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Rank 18 Challenger Mech One Trick Guide 10.16
Edit - Its been a few days since I posted so I wont be checking in to answer new questions here. If you have any questions feel free to reach out to be through my stream. This guide should still be relevant to patch 10.17 but I'd recommend QuickSilver > GA due to Titans resolve nerfs. Hello, I'm Atornyo and I first hit challenger in NA as a mech one-trick last patch and achieved as high as rank 18 in patch 10.16. I really enjoy mech as I mostly played reroll mech to hit diamond last set and think it is the most interesting composition in the game. I will be referring to mech pilots with a focus on Viktor carry as Viktor Mech. My lolchess: https://lolchess.gg/profile/na/atornyo Ideal Viktor Mech Level 8: https://lolchess.gg/buildeset3.5?deck=f6e3df00de7c11ea85825783e5dd3235 (legendaries can replace units with similar traits if you find a 2 star version of them or find a legendary before 2 starring the unit they replace: Lulu>Cass gp 1star > ziggs if you have an extra defensive item to give gp Ekko>shaco) Level 9:https://lolchess.gg/buildeset3.5?deck=1c8af8c0de7d11ea8f93e91782b06499 Items that can be used in Mech Viktor: For the Mech - Titan’s Resolve - If your mech has one of Hand of Justice or Guardian Angel or both I recommend building this item, without either of these items you won’t see much value from Titan’s Resolve until you have a level 5 or 6 mech which means you have 2 star annie rumble and fizz. This item has the potential to be the single strongest item that your mech can use and is worth playing for every game. The downside to this item is that there is zero value in slamming the item early game as it will never hit 50 stacks until you have a mech online. The only time you are looking to potentially not have this item on your mech is if there are many people contesting (a 4+ mech lobby) the reason for this is because this item greatly increases in value the higher level your mech is. Once it hits 50 stacks your mech will 1v9 especially when coupled with a Hand of Justice or Guardian Angel. Hand of Justice - This item is so good worth slamming every game as it works well on early game carries and is really solid on mech. Guardian Angel - Solid item but ONLY place this on your mech if you are certain there will be a Hand of Justice or a Titan’s Resolve with it. Works well with Titan’s because your mech doesn’t lose its Titan’s stacks after its first death and can slap around the enemy team after reviving. Works well with Hand of Justice as it can heal a significant amount of HP post mortem. This item also works really well with rumble as he will oftentimes cast after coming out of the mech and his spell doesn’t go away while reviving. Quicksilver - This item is BiS for mech IF you are unable to complete the trifecta mentioned above. In lobbies with many zephyrs this item can result in insane value, however, with optimal scouting you can sacrifice Ziggs and Cass to the Zephyr gods. The reason I believe this item isn’t as godly as many others make it out to be is the fact that it does absolutely nothing in a number of matchups other than provide 20% dodge. The problem with this item is that it is NOT slammable until you have a mech online. Bramble Vest - One of the strongest items to slam early game. If you take an armor off the starting carousel and are blessed enough to find another by 2-1 you are building this item. TrapClaw - This item is mostly just a 20% dodge stat boost. This item isn’t very slammable early personally, only build if I feel I don’t have any other options. Shroud of Stillness - This item is a 20% dodge stat boost that can turn a fight with optimal positioning. If you build this item you need to scout EVERY round. Relatively slammable early but not on the same tier as bramble. ZZ’rot - You are building this item because you want to win streak early. Neat thing with this item is that you get two voidlings over the course of the fight. Warmog’s Armor - Probably the single strongest early game item in the game, give a protector this item and go afk until stage 4. Ionic Spark - Another very slamable item, if you have a rod and a cloak at any point before krugs it is worth slamming as this item will save you infinite HP. Thieve’s Gloves - This item is a bait on mech. In the past I would play Thief’s Gloves mech as a transition unit while I pivot to a non mech composition. Nowadays I only play mech so don’t recommend giving the mech this item. Not a bad shaco item and once you replace shaco with Ekko he loves it. Itemizing Viktor - Viktor wants a morellonomicon in order to nuke the enemy team’s healing potential along with blue buff or Spear of shojin as viktor should be able to kill the backline in 2-3 spells. If you're considering playing mech here is what you should look to do in each stage: Stage 1: look to grab Armor>Tear>Crit Glove on first carousel units holding these specific items such as armor Malphite/Illaoi or tear Ziggs can be free tickets to winstreaking early. After carousel I try to hold brawlers rebels and infiltrators as I believe it is the strongest opener for mech, however if it is clear that a stronger board is available, such as a 2 star poppy or jarvan while you only have 1 star Illaoi/Malphite, it is worth pivoting to that. On the round that Kayn appears (1-4) I will prelevel which means I buy experience in order to achieve a level 4 shop on 2-1. This is very important as a unit like rumble/shaco/neeko with a belt can win streak the entirety of stage 2. I try to hold on to any Annie I find as I like to hold one whenever possible but it is worth selling her in order to pick up any brawlerebel/infiltrator or to ensure that you can pre level. Stage 2: I attempt to win streak through stage 2 every single game, Viktor Mech and Mech infiltrators are not very item dependent and you can switch between the two depending on what items the game gives you. If you have any of Bramble Vest, Hand of Justice, Guardian Angel, Ionic Spark, Warmogs,blue buff, morellonomicon, or ZZ'rot Portal it is best to slam the item as the Mech can hold any of those items other than bluebuff and morellonomicon and those last 2 items are vital for viktor, Illaoi is a great holder for Mech items and Ziggs/ahri are great holders for Viktor items. On 2-1 play whatever your strongest board is as with any non-hyperroll compositions. On 2-3 before the stage 2 carousel I will prelevel in order to get a level 5 shop on 2-5 post carousel, this is extremely strong for Mech Pilot compositions as it gives you the opportunity to hit a full Mech on stage 2 or other strong early game units like rumble gnar wukong and fizz. In the case that you are on a 2 or 3 loss streak after the stage 2 carousel it is best to attempt a full loss streak in order to maximize early gold, this is the ONLY time that I would ever consider attempting to lose a round. If you are running infiltrators in your early game composition it is extra important to scout EVERY round as the difference between an infiltrator hitting a Ziggs or a 2 star frontliner is winning or losing a fight. Stage 3: This is where a lot of decision making enters the game. If I am winstreaking with a streak of 3 or greater and I will have more than 10 gold after leveling I will level on 3-1. otherwise I will level on 3-2. If I have fizz and rumble by 3-2 and am level 6 I am willing to roll down to 10gold in order to hit an annie. If you roll down this early into the game it is vital that you do not tunnel only on units that go in your final composition, you are not rolling solely to hit a Mech you are rolling to maintain win streak this means that you will look to complete any pairs or to add unit upgrades to your current board. If you roll down and do not upgrade your board at all you will be in a very bad place so it is important to keep a very open mind on what can be thrown in to improve your composition. If I don't roll down on 3-2 I usually do not roll at all unless I am taking a large amount of damage every round in which case it can be a good idea to level to 7 post stage 3 carousel (3-5) and roll some gold to stabilize. If you are rolling it is important to not roll below 10 in stage 3 unless you have a great reason to, such as winstreaking and holding 4-6 pairs while knowing there are opponents that can beat you if you don't hit those upgrades. What to do if you hit early Mech: Mech in stage 3 can be played in many different ways. Most of the time you will sell your frontline and be looking to play Mech + whatever your strongest backliners are which are usually the level 2 units you already had. Ideally you want to have a ziggs and infiltrator or be running 4 sorcs + Mech but it is not vital in stage 3. Stage 4: This is where the decision between Viktor Mech and Mech infiltrators is made. If you are bleeding out and approaching death <40hp 4-1 it is worth leveling to 7 and rolling down to stabilize. Which means you are playing the level 8 board minus ziggs if by some miracle you hit aurelion sol feel free to play zed/ziggs/asol instead of the mystic units. However, in the majority of games you will level to 8 on 4-3 and roll for your board. The 4-3 rolldown (Viktor Mech) - While rolling you are looking to hit this board https://lolchess.gg/buildeset3.5?deck=f6e3df00de7c11ea85825783e5dd3235 it is discussed earlier when to replace units with legendaries. Also I value cass and Karma over Soraka as before the mech dies other units tend to take very little to 0 damage. If you run into a GP Mercenary upgrade in this roll down it is only worth purchasing double strike as they are so expensive. You can stop rolling once you hit the units in the composition and have a level 6 mech (2 star annie rumble and fizz), a 2 star legendary or 2 star Viktor. If you hit any of those requirements with more than 20 gold and are somewhat healthy you can usually go to level 9 later in the game in order to increase your chances at first place. If you hit a 2 star asol and do not have blue buff Asol can replace Viktor at levels 8 and 9. If you hit it is very likely that you will win streak through stage 4 and into stage 5. Stage 5: If you rolled down at level 7 on 4-1 you are leveling to 8 and rolling on 5-1 in a last ditch effort to survive. This rolldown is the same as the standard 4-3 one. If you were able to stop rolling early and have hoarded a large amount of gold, look to go level 9. Only go level 9 if you have at least 30 gold to roll or have more than 15 gold and already hold 1 or more legendary pairs. If you are about to die feel free to roll on 8 in order to complete vital 2 stars which are any mech pilot unit +viktor and shaco. The winconditions for Mech Viktor are good mech items +perfect item 2 star Viktor or Level 9 with 2 star legendaries. The optimal level 9 composition looks like this https://lolchess.gg/buildeset3.5?deck=1c8af8c0de7d11ea8f93e91782b06499 with the option to replace Viktor with urgot 2 and giving the bluebuff to urgot and the morellos to Asol. While it is situational it is almost always better to run a 2 star unit over a 1 star legendary. In the case that you were fortunate enough to find an infiltrator spatula play it on either viktor or gangplank and instead of running Asol play 4 infiltrator level 9: https://lolchess.gg/buildeset3.5?deck=7aa7b960de8511ea9ce08d2f4408daad If you hit either of these level 9 boards with 2 star units it is a 1st unless an opponent has a 3 star 4 cost unit or out positions you really badly. General advice when playing Mech Viktor:
It is optimal to run GA>QSS if you have titan resolve or Hand of justice but you have to scout every round to ensure your mech doesn't get zephyr'd
It is better to have your mech on either side versus the front
Cass and Ziggs should be placed where zephyrs will land, it doesn't matter if they are frontlined because if your mech gets zephyr'd your chances of winning the round are much lower.
When aiming infiltrators make it so Shaco is jumping straight at a carry, for Ekko you want him jumping on the same side that your mech is to ensure that he casts.
Early game focus on itemizing mech and viktor
Late game focuses on grabbing items for your 2 star legendaries. Best in Slot (BiS) for GP - GA, Dcap, Ionic spark (only if mech doesn't have one) Ekko - statikk shiv, rfc, shojin, hoj, runanns. Asol - All damage focused AP items and Hand of Justice.
Always put mech items on rumble as his spell costs the least so he is most likely to cast and get value after the mech has died
Differences between Galaxies Dwarf Planet - Mech is so busted on this galaxy, I have seen Mech compositions hold hands 1-5 multiple times in challenger elo games. Look for titans resolve as if it procs your Mech will hit the backline. Infiltrators are weaker on this map so keep that in mind when building early game boards. Gangplank is also OMEGABUSTED on this galaxy. Neekoverse - I just wanted to thank riot for removing this Galaxy Superdense - I tend to run 4 infiltrator instead of ziggs at level 8. Also if winstreaking you might roll more in stage 3 as any round you win it is likely you're doing an extra 2 damage which puts a lot of pressure on a lobby. Trade Sector - Greatly dislike this galaxy for Mech but never miss the chance to level if you can afford it while winstreaking. Going level 7 right after stage 3 carousel can be the difference between hitting an early legendary or hitting important mech units. Treasure Trove - Not a great galaxy for Mech as you have 4 units in your composition that do not benefit greatly from items (Mystic units and annie/fizz) Also Mech doesn't benefit too greatly by having perfect items so the benefit that other compositions get is much greater. Galactic Armory - Great for pushing early winstreaks. Always look to slam 2 full items before any pvp rounds even begin. Binary Star - Look to take glove or tear on the first carousel. NEED to win streak as mech isn't as strong later in the game. Not as bad for mech as people make it seem but you usually need 2 dodge items (QSS, HOJ, Trapclaw, and shroud of stillness) in order to make your mech survive versus the 4 cyber players in the lobby. Need perfect Viktor items as another issue mech has in this galaxy is the fact that mystic units along with other mech units can't utilize items well. Plunder Planet - Always push levels and try to bully other players around. Anytime you can prevent another player from killing any of your units you are denying them 2-3 gold which is a huge early game. Most of the time you will level to 8 on 4-1 and be 9 in late stage 4 or early stage 5. Can also decide to roll down on 3-5 after stage 5 carousel at level 7 in order to get as much gold as possible off the galaxy and prevent other players from killing units. Everyone spikes really hard in stage 4 on this galaxy. Salvage world - I'm still unsure of this galaxy, I have only played 5 games on this galaxy but in 2 of them I opened with a redbuff ludens lucian with blaster buff that felt really strong. Not as important to run an early game composition that can utilize mech items well. I'm sure I missed some stuff within this guide and will try to answer any questions in the comments over the next few days.
Hey all I posted this on CompetitiveTFT yesterday and someone recommended that I post it here as well so here you go! My stream is https://www.twitch.tv/banananationss and I’ll be streaming for a bit after posting if you would like to come and ask questions. Hello, I'm Atornyo and I first hit challenger in NA as a mech one-trick last patch and achieved as high as rank 18 in patch 10.16. I really enjoy mech as I mostly played reroll mech to hit diamond last set and think it is the most interesting composition in the game. I will be referring to mech pilots with a focus on Viktor carry as Viktor Mech. My lolchess: https://lolchess.gg/profile/na/atornyo Ideal Viktor Mech Level 8: https://lolchess.gg/buildeset3.5?deck=f6e3df00de7c11ea85825783e5dd3235 (legendaries can replace units with similar traits if you find a 2 star version of them or find a legendary before 2 starring the unit they replace: Lulu>Cass gp 1star > ziggs if you have an extra defensive item to give gp Ekko>shaco) Level 9:https://lolchess.gg/buildeset3.5?deck=1c8af8c0de7d11ea8f93e91782b06499 Items that can be used in Mech Viktor: For the Mech - Titan’s Resolve - If your mech has one of Hand of Justice or Guardian Angel or both I recommend building this item, without either of these items you won’t see much value from Titan’s Resolve until you have a level 5 or 6 mech which means you have 2 star annie rumble and fizz. This item has the potential to be the single strongest item that your mech can use and is worth playing for every game. The downside to this item is that there is zero value in slamming the item early game as it will never hit 50 stacks until you have a mech online. The only time you are looking to potentially not have this item on your mech is if there are many people contesting (a 4+ mech lobby) the reason for this is because this item greatly increases in value the higher level your mech is. Once it hits 50 stacks your mech will 1v9 especially when coupled with a Hand of Justice or Guardian Angel. Hand of Justice - This item is so good worth slamming every game as it works well on early game carries and is really solid on mech. Guardian Angel - Solid item but ONLY place this on your mech if you are certain there will be a Hand of Justice or a Titan’s Resolve with it. Works well with Titan’s because your mech doesn’t lose its Titan’s stacks after its first death and can slap around the enemy team after reviving. Works well with Hand of Justice as it can heal a significant amount of HP post mortem. This item also works really well with rumble as he will oftentimes cast after coming out of the mech and his spell doesn’t go away while reviving. Quicksilver - This item is BiS for mech IF you are unable to complete the trifecta mentioned above. In lobbies with many zephyrs this item can result in insane value, however, with optimal scouting you can sacrifice Ziggs and Cass to the Zephyr gods. The reason I believe this item isn’t as godly as many others make it out to be is the fact that it does absolutely nothing in a number of matchups other than provide 20% dodge. The problem with this item is that it is NOT slammable until you have a mech online. Bramble Vest - One of the strongest items to slam early game. If you take an armor off the starting carousel and are blessed enough to find another by 2-1 you are building this item. TrapClaw - This item is mostly just a 20% dodge stat boost. This item isn’t very slammable early personally, only build if I feel I don’t have any other options. Shroud of Stillness - This item is a 20% dodge stat boost that can turn a fight with optimal positioning. If you build this item you need to scout EVERY round. Relatively slammable early but not on the same tier as bramble. ZZ’rot - You are building this item because you want to win streak early. Neat thing with this item is that you get two voidlings over the course of the fight. Warmog’s Armor - Probably the single strongest early game item in the game, give a protector this item and go afk until stage 4. Ionic Spark - Another very slamable item, if you have a rod and a cloak at any point before krugs it is worth slamming as this item will save you infinite HP. Thieve’s Gloves - This item is a bait on mech. In the past I would play Thief’s Gloves mech as a transition unit while I pivot to a non mech composition. Nowadays I only play mech so don’t recommend giving the mech this item. Not a bad shaco item and once you replace shaco with Ekko he loves it. Itemizing Viktor - Viktor wants a morellonomicon in order to nuke the enemy team’s healing potential along with blue buff or Spear of shojin as viktor should be able to kill the backline in 2-3 spells. If you're considering playing mech here is what you should look to do in each stage: Stage 1: look to grab Armor>Tear>Crit Glove on first carousel units holding these specific items such as armor Malphite/Illaoi or tear Ziggs can be free tickets to winstreaking early. After carousel I try to hold brawlers rebels and infiltrators as I believe it is the strongest opener for mech, however if it is clear that a stronger board is available, such as a 2 star poppy or jarvan while you only have 1 star Illaoi/Malphite, it is worth pivoting to that. On the round that Kayn appears (1-4) I will prelevel which means I buy experience in order to achieve a level 4 shop on 2-1. This is very important as a unit like rumble/shaco/neeko with a belt can win streak the entirety of stage 2. I try to hold on to any Annie I find as I like to hold one whenever possible but it is worth selling her in order to pick up any brawlerebel/infiltrator or to ensure that you can pre level. Stage 2: I attempt to win streak through stage 2 every single game, Viktor Mech and Mech infiltrators are not very item dependent and you can switch between the two depending on what items the game gives you. If you have any of Bramble Vest, Hand of Justice, Guardian Angel, Ionic Spark, Warmogs,blue buff, morellonomicon, or ZZ'rot Portal it is best to slam the item as the Mech can hold any of those items other than bluebuff and morellonomicon and those last 2 items are vital for viktor, Illaoi is a great holder for Mech items and Ziggs/ahri are great holders for Viktor items. On 2-1 play whatever your strongest board is as with any non-hyperroll compositions. On 2-3 before the stage 2 carousel I will prelevel in order to get a level 5 shop on 2-5 post carousel, this is extremely strong for Mech Pilot compositions as it gives you the opportunity to hit a full Mech on stage 2 or other strong early game units like rumble gnar wukong and fizz. In the case that you are on a 2 or 3 loss streak after the stage 2 carousel it is best to attempt a full loss streak in order to maximize early gold, this is the ONLY time that I would ever consider attempting to lose a round. If you are running infiltrators in your early game composition it is extra important to scout EVERY round as the difference between an infiltrator hitting a Ziggs or a 2 star frontliner is winning or losing a fight. Stage 3: This is where a lot of decision making enters the game. If I am winstreaking with a streak of 3 or greater and I will have more than 10 gold after leveling I will level on 3-1. otherwise I will level on 3-2. If I have fizz and rumble by 3-2 and am level 6 I am willing to roll down to 10gold in order to hit an annie. If you roll down this early into the game it is vital that you do not tunnel only on units that go in your final composition, you are not rolling solely to hit a Mech you are rolling to maintain win streak this means that you will look to complete any pairs or to add unit upgrades to your current board. If you roll down and do not upgrade your board at all you will be in a very bad place so it is important to keep a very open mind on what can be thrown in to improve your composition. If I don't roll down on 3-2 I usually do not roll at all unless I am taking a large amount of damage every round in which case it can be a good idea to level to 7 post stage 3 carousel (3-5) and roll some gold to stabilize. If you are rolling it is important to not roll below 10 in stage 3 unless you have a great reason to, such as winstreaking and holding 4-6 pairs while knowing there are opponents that can beat you if you don't hit those upgrades. What to do if you hit early Mech: Mech in stage 3 can be played in many different ways. Most of the time you will sell your frontline and be looking to play Mech + whatever your strongest backliners are which are usually the level 2 units you already had. Ideally you want to have a ziggs and infiltrator or be running 4 sorcs + Mech but it is not vital in stage 3. Stage 4: This is where the decision between Viktor Mech and Mech infiltrators is made. If you are bleeding out and approaching death <40hp 4-1 it is worth leveling to 7 and rolling down to stabilize. Which means you are playing the level 8 board minus ziggs if by some miracle you hit aurelion sol feel free to play zed/ziggs/asol instead of the mystic units. However, in the majority of games you will level to 8 on 4-3 and roll for your board. The 4-3 rolldown (Viktor Mech) - While rolling you are looking to hit this board https://lolchess.gg/buildeset3.5?deck=f6e3df00de7c11ea85825783e5dd3235 it is discussed earlier when to replace units with legendaries. Also I value cass and Karma over Soraka as before the mech dies other units tend to take very little to 0 damage. If you run into a GP Mercenary upgrade in this roll down it is only worth purchasing double strike as they are so expensive. You can stop rolling once you hit the units in the composition and have a level 6 mech (2 star annie rumble and fizz), a 2 star legendary or 2 star Viktor. If you hit any of those requirements with more than 20 gold and are somewhat healthy you can usually go to level 9 later in the game in order to increase your chances at first place. If you hit a 2 star asol and do not have blue buff Asol can replace Viktor at levels 8 and 9. If you hit it is very likely that you will win streak through stage 4 and into stage 5. Stage 5: If you rolled down at level 7 on 4-1 you are leveling to 8 and rolling on 5-1 in a last ditch effort to survive. This rolldown is the same as the standard 4-3 one. If you were able to stop rolling early and have hoarded a large amount of gold, look to go level 9. Only go level 9 if you have at least 30 gold to roll or have more than 15 gold and already hold 1 or more legendary pairs. If you are about to die feel free to roll on 8 in order to complete vital 2 stars which are any mech pilot unit +viktor and shaco. The winconditions for Mech Viktor are good mech items +perfect item 2 star Viktor or Level 9 with 2 star legendaries. The optimal level 9 composition looks like this https://lolchess.gg/buildeset3.5?deck=1c8af8c0de7d11ea8f93e91782b06499 with the option to replace Viktor with urgot 2 and giving the bluebuff to urgot and the morellos to Asol. While it is situational it is almost always better to run a 2 star unit over a 1 star legendary. In the case that you were fortunate enough to find an infiltrator spatula play it on either viktor or gangplank and instead of running Asol play 4 infiltrator level 9: https://lolchess.gg/buildeset3.5?deck=7aa7b960de8511ea9ce08d2f4408daad If you hit either of these level 9 boards with 2 star units it is a 1st unless an opponent has a 3 star 4 cost unit or out positions you really badly. General advice when playing Mech Viktor:
It is optimal to run GA>QSS if you have titan resolve or Hand of justice but you have to scout every round to ensure your mech doesn't get zephyr'd
It is better to have your mech on either side versus the front
Cass and Ziggs should be placed where zephyrs will land, it doesn't matter if they are frontlined because if your mech gets zephyr'd your chances of winning the round are much lower.
When aiming infiltrators make it so Shaco is jumping straight at a carry, for Ekko you want him jumping on the same side that your mech is to ensure that he casts.
Early game focus on itemizing mech and viktor
Late game focuses on grabbing items for your 2 star legendaries. Best in Slot (BiS) for GP - GA, Dcap, Ionic spark (only if mech doesn't have one) Ekko - statikk shiv, rfc, shojin, hoj, runanns. Asol - All damage focused AP items and Hand of Justice.
Always put mech items on rumble as his spell costs the least so he is most likely to cast and get value after the mech has died
Differences between Galaxies Dwarf Planet - Mech is so busted on this galaxy, I have seen Mech compositions hold hands 1-5 multiple times in challenger elo games. Look for titans resolve as if it procs your Mech will hit the backline. Infiltrators are weaker on this map so keep that in mind when building early game boards. Gangplank is also OMEGABUSTED on this galaxy. Neekoverse - I just wanted to thank riot for removing this Galaxy Superdense - I tend to run 4 infiltrator instead of ziggs at level 8. Also if winstreaking you might roll more in stage 3 as any round you win it is likely you're doing an extra 2 damage which puts a lot of pressure on a lobby. Trade Sector - Greatly dislike this galaxy for Mech but never miss the chance to level if you can afford it while winstreaking. Going level 7 right after stage 3 carousel can be the difference between hitting an early legendary or hitting important mech units. Treasure Trove - Not a great galaxy for Mech as you have 4 units in your composition that do not benefit greatly from items (Mystic units and annie/fizz) Also Mech doesn't benefit too greatly by having perfect items so the benefit that other compositions get is much greater. Galactic Armory - Great for pushing early winstreaks. Always look to slam 2 full items before any pvp rounds even begin. Binary Star - Look to take glove or tear on the first carousel. NEED to win streak as mech isn't as strong later in the game. Not as bad for mech as people make it seem but you usually need 2 dodge items (QSS, HOJ, Trapclaw, and shroud of stillness) in order to make your mech survive versus the 4 cyber players in the lobby. Need perfect Viktor items as another issue mech has in this galaxy is the fact that mystic units along with other mech units can't utilize items well. Plunder Planet - Always push levels and try to bully other players around. Anytime you can prevent another player from killing any of your units you are denying them 2-3 gold which is a huge early game. Most of the time you will level to 8 on 4-1 and be 9 in late stage 4 or early stage 5. Can also decide to roll down on 3-5 after stage 5 carousel at level 7 in order to get as much gold as possible off the galaxy and prevent other players from killing units. Everyone spikes really hard in stage 4 on this galaxy. Salvage world - I'm still unsure of this galaxy, I have only played 5 games on this galaxy but in 2 of them I opened with a redbuff ludens lucian with blaster buff that felt really strong. Not as important to run an early game composition that can utilize mech items well. I'm sure I missed some stuff within this guide and will try to answer any questions in the comments over the next few days.
Facebook under fire over binary options ads featuring Martin Lewis
One of the United Kingdom’s leading fiscal and consumer advice journalists filed a lawsuit against Facebook this week for allowing binary options and cryptocurrency ads containing his image that has ultimately caused unsuspecting consumers to lose their money. Just three months after Facebook proclaimed it was outlawing all adverts for binary options, cryptocurrencies, and ICOs (initial coin offerings), well known British journalist and the founder of Money Saving Expert Martin Lewis is suing the company for defamation. The social media giant allowed paid Facebook ads, which promoted binary options to use his image. Individuals who clicked on the adverts and left their contact details complained that various binary options brokers contacted them. Unfortunately, having the image of a famous person such as Lewis gives these fraudulent online trading companies an air of legitimacy. Most of the time these deceptive ads link to various imitation websites that are often designed to look exactly like genuine publications such as the BBC or CNN. One fictitious site even generated a video fabricating an endorsement from leading physicist Stephen Hawking to solicit its illegal services. Lewis, when interviewed by Sky News stated “Enough is enough. It’s about time Facebook took responsibility. This is about stopping Facebook facilitating the ripping off of vulnerable people and destroying my reputation at the same time.” Additionally, he stated that he was aware of one particular woman who lost over 100 thousand pounds due to a fraudulent binary options advertisement with his image plastered on it.
A nightmare for Facebook
The lawsuit has the potential to turn into a nightmare for the social media titan since it is claiming that Facebook must be liable for all content that appears on their pages. A number of British analysts have stated that if Lewis wins his Facebook lawsuit, it could be in line for numerous other claims pertaining to what appears on their platform. When pressed for a comment as to whether it would take into consideration the possibility of using its facial recognition limit the increasing number of unlawful deceptive ads featuring high-profile individuals, Facebook was unresponsive.
Take against binary options brokers
If you have fallen victim to a cryptocurrency scam, send a complaint to at [[email protected]](mailto:[email protected]), and we will do our very best to get into contact with you as soon as we can to initiate your funds recovery process.
This is a guide to a battlecast brawler hyper roll build I've been working on in patch 10.13. (Or HyperBeam HyperRoll as i like to call it)
Down below I've shown what the comp should look like at various stages of the game, as well as the general strategy and itemization. Hyper roll builds have disappeared from the meta with the introduction of set 3.5, mostly to to the nerfing of key 1 cost units like Poppy and Xylah, the removal of the Void alliance, and level 4 rolling odds changing from 60% to 55% for 1 cost units. However, I think with the massive buffs to Illaoi and the battlecast synergy and it's units, as well as the massive increase in odds for 3 cost units from 10% to 15% at level 4 make this build viable if you abuse those odds to find an early Cassiopeia, and get 4 battlecast online early after hyper rolling at stage 3-1. You're almost guaranteed to have her on round 3-2, often you will even find 2 copies or a 2 star Cassiopeia on your first hyper roll. I think by shifting the focus of hyper roll builds away from 3 starring a board of 1 and 2 cost units, and focusing more on abusing the 15% odds for 3 cost units, and focusing on 3 starring a few one cost units, and getting super early 2 star 3 costs who unlock important synergies, hyper rolling can be quite good again. Anyways, here's the rundown of the comp: The build focuses on building Illaoi and Cassiopeia as your carries. The compound effect of all the buffs to Illaoi and battlecast have made her tankiness and power increase exponentially, especially at 3 star. Combining the buffed heal from battlecast with the bonus HP she got this patch, 10% more armor and magic resist steal and the massive 50% increase from 4 second to 6 second steal duration, allowing her to stack up much more at a single time makes her a way stronger unit at 3 star than she was in 10.12. Combining this with the right set of items easily rivals Poppy in the golden days of the Candyland build. As for Cassiopeia, despite getting a nerf to DPS, the amount of damage instances she does is very powerful with the battlecast synergy. With Blue Buff and Morellonomicon, you'll be dealing 2 instances of tick damage on your opponents entire team very early into the fight, triggering tons of blasts/heals. When played in this comp, she is a way stronger carry than she is in the Vanguard Mystic build, despite being nerfed. The 4 battlecast synergy has been buffed enough that it can crush early game and carry you through mid, until you find Urgot later, and the 6 battlecast alliance has been buffed enough to make this build viable in the late/top 4 portion of the game. Buffs to Nocturne and Kog'Maw aren't huge, but still relevant. This comp also makes great use of spatula. If you can get battlecast spat, you can run 6 battlecasts at level 6, without needing to to wait all the way to level 8 to find Urgot. The 480 damage blasts/heals at earlier stages of the game will pretty much ensure you steamroll. In summary, the comp wants to have long fights with an unkillable Illaoi and Malphite 3 star in the front, buying time for Cassiopeia's damage over time, and your battlecast procs to do work, while the combination of Ionic Spark and Illaoi's resistance reductions massively increase your damage output as your tanks run endlessly into the opponents units and debuff them to oblivion. Super Early Game (Stage 1-2) In the super early game, you should econ as much as possible. Focus on making interest at all times, and only deviate from this if it means picking up an Illaoi, Cassiopeia, Malphite, or Nocturne. You want to hang onto as few units as possible that don't go into the level 5 comp shown below. Holding onto one Kog'maw is a good idea, but 2 starring him before you roll down your gold at 3-1 isn't worth it. It costs way too much in interest gold and you will always be able to 2 star him very early with your hyper rolls, and having him 2 star isn't the most important thing. What really matters is having him for an early 4 battlecast synergy. If you can sell Cog'Maw to make interest it's generally worth it, as you can always find another copy during your hyper roll. You want to streak for maximum econ without ever breaking your streak, which usually means loss streaking until the crug round. This also ensures you get first/early pick at the carousel. Getting the right items, specifically an early bramble for your Illaoi, is important for this comp, so it's normally the best approach. I wouldn't recommend committing to win streaking unless you're entering the first PVP rounds with 2 star units and some solid completed items, or if you lucked out and got Cassiopeia on stage 1. Ideally you want between 40-50 gold for stage 3-1, at which point you hyper roll to 0 and try to 3 star Illaoi Malphite and Nocturne, while 2 starring Kog'Maw, and finding Cassiopeia 1 or 2 star. Consider holding onto Blitz crank and Vi during your roll, until you find the 4 battlecasts so you can play a 4 brawler start as a backup plan if need be. Sidenote: picking up as many 1 cost and 3 cost units as possible while you're rolling down your gold will slightly increase your chances of 3 starring units and hitting Cassiopeias by removing some units from the pool. This isn't huge but it can be the difference between hitting a 3 star unit a round or two earlier, which does matter. Early Game (Level 4-5) Level 5 You want to get Illaoi to 3 star as your top priority, while looking for Malphite and Nocturne 3 star along the way. Kog'Maw 3 star is nice but it isn't worth the bench space and gold and will ultimately slow you down too much. Getting him to 2 star early is all you need. The other goal is to find Cassiopeia 2 star early during the hyper rolls, but never roll specifically for her, as a 1 star Cassiopeia is all you need early on, and you should get her to 2 star extremely early naturally with your hyper rolls now giving you 15% chance for 3 cost units in the early game anyways. The only 3 star unit that is absolutely crucial to the comp is Illaoi. Malphite makes the comp much stronger if you can 3 star him, but the comp can function without him. 3 star Nocturne is much like Zoe in Candyland; a nice bonus if you find him, and quite useful with his 4 second stun, but you don't need him 3 star. It's always worth the econ and bench to hang onto him though. Since this is a hyper roll build, you never spend money on exp until you are fully ready to go to level 6, where your odds for finding 1 cost units decrease drastically. Once you find Illaoi 3 star, you should go to level 6 if you aren't anywhere near finding Malphite and nocturne 3, but if you have 5 or more copies of either of them, and if the units aren't being heavily contested, it's worth staying at level 5 longer and rolling down again for 3 star on all your 1 costs first. Be patient with your gold, and try to econ up to 30-50 gold before rolling down each time, instead of rolling all your gold as you get it, unless you are dying and have no other option. You usually want to run the 5 units shown above, however if you failed to find 4 battlecast, you can run 4 Brawler instead, although this isn't as good. The other main thing to consider is running Zed instead of Malphite. Zed can be worth it if you ended up with a 3 star Nocturne, or if you somehow didn't find 2 star Malphite on your first hyper roll, which is incredibly unlikely. Otherwise the 2 Brawler front line with 4 battlecast is your best option. Mid Game (Level 6-7) Level 6 level 7 At this point, hopefully Illaoi and as many other 1 costs as possible are 3 starred, or 1-2 copies away from being 3 starred, and you have 2 star Cassiopeia. The best option at level 6 is to add a Mystic to further increase your units durability. Soraka is great, and her healing has great synergy with the innate tankiness of your units. Karma is also great to link to your Cassiopeia. If you can't find a mystic the option of throwing in a 2 star Zed or a Fizz is also okay. Running Infiltrator in the place of Mystic can actually be better up until late game if Nocturne is 3 starred. At this point in the game, you don't want to be rolling any more. Just econ up and pick up more brawlers, and finish 2 starring everything you can, and finishing 3 star units unless it becomes unrealistic to keep looking for them. At level 7, you want to add in two brawlers and take out the mystic, for 4 brawler 4 battlecast. Adding Vi and Gnar provides much more valuable front line to buy time and drag out the fight for your Cassiopeia and battlecast procs to do work, as well as providing you with lots of CC. If the game is going well, i prefer to econ up to 50 on level 6 and slowly pump gold into exp, while remaining at 50 gold, then pump all my gold into levels to jump strait to level 8 right after, but if you are being pressured it's fine to go to 7 sooner if you're taking too much damage. Late Game (Level 8-9) Level 8 Level 8 alt Level 9 At level 8, add your Mystic back in (Soraka being the best). You don't have much to do here as far as your build, aside from trying to find Urgot and Viktor, if you don't already have him, to go to 6 battlecast. Once you find Urgot, either replace Cog'Maw with him (or Nocturne if you never 3 starred him) or take out 2 of your brawlers and go for 6 battlecast, 2 brawler, 2 mystic. If the game goes to Level 9, you can simply play 4 brawler 6 battlecast. If you're facing heavy magic damage lineups that don't require you to strengthen your front line as much (such as Gangplank/Riven and 6 sorcerers) you can consider 4 mystics instead of 4 brawlers. This is especially effective if you have dragon scale on Illaoi, and practically allows her to 1v9 against those kind of comps. Spatula Variation Level 6 Level 9 If you get a spatula, you can make battlecast spat and put it onto your Malphite. Malphite carries Ionic spark in this comp, so giving him the ability to output some magic damage is nice while hes tanking for you, but more importantly he has tons of hp to work with so he will survive on the front line for much longer with battlecast heals and keep that ionic spark aura up for longer. With battlecast spat, you can add Viktor in at level 6 for the 6 battlecast synergy. The DPS increase to 480 for each battlecast proc at this early in the game is brutal, and also makes Illaoi unkillable with the increase heal. You can play 4 brawler 6 battlecast at level 8 now as well, and at level 9 you can play a mystic on top of the normal comp, while dropping one of your less useful battlecasts. Items Carousel Priority is Spatula > Chain Vest > Cloak > TeaRod > Belt/Gloves It's essential that you prioritize getting Bramble first, Blue Buff second, then two additional tank items for Illaoi and Morellonomicon as a third priority, and lastly Ionic Spark or Rapid Firecannon are luxury items (they help you win more if you're ahead, but don't stabilize you if you're behind). Basically, Bramble vest is the most important item in the comp, with Blue Buff being a close second. They are the only irreplaceable items. Bramble plays a crucial role in carrying you through all stages of the game. It's value on tanky units, especially at 3 star, is too great to ever pass up. It will do a ton of AOE damage, and it creates quite a lot of damage instances throughout the fight to fuel battlecast. Ideally, Illaoi wants Bramble, Dragon Scale and Quicksilver. I believe these items best leverage her stolen resistances from her spell and increase her survivability. The armor from vest, plus the negating of crits, coupled with 20% evasion from quicksilver, makes her very durable against physical damage. The magic resist provided by Dragon scale and Quicksilver bring her magic resistance extremely high, and she ends up taking almost no damage when incoming magic damage is reduced by 50% by scale before even considering her resistances. The immunity to crowd control from Quicksilver is very important on her as well, as it allows her to cast without interruption, and she can't be stunned before she has a chance to steal resistances. Stacking up a few casts in the first 10 seconds of the fight is enough to make sure she is always working with added armor and magic resist. Getting these 3 items isn't imperative though, as long as you have bramble you can replace one of the other slots. Warmog's works fine in giving her more raw HP to leverage her mass stolen armor and magic res, and gives her more HP to stay alive and heal back up with battlecast procs. Titan's resolve is also an acceptable replacement as she is one of the units who can actually get it to 50 stacks and then stay alive and heal back up for a long time thereafter to make good use of the item to its full potential. Cassiopeia wants Blue Buff and Morellonomicon. With this combination of items, she can dish out tons of damage over time as long as she has a tanky front line to buy time for the damage to do its work, as we've seen in builds like Vanguard Mystic and Mystic Protectors. Given two sources of tick damage on every unit that she casts on, not only does she melt entire teams, she goes rapid-fire with the battlecast procs, even managing to stay alive through rapid healing if she gets jumped on the back line. The last item is Ionic Spark. This is best on Malphite 3 star, but can be on any Brawler. I don't recommend putting it on Illaoi because it offers less defensively and we just want to make her as tanky as possible with her 3 slots. Combining the magic resistance debuff aura and Illaoi stealing 60% resistances every cast from whoever she hits, your team will be able to easily melt enemies. Almost all item components have good use in this comp, but BF Sword is quite a dead item. The best you can do is make a Zeke's Herald or GA with it. Other notable items if you happen to get them: Rapid Firecannon - Great on Cassiopeia, and allows you to position her as safe and far away as possible. Any Bows you pick up should go towards building this item. It didn't make the cut for the item build, but it would be the next best thing that isn't on the core 6 item list. Don't prioritize bows on the carousel over anything else for this item, but it's nice if you end up with one. Protector Spat - Spatula should be built into battlecast spat, but if that ends up being impossible, or you pick up the full item on a later carousel, it can be great for Cassiopeia to perma-shield once you activate protector synergy with Urgot. Jarvin and Karma can be played until you find Urgot, to get protector and dark star. Thief's Gloves - If you end up with extra Sparring Gloves you can just combine them onto Nocturne or victor to get some value out of them. Frozen Heart - If you have spare chain vest and tear drops, this is a nice item to have on either a brawler, or on Nocturne. ZZ'Rot Portal/Redemption - If you end up with these, they're nice on Nocturne, as he will jump to the back line, cause havoc, then give you benefits for dying. Positioning Depending on what brawlers you're using, there are two general approaches to positioning Cassiopeia. If you have all your brawlers up front, it's best to have her to the second row against one of the edges, with a brawler directly in front of her. If you're running Blitzcrank, you can put him in the corner with Cassiopeia next to him. This will give her a target to attack in between casting her spell. Since she only needs to hit once to gain full mana with blue buff, she should be able to distribute her poison to most of the enemy team from the safety of the back row before the pulled unit dies, forcing her to move up closer. Malphite (or whoever ends up with Ionic Spark) should be towards the center to maximize the aura's effect. Illaoi should also be centered. Her and Malphite are the tankiest units assuming they're three starred, and it's also best to have her near the Ionic spark to ensure she stacks magic resistance reduction from Tentacle Smash and ionic spark onto the same units, helping your team burst down targets better. Nocturne can typically kill off a target during his 4 second stun duration, so having him jump onto a key spell caster such as Lulu/Xeraph or a carry is important. In the top 4 and above, his positioning becomes increasingly more important as you can target specific players more easily. Cow'Maw isn't the most impactful unit, so he should be positioned in such a way that he will tankenemy Blitzcranks. In general, I prefer to play towards one side in the early game, to better help your units focus fire, and cause battlecast to target the same unit. later on, I typically prefer to spread out more. Pros and Cons Pros: - Counters Vanguards and Mystics. Cassiopeia with Morellonomicon melts them, and Illaoi's spell turns their own strength against them, making her ridiculously tanky and stripping them of their alliance bonuses. - Counters Protectors due to Cassiopeia 50% shield reduction. - Not Super contested in general. Not many players are 3 starring these units, and with hyper rolls you can get your hands on the highly contested Cassiopeia before anyone has a chance to empty them out of the pool. - Good in Trade Sector, Neekoverse, Star Cluster, Superdense Galaxies. - Easy Top 4 if you get some 3 stars at a reasonable time, or hit your items on Cassiopeia and Illaoi Cons: - Easy Bottom 4 if you get unlucky with your hyper rolls - Can struggle against Blasters with the 80% true damage from Giant Slayers against your High HP units, and heal reduction from Red Buff. If more than two players are going blaster brawler, you shouldn't go for this comp, as your units will be contested as well and 3 starring the important ones could become impossible. - Can be weak against sorcerers. Burst damage comes in less, more intense damage instances, and doesn't let you proc enough battlecast heals. Their units often don't have much resistance to steal making Illaoi less effective and more vulnerable, as well as losing value on HP% burn from Cassiopeia since their units are fairly low hp. - Bad in Binary Star and Galactic Armory. Risky in Littler Little Legends Galaxy. If you snowball early you can crush the game easily, but if you take a bit too long hitting your power spikes, you'll be in a rough spot. That's it for the guide, thanks for reading! I hope you give this comp a try and have fun! If you have any feedback or questions, feel free to DM me!
Alternate CoS Asian Deiselpunk Setting PART 2: Reign of the Storm Shogun
Continued from previous Post: https://www.reddit.com/CurseofStrahd/comments/gwaj5b/alternate_cos_asian_dieselpunk_setting_part_1/ (Player) New and Variant Backgrounds: Some slightly altered backgrounds to give more ways to integrate your character into the world. Some of these backgrounds are simple reskins of existing backgrounds with new flavor text to help give potential character ideas. Variant Soldier: Samurai Skill Proficiencies: Athletics, Intimidation Tool Proficiencies: One type musical instrument or Calligraphy Set, vehicles (land) Equipment: A banner bearing the crest of your clan or Daimyo, An ornate helmet and mask known as a Kabuto, a Calligraphy Set, A scroll stamped with the Imperial Seal denoting you as serving a Daimyo, a fine Kimono, and a belt pouch containing 10 gp Feature: Way of Bushido – Anyone may follow the path of Bushido but you have devoted your life to following a strict personal code of honor. Bushido demands service, and so you have sworn yourself to a master or " Daimyo ". A Daimyo may be a local noble, the Jade Emperor, or even a childhood friend. It does not matter who a Daimyo is to a Samurai, only that they serve them with Honor. As long as the Samurai remains Honorable and obeys the will of his Daimyo he may requisition basic equipment and horses for temporary use as well as dwell for free in most inns. The owners of the equipment and innkeepers do this with the understanding that the Samurai will have his Daimyo cover the costs with interest to them later, though there are limits to this trust no Gunsmith will provide a Gun to a Samurai even just to borrow for free. Variant Folk Hero: Ronin Some Samurai do not follow a Daimyo, but instead swear themselves unto the weak and the innocent making them collectively his Daimyo. These roaming Samurai are called Ronin and they venture to the remote reaches of Daichi to bring justice. The Ronin follows a strict personal code of Bushido that always includes " Protect the weak and innocent " among its edicts. As long as the Ronin follows this code his background Skill, Tool, and Language proficiencies as well as Background Feature are identical to the core Background Folk Hero with the exception of his equipment. Equipment: A set of artisan’s tools (one of your choice), a humble unadorned Helmet and Mask called a Kabuto, a warm traveling Kimono, Scrolls detailing your lineage and status as a Samurai stamped with the Imperial Seal, and a belt pouch containing 10 gp Variant Criminal – Shinobi: Sometimes referred to as Ninjas by common folk, Shinobi are a cloister of loosely connected and often competing clans of professional assassins and infiltrators. Shinobi are masters of stealth and subterfuge and while the image of the black clad warrior made popular in Kabuki plays is certainly a major aspect of the Shinobi it is not all that they are. Though there are always exceptions most Shinobi Clans work for coin or for an ancestral Daimyo in much the same way a Samurai does, though it is rare that individual Shinobi serve a singular master. The most infamous clan are the Rain Maidens who have long served the Storm Shogun. Shinobi are identical to the Criminal background in all ways except the following alterations to the background feature: Feature: Clan Contact You have a reliable and trustworthy contact who acts as a liaison to your Shinobi Clan. You know how to get messages to and from your contact even over great distances; specifically, you know the local dead drop locations, secret handshakes to contact messenger Shinobi, and trained messenger raven rookeries who can deliver the messages for you. As long as you are in good standing your Clan is willing to aid you acquire basic supplies and occasional vital information to aid you in your personal endeavours. Variant Acolyte -Shrine Maiden: While men are permitted to watch over Kami Shrines it is traditional that a lone Maiden watch over the smaller way-shrines along major roads, these women lead very solitary and lonesome lives and it is not uncommon for them to occasionally be filled with a period of wonderlust where they seek out adventure before returning to their duties. Sometimes these Maidens have families that will live nearby but the Maiden is expected to live and sleep within her Shrine for most of the year. While this is tradition, there is no actual law requiring the Shrine Maidens to remain at their posts or to live solely within the Shrines and it is not particularly frowned upon for them to have lives outside their work. Variant Entertainer – Geisha: An exclusively female profession of extremely skilled entertainers who spend their lives training in matters of conversation, party planning, tea serving, singing, acting, and often many other skills that serve well in keeping rich and powerful guests happy. Geisha is a highly honorable and respected profession that takes years of practice to attain the lowest rankings, while there are males who have obtained the same degree of skill and who’s abilities are identical to a Geisha’s they are simply called Entertainers. Geisha are sponsored by great noble houses, there are strict requirements and examinations to attain rank and title the cost of which can often indenture common Geisha to service to one of the great noble houses. Variant Outlander – Vajra: A nomadic people of traders and merchants, they travel openly and without fear of the dark evils of the Storm Shogun under the protection of an ancient pact. They are reviled by many, refused entrance to most towns and villages but even so they are a peaceful people on whom the economy of Daichi depends. They revere their ancestors and believe in reincarnation, they do not worship the great Rakasha but do revere it and thus all Rakasha and tigers are sacred to them. They travel on the back of great elephants which carry their homes, their culture is rich and vibrant with a fondness for oral storytelling. Identical in all ways to Outlander core background except exchange language choice for Language: Vajra and add Tool Proficiency: Musical Instrument. You may begin play with a Sitar, a guitar like instrument. New Background – Invader: You are a descendent of the coalition of nations that came to conquer Daichi one thousand years ago. While many still serve the Shogun Ishin you have chosen instead to join the other defectors in living peacefully among the people you once conquered. While despised even more than Vajra you serve an even more vital function in keeping the engines and machinery within the cities and villages of Daichi running. While the Invaders are from many nations their culture has eroded and homogenized over time. Their legends speak of a " Homeland " but none can remember the name. All invaders have a special innate affinity for their blood magic fueled hemo-diesel technology and all can instinctively repair and maintain it. Skill Proficiencies: Insight, Arcana Tool Proficiencies: Tinker’s and Smiths Tools Languages: Invader’s Trade Tongue Feature: Born Engineer – You instinctively know how to perform repairs on all manner of machinery magic and mundane. You may cast as a Mending as an Artificer of your level. Further, whenever you are in an annex or industrial sector of a city you may call on the aid of your fellow Invaders for access to crafting machinery, temporary use of simple vehicles, and a place to lay your head in the factory barracks. (Player) New Subclasses: Editorial Note: Due to some of the listed subclasses being from 3rd party content that I have purchased I cannot directly copy class abilities into this listing. The actual subclass will be presented as Handouts in-game. PM me if you require further information regarding each subclass. Barbarian: Path of the Juggernaut: You have built, scavenged, stolen, or otherwise acquired a titanic Diesel Suit. While most barbarians disdain armor you have made it into a focus for your Rage. Ability Preview: Unstoppable – By expending a unique resource called " Momentum " you can burst through non-magical walls, furniture, and other barriers. Path of the Iron Rider: You have formed a unique bond with a Tsukumogami Dieselcycle which you can call as a Familiar. You channel your rage into heavy firearms as you ride against the storm. Ability Preview: Iron Horse – You can call a spirit possessed Dieselcycle to yourself using the Find Vehicle spell. Ability Preview: Bullet Rage – Instead of channeling your Rage into melee strikes you may instead empower Firearms, eventually reloading and firing with blinding speed. Bard College of the Geisha – You are a professional of beauty and grace, your words, songs, and dances inspire in ways no other Bard can compare to. This has cost you the potency of magic and martial knowledge of other Colleges but strengthening and supporting your allies is more than worth it. Ability Preview: Fascination – When an ally uses a skill empowered by Bardic Inspiration they also have Advantage on that roll. College of the Vajra Weather a true born Vajra or one who has adopted their ways and culture, you have earned many of the unique powers of the foreign nomads. Farsight, Curses, and other oddities to aid allies or confound enemies are yours to command. Ability Preview: Flash of Despair – You grant your enemies a moment of your own foresight, showing them their own imminent failure. You may use your Bardic Inspiration to grant penalties to your foes in the same ways you grant boons to your allies. Cleric Thaumic Engineering Domain: You have abandoned the old religions, accepting the new gods of Science and Reason. You are a man of logic not faith, but you do not ignorantly deny the existence of gods. Rather you recognize that they are a natural force in the world in much the same way as wind or fire are natural forces, and being a scientist at heart you have made it your speciality to put a microscope onto the powers of the divine. Ability Preview: Armor of Divinity – You have discovered the underlying magical force that grants moments of supernatural protection to the Faithful and applied this theory to a physical suit of armor. You can summon a suit of diesel armor at will that is empowered by your knowledge of the divine. Ability Preview: Theological Scholar – Where most Clerics dispense Wisdom you dispense Knowledge. Your spellcasting modifier is Intelligence, other class abilities that would scale off of Wisdom instead scale off of Intelligence. Ability Preview: Spark of Creation – You slowly begin to apply your theories regarding the creation of life and the universe, fabricating advanced Automata with a spark of divine life. Druid Circle of the Machine: While most Druids protect the deep forests and natural wonders of the world, you have chosen to see to the needs of the Cities and their people. Viewing the wonders of technology as a creation just as worth of protection as any waterfall or mountain you have found a way to channel the raw powers of technology through your body to overcome the limitations of other Druids. Ability Preview: Iron to Steel: You realize that Steel is just another form of iron, manufactured weapons are made from base natural components. You are proficient with Firearms and are not hindered by wearing metal armor or weapons. Ability Preview: Machine Shape – The ultimate expression of your beliefs, you channel the raw force of technology and creation through your flesh to become one with the Machine. When you Wildshape you may change the Type of your beast shape to Construct. Ability Preview: Automata Companion – As many druids surround themselves with the beasts of the forest you surround yourself with mechanized allies. You gain an Automata companion in the shape of a Beast. Monk Way of the Jade Bailiff You have sworn an oath to venture out into the distant reaches of Daichi bringing law and justice with you. You are trained well in the art of subdual and investigation, you never kill when arrest is a possibility. Ability Preview: Pacify Suspect – You use your advanced hand-to-hand combat training to grapple or disarm targets while overwhelming them with a flurry of blows. Way of the Singularity To obtain enlightenment is to comprehend infinity and eternity both, but flesh is finite and limited. In your journey to the nirvana of perfect understanding you have chosen to forsake flesh for augmetic steel. You have already installed numerous cybernetic implants within your body and will continue to do so, every pound of flesh lost bringing you closer to perfect understanding of the cosmos. Ability Preview: The Flesh is Weak – Among various other augmentations you replace a full limb with a cybernetic augment. You may channel your Ki through this augment to bend the universe to your will, casting specialized Automation Spells. Rogue Drunken Master You realize that life is about more than just fighting, obtaining wealth, or rising through social ranks. It is a vital necessity for all living beings to relax and enjoy themselves, to this end you have made it your lifestyle to spread your mastercrafted brews far and wide. Ability Preview: Good for what ails you – Your Sake is more than just simple rice wine, you have brewed it with ancient techniques gifted to the mortal races by the Kami at the dawn of time. These are not just booze but potent elixirs that replicate the effects of many Potions. Alternate Drunken Master – hanoyu MasteMistress – While mechanically identical to the Drunken Master you have chosen to master the complex and delicate art of the tea ceremony rather than the bar room brawl. You use mystical tea leaves gathered from secret sanctuaries in the deep woods often tended by forest sprites rather than hard liquor.’’ Ranger Automata Hunter Many in this world embrace technology, but not you. You hold special animosity and hatred for the industrialization that is poisoning Daichi, for the Automata that slaughter innocents, and for the slowly receding natural world. You have spent a lifetime learning the special weaknesses of machines, turning their own strength against them. Ability Preview: Breaker Weapon – You have constructed an Anti-Tank Rifle, Thermal Torch, Piston Hammer, or Buster Sword. These weapons are customized to your exact specifications to destroy machines and bypass their armor. They are also still effective against organic targets, though their size tends to get in the way. (Player) Misc. Player options, New Warlock Patron, Feats, Equipment, Familiars. Editorial Note: Much like with Subclasses as some of this content is 3rd party I only provide flavor descpritions rather than actual rules which are instead provided through the compendium legally. New Warlock Patron: Logic and Reason – Pacts with eldritch entities from beyond time are but a crutch to you. Through overwhelming knowledge of science and the deeper mechanisms that drive the cosmos you have become your own Patron. Ability Preview: Space-Time Recollection – By using advanced knowledge of light particles and chronology magic you can view past events within an area up to 24 hours past. While you cannot willfully speed up or slow down the viewing of these events you can specify a general time frame such as " Morning, Early Afternoon, 9:45 PM " Eldritch Invocations of Logic and Reason: Binary Linguist – You can communicate with any Construct flawlessly, it always understands you even through pure body language. You in turn can understand the same. Equipment: Prosthetic Limb 50 GP – Loss of Limb is a common reality to the people of Daichi, necessitating such crude augmentations. While gorgeous paragons of artisanal mastercraft, or cunning advanced combat prosthetics do exist this is neither. This limb represents a modest workman’s limb. It does not come with excessive adornments and his simple unpainted steel. This device runs on 1 sp worth of Diesel fuel per day and perfectly matches the function of an organic limb. While the limb can replicate strength of up to a score of 20, being set any higher than the user’s natural strength would result in the limb tearing itself free or otherwise damaging the user. DieselCycle, Price: Varies – The Dieselcycle is the most popular form of personal transport across Daichi, extremely rugged and reliable these two wheeled motorized vehicles can cross all manner of difficult terrain at breakneck speed. Many varieties of Dieselcycle exist, mirroring various breeds of horse and mule. Dieselcycles use the stat block of the specified Mount though with an intelligence, wisdom, and charisma score of 0, Type – Construct, double the listed HP and Speed, and with Bite or Hoof attacks becoming Ram attacks. Dieselcycles cannot move or operate without a Rider but unlike Horses do not feel fear and have no minds to warp with magic. A dieselcycle is destroyed when it reaches 0 HP and requires 1 GP worth of Hemo-Diesel to operate per day. Familiars For sake of simplicity these entries will be kept brief, giving a short description of each new Familiar instead of a lengthy stat block. Lesser Pheonix The smallest species of Pheonix, an extremely minor Kami. One should not summon such a creature if they are not prepared to give it proper reverance. Helper Automata A small robot built to aid it’s maker. These Automata can be built into any shape from very small humanoids to mimicking animals, or more crude and utilitarian bundles of spidery limbs and tool armatures. Some are even shaped as extra mechanized arms to hold things for their masters. Giant Silkworm Come in both " naked " and " fuzzy " varieties, these creatures provide the economic backbone for many mountain communities that make their living by weaving dazzling Kimono. They are calm tempered, vegetarian, and have no bite. Popular with small children. Giant Flower Mantis Temperamental hunters this creature is as likely to bite and slice at it’s handler as it is an enemy. One rarely refers to these beasts as a " Familiar " for they more tolerate than serve their summoners. Giant Hawkmoth The later stage of the SIlkworm’s life cycle, now possessing two great scythe limbs they become aggressive carnivores, though they retain the bonds they held in their larval stage with human owners and often are kept as beloved pets for many years. Fu Dragon The least of the Dragons is still a mighty Kami. These Dragons will serve entire family lineages for generations as long as they are properly revered and respected. Ancestor Spirit When a young Wu Jen or Warlock needs further guidance than can be given through mere rote memorization of ancestral tomes, sometimes an Ancestor will voluntarily leave Heaven to give spiritual guidance directly. Feats For sake of simplicity Feats are cut down to just brief descriptions rather than the entire Feats entry. Racial Feats are not repeated here, they are listed in or near their racial entries in the Race section. Bonded Weapon Wielder You attune your soul to a particular Weapon. You may call this weapon to your hand as a Bonus Action as long as it is on the same Plane as you. This Weapon no longer needs to be Attuned if magical. Hengeyokai Ancestry You either carry some Hengeyokai blood in your veins, or if you are already a Hengeyokai discover enough of your hidden ancestries to unlock a new Animal Form. You may shapechange into an animal ( though not a Hybrid ) or a new additional animal form if already a Hengeyokai. Tattooed Special Prerequisite: You have earned the respect of a master Monk or Maiko who has chosen to gift you one of these magical Tattoos. The tattoo is filled with magic and grants you a particular benefit dependent on the tattoo you earn. Firearm Mastery Countless hours with a gun in your hand have paid off by allowing you to engage in melee combat with a gun among other benefits. Novice Inventor Through constant experimentation you have dipped into the Automation magic of the Invaders. Gaining one of their spells and a Cantrip. Augmented You have taken into your body extensive cybernetic improvement. You become more faster, stronger, or tougher and your mechanical parts make you more resilient. If you could before, you can no longer hide your cybernetic nature, your limbs and organs are obviously artificial. (DUNGEON MASTERS) Okay with the general setting and player info out of the way we can talk a bit about the actual campaign. While I won't post all my notes here I will give enough of a general overview such that DM's can use it as a jumping off point if they so wish. The True Backstory of Daichi and the Storm Shogun: Isak was raised in a family of wealth and status with a glorious military history in a nation resembling 1920's America. He was brought up with the understanding that war was a glorious and honorable endeavor where the strong defended their ideals on the field of battle. Advances in technology and politics robbed him of this delusion however, wars of defense became wars of colonial conquest. Officers who once led from the front now telephoned their orders as men died by the thousands to machine gun fire. Isak grew to resent and hate his own people for failing to live up to the fantastical narrative he had been raised on. When Isak conquered Diachi he soon found solace in it's path of Bushido, the Samurai of Daichi embodied the world Isak wished to live in and so he sought to emulate them, eventually renaming himself the Storm Shogun Ishin. Ishin soon received orders that Daichi was to be colonized and her people marched onto reservations. Ishin's leutenant and childhood friend Mara ( Rahadin ) was of a people similarly subjugated and made certain Ishin knew fully what these reservations would do to the people of Daichi. Ishin promptly sought a means to betray his commanders and save Daichi. Delving deep into an ancient temple formed of Amber from the World Tree he uncovered the prison for the Four Great Perils. Hearing the whispers of Taowu who easily convinced Ishin that if he released them they would in gratitude draw Daichi away from the Material Realm such that it would be safe for eternity, however this act required a sacrifice in the form of the " ultimate betrayal of the one you love most. " Ishin despaired as he knew it could only mean killing his beloved sister. Ishin's Sister never entered the army but dissapointed her family by taking up the trade of a humble engineer, she was hesitant to accept Ishin's offer years ago to come to Daichi but relented to see her beloved brother again. During her stay at the former Imperial City she met a street thief named Yoko and the two quickly fell in love. Ishin returned to the city from his journey to the Amber Temple to discover the two being married beneath a sakura tree. Ishin quickly slew the Samurai Honor Guard ( The Player Characters ) and then murdered his own sister in cold blood. As life left her he looked to Yoko and knew that the betrayal was not sufficient, he had to first take from his sister the thing *she* loved the most before his betrayal would be truly ultimate. However with his sister dead Yoko flew into a rage and fought the Shogun with every dirty trick she knew, forcing the shogun to kill her. Taowu was furious at the Shogun's incompetent failure, yet with his betrayal half-complete the Great Perils were still able to manifest partiallin in Daichi and swiftly swept it away from the Material Plane while creating the eternal Typhoon in the process. Now empowered by the Great Perils, the immortal Storm Shogun has been trapped in a thousand year long cycle of murdering his sister, her lover ( Ireena ), and their four guardian Samurai ( The Player Characters ). On the thousandth anniversery of his failure the Great Peril's hold on Daichi will wane and it will crash back to the Material Plane, destroying the world in the process. To save the world either the Storm Shogun must prevail......or the Samurai must find a way to undo the damage he has caused. Meanwhile in the sleepy Kimkaro Village four humble Samurai are called to the home of the Daimyo who lies on his deathbed, he wishes to see his adoptive daughter Yoko one last time before he passes and has asked you to fetch her........ (Dungeon Masters) General Plot overview: This is how the game is intended to flow and be resolved. It is of course very much up to individual Dungeon Masters to modify this to fit their players and narrative. Obviously no plan or plot survives first contact with Players so adjust as needed. I've woven in plotlines from some other Modules I have to pad out areas I felt needed it. Level 1: The party goes to find Yoko at her home outside the village walls and discovers that an Automata ( Animated Armor ) she has been scavenging parts from has sprung to life, possessed by a ghost screaming about it's Hunger. The ghost is Shinzo the Eater, a spirit astrally projecting from his emaciated corpse in the Death House. After defeating the machine the party visits the Daimyo who offers his blessing for the party to leave the village.....after they help resolve the current issue with the polluted river. The River the village relies on for fish has been dying off with the river goddess refusing to answer prayers. The party spends a week searching without avail but while fishing Yoko finds a talking Koi Fish claiming to be the River Goddess! She needs to pass through the Dragon Gate at the top of a nearby mountain to resume her true form. (Dungeon Master) The " River Goddess Koi " is actually Jin-Hao the daughter of the true river goddess Jin-Zhi, he has been cursed into a koi fish as punishment for her arrogance and hubris in attempting to solve the poisoned river problem herself while her mother was away attending to matters in Heaven. Jin-Hao tried to use advanced magic far beyond the Wyrmling and accidently caused a massive lightning storm ( Nobody died thankfully ). It should be very obvious to the players that the Koi is lying and she will confess the truth under fairly little scrutiny as long as the party is kind. A journey upriver ensues where the party must brave several skill challenges to overcome obstacles, there is always an extremely easy path that merely takes a long time to navigate. Jin-Zhi has engineered this to teach her daughter ( and the players ) patience. Weather the players succeed or fail the skill challenges Jin-Hao comes to realize that taking time and being patient solves more problems more easily than rushing ahead. Try to reflect in roleplay her slowly becoming less of a whiny impatient child and more level headed and patient as the player's progress. Eventually they will come to the Dragon's Gate and pass through where a final challenge awaits, Jin-Zhi in the form of a Tiger. This test is not for her daughter but rather for the Players, to see if they will be worthy of the gift she has for them. After Jin-Zhi takes 40 HP damage ( adjust as needed for party size. ) or the party is reduced to 0 HP ( They cannot die while in the Dragon's Gate and Jin-Zhi will resurrect them if they somehow do. ) she will adopt her true form and do the same to her daughter who will become a Lung Dragon once more. If the party has taken the lessons learned during the journey to heart, encouraged Jin-Hao to do the same, showed honor, teamwork, and courage in the final combat ( weather they won or not ) , and generally been polite she will reward them with a Clam of Patience. Clam of Patience: Wonderous Item, Uncommon - This pearlescent creature produces a single use Pearl of Power once a Week. This pearl is known as a " Fruit of Time " and will crumble to dust when used or when the Clam produces another. Jin-Zhi will offer to allow Jin-Hao a second try at fixing the river but the young dragon has learned her lesson and says she is not ready. Pleased with this Jin-Zhi explains to the party that the River's poisoning is from a dam downstream that is flooding the river with pollutants. She allows the party to ride on her back as far downstream as she is able to go before she reaches the edge of her allotted domain. At this point the party should be Level 2. If the party has grown attatched to Jin-Hao consider allowing them to retain her as an ally for the coming dungeon ( Silver Dragon Wyrmling ), if not grant them Inspiration. Level 2: The party reaches the Dam which has an ancient house built on it in the style of the Invaders. This home belonged to Commander Durst, a cruel and wicked military officer who was " encouraged " to build his home far from any civilization as a form of exile by the Storm Shogun. This house is effectively identical to the Death House, however Rose and Thorn are replaced by Shinzo the Eater, Durst's son who was trapped in the deep watershed of the estate and starved, feeding on the corpses of his family after the Shogun slaughtered them upon his rise to power. ( The Shogun was ignorant of Shinzo's presence as he was hiding at the time. ) Shinzo soon became a horrifying emaciated Oni that is trapped within the building. Use the stats for the Shambling Mound though roleplay the Engulf Ability as Shinzo stuffing people whole into his horrid mouth lined with rows and rows of razor sharp teeth. Consider removing the Animated Armor ( The party already fought an Automata ) and making the Specter non-hostile. Replace the Grick and Mimic with more Asian themed monsters of equal CR.( I use creatures from the " Monsters of the Orient " complete Beastiary. ) Upon completing Death House the Dam begins to crumble and disintigrate, cue the party ( hopefully ) dramatically escaping just as the dam breaks and the poisoned waters are freed. Jin-Zhi in grattitude uses her magic to stop the dam from otherwise causing catastrophic flooding and the River is soon restored to health. The party levels to 3. Level 3: The funeral of the Daimyo was delayed due to the pressing issue of the River. Now as the party returns they may proceed with burying Yoko's adoptive father, the arrangements go off without a hitch. However a mysterious individual is present, a woman in the uniform of the Storm Shogun's tank battalions. This woman is Lieutenant-Commander Mara Strahd's right hand woman ( Rahadin ). This character embodies the role of femme fetale but is more honorable than Rahadin and if she witnesses the Feast of St. Andral's event she can be convinced to betray the Storm Shogun. She explains that she is an agent of the Storm Shogun and has come to declare the new Daimyo of the village. Considering the party single handedly are responsible for the River being cleansed she asks them for their recommendations and honors their requests, she holds relatively little regard for Shang as Daimyo and will only declare him if asked to. ( She dislikes anyone who acts through Proxy so make this clear unless Shang accompanied the party during any stage of the adventure ). She commands the party to go to The Imereial City to inform " the traitors " of the new Daimyo's appointnemt and issues them travel passes if they do not have them already. At this point the game proceeds as normal for Curse of Strahd with reflavorings where needed. Old Bonegrinder is now a Tea Plantation run by three White Haired Witches, Dream Pies are replaced by Dream Tea. The Abbot is now the Maiden who operates a vast shrine at the village of Kreza, where she creates horrid amalgamations of Flesh and Metal. ( Cyborgs replace the Mongrelfolk ) The Imperial City is Vallaki, I allow the option to have a " golden ending " to the questline in which the Jade Emperor is ousted but his wife the Empress enters a political binding agreement ( or marriage if you want ) with Evangaline Pentageist and the Jade City remains free while improving the lives of all citizens. Evangaline keeps the Shogun placated with hidden loyalty without turning the city over to him wholesale. The biggest departure is the removal of the Martikovs. I repalced them with The Troupe, a band of 36 highly skilled Kabuki Play actors and actresses who each own a distinct Mask. The party has hints of these masks throughout the adventure and slowly learn that there is a massive information network of these players. Inspired by the White Lotus from Avatar the Last Airbender, they preserve the story of the true origins of the Storm Shogun and help the party realize that they have been reincarnated dozens of times only to fail, this helps them learn from past mistakes. The second greatest departure is that the Shogun's Sister ( Sergei ) is also reincarnating. She and Yoko have over time retained memories of each other despite their constant reincarnations, though the memories are vague and dreamlike. This is how Yoko has slowly become a skilled engineer while the Shogun's Sister has slowly become a street thief in the Imperial City. The two should meet often throughout the adventure, first as adversaries but slowly growing to be lovers. NOTE: Doing a love story, particularly one that does not involve players, is hard to make engaging. Imply rather than show, have Yoko show up later than usual at night and say how much fun she had while out with a " Friend " etc. etc. I had Yoko be a Kitsune for this adventure and had the Shogun's Sister reincarnate as a Tanuki just for the fun of it but feel free to make them be of any race. You can make the Shogun's Sister Male if you wish, I personally just felt like adding some diversity to the campaign. Wooooo! That was a long journey but we mostly got through it. I know there's alot that's glazed over but that's just part of my DMing style. I don't really write down every possible thing because honestly my players are gonna blow 90% of those plans up before they even make contact with them. If your curious to know more about anything just let me know and hopefully I didnt' bore you too much!
Dota IMBA 7.19g (plus Spring Cleaning 2020 Part 1)
So...this was originally meant to just be a bug-fix patch, but Valve dropped Patch 7.25 on the day that I expected to put this up. Not wanting to delay any of those changes for two or more weeks, I took most of the day to hastily shove in many of the vanilla changes, so this ends up being a standard balance patch, with a LOT of bug-fixes... As fixing bugs inadvertently results in other bugs emerging (especially with a bunch of new stuff being added), I encourage players to continue reporting any discrepancies they run into. The Discord has a #spring_cleaning_bugs channel where these reports are consolidated and quickly addressed, so feel free to stop by and let us know how we can continue to improve the game. As mentioned, this patch implements a majority of the standard Patch 7.25 changes. More "personalized" changes are still scheduled for Dota IMBA 7.20.
General
Neutral Items
Tier 1 neutral item drop rates increased from 10 to 14%
Heroes
Bounty Hunter
Shuriken Toss
Reworked Aghanim's Scepter.
Before: Hurls a second shuriken after a 1 second delay, and increases cast range (800/900/1000/1100) and stun duration (0.75 seconds).
After: Upgrades Shuriken Toss. Applies Jinada to it, reduces cooldown (6 seconds) and increases cast range (800).
Jinada
Removed Critical Strike IMBAfication
Talents
Replaced Level 20 Talent "Shuriken Toss procs Jinada damage on bounced targets" with "+60 Attack Speed"
Chaos Knight
Reality Rift
Rescaled cast range from 500/750/1000/1250 to 550/780/1010/1240
Clinkz
Death Pact
Death Pact no longer has a neutral level requirement
Soul High no longer has a hero level requirement
Dark Seer
Surge
Surge movement speed changed from 80% to +250
Talents
Replaced Level 10 Talent "+15% Evasion" with "+125 Ion Shell Radius"
Dazzle
Bad Juju
Added (another) Aghanim's Scepter effect:
Causes all of your abilities to fire an attack at nearby (800 range) enemies (up to 8) when they are cast.
Level 20 Talent increased from +15% Spell Amplification to +20%
Elder Titan
Talents
Level 15 Talent increased from +15% Magic Resistance to +20%
Ember Spirit
Searing Chains
Searing Chains cooldown reduced from 14/12/10/8 to 11/10/9/8
Searing Chains manacost rescaled from 110 to 80/90/100/110
Enigma
Black Hole
Black Hole damage increased from 50/125/200 to 100/150/200
Talents
Level 15 Talent increased from +40 Malefice Instance Damage to +100
Grimstroke
Phantom's Embrace
Phantom's Embrace rend damage increased from 110/200/290/380 to 120/210/300/390
Talents
Level 15 Talent increased from +15% Spell Amplification to +20%
Level 20 Talent increased from +600 Stroke of Fate Cast Range to +800
Gyrocopter
Flak Cannon
Rescaled cooldown from 30/25/20/15 to 20 seconds
Increased duration back from 10 to 15 seconds
Call Down
Call Down missile two damage increased from 150/225/300 to 200/275/350
Increased cooldown from 50/45/40 to 65 seconds
Juggernaut
Reworked Scepter.
Before: Increases duration (4/4.25/4.5 seconds) and decreases cooldown (70 seconds).
After: Grants Swift Slash. Performs a mini omnislash that lasts 0.8 seconds. Cast Range 650. Cooldown 15. Manacost 100
Blade Dance
Can no longer gain Wind Dance stacks while Omnislashing
Kunkka
Talents
Level 25 Talent increased from +60% Tidebringer Cleave to +80%
Lich
Talents
Increased Level 25 Talent "Frost Shield Provides +60 HP Regen" building efficiency from 10% to 30%
Lycan
Shapeshift
Shapeshift duration increased from 18 to 22
Mars
God's Rebuke
God's Rebuke scepter cooldown from 1.0 to 3.0 seconds
Mirana
Sacred Arrow
Sacred Arrow damage increased from 80/160/240/320 to 90/170/250/330
Nature's Prophet
Wrath of Nature
Wrath of Nature cooldown increased from 60 to 85
Wrath of Nature now provides you with +4/5/6 damage per unit killed for 50 seconds.
Night Stalker
Talents
Level 15 Talent increased from +15% Lifesteal to +25%
Level 25 Talent increased from -40s Dark Ascension Cooldown to -60s
Pudge
Flesh Heap
Flesh Heap now provides 8/10/12/14% Magic Resistance instead of 6/9/12/15 health regen
Damn it Valve make up your mind
Pugna
Nether Ward
Nether Ward mana drain rescaled from 0.3/0.7/1.1/1.5% to 0.6/0.9/1.2/1.5%
Life Drain
Life Drain damage reduced from 175/275/375 to 150/225/300
Life Drain cooldown reduced from 22 to 7
Life Drain Scepter now also increases damage to 200/300/400
Life Drain break distance reduced from 1000 to 900
Queen of Pain
Shadow Strike
Shadow Strike slow increased from 20/30/40/50% to 20/35/50/65%
Sonic Wave
Sonic Wave cooldown reduced from 135 to 125
Sand King
Caustic Finale
Caustic Finale slow duration increased from 3 to 3/3.5/4/4.5
Caustic Finale now reduces attack speed as well (-15/-20/-25/-30)
Epicenter
Epicenter damage per pulse increased from 110 to 110/120/130
Silencer
Talents
Level 15 Talent increased from +12% Arcane Curse Slow to +14%
Sniper
Assassinate
Assassinate Scepter cast time reduced from 1 to 0.5 seconds
Spectre
Shadow Step
Shadow Step scepter ability cooldown reduced from 70 to 35
Spirit Breaker
Reworked Scepter.
Before: Causes the Greater Bash to hit an area (375 radius) around the initial target, decreases cooldown (20 seconds), and increases cast range (4242).
After: Increases Charge of Darkness movement speed by 100 and reduces cooldown by 5.
Techies
Talents
Level 25 Talent increased from +30 Mines Movement Speed to +75
Templar Assassin
Psionic Projection
Psionic Projection scepter ability cast time reduced from 2 to 1 second
Ursa
Overpower
Overpower cooldown reduced from 10 to 10/9/8/7 seconds
Overpower manacost reduced from 75 to 55/60/65/70
Fury Swipes
Fury Swipes damage rescaled from 15/20/25/30 to 10/20/30/40
Enrage
Enrage no longer has a Fury Swipes multiplier
Enrage duration increased from 4 to 4/4.5/5
Enrage cooldown reduced from 60/50/40 to 50/40/30 seconds
Vengeful Spirit
Magic Missile
Magic Missile cast range increased from 500 to 550
Magic Missile damage rescaled from 125/200/275/350 to 100/200/300/400
Visage
Soul Assumption
Soul Assumption collection radius increased from 1375 to 1500
Soul Assumption cast range increased from 900 to 1000
Warlock
Shadow Word
Shadow Word cast point improved from 0.5 to 0.4
Talents
Level 10 Talent increased from +150 Cast Range to +175
Weaver
Shukuchi
Shukuchi movement bonus rescaled from +225 to +220/240/260/280
Witch Doctor
Paralzying Cask
Mana cost reduced from 110/120/130/140 to 80/100/120/140
Death Ward
Death Ward Scepter no longer has a bounce limit
Items
Abyssal Blade
Recipe cost increased by 200
Bloodthorn
Now requires Hyperstone instead of Crystalys
Attack Damage reduced from 75 to 40
Attack Speed increased from 30 to 90
No longer has a passive critical strike chance
Boots of Travel
Increased bonus movement speed from 32% to 38%
Boots of Travel (Level 2)
Increased bonus movement speed from 35% to 44%
Buckler
Reduced recipe cost from 245 to 225
Crimson Guard
Recipe cost increased by 200
Crystalys
Recipe cost increased from 500 to 700
Damage reduced from 45 to 38
Critical Strike chance increased from 20% to 30%
Ethereal Blade
Ether Blast base damage increased from 75 to 125
Force Staff
Cast range reduced from 800 to 550
Enemy cast range increased from 800 to 850 for enemies
No longer undispellable
Hurricane Pike
Allied cast range reduced from 800 to 550
No longer undispellable
Iron Talon
Now works on Ancients by default
Kaya and Sange
Mana loss reduction increased from 16% to 18%
Necronomicon Series
Gold and XP bounties reduced from 100/150/200/250/300 to 50/100/150/200/250
Recipe cost reduced from 1300 to 1250
Nullifier
No longer mutes enemies
Now continuously dispels the target
Duration reduced from 6 to 5
Slow reduced from 100% for 0.4 seconds to 80% for 0.5 seconds
Cooldown reduced from 13 to 11
Cast range increased from 600 to 900
Damage increased from +65 to +80
Nullifier EX
Now continuously dispels the target
Duration reduced from 6 to 5
Slow reduced from 100% for 0.4 seconds to 80% for 0.5 seconds
Cooldown reduced from 13 to 11
Cast range increased from 600 to 900
Damage increased from +65 to +80
Removed Shudder IMBAfication (mini-command restriction and slow on passing units)
Pipe of Insight
No longer provides +3 All Stats
Poor Man's Shield
Increased bonus agility from 6 to 8
Silver Edge
Debuff now reduces regen and heals by 50%
Vanguard
No longer builds from Stout Shield
Veil of Discord
Mana regen increased from 1.25 to 1.5
Yasha and Kaya
Mana loss reduction increased from 16% to 18%
Bugfixes / Miscellaneous
Abaddon: Fixed Mist Coil's Shrouding Mist IMBAfication not working
Abyssal Blade: Fixed Damage Block not working
Ancient Apparition: Fixed Ice Vortex reducing spell amplification instead of magic resistance
Ancient Apparition: Ice Blast now "properly" works against invulnerable/sleeping units
Ancient Apparition: Fixed Ice Blast being able to shatter invulnerable units
Angelic Alliance: Fixed Angelic Light buff being unpurgable
Bristleback: Fixed Viscous Nasal Goo's Runny Nose not account for cast range bonuses
Bristleback: Fixed Quill Spray's first debuff application showing two stacks instead of one due to client/server-side disconnect (no actual difference to interactions)
Bristleback: Bristleback is no longer stealable (ie. Rubick, Pugna's Nether Ward)
Bristleback: Fixed Bristleback passive reducing damage flagged as reflection or HP loss
Bristleback: Fixed Bristleback passive increasing its stack count infinitely if Quill Spray doesn't exist or isn't leveled
Centaur Warrunner: Completely reprogrammed Hoof Stomp; Gladiators' Pit now works as an aura instead of an interval thinker with constant modifier application/removal
Fixed Gladiators' Pit debuff being affected by status resistance
Fixed units being able to blink/teleport out of Gladiators' Pit even if the range was less than 400
Chen: VERY rough fix for Divine Favor not providing bonus heal amplification
Chen: Fixed Holy Persuasion's Commonwealth not giving the proper gold/exp values to allies
Crimson Guard: Fixed Damage Block not working
Crystalys: Fixed Critical Strike not stacking with multiple of the same item
Crystalys: Fixed Critical Strike using true-random instead of pseudo-random chance
Crystalys: Fixed Critical Strike working on allied units
Custom Mechanics/Octarine Core: VERY rough fix for lifesteal getting boosted potency when damaging illusions
The heal should not ne affected by the illusion's changed incoming damage values.
Daedalus: Fixed Fairy-todo Kyanon using true-random instead of pseudo-random chance
Daedalus: Fixed Fairy-todo Kyanon working on allied units
Dark Seer: Vacuum/Wormhole now "properly" works against invulnerable/sleeping units
Dark Seer: Fixed Level 15 Talent "+400 Surge Cast Range" not updating on clientside
Dazzle: Shallow Grave's Gravely Mistaken now stacks with itself
Diffusal Blade/Purgeblade: Fixed Purge/Combust's slow not properly scaling with status resistance or debuff duration
If the modifier duration is increased for too long, the target would start gaining movement speed
Drow Ranger: Fixed Frost Arrows not slowing movement speed
Drow Ranger: Fixed Marksmanship being able to trigger on allied units
Drow Ranger: (Pre 7.23 Form) Fixed Level 15 Talent "Marksmanship Chill Aura" movement speed slow not showing on client-side
Drow Ranger: (Pre 7.23 Form) Attempted fix for Level 20 Talent "Trueshot Burst" sometimes not working
Ember Spirit: Fixed Flame Guard blocking damage in binary (it would always block an entire instance of damage as long as the shield had any amount of health)
Ember Spirit: Rough fix for Refresher Orb/Refresher Shard not replenishing Fire Remnant charges
Ember Spirit's charge system as a whole is very cobbled together, and the hero as a whole may require a large overhaul in the near future. Because this would constitute a "balance change", this will not happen for this patch.
Enchantress: Fixed Untouchable showing four levels for the IMBAfications instead of three
Regret Untouchable stacks increased from 2/3/3 to 2/3/4
Enchantress: Fixed Enchant's Kindred Spirits not benefitting from Level 20 Talent "Peace Was Always An Option" Untouchable slow
Faceless Void: Pseudo-fix for Time Walk not adapting to cast range bonuses
Faceless Void: Fixed Aghanim's Scepter Chronosphere reducing allied cast speed by 0.5% instead of 50%
Faceless Void: Fixed Aghanim's Scepter Chronosphere reducing allied projectile speed by 50 instead of 50%
General: Cleaned up a lot of tooltips (not going to list them all)
Grimstroke: Fixed Stroke of Fate's Your Stain Spreads triggering on every unit within range of a Soulbound target, instead of every Soulbound unit within range of a target
Grimstroke: Ink Swell can no longer be cast on units affected by Ink God's Incarnation
Grimstroke: Fixed Ink God's Incarnation not properly tracking units to prevent consecutive stuns
Hand of Midas: Fixed Midas Touch not affecting bounty runes
Heart of Tarrasque: Fixed Health Regeneration not being affected by cooldown reductions
Heart of Tarrasque: Fixed Health Regeneration going on cooldown from 0 damage instances
Hood of Defiance: Fixed having a shared cooldown with Pipe of Insight
Hurricane Pike/Lance of Longinus: Fixed enemy cast range being 800 instead of 400
Huskar: Fixed Burning Spears still applying if the target turns spell immune while the projectile is mid-flight
Huskar: Fixed Level 25 Talent "Burning Spears Pure Damage" not applying through spell immunity
Items: Attempted fix for items infrequently not applying their passive stats/modifiers
Jakiro: Fixed Level 10 Talent "+20 Fire Breath DPS, +8% Frost Breath slow" not showing on client-side
Javelin: Fixed not displaying its +10 bonus damage in item tooltips
Javelin/Monkey King Bar: Fixed Pierce not showing the overhead spell damage alert numbers
Juggernaut: Fixed Blade Dance not working during Omnislash
Lich: Fixed Level 20 Talent "Death Blossom (Frost Nova Auto-Cast Option)" not working if acquired while dead
Lion: Fixed Impale still triggering Hell Spike when triggering spell block
Luna: Fixed Moon Glaives not working against spell immune units
Luna: "Fixed" Moon Glaives' Waxing Crescent going on cooldown even with no bounce targets present
Maelstrom/MjollniJarnbjorn: Fixed not getting bonus melee attack range due to being built from Javelin
Magnus: Fixed Level 20 Talent "Empower Cleave Hits in Cleave Distance Radius" triggering on building and ward-type units
Magnus: Fixed Level 20 Talent "Empower Cleave Hits in Cleave Distance Radius" being affected by spell amplification
Mirana: Fixed Sacred Arrow's On the Prowl doing 100% more damage than it's supposed to
Monkey King Bar: Fixed Pierce bonus magical damage not working
Moon Shard: Can no longer cast as a point target ability, dropping a Moon Shard on the ground
Moon Shard: Will now always use one Moon Shard per cast, rather than consuming all charges when self-cast
Naga Siren: Fixed Rip Tide armor reduction breaking when initially applied by an illusion, and continually refreshed after the original illusion has been deleted
Naga Siren: Fixed Level 10 Talent "+2.5% Mirror Image Perfect Image damage dealt" not showing on client-side
Naga Siren: Fixed Level 25 Talent "-6 Rip Tide Armor" not showing on client-side
Naga Siren: Fixed Level 25 Talent "-100% Mirror Image Illusion damage taken" increasing damage taken instead of decreasing it
Pudge: Fixed illusions not copying existing Flesh Heap stacks (made it very obvious when they were illusions due to model size differences)
Pugna: Fixed Decrepify's From the Nether Reaches IMBAfication being damaging/healing for 1% of its intended values
Pugna: Fixed Life Drain being castable on magic immune enemies for 0.25 seconds before being cancelled (no longer pierces at all)
Queen of Pain: Fixed Scream of Pain's Overwhelming Pain not being tagged as reflection damage
Riki: (Pre 7.23 Form) Fixed Level 20 Talent "Martyr Strike's Marks" breaking Aghanim's Scepter Tricks of the Trade's Martyr Strikes if self-cast
Rubick: Spell Steal no longer copies Void Spirit's Aether Remnant (source of crashes)
Rubick: Spell Steal no copies deletes existing stolen abilities if a "banned ability" is attempted to be stolen; instead, the caster will get a cast error and be prevented from stealing in the first place
Rubick: Pseudo-fix for Spell Steal not properly copying Primal Spring
Will result in permanent ability slot issues until Primal Spring is stolen again
Rusty Old Shotgun: VERY rough fix for Shotgun! not displaying projectiles
Shops: Fixed some items missing in the Upgrades tab due to IMBAfications
Skywrath Mage: Fixed Arcane Bolt not having a visible projectile when reflected
Silencer: Fixed Glaives of Wisdom's Tranquility of Aeol Drias not working
Silencer: Glaives of Wisdom's Tranquility of Aeol Drias glaive debuff checker now ignores status resistance
Sniper: Fixed Headshot's knockback and slow and Perfect Shot's stun piercing spell immunity
Sniper: Fixed Assassinate not removing its vision modifier early if it does not hit the target
Sniper: Level 20 Talent "True Assassination" now increases the vision modifier duration by the increased cast time
Sniper: Level 20 Talent "True Assassination" now does not remove the vision modifier until the final projectile lands
Sogat Cuirass: Fixed Damage Block not working
Spirit Breaker: Fixed Nether Strike's cast phase vision modifier being affected by status resistance
Storm Spirit: Ball Lightning now disjoints at the end of its modifier
Templar Assassin: Fixed Psionic Trap Psychic Inhibitor not working when activated by the trap's own spring ability
Templar Assassin: Fixed Level 15 Talent "+200 Psionic Trap Damage" not working when activated by the trap's own spring ability
Tinker: Fixed March of the Machines dealing 16/24/32/40 damage instead of 24/36/48/60 damage
Transient Boots: Fixed Glimmer of Tranquility potentially interrupting attacks when turning invisible
Troll Warlord: Fixed Level 10 Talent "Ranged Proficiency" not showing on client-side
Troll Warlord: Fixed Level 10 Talent "+20% Whirling Axes (Ranged) Movement Slow" not showing on client-side
Troll Warlord: Fixed Level 15 Talent "+6 Fervor Attack Speed Per Stack" not showing on client-side
Troll Warlord: Fixed Level 25 Talent "-0.2 Battle Trance BAT improvement" not showing on client-side
Ursa: "Fixed" Fury Swipes being affected by status resistance against Roshan
Vanguard: Fixed Damage Block not working
Visage: Fixed Grave Chill's Death Enticement IMBAfication not working
Vladmir's Aura/Vladmir's Blood: Fixed not affecting invulnerable units
Vladmir's Aura/Vladmir's Blood: Fixed using a custom damage calculation formula for lifesteal instead of using the standard values
Vladmir's Aura/Vladmir's Blood: Fixed some units benefitting from the lifesteal twice
Wraith King: Attempted fix for Level 20 Talent "Reincarnation can revive allies" not setting Reincarnation on cooldown if a non-self ally dies while Wraith King is holding Aegis of the Immortal
Zeus: Fixed Arc Lightning not having 80 mana cost
Minor Patch for Wednesday, March 18th, 2020
Bugfixes / Miscellaneous
Ember Spirit: Rough fix for Fire Remnant charges being inconsistent when manipulating having Aghanim's Scepter in inventory
Eul's Scepter of Divinity: Fixed both versions having separate cooldowns
Gyrocopter: Fixed Call Down cooldown not being updated as per patch notes
Nullifier: Fixed both versions having separate cooldowns
Minor Patch #2 for Wednesday, March 18th, 2020
Bugfixes / Miscellaneous
Centaur Warrunner: Minor improvements to Hoof Stomp's Gladiators' Pit logic
Centaur Warrunner: Fixed Retaliate's damage return not being affected by spell amplification
Centaur Warrunner: Fixed Retaliate being able to get charge stacks while the damage buff is active
Centaur Warrunner: Retaliate's Remnants of Return now sources the strength bonus from the modifier owner instead of the aura owner
Centaur Warrunner: Fixed Retaliate's Bulging Hide using a custom block system instead of the standard (and potentially not working)
Centaur Warrunner: Fixed Level 10 Talent "+100% Double Edge Shake It Off" not working, instead increasing Retaliate's Remnants of Return strength percentage by 1%
Centaur Warrunner: Level 25 Talent "Retaliate Upgrade" no longer triggers Bulging Hide from spell damage
Satanic: Attempted fix for lifesteal unocassionally not working
Tidehunter: Fixed Kraken Shell's Aqueous Leviathan not immediately updating health values due to strength changes
Tidehunter: Fixed Level 15 Talent "-25% Anchor Smash Damage Reduction" not showing on client-side
10000000 - A Dungeon Crawling Puzzle RPG Matching Game. Run the dungeon, match tiles and run for as long as you can Achikaps - A simple economic strategy AFK Arena - Sit back and relax in a beautiful world full of epic tales, exciting adventures and an abundance of rewards. Rediscover the fun of mobile gaming again! Alluris - It's basically Choose Your Own Adventure with good graphics and a ton of content/unlockables. Paid offline with a demo. Almost a Hero - Is this idle RPG clicker game Almost A Hero actually any good? (LAUGH) Do chickens fly south in the winter? Of course it is. We have stacks of flawed and slightly brave characters for you to evolve and train. Epic battles where you can get killed as many times as you wish. Beguiling magic to be leaned. Dark secrets to uncover. Lurking evil to be defeated. Look, we’re not going to lie to you, only losers and oddballs fit into our family. A blindfolded archer, a shape shifter who never gets it right, an explosives expert who’s blown himself up more times than he can remember. They’re all here. So if you don’t think you’ve got what it takes to be a hero - this is the game for you! Almost A Hero! There’s never a dull moment with these nutters! They put the ‘ooh’ in kooky! Antiyoy - excellent strategic & conquest game, completely free, updates with user content, just great ! Arena Allstars - A turn-based strategy game where you compete with up to seven opponents in an epic real-time battle. If you are looking for a quick matchup, choose Team Co-Op Mode and take down your opponents in less than 10 minutes. Draft your team, execute top-level strategies and strive to be the last person standing! Compete in the monthly tournaments to earn rewards and ascend the ranks in Arena Allstars. Bleentoro - A simple logic game. It has no advertisements or microtransactions. Features: Easy to learn, Campaign and sandbox modes, Simple UI, Smooth animations Buriedbornes - Great turn based old-school RPG where you proceed through a dungeon generally with 100 or more floors. You choose your path between left and right and can face monsters, or get new equipment/skills and experience different events with curses or boons. Many character classes to choose from if you spend a decent amount of time playing and unlocking them. A large part of the game is deciding which equipment or skills to take when looting to replace what you currently have, with some pretty crazy abilities on both. Cado - Rotate the world to fall to the goal in an infinite amount of random generated levels. Find and collect fun and crazy gamemodes and try them out in the extras menu. But don´t touch these red obstacles or you will die a slow and painful death and burn in hell for eternity (and respawn after that). Maybe. Card Crawl - A solitaire-style dungeon crawler game played with a modified deck of standard cards. Clear the dungeon of 54 cards by using item-cards, slaying monsters and managing your limited inventory. On each run, you can use five ability-cards (mini deck building) to gain unique skills. By collecting gold, you can unlock 35 more ability-cards to access new tactics and even higher scores. Card Thief - Move through a deck of cards as a stealthy thief. Sneak in the shadows, extinguish torches, pickpocket guards and steal valuable treasures without getting caught. In your thief hideout you can use your stolen goods to unlock powerful equipment cards. Each heist you can use 3 equipment cards to become a skillful master thief. Cards Keeper - Challenge yourself in a brand new adventure to become the ultimate Keeper of Cards! Write your own legend playing by different characters with unique skills. Fight against dangerous monsters and mystical bosses, upgrade Heroes equipment, power up abilities, find rare artifacts and complete quests. Be sure, there're more indescribable mysteries waiting to be found... Chessplode - Chessplode is modern chess for everyone, it makes chess fun even if you're bad ¯\_(ツ)_/¯, one simply move... can change all game. Clash Royale - Enter the Arena! From the creators of Clash of Clans comes a real-time multiplayer game starring the Royales, your favorite Clash characters and much, much more. Collect and upgrade dozens of cards featuring the Clash of Clans troops, spells and defenses you know and love, as well as the Royales: Princes, Knights, Baby Dragons and more. Knock the enemy King and Princesses from their towers to defeat your opponents and win Trophies, Crowns and glory in the Arena. Form a Clan to share cards and build your very own battle community. CLICK-POCALYPSE II - CLICKPOCALYPSE II is an incremental/idle RPG. Create a party to bravely explore terrible dungeons and mercilessly exterminate every monster in the world. Find items, go up levels, learn spells, upgrade abilities, and earn achievements. Clicker Heroes - The massive hit game from Steam and PC browsers comes to mobile with new features! Clicker Heroes is the idle RPG that started the subgenre! Embark on your quest and begin a simple, yet incredibly fun adventure. Tap to attack monsters, hire and level up heroes to unlock their unique abilities. Slay monsters for gold, find treasure, and explore new worlds. Cookie Clicker - The original idle game where you bake cookies to rule the universe! This is the official Cookie Clicker app by Orteil & Opti. Accept no substitutes! Cryptogram - Decipher the hidden text to reveal the motivational quote! Can you figure out the pattern in each puzzle? You'll be rewarded with a thoughtful message by one of hundreds of different poets, preachers and prophets! Deep Town: Mining Factory - DIG DEEP and uncover the hidden story behind Deep Town and along the way dig deeper and build higher to produce more resources! 🔨🔧⛏ Destiny Child RPG - about collecting girls and create the best decks to fight in ragna raids, worldboss, pve or pvp. Digfender - Beneath your castle an enemy lies waiting. Grab your shovel and prepare your defenses! DOKU - Minimal Material Sudoku - A Sudoku Puzzle app for clean and casual gameplay. Master the classic puzzle game in the comfort of Android's native Material Design language. Doodle Jump - Journey up a sheet of graph paper, perpetually jumping from one platform to the next, picking up jet packs, avoiding black holes, and blasting baddies with nose balls along the way. Laugh with delight as you blow past other players' actual score markers scribbled in the margins. And be warned: this game is insanely addictive! Downwell - Its retro art style is really nice to look at, and the gameplay keeps you coming back. Definitely worth the 3 bucks. It's also available on the Switch for the same price too. Dragalia Lost - The only gacha I'll even consider playing at this point. Even with their generosity I still debate playing because of the addictive nature of gachas. I play very casually now. But this is the best gacha, bar none. And it's portrait when 99% of the rest are landscape. Dragon Ball Legends - Get ready for the all-new Dragon Ball smartphone game that fans around the world have been waiting for! Battle it out in high quality 3D stages with character voicing! Enjoy 1 on 1 action against rival players from across the globe! Dragon QuestV1 - V2 - V3 - V4 - V5 - V6 - V8 - The game that started the legend of DRAGON QUEST is here at last for mobile devices! Discover the RPG that won the hearts of two generations! Enter a fantasy world of sword, magic, and monsters in one standalone package! Enframe - portrait puzzle game (shameless self plug as I am the developer) Farm Punks - Grow hilarious fruit and shoot them down a mountain with your giant cannon! How far can you roll? Take control of each fruit as it rolls down the mountain and try and earn as much cash as you can before it turns to mulch! Feud - Feud is a turn-based strategy game made by some guys you haven't heard of yet. Originally a board game designed by Dave Cordell, it's been polished and tweaked and generally mucked about with to bring it to the glowing screen you're reading this description on. Unless you printed it out? Think of the trees. Please. Fire Emblem Heroes - Nintendo's hit strategy-RPG Fire Emblem series, which has been going strong for more than 25 years, continues its journey on smart devices. Fight battles customized for touch screens and on-the-go play. Summon characters from across the Fire Emblem universe. Develop your Heroes' skills, and take them to new heights. This is your adventure—a Fire Emblem that's like nothing you've seen before! Galaxy Warrior: Alien Attack - Guide your spaceship through the vastness of space destroying menacing aliens and powerful bosses. It would seem that there is nothing to discover in the Solar System. But in the most remote corners of the Universe mankind has come up against cruel resistance. You are the only one who can save the galaxy from an alien race of invaders! Golf Blitz - Great PVP golf game made by the same guys who made Super Stickman Golf 3. Though I wish they'd release a 4th installment, this is a good alternative. Hidden Folks - Search for hidden folks in hand-drawn, interactive, miniature landscapes. Unfurl tent flaps, cut through bushes, slam doors, and poke some crocodiles! Rooooaaaarrrr!!!!! A strip of targets shows you what to look for. Tap a target for a hint, and find enough to unlock the next area. Holedown - Dig deep underground by shooting balls and breaking blocks, traversing your way to the planet cores. With limited shots per round and some blocks fixed firmly to the wall, thoughtfully strategize and aim for maximum impact. Knock down as many blocks as possible while collecting crystals for upgrades and getting deeper beneath the surface. Hoplite - A turn-based strategy game focusing on tactical movement around small maps. Enjoyable if you like roguelikes that require tactical movement and almost puzzle-like combat. Upgrade your abilities or stats as you progress through each floor. Hyper Heroes - TAP, SWIPE & SLING your heroes to send them smashing towards hordes of monsters, unleashing explosive power on impact and looting epic treasures! Just Change Color - it's arcade title, every level takes less than minute to complete (but may depend on skill and level of character you play with). It was designed to kill few minutes on bus, toilet, in bed and similar situations Kittens Game - Kittens Game is a village simulation text game. You manage a village of kittens as they acquire resources and unlock new technologies. Over 30 different buildings, 50+ resources, hundreds of technologies and upgrades. No ads or micro-transactions! Lichess - Chess. Nice turn based game where you can select the speed of games and also have the option for correspondence play/asynchronous play. I also just enjoy trying to solve the puzzles built into the app as they really get you thinking. There's also plenty of stuff in game to help learn in the Study section and being able to analyze your games/openings. Magic The Gathering Puzzle Quest - Magic: The Gathering and the original Match 3 RPG are re-imagined in Magic: The Gathering – Puzzle Quest, an epic deck building, strategy and deep leveling role playing game! Mario Kart - Mario and friends go global in this new Mario Kart as they race around courses inspired by real-world cities in addition to classic Mario Kart courses! These destinations will be featured in tours that rotate every two weeks! In addition to courses based on iconic locales, some of your favorite Mario Kart characters will get variations that incorporate the local flavor of cities featured in the game! Meteorfall: Journeys - Extremely polished card-based roguelike. Classes are each fairly unique, and each run feels great. Mighty Heroes - It's nice to have a card game that can be played in portrait mode. I just grabbed this off the play store myself so I'm not sure how balanced or nuanced the play is yet but I've enjoyed the 2-3 hours I've put into it so far. If you play you'll get serious Hearthstone vibes, but the combat is a bit different as your monsters only attack straight ahead, and don't generally take damage when they attack. Miracle Merchant - In Miracle Merchant you become the apprentice of a master alchemist who creates potions for thirsty customers. By mixing and combining different ingredient cards you create powerful potions based on the needs of your customers. Night of the Full Moon - A stand-alone card game. There is no mandatory beginners guide, no internet connection, no brush map, no ten strokes. The plot will be played in the card battle. Each NPC and BOSS are given a mission and a temperament. Different choices will bring different endings. NYTimes Crossword - Solve and enjoy the same puzzles printed in the daily newspaper in this app built by The New York Times. OK Golf - NEW COURSE! - Llyncapel Ruins, Wales. It's not real golf, but it's OK! OK Golf is the essence of golf, refined to a tee. Play a quick round anywhere, anytime on stylish dioramas inspired by classic golfing destinations. Easy to play, hard to put down, perfect for all ages and handicaps! Onitama - Immerse yourself in an ancient Japanese setting and discover Onitama, an exciting, fast-paced strategy game! Onitama is somewhat reminiscent of chess and rather addictive with its dynamic game mechanic in which warriors face off so their master may win the game. Concentration and luck are the only weapons you'll have at your disposal! You'll need to fully master mind and body to defeat your opponents. Ordia - A one-finger platformer where you play as a new life form taking its first leaps into a strange and hazardous world. Piczle Lines DX - The follow-up to the highly praised prequel Piczle Lines DX offers hours of addictive, mind-bending logic-puzzle fun! Create pictures (PICture puzZLE) by connecting the right dots. With an ever-expanding puzzle mode, as well as a gripping story mode Piczle Lines DX will keep you entertained for hours and hours! Ping Pong King - "I'm Ping Pong King" is a very fun and exciting table tennis game. 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Rogue adventure - Rogue Adventure is an incredible fusion of turn-based deckbuilder card game, rpg and roguelike, with an old style game pixel graphic. Discover different worlds, each with unique enemies and dangers, defeat all the bosses to become a hero. Find hundreds of different cards and powerful skills to create your perfect deck. Unlock new classes to try different strategies and have unlimited fun. Each run is unique, choose your path, find enemies, elites, bosses, merchants and treasures, and build your perfect strategy. Shattered Pixel Dungeon - Best roguelike on the phone IMO and one of my favorites. Been playing since '15. ShooMachi - Is It Wrong to Try to Strike a Bonanza by a Shoot 'em up game? Retro JRPG style Bullet hell Shoot'em up game ShooMachi Shop Titans: Epic Idle Crafter, Build & Trade RPG - YOU are the new craftsman in town. Help the heroes in epic battles against fearsome monsters that lurk in the dungeons. Personalize and design your store, build epic armor, swords and gear for the heroes to defend your village. Team up with blacksmiths, tailors, priestesses, carpenters and herbalists to make your business prosper. Trade, sell or auction your products to the highest bidders from other shops. Sell your goods to warriors and even add a surcharge! Siege: Titan Wars - Similar to Clash Royale but much faster based and rather unique as well. I dropped most of my other games besides this one and COD. Skyforce Reloaded - The spirit of the retro arcade shoot‘em ups, captured with modern visuals and design. New entry in the series will keep you entertained with all the things you’ve came to love in scrolling shooters. Meaty explosions, incinerating lasers, collosal bosses and diverse aircrafts to pilot. Star Traders RPG - Play this free RPG before you upgrade to Elite and enjoy hours of turn-based strategy for free! The Trese Brothers never run ads in our games -- enjoy an ad free, permission free experience! Command your officers and crew from the bridge of your star ship to travel, trade, and battle across the immense Star Traders Quadrant. Employ a wide variety of strategies as an Assassin, Bounty Hunter, Trader, Pirate or Smuggler. Can you manage your resources, crew and officers well enough to turn a profit in the complex economy that’s sprawling across the on-going interstellar conflict? Sudoku - The Clean One - Basic Sudoku game. Don't play it all that much anymore, but it was the best of the bunch when I did. Super Fowlst - Great little roguelike that can get quite intense. I usually play more chill games but this one scratches that Action-game itch when I get it. Tap Healer - Healing Touch - A great game that gives you the feeling of playing a healer in an MMO. You'll have npc allies that will tick damage on the enemy as you use your different abilities/talents to keep them alive. If you enjoy playing as a healer in RPGs this game is worth checking out, there's not really a story but as you progress you can actually see what it's like to play a healer in small dungeons or eventually large raids. Tap Titans - The world has been overrun by terrible monsters and titans - It needs a hero to bring peace to the land, and that hero is you! As our leader, you must grab your blade and vanquish the terror. With the help of other warriors you can summon along the way, collect artifacts to make yourself stronger and destroy the dark forces to bring peace to the land. Tap Titans 2 - The battle continues! Grab your sword and gather your heroes to battle mighty Titans in more than 70,000 levels. Enter tournaments, collect pets and become the ultimate sword master. An immersive Idle clicker RPG experience for all. The Titans are back, so join the adventure and tap tap tap to victory! The Greedy Cave - In a land far, far away there once was a vast continent called Milton. It was a land where the power of rule came by the sword and the arcane, where Men who devoted themselves to the blade or to magecraft, could become the finest warriors, wisest wizards or the greatest adventurers. In this land, there are several kingdoms divided by borders but united through history. Countless stories of alliances, upheaval, and moments of peace bedeck this tapestry, but that is a tale for another day. The Quarry - Great resource management game. Where you mine and transport resources to build and mine more. Just like factorio! The Sequence 1 - A unique puzzle game. Build a sequence using special modules to transfer binary cell. Find solutions to solve 72 levels with simple and complex structure. Are you ready for a challenge? The Sequence 2 - This is the next chapter of successful puzzle game [the Sequence]. It features new modules and introduces new game mechanics. Create moving sequences to bring "Binary Unit" to the destination point. Many levels could be solved in different ways, which allows to improve one's results and get into a higher position in leaderboard. Think out of the box to get to the next level! Create unique mind-blowing sequences! Tower Fortress - A mysterious tower has risen! It emits plumes of noxious green smoke from its summit making people sick. Strange creatures infest the tower but if nobody tries to ascend it we will all be doomed! Are you that hero?..... Triple Town - An original puzzle game in which you try to grow the greatest possible city. The larger the city you build, the more points you score. You build your city by matching three or more game-pieces: combine three grasses to make a bush, three bushes to make a tree... until you've filled the board with houses, cathedrals and castles. Along the way, you'll have to outwit giant bears who will try to block your progress. Troll Patrol (Early Access) - A puzzle game which combines the tile-matching and RPG genres by offering a unique experience: Play as the last defender of the threatened troll den where vicious village people and heroes from far away castles and kingdoms knock down your door. Stand firm, take whatever weapon is close and fight them off to get your family and friends to safety. Protect what is rightfully yours, your home, your heritage. They come for blood, for revenge, to still their blood thirst. But you won't allow it. Trueskate - The ultimate skateboarding sim. Twinfold - Twinfold delves into the duplicity of duplication. A roguelike about merging golden idols and squashing angry faces. Manipulate a labyrinthine tableau with the swipe of a finger. Merge and munch on golden idols level up and gain game-changing abilities. Ulala Idle Adventure - Whether you’re sleeping, eating, or taking the subway - come play Ulala: Idle Adventure! 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Use special abilities to uncover the roles of other players and convince your fellow players to work with you. You Must Build a Boat - Travel the world in your boat, from the top of the Mage Tower to the bottom of Hell
The Basic Assembler needs an additional port. Small Grid version of this Basic stuff would be awesome too.
Hydrogen engines and in fact all power sources need some adjustments. Hydrogen in general needs work for power and thrusters. They are all to inefficient. Not so much output, but how much ice it takes to run everything.
they create a better gameplay loop
Disappointing
The hydrogen engine feels like it only has two niches:
- night-time base power on a base outside an atmospheric planet until uranium is available, and:
- charging batteries on aircraft in long distance flights which aren't using nuclear energy for some reason.
Batteries have enough energy density to not bother using engines on most rovers(except potentially mobile bases with easy access to ice), while hydrogen engines have a very bad power density that prevents them from being used as a main power source for most aicraft - especially with the added construction component requirement on atmospheric thrusters.
Hydrogen engines lose out to batteries on energy storage density by volume, and very nearly also on mass. My personal balancing would place small grid hydrogen engines around 2 MW(moving power-to-mass and power density to roughly the level an aircraft engine would probably achieve in the 1960s if they weren't replaced by gas turbines or jet engines) and increase their energy efficiency to 20kJ/L.
The hydrogen engine would make more sense as a fusion reactor.
Make atomo thrusters more expensive. A jet and a car has a huge price gap in real life. :-)
Balance on inventory size is necessary, especially the survival kit.
Need smaller hydro and oxygen tanks for small grid, like 1x2, and a small grid hydro engine. Thanks for small battery!!
They are a nice little step toward more survival gameplay, but it's still a tiny effort. There are things that are as cheap, or cheaper to implement that would add more content for the player. One of the cheapest example is the simple concrete blocks, that would give a role to gravel and a cheap construction material for atmosphere building.
Love 'em and the progression they provide to the game
we need more blocks, and a cheaper component like circuit boards that uses copper
The block models all look good. I especially like the basic assembler. I do wish the hydrogen engine was a little more efficient, but I didn't test it extensively.
A step in the right direction
Wind turbines are awesome. Small batteries are nice to have paired with hydrogen engine since power is required to run conveyor to get gas to engine if blackout occurs. Small battery is easy to put anywhere in off-state, to turn on later. Nice to have cheap block for health regeneration, however if it is damaged we cannot refine silver for medical components until the large refinery is built.
nice
The H2 Engine is too hungry preventing h2 resupply while it was on
Does the hydro engine run all the time? Can it be set to run only when needed to recharge batteries or power the grid? Does it need a hydrogen tank or only an h2o2 generator?
We need a lot more variety
Hydrogen engine depends purely on if you land real close to a ice lake.
Turbines feel like they are too strong, infinite, more power tahn solar and even useable on a moon like Titan
Survival kit has too much functionality, serving too many roles although it is painfully slow to build anything so that helps to balance it. Hydrogen engine is interesting but the hydrogen tanks as far too large to really make use of it on rovers or fighters where it would be ideal. Wind turbines should be generating far more power than solar panels. We need more armour block shapes and weapon options- having to rely on mod packs that break constantly is getting rather tiresome, this game will live or die after final release based on how rich the vanilla game is, and right now it is sorely lacking in a few key areas...
Addition of Hydrogen Generators should coincide with the addition of smaller hydrogen tanks
They need more explanation in-game. All blocks should have an info tab, like giving the basic refinery a list of things it can refine.
Hydrogen engine needs rebalanced, not very useful as it stands
Hydrogen engine ice consumption is to high to be usable. And it also tends to "steal" hydrogen from thrusters.
Progression tree comments
It needs more refinement, some is good but other elements of it make little sense.
A bit generic, but it does it's job.
Not sure, not bad, but also feels like something is missing. Can't tell though.
Not my thing. It’s too simple and I have no use for it. Been much better to have research instead of build this than build that. I’m glad I can shut it off.
good idea but restricts you a bit too much, couldn't build an ore detector before i built a drill
It should be toggleable clientside, not serverside.
Probably good for new players
Should be visually condensed
Easy to progress. Make it harder. Travell far to progress etc.
Blocks on drop should be unlocked. Tree needs better layout
I have an impression that new progression system only does delay first survival steps and has no other purpose.
In my opinion, unlocking conditions must be changed. Basic blocks must me unlocked from start. Advanced block blueprints (and maybe some uniques, more powerful) must be found in random PvE events (like Large Signals or Cargo ships), encouraging designing crafts for exploration and combat.
It felt like a first iteration of one tool in the tutorial area toolbelt. Once debuged and with more back and forth with the players, it could be a good tool for new player. But for medium advanced players (let's say 30+ hours), it feels a bit gimmicky right now. So, it depends on why it was designed for.
Could have a more in depth mechanism than just making the block needed in the tier.
It's early days yet. I can see where KSH are going with this and largely like the idea but have'nt really had chance to explore the feature fully.
There needs to be another layer to it like grind to learn, or a research tech. Possibly using the programmable block
More focused better flow
Needs a little more fleshing out, and some stuff doesn't make exact sense but works pretty well
Since I already knew what things were, it felt like an artificial gate. I'd be curious to know if it actually helps new players learn more smoothly.
The idea is fine, but some of the dependencies are odd. I'm filling this out after the test has past so I don't have the G-menu to reference. Also, I did not get the text on-screen after building the small-grid equivalent to state that I had unlocked blocks. A player does not have the resources to build large-grid blocks early in game. For example, the beacon.
nice
It clear how it's setup but when I tried to move around some parts of the new start ships I accidentally doomed myself (tried to move h2 and flight seats prevented control and power)
Progression should be more involved such as finding blueprints or grinding already existing ones
It seems like half a tree, it needs more tiers, more separation
Would work better with an actual research system. Right now its just an annoyance
its not a progression tree, no natural progression to be found. it just forces you into building things in a certain order. (keen just look at how minecraft handles this a million times better by using materials and places for progression)
The only downside is that you are forced to build a block that you dont need early on to get one that you might enjoy using early on
I feel it doesn't really change the game much, It honestly feels like it's not really there. I don't take away from the game, but it felt just like playing the game normally, except sometimes i'd have to weld a random block to unlock something.
Feels... useless. I end up building and grinding blocks just to unlock it. No real sense of progression
Seems very arbitrary- build random block to unlock a vaguely related/unrelated block. Progression system is best kept for training scenario worlds or a campaign/story mode where it would actually make sense.
It's ok, but it could get annoying
Useful for new players, but will be a option that will be turned off mostly as an experienced player.
Needs to be a bit more complex.
Cargo ship / random encounter comments
Sorry, I've always used the modded ones instead.
Haven't find any because I played an hour or so.
I like how they don’t broadcast their positions all the time. But we still don’t have planet based encounters. It’s a real shame mods have outdone keen on this aspect 1000% better. Works needs more life, not just random ships flying around. We need bases to find, and to defend against.
More of them, please.
Make them more like modular encounters
I saw some pop up on the hud but didn’t chase them down
Well I always play with Random Encounters mod on,, even on the public test. Reavers etc so didn´t try it out.
Please add pirate stations to spawn that we can attack, would like to take Initiative in later game
Encounters are too simple. Please add more missions and variations.
Those improvements were NOT ENOUGH. Not by a long, long, very long shot. A good first step in that direction would be to buy the work of Meridius_IX for example, incorporate it and deepen the NPC mechanics and AI, and expend NPC presence in potentially every zone of the game (planets, planet core, etc. the key word being potential, NPC placement when a word is started need randomization). For a company so linked to a commercial enterprise making and seeling pro AI, Space Engineers AI feels a lot like a late 80's game. More work is needed.
These are amazing. They need to be on planets as well otherwise there's literally no reason to stay on a planet.
They seem to attack bases on moon and crash down, which gives free resources.
Can we get some of these in planets, maybe?
I played on earth-like and haven't gotten to space yet...so no cargo ships/encounters or violence of any kind for me either :-( I had wolves turned on briefly, but ran out of ammo since I only start with 3 clips!
Cargo ships are far too rare and I found myself swarmed by raiding platforms and their drones
A player on our server found one. He enjoyed the interaction.
Non-hostile encounters could be more common, more ruins/abandoned bases on planets would be cool. Random distress signals could be used to have the player explore for them.
More...
I hope they are improved in the future.
Would like to see those type of events take place planet side
New spawning system comments
Don't like the auto respawn much
dont really like not being able to select where you spawn
It’s awesome
I joined a faction late game after playing MP solo for days. I logged off in my ship before bed and in the morning spawned at the faction base 2000 km away. Thankfully i had a gos waypoint and a good person jumped me back to my ship. Completely powered, no damage, medbay active. Fail
Like it on Single Player so you cant TP to planets etc.
I like new system, but most of time your base got offline raided.
You should only spawn near players in your faction, and the default should be farther away.
Makes the game a lot less boring, being so close to other people's stuff.
I don't play MP
Spawning near others is good for playing with friends but other players quickly go to piracy and looting which make starting fresh dangerous.
I would like a way, with a long cool down perhaps, to spawn at faction mates bases. To help them build or check out their creations.
We found it a bit hard to get our faction together when starting out
this system is so incredibly exploitable its not even funny. who though this was a good idea?! it completely ruins any and all PVP servers since offline protection is just not a thing and protection by hiding is impossible. the only way to protect against people spamming respawn to find your shit is to just QUIT
It's fun to spawn next to friends, I worry about spawning next to random people on public servers
It's kinda neat to be spawned near others, but it makes it hard to isolate yourself from them if you want to.
After spawning on Mars, I did find the occasional enemy player starter ship and salvaged them. After traveling around For a few hours I realized that all Mars players were near my own spawn, and that the rest of the planet is basically barren. No reason to travel around since all resources and players are found in a rather small area.
While i can see the appeal in spawning near other players, i think it’s much better if we could choose to spawn with specific players. (So that you don’t have to find your friends, but also don’t spawn next to every other player)
I think there should clear user interface when respawning. And there needs to be a way to make sure you are not spawned near non faction players
Temperature mechanic comments
it is good, not something too great to micromanage but quite realistic
Seems to do nothing but drain your suit energy faster and kill you if you run out. It would be better if there was an in inventory recharge item like with Oxygen/Hydrogen bottles.
Could be improved, I mean, is meh, too simple needs more features
It works. Could be some mode negatives to staying in cold to long.
What does it even do?
Binary warm/freeze is NOT how you do a temperature mechanic.
I want a puffer coat
It's not explained in the game. If you want to explain it to players don't do it with text in form of good.bot, find an immersive way to introduce it to players.
It is a nice touch. Dont need further improvement.
It is barely documented, is it doing anything besides higher suit energy consumption?
The only change is that I need to visit cockpit more often. What the point? At the moment, engineers life worth nothing.
In my opinion, engineer's life should be more valuable than your crafts.
Again, nice first iteration on an idea. Needs to be fleshed out a bit (or in fact a lot, but I'm keeping my expectation in check ;) ).
I'd love to see this become a full-blown temperature system.
More mechanics to encourage pressured vessels would be great
I played on earth-like, so it wasn't that big of a deal. When I get to space it will be more dramatic I imagine and give another reason to pressurize spaces.
I get why it was added but the drain was too fast in some cases like early game mining felt brutal having to dive back out of a asteroid just to recharge. My suggestion would be to add a multiplier setting similar to assembler and refinery settings but for cold/hot power loss
I didn’t notice it or know what it effects.
It could be a bit more involved than just affecting how much energy your suit uses, applying the temperature mechanic to ships would be nice.
It needs way more depth in how it works, a better indicator
It does add more of a challange, but it because annoying later on
I noticed it existed in the bottom right, but I didn't see it have any changes to anything.
Doesnt feel fleshed out, unclear mechanics
Seems like a weak way of trying to improve the survival aspect of the game- there needs to be more environmental hazards ( wildlife, weather, npc ships and characters that actually work and aren't bugged out- please speak to Lucas about how he does the scripting for the dangerous encounters mod, or refer to W4sted's ongoing survival series to see how NPC ships should be behaving in order to add a real threat and excitement to the game ).
Feels unecessary in it’s current state. Could be interesting if it affected the player more, like extreme cold causing your health to decrease over time.
The damage done should be much less. You probably wouldn't freeze to death in 30 seconds
Not sure what it does of what its purpose was in survival mode. You could freeze and not see any adverse affects besides knowing that you’re freezing with no consequence.
New chat / inventory size comments
needs to be larger, shuttling resources early game is very time consuming and boring
Tiny inventories suck. I don't care if i am having fun wrong. I want to be able to carry enough ore/components to make a whole block...
Separate options for the Inventory size is needed for sure
Grid size default is too big. Back diwn to 1 or 2 medium size cargo to fill my needs. Make us work for that cargo space.
The 3x default is too small.
I usually play on x1 inventory size.
I played with 3x and always done that.
I like fixed inventory size for cargo containers a lot. It should be done way sooner, when cargo mass was introduced.
The chat need copy&paste. But good changes.
The good bot should mention the changes to chat
X1 was better
Ship inventory multipliers should remain, especially in the light of old saves being affected. It'll automatically delete much of a player's accumulated materials.
Faction tags should show in the chat, and the player inventory should be just a little bit larger.
I changed personal inventory to x3, it was great how it wasn't tied to ship inventory. I only play SP, so don't use chat at all.
Chat is good but small inv sizes make early game progression slow but if it was too large players could just hold m1 with the rifle (please add a reload and maybe add craft able weapon attachment instead of generic always pick the highest rate of fire rifle)
Player inventory would be a great place to add different suits such as an armored suit or a construction suit with bigger inventory as well as different jetpacks like an atmospheric pack and a ion pack in addition to the now standard hydrogen pack.
ship inventory size changed*
A bigger inventory is always nice
Im not entirely sure about the new chat commands, a comprehensive list would be awesome accompanying the launch.
The inventory size of blocks needs to be increased. I get that it’s more realistic, but it’s just annoying.
Overall test comments
I always want more, but Keen Decline everything
pls more
Ladders when
The harder survival, the better
This game needs a game mode like "How long can you survive". For example every 2nd or 3rd day you get a wave of drones that tries to kill you and wipe your base. Ofc it it easy at start so you can progress and build strong bases and ships.End goal, either reach and destroy their main base on a planet far away that only can be reached after wiping their bases on planets / space.
Space Engineers feel a way more interesting game with survival update. It feels more alive, but still empty.
I would like to ask to make some alternatives from grinding\welding\mining\taking or storing components gameplay. Simple economy system (EEM did it right with uranium as currency), NPC stores with trading (selling ships and buying from blueprint included).
More NPC factions, encounters, planetary encounters would be neat.
Combat system overhaul would be amazing. Bullet penetration system, ricochets.
It overall felt like a step in the good direction, but a bit disappointing. The MP overhaul took an almost unusable feature and made it usable, good even. This doesn't feel like this, survival is 1/4 of the game and before this patch it felt it was 20% there, now it's 30% there. Good, but by far not nearly enough.
Look at Subnautica, The Long Dark, Oxygen Not Included, Terraria, and so on. Space Engineers has thing they do not, they have things SE doesn't have (survival being only a fourth of Space Engineers). But on the survival gameplay mechanics, feedbacks, the way it integrate with the rest of the game, SE unfortunately isn't there yet.
If there's more big patchs for survival, then for exploration (another 1/4th of the game that's somewhat empty and shallow), then it's OK it's all good, good work. If not, that's a big issue.
This is a pretty amazing update. Nice job, Keen! I look forward to seeing the full release. Here are a few things I really like, in no particular order:
The new grid durability is nice. I like being able to actually have something left over when I crash into the ground.
The new textures for voxels, as well as the new models for dropped ore, look amazing.
- The new block models are absolutely gorgeous. I especially like the glass face on the basic assembler.
- The fact that the game now spawns you near other players is amazing, and makes the game much more interesting and exciting.
- The new chat system is so much better than the old one. It's really nice.
- The new encounters are really nice. Imagine my surprise when I found out that the drones can actually use forward-facing weaponry now! Some gorgeous encounters. And they're actually findable, which is nice.
- The new tree models are nice. Sadly, trees still aren't useful for anything.
- The UI seems to have received some extra polish, which is nice.
With that said, there's still room for improvement:
- As someone on the subreddit (RoninTheAccuser, i believe) pointed out, the caution stripes on the small grid survival kit are improperly done, with the yellow background not covering the full length of the stripes.
- The new inventory size is just a bit too small. I believe it defaults to 3x? I think it should be 5x, instead.
- I think the survival kit should be just a little more efficient at producing metals, to lessen the grind a bit.
- The lighting seems to be just a little wonky, but maybe that's just me.
- I think the hydrogen engine should be just a little more powerful.
- You still can't copy text from the chat, which is a big problem. Please, fix this.
- While we're on the subject of the chat, it'd be nice if it'd show faction tags, so you could see what faction a player is in.
- There are still no planetary encounters outside of the Easy Start worlds, from what I've seen. Planetary encounters would make the game way more fun.
- Since the last update, when you look at a block (such as a door, cockpit, etc.) that you don't have access to, it will highlight in red, instead of the normal yellow. This makes life easier, as I can actually tell if I can use a block. However, this effect only seems to apply to certain blocks. Cargo containers and other conveyor ports still highlight yellow. This is annoying, and should be fixed.
I also have a few things I'd like to see in future updates:
- Make the rifles less accurate. Currently, they have effectively zero bullet spread at most ranges. I'd like to see this change.
- Maybe introduce some other firearms, like shotguns or pistols, to give players more options when it comes to combat.
- I'd like to see a food mechanic implemented. Farming and the like would add a lot to the game.
- It would be neat to see the temperature and wind mechanics fleshed out. For example, have blocks generate heat, and make temperature management something you need to worry about. As for the wind, perhaps have it blow grids in one direction or another sometimes. Also, other environmental factors might be nice, too. Like maybe radiation hazards, when mining uranium, or when your reactor is damaged.
- To expand on the above topic, weather. Weather would add so much to this game. I understand it'd be tricky to implement, but still. Weather.
- To continue expanding on that, some basic aerodynamics would be nice. Reentry heating, air resistance, and the like.
- NPC astronauts would be cool. You could have them walk around encounter bases, performing tasks, and pilot NPC spacecraft.
- Also, perhaps add more wildlife to planets, other than spiders and wolves. Maybe animals that don't attack you.
- Some more character poses would be nice.
- Maybe add some limited story content (IE: quests). For example, maybe you encounter a destroyed base, and inside of it are GPS coordinates pointing you to something important.
- I'd like to see procedurally generated planets, and/or more variety in the existing planets. For example, perhaps a variant of the Earthlike planet that's entirely covered in snow.
That's all I've got for now. I'd like to congratulate whoever's reading this on actually making it through all that.
And to everyone at Keen Software House, seriously, great update. I love Space Engineers, and I love to see it improve. Keep up the great work!
Planetary game-play is still missing. Love new earth-like textures & trees. It was great having the whole weekend to play update. No crashes or performance issues.
nice
We need more variety in player guns like pistol caliber smgs pistols attachments grenades c4 so that pvp and sabotage is more interesting (like sneaking on board a enemy ship with a suppressed weapon a planting timed remote charges to key points to distrupt key systems sorta like Star Wars battlefront 2 classic space battles how pilots can sabotage enemy ships from the inside
wtf u doing keen
New blocks are cool, I'd love to see even more work done on survival. I really wish there was more of a pull to going to visit other planets. There isn't any real reason to go to mars other than, look i'm on mars!
I'd love a little more RP added to the game, maybe some sort of built-in currency mechanic?
Feels disappointing to lose save games adter a few dats, though a backup of the steam folder does wonders.. :)
I hope the final release has more content added to it, this test didn't go anywhere near far enough. The G menu and over all UI / HUD needs some love to make it more user friendly.
I'm glad they're letting us test this
I support an improvement to survival, but they need to focus on the obvious and/or basic things that are missing for some reason.
What i mean is things like additional block shapes (even the most obvious and simple shapes are missing) and more options for certain blocks. (Like a camera or spotlight, shaped like a half-block and that faces to the side instead of ”up”)
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