimap and street view. This change also fixes colors of agenda icons not updating when you encounter a squad from an unknown faction
Fixed Status bar icons overlap with combat status UI
Police now resume patrolling correctly after TurningABlindEye is over in a location
Made all loot in crates uncommon
OBanion's mission POI not updating if racket becomes invalid is now fixed
Duarte's mission racket showing 0 cost for buildings after takeover, CMA mission not continuing
Injured Gangsters are now correctly disappearing after taking over a racket when they become injured
Fix for Word on The Street mission not continuing because combat was starting during a conversation
Various save game fixes
Made prosperity only update on weekly events
Fixed issue where character entered into a t-pose if they travel while paused
Fixed issue where players could end up not being able to move long distances
Combat Fixes/Changes
Issues with the AI not using grenades if they have to step out from cover have been fixed.
Dead combatants can no longer panic during combat
Allowed the boss to gain notoriety if anyone in their faction performs an execution
Ensure AI squads that are about to attack a building are not used by other tactics before they have attacked
Reduce the OW Angle for Dart Gun from 180 to 130 degrees and reduced the OW Angle for LP08 Pistol from 180 to 150 degrees
Suppressed Fire shot does not deal damage to targets
Ensured combat can't start during conversations
Fixed issue where player is able to equip regular rounds on dart gun
Tweaked Last Rites as it can deal more damage than it is supposed to: All attacks with more than one shot would always deal crit damage after the first crit shot
Fixed issue where certain conversations couldn't start combat
Stop heal over time effects being applied when their item is equipped
Fixed a softlock in combat when moving characters who had been revived from bleeding out as the result of an overwatch shot
Fixed Ability & Melee descriptions being truncated during combat
Fixed issue where Gun panel would stay up with no gun icon
Fixed an issue where entering combat during the war tutorial softlocks the game
Remove the drunk animation while in combat to fix characters teleporting across the map
Ensured errors in AI tactics don't block AI behaviour
Fixed softlock related to a primary faction being eliminated in a war
Fixed softlock when a revenge reaction turn was triggered after shooting
Fixed softlock when using batter up on a character that doesn't die
Weapon Balance: Reduced the effectiveness of a number of weapons. Critical hit damage has been reduced across the board. Removed the instant kill modifier from the Funeral Arranger Shotgun and the Deceiver Rifle. Added Knockback and Bleed to the Deceiver
Fixed for knife attack anim freezing
Fixed save games with broken melee weapons after using a batter up reaction attack
Fixed an issue where Knocking Out a character with an overwatch shot would softlock the game
Fixed issue where character can be stuck in the knocked out pose after combat ends
Last Rites ability has limited range, which was not implied by the game in any way
Fixed issue with Remedy not appearing on action bar
Fixed issue with Hair Trigger ability activation popup showing even when character is knocked down
Fixed an issue where certain combat reactions were using stale position / vision data. Could cause an issue where a character would "step out" to an old position several meters away
Time Bomb will disrupt overwatch when thrown
Characters no longer get up after they have been executed if they were put in the BleedingOut state by a critical hit
Fixed issue where Last Rites doesn't indicate that DMJ's Mauser has 10 shots leading people to believe it is bugged
Characters no longer get stuck in the overwatch pose at the end of combat
Characters rotate back to their overwatch direction after getting attacked
Run Away option is displayed in surrender dialogue if gangster is under attack outside
If a gangster or boss will be affected by the exterior combat, the dialogue offering surrender now shows their name
The camera will no longer move after the player abandons exterior combat when the attackers are attacking the outside of a building
AI attacking building exteriors will now attack between 8-15 metres from the building door instead of between 0 - 5 meters
Fixed issue where corpses would block player moving to tiles
Vicekings boss Donovan leaned on us for getting his name wrong in German
The camera will no longer move after the player abandons exterior combat when the attackers are attacking the outside of a building
If a gangster or boss will be affected by the exterior combat, the dialogue offering surrender now shows their name
We have ensured the Run Away option is displayed in surrender dialogue if the character is under attack outside
Added even more variety in the buildings
Made sure characters cant get stuck in the overwatch pose at the end of combat
Characters now rotate back to their overwatch direction after getting attacked
Increased the duration before an AI will declare war without an antagonizing incident
Adjusted weapon ranges and stats
Smooth out the curves for weapon ranges to reduce a number of sharp drop offs.
Lowered a number of critical damage multiplier values for numerous weapon types.
Removed critical hit chance from a number of explosives weapons.
Removed armor damage from rifles
Fixed an issue where the AI would get close to the player
Added new movement parameters that allow the AI to want to move towards the effective range of their weapon
Improved the performance for moving towards enemies and grouping with allies
Fixed an issue with all tiers of Saltis melee racket guard being equipped with Brass Knuckles. Now each tier of Salltis melee racket guard is equipped with appropriate tiers of melee weapon
Wandering thugs and thugs near loot crates will no longer attack the player on sight. They will attack if the player opens a loot crate near them
Guards of major and minor factions will now only attack the player faction characters on sight if they are at war
Melee attacks now trigger the correct animation if the target bleeds out
That combatant who started a battle while in sitting pose, will no longer stay in that pose for the whole fight
Guards in rackets will no longer sit in chairs
Resolved a UI Overlap in combat with large text settings
Further updates to the combat AI to help them move when no targets are visible and stay put when they can do actions from their current position
Made sure bleeding out targets are prioritised correctly in the chance to hit order
Friendly fire no longer removes non-aggression types of pacts (ceasefires/defense agreements..etc)
Fixed issue where Unleash Fury could fail to activate
Reduce the movement debuff from exhaustion from -2 to -1
Fixed an issue where clicking the "Exit Ambush" button did nothing in combat
Character speed returns to normal if Drunk status wears off during combat
Only play Gut Shot sfx when someone
Mission Fixes/Changes
Auto focusing missions that come from quest givers and boss missions
Fixed failing Ryley mission when Alfred dies
Fixed Helen being placed in Dyer mission when placement invalidated
Removed repeated objectives failing missions
Fixed alcohol production being stopped forever in CMA mission and Burned Bozze and Ruined Barley event
Fixed unclickable option for DMJ's mission
Added placement invalidated to RPC missions so they stop failing when a building is upgraded
Moved Kicking the Habit mission to mid game to stop both maria missions spawning together
CMA fixes - Stopping All Good Things on Alt time auto-completing, fix for Jaques Attack and They're on to Us
Boss mission fixes - Stopping NPCs from spawning on band stand, buildings taken over by killing boss now count as conquering and progress mission, fix for DMJ mission Down Hearted Blues
Fixed missions not completing in groups
CMA fixes, Auto accepting mission rewards instead of relying on resolution pop up
Persisting mission npcs that are going to be resurrected to stop them from disappearing, misc boss mission fixes
CMA fixes, body bag removal fix, removing persistent POI over Maria's head, adding do not revive tag to mission npcs to stop them getting up after combat
Moved any mission npcs standing on stages in bars off them
Fixed an issue where interior guards could duplicate themselves after winning a defensive fight
Union mission, family business mission and npc approaching player to talk fixed
Thug Variants
You should now see 13 different thugs
The appearance is randomly selected
Racket Guard Changes
Any old saves that were made before these changes were introduced will keep their previous racket guards until that racket is upgraded or sold and purchased again. Once upgraded or purchased the racket will start using the new guard configs.
With each level of security upgrade the guards will now become much tougher
A new tier of racket guard has been introduced at security upgrade levels 4 and 5
These changes only attribute based. The number of guards has not changed and there has been no changes made to the guard inventories
Fixed issue with racket guards not being replenished
Faction Changes
Allowing the boss to gain notoriety if anyone in their faction performs an execution
Fixing Spiffing Brit minor faction exploit
Faction AI no longer attacks buildings outside of war. Existing attacks outside of war in older saves are cancelled.
The diplomacy option for retribution demands has been removed
Safehouse Changes
Gameplay change to safehouses hiding has been pushed.
Safehouses start out as hidden (white buildings you can't interact with)
Discovery chance increases by 1% a week from meeting a faction
Once a month a safehouse discovery chance checked and the safehouse is revealed if the check passes
Diplomacy screen shows your current discovery chance
Taking over that faction's rackets further increases the discovery chance and checks (dynamic percentage based on faction rackets remaining)
Event fires on safehouse being discovered
Guards don't show up outside the safehouse until the safehouse is discovered by the player
Ensuring taking over safehouses correctly assigns lieutenants
Fixed issue with gangsters flagged as “away” being able to be assigned to a safehouse
New ROG Falchion 65% Mechanical Keyboard is launching - Featuring wired (USB-C) or 2.4GHz low latency wireless connectivity, RGB lighting with AURA SYNC support, Doubleshot PBT keycaps, customizable touch panel, keyboard cover/case, and 450-hour battery life with fast charging.
The latest keyboard and follow up to our recently launched ROG STRIX SCOPE RX keyboard is the compact ROG Falchion. It will be available shortly at an MSRP Of 149.99 [photos] Overhead of the ROG Falchion Keyboard This keyboard has been designed for the ground up to offer gamers and keyboard enthusiasts a compact, well-built, and carefully laid out mechanical keyboard great for gaming at home or on the go. The Falchion ensures a focus on usability especially for gamers who prefer the compact nature and flexible ergonomics of a TKL keyboard. It features optimally placed arrow keys often excluded on compact keyboards. In addition, all the function keys can be enabled by using Fn-Lock. You also have FN enabled media keys and profiles. Size comparison 65% vs TKL vs 100% full size keyboard The ROG Falchion is a mechanical keyboard featuring CherryMX switches launching first in Red and will be followed up with other switches. In addition to the use of Premium CherryMX switches, the Falchion features premium doubleshot Keycaps that offer superior reliability and durability, and resistance against oils and wear. Your legends and fonts will maintain superior visibility over time and you will significantly reduce sheen over time. The key design has been optimized with mid-height keycaps and a shorter stem to reduce key wobble and provide a more comfortable user experience. The precise double-shot molding process results in translucent keycaps* that feature seamless ROG script for a unique look, giving ROG Falchion consistent lighting. ROG Flachion CherryMX switches exposed Beyond the switches, the ROG Flachion innovates like many ROG products and offers a customizable RGB touch bar located on the left-hand side. An even closer look at the keycaps and switches on the ROG Falchion ROG Falchion customizable touch bar An innovative touch panel on the left flank of ROG Falchion lets you conveniently adjust volume, or create shortcuts for switching apps, or copying and pasting. It can also be programmed for use as a macro key for more intuitive controls for gaming. Customize it via Armoury Crate with access to commands/actions for swipe up, down, tap top, middle or bottom. Stable whether flat or angled The Falchion feature 4 large points of contact with anti-slip material great for laying flat. If you prefer an angle swing out the adjustable feet. Shot of the underside and 4 points of contact for a non-slip and stable experience when in use. Connectivity - Wired or Wireless the choice is yours As the ROG Falchion is a gaming-focused keyboard we wanted to ensure low latency as such you have low latency USB-C wired connectivity which allows for customization through the use of your own cable. Or you can use gaming-grade 2.4GHz wireless with 1ms latency. The keyboard also features a magnetic storage slot/dock for you the wireless receivedongle. There is also a secondary adapter include that can be used with the cable to further enhance reception. Rear shot of the ROG Falchion - USB Type C connectivity and 2.4GHz wireless with storage for the wireless recevier Ready for a low latency wireless gaming setup - ROG Falchion Battery life - Over 2 weeks of battery life The Falchion offers up to 450 hours of battery life with RGB lighting off and also features quick charging support via Type-C. A 30-minute charge time lets you play for up to 32 hours with RGB lighting off. There is also a conveniently located power switched recessed on the back so you will not accidentally enable or disable it. RGB lighting - Wireless RGB lighting control and ASUS AURA RGB SYNC support With the largest RGB ecosystem and extensive product ecosystem if you have an ASUS RGB system you can easily sync your lighting wired or wirelessly. The design of the keyboard also offers superior visibility and "glow" compared to many 65% of keyboards. With 10 RGB lighting profiles as well as hardware level RGB lighting control via the arrow keys. You even have a convenient smart RGB lighting profile for temperatures! The touch bar panel will also provide you an easy to reference battery display. RGB per key lighting Protective Keyboard case and more - The Falchion comes with a special keyboard case/cover to protect your keyboard when traveling or just reducing the build-up of dust, debris, dander from settling on your keyboard, keycaps, and settling into the areas of the switch over time. When not in use it can be conveniently mounted under the keyboard and offer a secondary layer of diffusion for the RGB lighting effects. Diffused lighting effect with polycarbonate case installed. It also features onboard memory with the ability to save up to 6 profiles 100% Anti Ghosting and N-Key rollover Function lock key and windows lock key On the fly macro recording support Protective polycarbonate keyboard covecase. ROG Falchion - What's inside the box If you prefer to check out an unboxing and visual tour check out the video overview - ROG Falchion Unboxing and Overview
On the 22 of November 2020, I bought a 2255$ PC from the Ibuypower official website, Then on the 23 of December, the computer passed the quality control test and was getting ready for shipping. I then received the computer on the 29 of December. It has been an AWFUL first 14 days experience so far, even whit theses specs : ---------------------------------------------------------------------------- Case: iBUYPOWER Slate 4 Tempered Glass ARGB Gaming Case Case Fans: Default Case Fan Processor: Intel® Core™ i7-10700KF Processor (8x 3.80 GHz /16MB L3 Cache) Processor Cooling: be quiet! DARK ROCK SLIM PWM CPU Cooler Memory: 16 GB [8 GB X2] DDR4-3000 Memory Module - Certified Major Brand Gaming Memory [Free Upgrade to DDR4-3200 XPG D41 RGB] Video Card: NVIDIA GeForce RTX 3070 - 8GB GDDR6 (VR-Ready) Game Bundle: [Receive Game Bundle] - Get the Intel Q3 Galactic Gaming Bundle - w/ Purchase of Intel Core i7/i9 Processor Game Bundle: [Receive Membership] - Get 1 Year GeForce Now Membership - w/ Purchase of NVIDIA RTX 30 Series Graphic Cards Motherboard: MSI Z490-A PRO - WiFi, ARGB Header (2), USB 3.2 Ports (1 Type-C, 3 Type-A), M.2 Slot (2) Power Supply: 700 Watt - High Power - 80 PLUS Gold Advanced Cabling Options: Standard Default Cables Primary Hard Drive: 1 TB WD Blue SN550 M.2 PCIe NVMe SSD -- Read: 2400MB/s; Write: 1750MB/s Sound Card: 3D Premium Surround Sound Onboard Network Card: Onboard LAN Network (Gb or 10/100) Operating System: Windows 10 Home - (64-bit) iBUYPOWER SafeGuard Packaging: iBUYPOWER Specialized Advanced Packaging System - Protect your investment during transportation! Advanced Build Options - Thermal Paste: Thermaltake TG-7 Thermal Grease Warranty: Three Year Standard Warranty Warranty: 3 Year Standard Warranty Service Rush Service: No Rush - Standard Service - ships out in 2 to 3 weeks (temporarily extended due to COVID-19) ---------------------------------------------------------------------------- What's wrong whit the computer you may ask? A broken GPU RTX3070. I think I've tried everything to fix it but nothing works. The screen flickers black randomly, sometime it can be every 5 seconds for 3 seconds, and other, it can be every 10minutes for 15 seconds, etc... Here is a list of things I tried to do to fix it (Nothing successful) ---------------------------------------------------------------------------- -Looking for unplugged cables inside and outside the pc -updating my graphics card driver -deleting and redownload my graphics card driver (while not downloaded the issues seems to have stopped but I lose all performances from the card so I basically can't do anything...) -Deactivating windows error reporting & problems report and solution (that was an early issue that causes screen flickering for some people on windows 10) -Changing the screen Hz to every option available -switching my HDMI cable to a faster DisplayPort to VGA cable -connect the pc in an alone plug -update monitor driver -turn off all power saving options -tried turning off g-sync but my monitor doesn't even have g-sync -downloading a bit older version of the graphics card driver -updating BIOS -rollback graphics card driver -Reset the pc !!! -(probably more but I can't remember everything at this point) ---------------------------------------------------------------------------- So after all of this, I finally managed to get in contact whit the support via email. On the 31 I send a mail explaining the problem. On the 8, I got a replying telling me to give them my SN number, which I reply back to them asap + telling them in the same reply all my potential fix so we don't lose time sending useless emails back and forth over the courses of multiple days... He then replied by sending me 2 youtube videos to follow that might fix my problem. After watching them, I send an email back to tell them that I already tried all potential fixes from those videos, as I mentioned before. And that was all just for the first problem, the screen flickering, but I forgot to mention that I can't launch 99% of the games and apps, either they just crash right away or I get a DXGI_ERROR_RESET Also, it's a good time to mention that at that point I did plug my old pc back in to test it out whit the same screen to see if the screen wasn't the problem(it wasn't). Also, a good time to mention that receiving my packaged cost me 320$ in customs fees, you will see why I mention that here later. He then tells me to test the pc whit another spare GPU, which I don't have, and if I bought a premade pc it's because I'm not really comfortable playing inside the hardware of a computer ... At this point, when I reply that I can't test the pc whit another GPU He proposes a part swap. The problem is that if I accept to swap the broken parts, it will cost me an unidentified amount of money to send it back and then another 320$ to receive it (which I can't really afford atm as I mention to him) but no matter how much I insist on telling him: Do I have to pay again or IBP got this covered? he just ignored those emails... And I'm not even sure ill receive a functioning part this time, if it happened once it could happen twice. So now(finally) I want to know if anyone here has a fix that could save my life (and my dream). If not, ill either have to risk to accept the parts swap, pay the shipping, then probably 320$ when it will get to the customs and then 320$ to get it back. Or I can refund it but I would lose my initial 320$ from when I got the package and then I will again lose money to send it and to make it past the customs. I'm f***ed its whit tears in my eyes and bugs in my screen that I got to admit that I probably just got scammed and I can't do much about it, I saved money a whole year waiting for the good offer to show up, and when it did, it scew me over... HELLLLP. Edit: A friendly reminder reminded me that I also got a couple of complete pc crashes for no apparent reason and 2 ''blue screen of death'' Edit2: update, Also one of my fan is broken
Hi everyone, i'm trying to passstrough one of my GPU to my "Windows VM" because unfortunatly i need some apps that don't exist on linux (like Fusion 360). I've essentially 3 GPU available, but, they are old/veryold, i don't have anything more recent, so they are all in "LEGACY" (i use seabios) and not UEFI. (PS : Please consider their age, it's not for gaming, just for running apps)
NVIDIA GT 320
NVIDIA GT 610
ATI RADEON HD5450
In a best situation, i would like the GT 320 to work because it's the most powerfull from the list. But unfortunatly i can't get any cards to work. PS : I hope is not too long for you to read, i spent all the day on that, tried everything i could... Some information for the issue : Here is my grub command line : video=vesafb:off,efifb:off amd_iommu=on iommu=pt Here is my /etc/mkinitcpio.conf modules config : MODULES=(vfio vfio_iommu_type1 vfio_pci vfio_virqfd amdgpu radeon) Here is some dmesg results : sudo dmesg | grep -i vfio [ 2.233506] VFIO - User Level meta-driver version: 0.3 [ 2.239236] vfio-pci 0000:05:00.0: vgaarb: changed VGA decodes: olddecodes=io+mem,decodes=io+mem:owns=none [ 2.255885] vfio_pci: add [10de:104a[ffffffff:ffffffff]] class 0x000000/00000000 [ 2.272632] vfio_pci: add [10de:0e08[ffffffff:ffffffff]] class 0x000000/00000000 [ 91.517101] audit: type=2501 audit(1612723506.350:208): pid=612 uid=0 auid=4294967295 ses=4294967295 subj==unconfined msg='virt=kvm resrc=cgroup reason=allow vm="ubuntu20.10" uuid=c624553d-4f0b-4cce-8efa-a1cb624dee62 cgroup="/sys/fs/cgroup/devices/machine.slice/machine-qemu\x2d1\x2dubuntu20.10.scope/" class=path path="/dev/vfio/12" rdev=EC:00 acl=rw exe="/usbin/libvirtd" hostname=? addr=? terminal=? res=success' [ 93.082929] vfio-pci 0000:05:00.0: enabling device (0000 -> 0003) [ 93.102928] vfio-pci 0000:05:00.1: enabling device (0000 -> 0002) [ 287.116407] vfio-pci 0000:05:00.0: vgaarb: changed VGA decodes: olddecodes=io+mem,decodes=io+mem:owns=none [ 0.000000] Command line: BOOT_IMAGE=/boot/vmlinuz-5.10-x86_64 root=UUID=ef7f6a6e-0b04-4dcb-b7e6-6b72f1ee25ce ro quiet splash apparmor=1 security=apparmor resume=UUID=2cc6254e-c31b-4542-bfb7-b190606857b9 udev.log_priority=3 video=vesafb:off,efifb:off amd_iommu=on iommu=pt [ 0.109252] Kernel command line: BOOT_IMAGE=/boot/vmlinuz-5.10-x86_64 root=UUID=ef7f6a6e-0b04-4dcb-b7e6-6b72f1ee25ce ro quiet splash apparmor=1 security=apparmor resume=UUID=2cc6254e-c31b-4542-bfb7-b190606857b9 udev.log_priority=3 video=vesafb:off,efifb:off amd_iommu=on iommu=pt [ 0.430847] iommu: Default domain type: Passthrough (set via kernel command line) [ 0.838996] pci 0000:00:00.0: Adding to iommu group 0 [ 0.839008] pci 0000:00:02.0: Adding to iommu group 1 [ 0.839020] pci 0000:00:04.0: Adding to iommu group 2 [ 0.839034] pci 0000:00:09.0: Adding to iommu group 3 [ 0.839045] pci 0000:00:11.0: Adding to iommu group 4 [ 0.839066] pci 0000:00:12.0: Adding to iommu group 5 [ 0.839076] pci 0000:00:12.2: Adding to iommu group 5 [ 0.839097] pci 0000:00:13.0: Adding to iommu group 6 [ 0.839109] pci 0000:00:13.2: Adding to iommu group 6 [ 0.839121] pci 0000:00:14.0: Adding to iommu group 7 [ 0.839133] pci 0000:00:14.2: Adding to iommu group 8 [ 0.839144] pci 0000:00:14.3: Adding to iommu group 9 [ 0.839158] pci 0000:00:14.4: Adding to iommu group 10 [ 0.839169] pci 0000:00:14.5: Adding to iommu group 11 [ 0.839181] pci 0000:00:15.0: Adding to iommu group 12 [ 0.839201] pci 0000:00:16.0: Adding to iommu group 13 [ 0.839214] pci 0000:00:16.2: Adding to iommu group 13 [ 0.839250] pci 0000:01:00.0: Adding to iommu group 14 [ 0.839264] pci 0000:01:00.1: Adding to iommu group 14 [ 0.839276] pci 0000:02:00.0: Adding to iommu group 15 [ 0.839289] pci 0000:03:00.0: Adding to iommu group 16 [ 0.839293] pci 0000:05:00.0: Adding to iommu group 12 [ 0.839299] pci 0000:05:00.1: Adding to iommu group 12 I hope it will be enough for you to help me here is the issue : The GPU is detected on the VM, On windows with nvidia drivers, Windows detect for example my "GT 320" (it's the same for all) but cannot use it because of code 43. I know there is "virtualisation prevention check" but i think i didn't make mistake on my VM xml, and i also tried a old driver that didn't have this dumb protection and : not working too. Another thing weird is a screenshot from GPU-Z : https://imgur.com/5jfNAY8 All those "unknow" and 0MB Memory size ? I also tried on a linux distro, i took POP OS with "nvidia drivers" and.. it's the same as Windows, GPU detected, but not used. BUT i tried something else that confirm me that something is wrong : If i plug a HDMI cable to the GPU, and remove the spice display and "QXL", all i got on my screen is : "NO SIGNAL" like if the GPU was turned off or in a zombie state I also tried to specify the GPU BIOS, unfortunatly no change. Here is for example my Windows XML : ``` win2k1226c1161f-b0ee-4eaa-a474-eb23947b3d16/libosinfo:libosinfo419430441943044hvmdestroyrestartdestroy/usbin/qemu-system-x86_64/qemu:commandline ``` And finaly my specs :
CPU : AMD FX 8320.
Motherboard : GIGABYTE GA 970A-DS3P FX, latest bios update since there is none
DOSBox-X version 0.83.10 released (Cross-platform DOS emulation package)
The latest version of DOSBox-X (0.83.10) is now officially released! As a cross-platform DOS emulator it was originally based on DOSBox, but with the eventual goal of being a complete DOS emulation package, it officially supports both DOS games and non-gaming DOS applications, Windows 3.x/9x, NEC PC-98 system, etc. DOSBox-X has an (optional) menu system and includes features such as 3dfx (Voodoo + Glide), pixel-perfect scaling (with openglpp output) and saving state support (selectable from the menu). It supports PC-98 games in addition to standard DOS/Win3.x/9x games. DOSBox-X is very feature-rich, and just to name a few of its unique features: support for GUI menu bar & configuration tool, save and load state (up to 100 save slots and also save files), better compatibility with DOS applications, many more DOS commands, Pentium MMX & Pro, printing (virtual or real printer), IDE emulations, long filename and FAT32 disk images (DOS 7+ features), clipboard copy & paste, 3dfx Voodoo & Glide emulation, cue sheets with FLAC/MP3/OGG/Opus CD-DA tracks, NE2000 networking, pixel-perfect scaling, TrueType font output, V-Sync, NEC PC-98, and many more. You can find more examples of its unique features in the DOSBox‐X’s Feature Highlights page. This new version (0.83.10) also has quite a few new features or other improvements over the previous version, such as improved support for playing 3Dfx games, write/overlay support for mounted ZIP/7Z archives, support for native pixel-perfect scaling with openglpp output, support for Direct3D output in Windows SDL2 builds as default output, support for VGA/EGA/CGA & mono mode dual-screen display, new Windows 9x-friendly dynamic core, improved compatibility for Windows XP, along with many usability improvements such as support for color theme customization for the welcome banner, resolving file paths in config options, BOOT command (without a parameter) to boot from the current drive, translating texts in the drop-down menus, and menu option "List Printer Devices" to list printers on Windows. Since is under active development, more features will always come. The release notes for DOSBox-X 0.83.10 is available from: https://dosbox-x.com/release-0.83.10.html You can download the latest packages for your platform in the DOSBox-X homepage, which is available from: https://dosbox-x.com/ For example, if you use Windows the installer is available from: Download Windows installer Linux Flatpak package has been released as well, which is officially available from: DOSBox-X Flathub page macOS and DOS packages are also officially downloadable from the DOSBox-X homepage. There are portable packages for both the Intel-based Mac and the new ARM-based Mac. P.S. The DOSBox-X Wiki system where you will find its user guide is available from: https://dosbox-x.com/wiki The DOSBox-X issue tracker is also available from: https://github.com/joncampbell123/dosbox-x/issues
DOSBox-X version 0.83.10 released (Cross-platform DOS emulation package)
The latest version of DOSBox-X (0.83.10) is now officially released! As a cross-platform DOS emulator it was originally based on DOSBox, but with the goal of being a complete DOS emulation package it goes beyond DOS gaming (unlike original DOSBox which is officially for DOS games only). So apart from DOS games DOSBox-X officially supports DOS applications, DOS commands, Windows 3.x and 9x, NEC PC-98 system, and more. For example, for graphical mode it supports the pixel-perfect scaling (with openglpp output) for improved image quality, and for text-mode the TrueType font (TTF) output make it very suitable for DOS applications also (see this Wiki page for more information about this unique feature). DOSBox-X is very feature-rich, and just to name a few of its unique features: support for GUI menu bar & configuration tool, save and load state (up to 100 save slots and also save files), better compatibility with DOS applications, many more DOS commands, Pentium MMX & Pro, printing (virtual or real printer), IDE emulations, long filename and FAT32 disk images (DOS 7+ features; set ver=7.1), clipboard copy & paste, 3dfx Voodoo & Glide emulation, cue sheets with FLAC/MP3/OGG/Opus CD-DA tracks, NE2000 networking, pixel-perfect scaling, TrueType font output, V-Sync, NEC PC-98, and many more. You can find more examples of its unique features in the DOSBox‐X’s Feature Highlights page. This new version (0.83.10) also has quite a few new features or other improvements over the previous version, such as write/overlay support for mounted ZIP/7Z archives, new Windows 9x-friendly dynamic core, support for native pixel-perfect scaling with openglpp output, support for Direct3D output in Windows SDL2 builds as default output, support for VGA/EGA/CGA & mono mode dual-screen display, improved support for playing 3Dfx games, improved compatibility for Windows XP, along with many usability improvements such as support for color theme customization for the welcome banner, resolving file paths in config options, BOOT command (without a parameter) to boot from the current drive, translating texts in the drop-down menus, and menu option "List Printer Devices" to list printers on Windows. Since is under active development, more features will always come. The release notes for DOSBox-X 0.83.10 is available from: https://dosbox-x.com/release-0.83.10.html You can download the latest packages for your platform in the DOSBox-X homepage, which is available from: https://dosbox-x.com/ For example, if you use Windows the installer is available from: Download Windows installer Linux Flatpak package has been released as well, which is officially available from: DOSBox-X Flathub page macOS and DOS packages are also officially downloadable from the DOSBox-X homepage. There are portable packages for both the Intel-based Mac and the new ARM-based Mac. P.S. The DOSBox-X Wiki system where you will find its user guide is available from: https://dosbox-x.com/wiki The DOSBox-X issue tracker is also available from: https://github.com/joncampbell123/dosbox-x/issues
This post aims to draw together a bunch of research that helped me get started cubing, pulling on advice from other cubers, resources on this subreddit, and external articles. The idea is to cover the basics, answer the FAQs and collate links to other resources for further reading. (please bear in mind this is a round up of advice through the lens of my own bias, I am not claiming any advice here to be the way thingsshouldbe done, just to provide a starting point to people who don’t yet know how thingscouldbe done)
Post breakdown:
0 - What is a Cube?
1 - Quick Start
2 - Detailed Start
3 - Extras
4 - Resource Hub
0 - WHAT IS A CUBE?:
“A cube is a ... collection of (often powerful) cards used for drafting and playing Limited. Drafting a cube is similar to drafting booster packs, but instead of drafting from three fifteen-card Magic booster packs, you draft from fifteen-card "packs" that you create from your cube.” - Building Your First Cube) Tolarian Community College - What is a Magic: The Gathering Cube? How many players do I need to play my cube?: Cube can be enjoyed with anywhere between 2-8 players. A brilliant summary of different draft methods for different player counts can be found here
1 - QUICK START:
So you like the look of cube and want to get started playing the best limited format ASAP? Here are some of the easiest ways to start building and playing Cube:
Pull together 360 cards you already own into a Cube, following the rough colour balance guidelines in the WotC “Building Your First Cube” article
Purchase a premade cube (links in the resource hub)
Copy or gain inspiration from some of the most popular cubes (links in the resource hub)
If you decide to build your own first cube, as long as you have reasonably even colour sections and a curves similar to what you might want to draft in retail limited you will produce an environment that will be a blast to play. Other early facets you may wish to explore are:
Card power delta - i.e. how much stronger your strongest card is compared to your weakest. Typically cube design aims to cut out the draft chaff found in retail limited so that all packs contain fun and playable cards.
Archetypes you enjoy - e.g. if you enjoy Madness and graveyard interaction cards, building a cube environment that supports this type of gameplay is a worthwhile goal!
Cards you enjoy but not sure whether they fit - Just jam 'em in. It’s not necessary to worry too much about individual card balance early on. Actually playing with the cards in the cube will be the best way to inform decision making.
Remember, you can always add and remove cards as you see fit. It’s not necessary to agonise over individual card choice at this point (although of course you may if that floats your boat). CubeCobra is the community favourite cube management website. It is similar to existing decklist websites (mtggoldfish etc.), but made specifically for cube. It has all sorts of tools for managing, analysing and playtesting your cube, and is invaluable for a cube designer. Playing your cube: Playing paper magic is currently challenging to impossible depending on where you are in the world. See the Resource Hub for ways to play your cube online. Bonus Link - Lucky paper - How and why to build a cube (podcast)
2 - DETAILED START:
To help make this section more searchable/digestible I’ve split it into what I’d consider to be the key elements to think about when building your first cube:
2.1 Size
2.2 Power & Removal
2.3 Curve and Cardtype Balance
2.4 Archetypes
2.5 Signposting
2.6 Gold count
2.7 Nonbasic lands
2.8 Colourless
2.9 Colourless Ramp
2.10 Singleton or Not?
2.11 Board State
2.12 Devotion
2.13 First Cube
2.1 SIZE: The size of your cube affects a number of factors, such as card density, number of players, variation between drafts, cohesion of archetypes etc. Typical cube sizes are multiples of 180 (as they divide nicely into 15 card packs)
180: Normally the minimum cube size one should build, it will support only 4 players drafting or 2 players sealed, and will provide a low variation in each draft. The pros of a 180 cube are that they can be used to support archetypes difficult to play at higher card counts, provide a draft consistency useful for teaching new players, are cheaper to build and sleeve, and can be more easily transported.
360: The /standard/ cube size, supporting a full 8 player draft pod or 4 players sealed and provides twice the variation per draft! This is my recommended size for a first cube. It should provide easily enough variation for long lasting fun, without being an unwieldy first project.
450: Often used as a stepping stone above 360 to introduce further variation into the cube (still drafted in 8 man pods), and to allow more sealed players and alternate draft methods.
540+: For further variation in 8 man pods, or support for two 8 man pods at higher card counts.
2.2 POWER (and power consistency): How powerful do you want the contents of your cube to be?u/land_of_Mordor has written up a brilliant shorthand for differentiating cube power levels here This scale ranges from 1 (Retail limited) to 10 (Fully powered, absolute strongest cards in magic the gathering) It is important to consider power consistency when building your cube. Ideally most of your cards ought to sit at a roughly equal power band to provide fun and fair gameplay. For an extreme example, a cube that runs sol ring (found in ~strix 8+) should not include drastically lower power cards such as celestial prism (and vice versa). Ideally you don’t want situations where your drafters win because they have the “better” cards than their opponent. Cube is an opportunity to move away from the chaff/bombs divide present in retail limited. A useful tool for gauging the balance in your cube after building it is to use the filters in CubeCobra to sort your cube by “Elo” and scrutinise any outliers. The elo system ranks cards by recording each card picked against every other card passed in a pack. <1000 elo is very low >2000 elo is incredibly high (power 9 sit in this spot). Due to how elo is calculated it doesn’t take into account:
Your environment - A card with low elo but important to a synergy in your cube may well be a high pick bomb in your environment
Card “power” - Elo is a reflection of how early drafters pick cards. In a cube draft, assessment value is often given by players to cards that allow them to fix mana, ramp or stay open. For this reason, the Elo of a card such as arbor elf is significantly higher than dragonlord atarka
In summary, Elo is a useful tool to flag outliers, but individual card merit should still be assessed by the cube designer in the environment they are creating. 2.2(a) REMOVAL: Removal in cube plays a significant role in how your environment functions and its overall power level. Density and efficiency are the main dials of removal that can be tweaked to adjust your format.
Low density - Removal becomes a premium. Threats stick to the board for longer. Baneslayers are more viable
High density - Mulldrifters become a premium / Baneslayers are less viable. Less focus on creature combat.
Low efficiency - Aggro has a greater window to get “under” the other players.
High efficiency - Threats need to be cheap and provide high value to not be outclassed by cheap removal.
Ideally density and efficiency of removal should reflect the rest of your cube. For example, high efficiency high density removal is best suited to environments that have very efficient threats. Efficiency can be adjusted by raising/lowering the CMC of removal spells (Murder vs Daring Demolition), deciding on instant vs sorcery, or including removal with restrictions/drawbacks (Bone Splinters) Attaching removal to bodies increases both density and efficiency. E.g. Ravenous Chupacabra Density can otherwise be adjusted by increasing/decreasing the removal card count in your environment. 2.3 CURVE AND CARD TYPE BALANCE: Character limit -I'll put this section in a comment. 2.4 ARCHETYPES: You may wish to decide on supported archetypes at the inception of your cube, or allow them to present themselves through play of your quick start cube. Archetype support is a tricky beast, many cube designers have differing opinions on how (or even if) archetype support should be implemented. Two main axis that archetype support can be measured on are “Parasitism” and “Weight” "Parasitism in cube" video and thread Parasitic strategies work within their own defined bounds, don’t care much about other cards, and are underperformers/useless outside of their strategy.
Mill and tribal can be examples of parasitic archetypes.
Medium parasitic cards might be fringe playable outside their intended strategy e.g. Auramancer
Low parasitic cards are playable in multiple shells but shine in their desired archetype. E.g. Galvanic Blast
Running cards that have a good floor (i.e. worst case scenario) but improve in your chosen archetypes is a good way to reduce parasitism in your cube. Additionally, running cards that fit multiple archetypes can be desirable e.g. Rimrock Knight is useful to mono R aggro, spells matters, and weenies “Weight” is the term I’m giving to the measurement of how prominent each archetype is in each colour. A lower weight may allow for more organic strategies to develop in your draft environment A higher weight may result in drafters feeling like they are being pushed to do what you "want" them to do For example if you run 20 Prowess creatures in red and white, players may feel obliged to lean into the strategy given to them instead of having the agency to build their own unique deck. Where your cube sits on the Parasitism/Weight scale will be personal to you, and will likely change as you develop and adjust your cube. You and your playgroup's enjoyment can help drive these decisions. u/Japahn has an excellent article here on archetype design in cube. 2.5 SIGNPOSTING: Signpost cards are cards that support and communicate the presence of a strategy to drafters. These can be used effectively to help players understand what is possible in your cube. For example, if a player opens a pack and sees Thermo Alchemist and/or Talrand, Sky Summoner they might reasonably believe that a “Spellslinger” theme is present in your cube. In the same line of thinking, it can be worth avoiding false signposts that lead players to believe a strategy or theme is present that actually doesn’t exist. For example one half of the blood combo without the other, or otherwise playable cards that suggest a strategy that doesn’t exist e.g. Champion of Dusk without vampire tribal. You may even consider eliminating one-off mechanics for comprehension. E.g. I cut Aether hub in favour of Tendo Ice Bridge after a drafter was disappointed that Energy wasn’t a present mechanic in the cube. Gold cards are a good opportunity to show your drafters some of the strategies possible in each colour combination. This should feel familiar to players, as WotC employs the same design in their retail sets. 2.6 GOLD COUNT: Gold cards can be very fun, they act as good signposts and are often players’ & designers’ favourite cards. The temptation to include lots of gold cards is high among beginning cube designers for these reasons, however a lower count is generally more beneficial for the environment. Fundamentally, gold cards are relevant to far fewer players and have a tendancy to wheel around the table before landing with a player who doesn’t want them. For example, a Lightning Helix is very relevant to your Boros drafter (if there even is one this session), lightly relevant to your Naya/Jeskai/Mardu drafters (if there are any) and irrelevant to everyone else. In contrast Lightning Strike is relevant to ⅕ of your Mono colour drafters. 5/10 of your 2 colour drafters and 6/10 of your 3 colour drafters. Someone at your table will be playing red, and this card is guaranteed to be relevant and desirable. More cards able to be played by more people in more strategies = more agency for your drafters 20-30 gold cards in 360 anecdotally works very nicely. 2.7 NONBASIC LANDS: Good fixing in cube is crucial to help games run smoothly. Not being able to play magic due to mana screw is one of the least enjoyable aspects of the game. Good fixing reduces the number of feel bad games your drafters experience due to poor variance. 30-40 lands in 360 cards will help ensure the games are more enjoyable for everyone. Unfortunately, good lands can be expensive, but proxy printing/sharpie changes can solve this issue! (proxy resource links below) (it is worth noting a risk of too much fixing is that everyone is able to draft 5 colour piles of the best cards(this may still happen even at lower land count if 7 of your drafters ignore the fixing and one player snaps up 20 lands)) 2.8 COLOURLESS: Colourless cards are effectively “free” picks for your drafters, allowing them to remain open in the draft while providing powerful effects. Fun utility cards and curve filling creatures are perfect candidates for the colourless section. Due to the “free” nature of colourless cards, you may wish to balance them in such a way that they don’t outclass your coloured cards. 2.9 COLOURLESS RAMP: Colourless ramp such as Sol Ring and Dimir Signet allow your drafters to cheat past the early stages of the game. Be very cautious about including cheap colourless ramp in any lower powered environment. Reasons to be careful:
Strong ramp can invalidate aggro
If you want ramp to be part of Green’s identity, colourless ramp can invalidate it (or reduce its uniqueness)
It can cause swingy games based on variance - Opponent plays a T1 sol ring and you have no ramp. You’re almost guaranteed to lose
A rough guide for rocks that produce 1 mana:
0-1CMC rocks (Moxen/Sol Ring) - Powered cubes only (Strix 9-10)
2 CMC rocks (Signets/Talismans/Diamonds) - Medium cubes (Strix 5-8)
3+ CMC rocks (Crystals/Lockets/Cluestones) - Lower power cubes (Strix 0-4)
Don’t be fooled by “enters tapped” clauses. Sphere of the Suns is still likely too strong for a low powered cube. Bonus: Rock List 2.10 SINGLETON OR NOT?:
Singleton Pros:
Higher variety of cards
More unique mechanics
Draft decks will contain all unique cards
Aesthetically pleasing to some
Singleton Cons:
Higher complexity for newer players (learning 360 new cards in a single draft can be a lot)
Some strategies may require a higher density of a certain effect at a certain CMC to be viable (i.e. you decide your cube needs 2x reanimate in order to help the deck be consistent enough)
Breaking singleton is a fine thing to do, but typically is only worth doing to fulfil a design goal that can’t be achieved by another unique card. A common singleton break is for nonbasic lands, as cube designers often want to provide the best possible fixing for their drafters. The first iteration of my cube broke singleton in a few places and it was fine, but very quickly I felt like I was wasting slots that I'd rather use to increase variety and replayability. Interesting write-up on breaking singleton by u/Karametric 2.11 BOARD STATE: Do you want a front heavy (i.e. 3/2 creatures) or a back heavy (i.e. 2/3 creatures) board state? This article discusses the advantages of a front heavy board state. I won’t repeat the detail of this article here as I’ve nothing extra to add, but the main point is that a front heavy board allows for meaningful attacks and reduces board stalls. 2.12 DEVOTION: Cards with a high colour devotion (i.e. multiple coloured pips in their casting cost) are more difficult to cast by more of your drafters. For example Knight of the White Orchid can only reliably be cast on curve by a mono white (or heavily white) deck. Cards with low CMC and high devotion are particularly problematic, as finding 2 white by turn 2 in a Selesnya deck is a lot harder than finding 2 white by turn 5 to cast Regal Caracal. When designing with this in mind, high devotion cards can be used to tune the accessibility & viability of 3+ colour decks. 2.13 FIRST CUBE: u/Fleme’s write up on assessing your first cube was a massive boon for reviewing the first cube I built. Reading this before and/or after building your cube should provide lots of useful insight.
3 EXTRA
Cube Costs: Within reason, cube can be as expensive or cheap as you want it to be. Here’s a quick breakdown of costs associated with cube:
FREE - Playing a CubeCobra list exclusively online
FREE - Playing with cards you already own
~$35 - 550 Sleeves required for 360 cards + 34 of each basic land
Variable - Cost of singles bought for the cube. Your design goals and tolerance for proxies dictate this.
Proxying (Requires sleeves):
Free - Printing on any printer you have free access to (University/work etc.)
Variable - Printing at home, cost variable on printeink/card stock
~$0.25/card - Online printing services
$10 - $200 - Storage
4 RESOURCE HUB
A hub for cube and draft resources! Many of the resources below have been discussed and analysed in a vast number of different articles/videos/podcasts. If any one topic takes your interest, a quick google will almost always lead you to more content on a topic. E.g. Quadrant theory has been analysed by a plethora of different players on many platforms. One just has to google. Sidebar: The sidebar on the right of this subreddit contains lots of useful links to podcasts/discord channels/popular threads etc. Check out what it has to offer.(If you are on mobile, sidebar links can be accessed by scrolling to the top of the subreddit and pressing the "about" button in the right/centre of the page) How to draft:
Quadrant Theory - A method for evaluating cards, useful for design and play within your cube.
Draft evaluation in cube - This video focuses on how to draft cube more effectively, and in turn contains information that can be very useful when considering your design.
How to shuffle:
Fully randomising your cube by regular thorough shuffling is normal and provides good gameplay.
Dr4ft.info - Draft tool with cube support and pack size, pick number, draft speed, and bot options. Produces savable draft logs + deck lists for importing elsewhere
Untap.in - Promising looking for drafting and playing in browser, but anecdotally have encountered issues with cards that refuse to load or produce errors. Hopefully this will be fixed in future. (Limited draft options)
Tabletop Simulator - A simulator that allows you to play board/card games as in real life
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