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The Division 2 - Episode 1: D.C. Outskirts - Patch Notes

Patch Notes: Episode 1 - July 23rd, 2019


New Main Mission: Manning National Zoo

Emeline Shaw, the leader of the Outcasts, has fallen back from her defeat on Roosevelt Island and barricaded herself deep in the Manning National Zoo. To get to her, you will need to fight through the blockades and the Outcasts who protect her to put an end to her violence.

New Main Mission: Camp White Oak

The Black Tusks and their leader have set up a strategic position close to an estate nestled deep in the woodlands, and your assignment is to take them down and capture him in the new Camp White Oak mission.

New Feature: Expeditions

Expeditions are free events that bring players to unexplored locations around D.C. to discover new narrative and gameplay opportunities. These sites offer unique challenges and lore not found anywhere else: new collectibles, treasure rooms, environmental puzzles, unique boss mechanics, and more await every Agent who embarks on our Expeditions!
New Classified Assignment: Central Aquarium New Classified Assignment: NSA Site B13

Shepherd Reward System – Call for Backup

  • Added the ability to earn the “Shepherd” title by responding to call for backups and earning endorsements. An agent who received help will be able to endorse the helping agent.


  • Added Discovery Mode difficulty for the Operation Dark Hours raid.
  • Added Raid Completion Time to Clan Leaderboards. This leaderboard ranks clans based on how quickly they were able to complete the raid as a clan-only party.


New Exotic: Diamondback Exotic Rifle
  • Lever action rifle
  • 5 round magazine
  • 100 RPM
  • Talents:
    • "Agonizing Bite"
      • Diamondback randomly marks an enemy. Hitting that enemy consumes the mark, guaranteeing a critical hit with +20% total damage. A new random enemy is marked afterwards, and whenever you reload.
    • "Deep Fangs"
      • After hitting 5 marked enemies, gain +50% reload speed, +20% total damage and all shots fired are guaranteed critical hits for 10s.
    • "Shedding Skin"
      • While drawn, each time a round is loaded, gain +20% bonus armor for 3s. While holstered, each time you reload or cycle your current weapon, gain +8% bonus armor for 2s

New Exotic: BTSU Exotic Gloves

  • Black Tusk gloves
  • Talents:
    • "Elemental Gadgetry"
      • Skills that apply status effects gain +50% status effect duration and +50% skill haste
    • "Energy Infusion"
      • Whenever you apply a status effect, your gloves become infused with that for 60s. While infused, you gain +10% skill damage, +10% skill healing and repair and +10% skill duration for each Utility (yellow battery) on your gear.
    • "Charged Proxies"
      • Whenever you throw a skill, 1.25s after landing, it creates an explosion applying the infused status effect to all enemies within 6m. Enemies affected by the infused status effect take 50% more damage from your skills.
  • Heroic Bosses now drop Exotics
    • Only exotics that the player is qualified for.
      • For world drop exotics it requires that the player has the drop previously
      • For crafted exotics, it requires that the player has the blueprint
      • Eagle Bearer remains exclusive to the Operation Dark Hours Raid
    • The purpose of dropping these is to allow a chance to get GS 500 variants without upgrading, or get materials to upgrade other exotics
    • These exotics can be team shared to other players.
  • Exotic items no longer have a random range on their damage/armor roll. All exotics are set to the previous highest possible value. This also affects existing exotic items.


New Assault Rifle: Carbine 7
  • 30 round mag
  • 790 RPM
  • By default rolls with a new talent:
    • "Overflowing"
      • Every 3 reloads from empty increases your magazine capacity by 100%
New Light Machine Gun: Stoner LMG
  • 580 RPM
  • 200 Mag capacity
  • By default rolls with a new talent:
    • "Overwhelm"
      • Suppressing an enemy, that is not currently suppressed, grants +5% weapon damage for 10 seconds. Max stack is 5.
  • Increased the base damage of Shotguns in PvE.
    • M870: +36% damage
    • AA12: +29% damage
    • Super 90: +33% damage
    • SASG-12: +33% damage
    • SPAS12 +8% damage

Weapon Mods

  • Added Flashlight attachments for pistols


Developer Comments: We took a hard look at the current meta. The builds that are fun, effective and popular. We knew that skill builds, while it being something people want to play with, was nowhere near competitive. We knew there was an explosives damage build that was on the fringe of popularity, but none that actually relied on really good skill mods driven by skill power.
We analyzed the best damage builds and survivability builds out there and looked at their efficiency - how fast they kill, how fast they can clear content, how fast they can take down enemies - and mapped that to our skills. How much more power do skills need to get from 3K skill power (our current maximum requirement on skill power mods) to compensate for all the damage bonuses the player is "giving up" on gear to reach that skill power?
Then we looked at each skill and what it should be good at (burst, sustain, single target damage, survivability etc) and went to work tuning the mods to make a skill build approach the efficiency of a "red" damage build or a "blue" tank build. To that effect, here are the current changes to skill mods power levels, and in some cases base numbers, on skills.

Skill Haste

Cooldown Reduction has been replaced with skill haste. Skill haste works equivalent to speed. So 100% skill haste reduces cooldown by 50%, like a car speeding up by 100% getting to it's destination in half the time. This means that the player can invest in more than 100% Haste and still get something back. It also means there's a diminishing return to Skill Haste, as opposed to cooldown reduction where each point was actually worth more than the last one. This allows us to have a good amount of Skill Haste possible from gear, but even larger amounts granted by high skill power Skill Mods, granting skill builds more frequent access to their souped up skills.
To that effect, these are the changes to Haste (formerly Cooldown Reduction)
  • Removed the 90% Cooldown Reduction hard cap
  • Lowered the minimum Cooldown cap for all skills from 10 seconds to 3, except for the Chem Launcher which is now 8
  • Renamed all instances of Cooldown Reduction on existing gear to Skill Haste, with a 50% increase to their base values
  • Eg: +10% Cooldown Reduction will become +15% Skill Haste
  • Increased Surge talent Skill Haste bonus from +10% to +20%
  • Increased Alps Summit Armament 1-piece Skill Haste bonus from +10% to +20%
  • Increased China Light Industries Corporation 3-piece Skill Haste bonus from +10% to +30%
  • Increased Petrov Defense Group 3-piece Skill Haste bonus from +10% to +30%
  • Increased Tip of the Spear 3-piece Skill Haste bonus from +20% to +40%

Specialization Skill Mods (granted from each spec tree)

  • Removed all Skill Power requirements
  • Bonuses greatly improved to provide a strong initial boost to the skill platform
  • Demolitionist
    • Cyclone Magazine - Extra Mortar Ammo bonus increased from +1 to +3
    • SHD CPU V.2 - Damage increased from +7% to +100%
  • Survivalist
    • Magnetic Disc - Skill Haste increased from +9.7% to +80%
    • Larrea Tridenta Infusion - Healing bonus increased from +14.5% to +50%
  • Sharpshooter
    • Graphene Battery - Duration increased from +14.5% to +80%
    • Carbon Fiber Frame - Skill Haste increased from +9.7% to +80%
  • Gunner
    • Microwave Amplifier - +30% Banshee Pulse Confuse Duration
    • Directional Transmitter - +30% Banshee Pulse Cone Size

Skill Platform Changes

  • Scanner
    • Scanner Pulse will now begin its cooldown after a 3 second delay on activation, rather than at the end of the Pulse effect's duration
    • Lowered Scanner Pulse base radius from 52m to 50m
    • Lowered Scanner Pulse cooldown from 90s to 40s
  • Remote
    • Lowered Remote Pulse cooldown from 120s to 60s
  • Jammer
    • Lowered Jammer Pulse cooldown from 120s to 90s
  • Assault
    • Increased Assault Turret base damage by 22.5%
    • Increased Assault Turret base duration from 120s to 300s
    • Lowered Assault Turret cooldown 120s to 60s
  • Incinerator
    • Lowered Incinerator Turret base damage by 60%
    • Increased Incinerator Turret base burn damage by 60%
    • Lowered Incinerator Turret base burn duration from 5s to 4s
    • Increased Incinerator Turret base duration from 120s to 300s
    • Lowered Incinerator Turret cooldown from 120s to 90s
  • Sniper
    • Increased Sniper Turret base ammo from 5 to 6
    • Lowered Sniper Turret cooldown from 240s to 60s
  • Artillery
    • Lowered Artillery Turret cooldown from 240s to 60s
  • Increased Turret platform base health by 100%
  • Restorer
    • Increased Restorer Hive base healing amount by 50%
    • Increased Restorer Hive base health by 20%
    • Lowered Restorer Hive cooldown from 240s to 90s
  • Stinger
    • Stinger Hive damage is no longer affected by Explosive Damage modifiers
    • Increased Stinger Hive base health by 50%
    • Lowered Stinger Hive cooldown from 240s to 90s
  • Booster
    • Increased Booster Hive base health by 33.3%
    • Lowered Booster Hive cooldown from 240s to 90s
Chem Launcher
  • Firestarter
    • Increased Firestarter Chem Launcher base burn damage by 60%
    • Lowered Firestarter Chem Launcher base burn duration from 5s to 4s
  • Riot Foam
    • Increased Riot Foam Chem Launcher base radius from 1.5m to 3m
  • Blinder
    • Lowered Blinder Firefly base blind duration from 8s to 6s
  • Burster
    • Lowered base damage of Burster Firefly by 20%
    • Lowered Burster Firefly cooldown from 90s to 60s
  • Demolisher
    • Lowered base damage of Demolisher Firefly by 25%
    • Lowered Demolisher Firefly cooldown from 90s to 60s
Seeker Mine
  • Explosive
    • Increased Explosive Seeker Mine base damage by 42.8%
  • Airburst
    • Increased Airburst Seeker Mine base burn damage by 60%
    • Lowered Airburst Seeker Mine base burn duration from 5s to 4s
  • Cluster
    • Increased Cluster Seeker Mine base damage by 33.3%
    • Increased Cluster Seeker Mine explosion radius from 3m to 4m
    • Lowered Cluster Seeker Mine cooldown from 90s to 40s
  • Mender
    • Increased Mender Seeker Mine base duration from 120s to 300s
    • Lowered Mender Seeker Mine cooldown from 180s to 60s
  • Striker
    • Increased Striker Drone base damage by 7.1%
    • Increased Striker Drone base duration from 120s to 300s
    • Lowered Striker Drone cooldown from 180s to 60s
    • Lowered Striker Drone base health by -20%
  • Defender
    • Lowered damage reduction from 100% to 80% (20% in PvP)
    • Increased Defender Drone base duration from 20s to 40s
    • Increased Defender Drone base health by 100%
  • Bombardier
    • Lowered Bombardier Drone cooldown from 120s to 60s
    • Lowered Bombardier Drone base health by -46.6%
    • Increased Bombardier Drone base bomb blast radius from 3 to 4 meters
  • Fixer
    • Increased Fixer Drone base health by 60%
    • Increased Fixer Drone base duration from 180s to 300s
    • Lowered Fixer Drone cooldown from 180s to 60s
  • Tactician
    • Increased Tactician Drone base duration from 180s to 300s
    • Lowered Tactician Drone cooldown from 180s to 60s
    • Lowered Tactician Drone base health by -73.3%
Ballistic Shield
  • Ballistic Shield base health regeneration is now percentage based and scales with the total health of the shield
    • 5% HP/s Holstered Regeneration
    • 2.5% HP/s Active Regeneration
  • Bulwark
    • Increased Bulwark Ballistic Shield base health by 33%
    • Lowered Bulwark Shield cooldown from 240s to 40s
  • Crusader
    • Lowered Crusader Shield cooldown from 240s to 40s
  • Deflector
    • Lowered Deflector Ballistic Shield base health by 6.6%
    • Lowered Deflector Shield cooldown from 240s to 40s

Skill Mod Changes

All numbers based on maximum (3000 skill power) mod attribute rolls
  • Extra Payload - Damage bonus increased from +30% to +100%
  • Experimental Blend - Changed from flat value to percentage based increase of base Healing amount (+50%)
  • Experimental Blend - Stim Efficiency bonus increased from +20% to +50%
  • Experimental Blend - Buff Duration bonus increased from +20% to +50%
  • Nitroglycerin Mixture - Damage bonus increased from +30% to +100%
  • Nitroglycerin Mixture - Healing bonus +50% variant added
  • Cooling Vents - Skill Haste bonus increased from +20% to +100%
  • Internal Storage - Charges bonus increased from +30% to +100%
  • Swarm Control - Charges bonus increased from +30% to +100%
  • Radar Signal Antennas - Duration bonus lowered from 60% to 50%
  • Network Firewall - Radius bonus increased from +60% to +100%
  • Network Firewall - Duration bonus lowered from 60% to 50%
  • Steel Harness - Health bonus lowered from 60% to 50%
  • Polycarbonate Wiring - Health bonus lowered from 60% to 50%
  • Magnetic Rail - Damage bonus increased from +30% to +150%
  • Lubrication Gel - Duration bonus increased from +60% to +100%
  • Lubrication Gel - Incinerator Turret Burn Strength +100% variant added
  • Cyclone Magazine - Extra Mortar Ammo +8 variant added
  • Cyclone Magazine - Extra Sniper Ammo +12 variant added
  • Spare Parts - Skill Haste bonus increased from +20% to +100%
  • Organic Circuits - Duration bonus increased from +60% to +100%
  • Ammo Box - Extra Sniper Ammo bonus increased from +3 to +12
  • Ammo Box - Extra Mortar Ammo bonus increased from +2 to +8
  • Ammo Box - Mortar Radius +50% variant added
  • SHD CPU V.2 - Damage +150% variant added
  • Multi-tool - Skill Haste bonus increased from +20% to +100%
  • Weather Coating - Health bonus lowered from +120% to +100%
  • Carbon Fiber Barrel - Health bonus lowered from +120% to +100%
  • Nickel-Chromium Wire - Skill Haste bonus increased from +60% to +200%
  • Nickel-Chromium Wire - Remote Pulse Skill Haste +300% variant added
  • Silicon Carbide Coil - Charging Speed bonus increased from +30% to +50%
  • Exploded Blueprint - Skill Haste bonus increased from +60% to +200%
  • Heating Mantle - Charging Speed bonus increased from +30% to +50%
  • Distributed Architecture - Radius bonus lowered from 60% to 50%
  • Super Glue Pulse - Radius bonus lowered from 60% to 50%
  • Unstable Oscillator - Effect Duration bonus lowered from 55% to 50%
  • Atmospheric Analyzer - Effect Duration bonus lowered from 55% to 50%
Seeker Mine
  • Mini Electric Motor - Skill Haste bonus increased from +40% to 200%
  • Delivery System Upgrade - +100% Damage variant added
  • Ball Bearings - Damage bonus increased from +30% to 100%
  • Magnetic Disc - Skill Haste +200% variant added
  • Phosphorus Ingredient - Healing bonus increased from 60% to 100%
  • RDX Pellet Payload - Damage bonus increased from +30% to +100%
  • RDX Pellet Payload - Airburst Burn Strength +100% variant added
  • Larrea Tridenta Infusion - Healing +100% variant added
  • Brushless DC-motor - Health bonus lowered from 60% to 50%
  • Sturdy Piston - Health bonus lowered from 60% to 50%
Chem Launcher
  • Piranha Solution - Damage bonus increased from +30% to +100%
  • Piranha Solution - Firestarter Burn Strength +100% variant added
  • Chromatics Training - Radius bonus increased from +30% to +50%
  • Slip Fit Tube - Skill Haste bonus increased from +30% to +100%
  • Cell Penetrating Peptide - Healing bonus increased from +60% to +100%
  • Hydrochloric Infusion - Damage bonus increased from +30% to +100%
  • Ultra-Thin Cartridges - Radius bonus increased from +30% to +50%
  • Liquid Nitrogen Cooling System - Skill Haste bonus increased from +30% to +100%
  • Pharmacokinetic Enhancer - Healing bonus increased from +60% to +100%
  • Imbued Metal String - Ensnare Health bonus lowered from +60% to +50%
  • Polypropylene Recipe - Ensnare Health bonus lowered from +60% to +50%
  • Graphene Battery - Duration +100% variant added
  • Electric Soldering Tool - Skill Haste bonus increased from +40% to +100%
  • Gimbal Vibration Damping - Health bonus increased from +60% to +100%
  • Blitzkrieg Blasting Powder - Striker Damage +600% variant added
  • Blitzkrieg Blasting Powder - Radius bonus lowered from 60% to 50%
  • Freedom Package - Radius bonus lowered from 60% to 50%
  • Carbon Fiber Frame - Skill Haste +100% variant added
  • Reinforced Rotor Blades - Health bonus increased from +60% to +100%
  • Terminal Ballistics - Damage bonus increased from +30% to +200%
  • Trauma Analyzer - Healing bonus increased from +30% to +50%
  • Trauma Analyzer - Deflector Duration +50% variant added
  • Gaffer Tape - Duration bonus increased from +60% to +100%
  • Hollow-point Bullets - Damage bonus increased from +30% to +200%
  • Micropulsing Stimuli - Healing bonus increased from +30% to +50%
  • Micropulsing Stimuli - Fixer Skill Haste +100% variant added
  • Adaptive Insulation Foam - Skill Haste bonus increased from 60% to 100%
  • Synthetic Mineral Frame - Skill Haste bonus increased from 60% to 100%
  • Titanium Reinforcement - Health bonus increased from +45% to +100%
  • Shape-memory Alloy - Deflected Damage bonus increased from +20% to +100%
  • Cementitious Material - Holstered Regeneration bonus increased from +60% to +100%
  • Weaved Aramid Fiber - Health bonus increased from +45% to +100%
  • Supramolecular Networks - Active Regeneration bonus increased from +20% to +100%
  • Liquid Metal Microdroplets - Holstered Regeneration bonus increased from +60% to +100%
  • Thermoresponsive Polymer - Deflected Damage bonus increased from +20% to +100%
  • Smart UHMWPE Lexicon - Active Regeneration bonus increased from +20% to +100%
  • Smart UHMWPE Lexicon - Ballistic Shield Health +100% variant added
  • Alignment Valve - Damage +100% variant added
  • Tungsten Compound - Damage +100% variant added
  • Propantriol Adhesive - Skill Haste bonus increased from +40% to +200%
  • Microfiller Resin - Skill Haste bonus increased from +40% to +200%
  • Hardened Casing - Health bonus lowered from 60% to 50%
  • Tungsten Compound - Max Targets bonus increased from +3 to +5
  • Guiding System - Max Targets bonus increased from +3 to +5


  • Added a crafting bench upgrade in World Tier 5 that allows players to craft at Gear Score 500. The items crafted are gear score 500, there will be no random range in terms of gear score/power. The bench upgrade is given to players when they complete the “Enter WT5”-project (same as all the other bench upgrades in endgame, the upgrade will be available at the bench once the bench is upgraded to World Tier 5). Players already in WT5 will automatic get it as they log in, The upgrade requires 1 weapon and 1 gear piece of Gear Score 490+, and some of each Specialized (blue) material Crafted items can be used in recalibration, both as materials and to be improved
  • Deconstructing High-End gear now guarantees a brand material (increased from 50% drop chance). Named branded items also award the brand mat on deconstruction
  • Deconstructing gear set items awards 4 of each Specialized (blue) material
  • Added an opt-in perk for the player to share blueprints and materials between characters in endgame. Some Blueprints and mats are excluded to not break game logic/progression, such as the specific exotic materials. This perk can be crafted and the blueprint is available at Inaya, the Crafting vendor.
  • The blueprints awarded from control points, vendors and projects are merged into one pool of rewards. Players can get all these blueprints from all three sources. Once the pools has been exhausted, none of the sources will give more blueprints.


  • Increased the radius of the Gunner's Riot Foam Grenade from 2m to 3m


  • Changed shotgun PvP modifier to 1.0 (was 1.65)
    • Net result in PvP with revised normalization modifiers:
      • M870: -14% damage
      • AA12: -21% damage
      • Super90: -17% damage
      • SASG-12: -17% damage
      • SPAS12: -42% damage
  • Changed the general PvP modifier to 0.55 (was 0.40)


  • Reduced the TAC-50 signature weapon’s damage per shot


  • Calculated Talent reduced to 20% from 10%. Now works off any kill from cover instead of weapon kills.


  • Cassie Now sells GS 500 items. She sells normal gear, some exotics and named weapons


  • Improved player feedback when trying to pick up ammo with maximum signature weapon ammo
  • Inspecting a player now allows inspection of weapons, grenades and skills


  • Intercepted projectile by the deflector drone now do a % damage, rather than binary be dropped or not
  • Return player control quicker after dropping down
  • Reduced Depth of Field strength when aiming
  • Improved reload + interaction prioritization (if you hold down the interact, it will cancel the reload and start the interaction)
  • Improved player replication for players with widely different quality connections, should reduce inconsistent speedup/freezing of remote players


  • Slapback System enabled: The gunshot echo system that was featured briefly in the private beta prior to launch has been re-enabled


  • Improved Arabic voice-over localization
  • Added missing lore description for Dodge Citys Gunslinger Holster

Bug Fixes

  • Cyclone Magazine +Extra Sniper Ammo variant added to all loot list quality tiers
  • Unstable Oscillator and Atmosperic Analyzer Pulse Mods now properly reference the correct Effect Duration platform modifier
  • Vac Pack and Guiding System Firefly mods now correctly increase Max Targets by the amount listed on the tooltip
  • Distributed Architecture and Super Glue Pulse mods no longer affect the radius/range of the Banshee Pulse
  • Explosive Seeker Mine radius now correctly says 5m in the Skills UI
  • Cluster Seeker Mine radius is now displayed in the Skills UI
  • Explosive and Cluster Seeker Mines now show the correct explosion radius before detonating
  • Incinerator Turret burn damage is now affected by all increases to Skill Damage from geatalents
  • Firestarter Chem Launcher burn damage is now affected by all increases to Skill Damage from geatalents
  • Firestarter Chem Launcher now correctly states that it inflicts fire damage.
  • Added missing Artillery Turret & Tactician Drone showcase videos.
  • Airburst burn damage is now affected by all increases to Skill Damage from geatalents
  • Fixed an issue causing the Chem Launcher cooldown to reset when restocking ammo
  • Fixed an issue where the Turret skill could deploy inside a wall under certain circumstances
  • Fixed an issue causing the reviver hive to not revive players when thrown
  • Fixed skill mods requirement having an invisible decimal, resulting in incorrect power requirement information
  • Fixed the Banshee Pulse skill mod description to state that it applies Confusion status effect on affected target
  • Fixed an AFK related exploit in the Conflict PvP mode
  • Fixed several locations on Conflict maps where players could ignore damage when behind cover
Weapons & Gear
  • Fixed an issue where the Sweet Dreams and Lullaby upgrade blueprints wouldn't appear on the crafting vendor under certain circumstances
  • Fixed an issue where some Longe Range Pack "Sett" backpacks could roll with 0% weapon damage on Specialized (blue) quality
  • Fixed an issue where the opportunistic talent did not work in PvP.
  • Fixed an issue causing armor rolls below the minimum advertised when upgrading an exotic gear piece.
Missions & Open World
  • Fixed an issue causing players to become stuck during the “Reach the first hall” objective in the Air & Space museum mission
  • Fixed a loot exploit in the Invaded Capitol Hill stronghold
  • Fixed enemies becoming stuck in their spawn rooms in the “Museum Water Source” side mission
  • Fixed “Neutralize the hostile” objective not updating correctly in the “Agent Edwards Support” side mission
  • Fixed an issue where NPC’s from a Warhound Convoy could spawn in an inaccessible area
  • Fixed an inaccessible bounty location in the Judiciary Square zone
  • Fixed several areas where players could leave the playable map
  • Fixed several areas where players could fall through the world
  • Fixed several areas where players could vault into water. Don’t go swimming with all that gear, agents!
  • Fixed several areas with missing climb prompts
  • Fixed several areas where the player could become stuck in the open world
  • Fixed several areas where the players could become stuck in missions
  • Fixed several world objects with missing cover prompts
Special Field Research
  • Fixed Special Field Research objective “Complete 5 Public Executions with Marksman Rifle” not progressing under certain circumstances
  • Fixed the Specialization adventure progression circle to be consistent with other progression circles
  • Fixed “Resource Distribution Merit” not progressing correctly
  • Fixed “Calibration Award” not unlocking not progressing correctly
  • Fixed “Prone Target Award” not progressing correctly.
  • Fixed an issue causing loadouts using the same skill to revert all affected loadouts to the same skill mod
  • Fixed the Conflict UI being misaligned when using Dual Monitors and the Offset UI option
  • NPCs no longer double heal their armor
  • Players can now damage NPCs rappelling on ropes with explosives
  • Fixed an error during the calculation of weakpoint kill stats
  • Players can no longer easily pass through Black Tusk Warhounds
  • Control point officers no longer instantly revive players if the player has just used the Chem Launcher
  • Outcasts suicide rushers now blow themselves up closer to their target
  • Fixed abnormal NPC behaviour when suppressed outside of the players view
Dark Zone
  • Fixed an issue where agents at Dark Zone level 50 do not lose XP when killed as a rogue agent.
  • Fixed an issue where the Black Tusk medic’s drones would self-destruct in the Dark Zones
  • Fixed an issue where the player was unable to cut the rope at an extraction if the “Sleight of Hand” perk was active.
  • Fixed an issue where killing wildlife would yield signature weapon ammo.
  • Fixed an issue where signature weapon ammo could drop mid-air
  • Fixed a clipping issue with the Gunner Uniform when equipped on a female character
  • Fixed an issue relating to interacting with ECHO’s when in a group
  • Fixed several occurrences of Delta errors when interacting with world objects
  • Fixed performance drops when browsing player inventory on Xbox One
  • Fixed performance drops when opening the Ubisoft Club Challenge tab on PC
  • Fixed an issue causing NPC weapon audio to be stuck in a loop under certain circumstances
  • Fixed an issue causing missing weapon audio when firing immediately after having switched from a grenade
  • Fixed an issue causing older versions of the Tobii Eye Tracker to be unresponsive
  • Fixed an issue causing the “Aim at Gaze” option for the Tobii Eye Tracker to be inaccurate
  • Fixed an issue with the Motion Sickness mode causing the player’s FOV to change drastically when enabled
  • Fixed an issue where players incorrectly could vote kick a member during a boss fight in the Roosevelt Island stronghold on challenging difficulty
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Problem running php on nginx ubuntu (files get downloaded)

Hi everyone,
I'm very new to php and ran into some issue that I have been trying to fix for a couple of hours.
I have setup Nginx on ubuntu 19.10, and installed php7.4-fpm. But whenever I try to open a file like index.php, located in my root folder /vawww/html (so localhost/index.php) it will download the file instead of running it.
Nginx is not communicating with php7.4-fpm, is my guess, but I can not find the mistake in my configuration files..

Could anyone take a look and spot what would be wrong.
Below I've put the files, in order
  1. /etc/nginx/fastcgi.conf:
  2. /etc/nginx/fastcgi_params:
  3. /etc/nginx/sites-enabled/server.conf
  4. /etc/nginx/mime.types
  5. /etc/php/7.4/fpm/php-fpm.conf
  6. /etc/php/7.4/fpm/pool.d/www.conf
  7. selection of /etc/php/7.4/fpm/php.ini since posting it all is too long
  8. output service nginx status & service php7.4-fpm status

If I'm looking at the wrong files or something and the error could be located elsewhere please guide me in the right direction.
And if you already read this far, I would like to thank you for your time!


fastcgi_param SCRIPT_FILENAME $document_root$fastcgi_script_name; fastcgi_param QUERY_STRING $query_string; fastcgi_param REQUEST_METHOD $request_method; fastcgi_param CONTENT_TYPE $content_type; fastcgi_param CONTENT_LENGTH $content_length; fastcgi_param SCRIPT_NAME $fastcgi_script_name; fastcgi_param REQUEST_URI $request_uri; fastcgi_param DOCUMENT_URI $document_uri; fastcgi_param DOCUMENT_ROOT $document_root; fastcgi_param SERVER_PROTOCOL $server_protocol; fastcgi_param REQUEST_SCHEME $scheme; fastcgi_param HTTPS $https if_not_empty; fastcgi_param GATEWAY_INTERFACE CGI/1.1; fastcgi_param SERVER_SOFTWARE nginx/$nginx_version; fastcgi_param REMOTE_ADDR $remote_addr; fastcgi_param REMOTE_PORT $remote_port; fastcgi_param SERVER_ADDR $server_addr; fastcgi_param SERVER_PORT $server_port; fastcgi_param SERVER_NAME $server_name; # PHP only, required if PHP was built with --enable-force-cgi-redirect fastcgi_param REDIRECT_STATUS 200; 

2. /etc/nginx/fastcgi_params:

fastcgi_param SCRIPT_FILENAME $document_root$fastcgi_script_name; fastcgi_param QUERY_STRING $query_string; fastcgi_param REQUEST_METHOD $request_method; fastcgi_param CONTENT_TYPE $content_type; fastcgi_param CONTENT_LENGTH $content_length; fastcgi_param SCRIPT_NAME $fastcgi_script_name; fastcgi_param REQUEST_URI $request_uri; fastcgi_param DOCUMENT_URI $document_uri; fastcgi_param DOCUMENT_ROOT $document_root; fastcgi_param SERVER_PROTOCOL $server_protocol; fastcgi_param REQUEST_SCHEME $scheme; fastcgi_param HTTPS $https if_not_empty; fastcgi_param GATEWAY_INTERFACE CGI/1.1; fastcgi_param SERVER_SOFTWARE nginx/$nginx_version; fastcgi_param REMOTE_ADDR $remote_addr; fastcgi_param REMOTE_PORT $remote_port; fastcgi_param SERVER_ADDR $server_addr; fastcgi_param SERVER_PORT $server_port; fastcgi_param SERVER_NAME $server_name; # PHP only, required if PHP was built with --enable-force-cgi-redirect fastcgi_param REDIRECT_STATUS 200; 

3. /etc/nginx/sites-enabled/server.conf

# Version=2.1 server { listen 80; listen [::]:80; listen 443 ssl http2; listen [::]:443 ssl http2; # # This file will be managed by ATK, and overwitten without warning. # # To enable external access please consider installing DuckDNS using ATK. # # For external access using a custom domain: # # 1) Make a copy of this file and rename it to match your domain # # ex: /etc/nginx/sites-available/mydomain.com.conf # # 2) Edit your file and replace the entire `server_name` line with `server_name mydomain.com;` # # (do not include IP addresses) # # 3) Run `sudo ln -s /etc/nginx/sites-available/mydomain.com.conf /etc/nginx/sites-enabled/mydomain.com.conf` # # 4) Run `sudo systemctl reload nginx` # # You can then use ATK to run Certbot on your custom domain for HTTPS # # You can also modify your new file to enabling some of the extra features below by uncommenting the lines # # If you modify your file you will need to rerun the command in step 4 above server_name localhost; access_log /valog/nginx/server.atomic.access.log; error_log /valog/nginx/server.atomic.error.log; index index.html index.php; root /vawww/html/; client_body_buffer_size 128k; client_max_body_size 100M; send_timeout 5m; server_tokens off; location ~ \.php$ { fastcgi_split_path_info ^(.+\.php)(/.+)$; fastcgi_pass unix:/varun/php7.4-fpm.sock; fastcgi_index index.php; include fastcgi.conf;} location ~ /\.ht { deny all; } ## # Snippet Config ## include /etc/nginx/snippets/gzip.atomic.conf; # include /etc/nginx/snippets/headers-hsts.atomic.conf; # WARNING: Only enable Strict Transport after confirming HTTPS is working include /etc/nginx/snippets/headers.atomic.conf; # include /etc/nginx/snippets/https-redirect.atomic.conf; # WARNING: Only enable HTTPS Redirect after confirming HTTPS is working include /etc/nginx/snippets/letsencrypt.atomic.conf; include /etc/nginx/snippets/proxy.atomic.conf; # include /etc/nginx/snippets/ssl-dhparam.atomic.conf; # WARNING: Only enable dhparam after running `openssl dhparam -out /etc/nginx/dhparam.pem 4096` include /etc/nginx/snippets/ssl.atomic.conf; ## # App Location Config ## include /etc/nginx/locations-enabled/*.atomic.conf; ssl_certificate /etc/letsencrypt/live/****/fullchain.pem; # managed by Certbot ssl_certificate_key /etc/letsencrypt/live/****/privkey.pem; # managed by Certbot } 

4. /etc/nginx/mime.types

types { text/html html htm shtml; text/css css; text/xml xml; image/gif gif; image/jpeg jpeg jpg; application/javascript js; application/atom+xml atom; application/rss+xml rss; text/mathml mml; text/plain txt; text/vnd.sun.j2me.app-descriptor jad; text/vnd.wap.wml wml; text/x-component htc; image/png png; image/tiff tif tiff; image/vnd.wap.wbmp wbmp; image/x-icon ico; image/x-jng jng; image/x-ms-bmp bmp; image/svg+xml svg svgz; image/webp webp; application/font-woff woff; application/java-archive jar war ear; application/json json; application/mac-binhex40 hqx; application/msword doc; application/pdf pdf; application/postscript ps eps ai; application/rtf rtf; application/vnd.apple.mpegurl m3u8; application/vnd.ms-excel xls; application/vnd.ms-fontobject eot; application/vnd.ms-powerpoint ppt; application/vnd.wap.wmlc wmlc; application/vnd.google-earth.kml+xml kml; application/vnd.google-earth.kmz kmz; application/x-7z-compressed 7z; application/x-cocoa cco; application/x-java-archive-diff jardiff; application/x-java-jnlp-file jnlp; application/x-makeself run; application/x-perl pl pm; application/x-pilot prc pdb; application/x-rar-compressed rar; application/x-redhat-package-manager rpm; application/x-sea sea; application/x-shockwave-flash swf; application/x-stuffit sit; application/x-tcl tcl tk; application/x-x509-ca-cert der pem crt; application/x-xpinstall xpi; application/xhtml+xml xhtml; application/xspf+xml xspf; application/zip zip; application/octet-stream bin exe dll; application/octet-stream deb; application/octet-stream dmg; application/octet-stream iso img; application/octet-stream msi msp msm; application/vnd.openxmlformats-officedocument.wordprocessingml.document docx; application/vnd.openxmlformats-officedocument.spreadsheetml.sheet xlsx; application/vnd.openxmlformats-officedocument.presentationml.presentation pptx; audio/midi mid midi kar; audio/mpeg mp3; audio/ogg ogg; audio/x-m4a m4a; audio/x-realaudio ra; video/3gpp 3gpp 3gp; video/mp2t ts; video/mp4 mp4; video/mpeg mpeg mpg; video/quicktime mov; video/webm webm; video/x-flv flv; video/x-m4v m4v; video/x-mng mng; video/x-ms-asf asx asf; video/x-ms-wmv wmv; video/x-msvideo avi; } 

5. /etc/php/7.4/fpm/php-fpm.conf

;;;;;;;;;;;;;;;;;;;;; ; FPM Configuration ; ;;;;;;;;;;;;;;;;;;;;; ; All relative paths in this configuration file are relative to PHP's install ; prefix (/usr). This prefix can be dynamically changed by using the ; '-p' argument from the command line. ;;;;;;;;;;;;;;;;;; ; Global Options ; ;;;;;;;;;;;;;;;;;; [global] ; Pid file ; Note: the default prefix is /var ; Default Value: none ; Warning: if you change the value here, you need to modify systemd ; service PIDFile= setting to match the value here. pid = /run/php/php7.4-fpm.pid ; Error log file ; If it's set to "syslog", log is sent to syslogd instead of being written ; into a local file. ; Note: the default prefix is /var ; Default Value: log/php-fpm.log error_log = /valog/php7.4-fpm.log ;syslog.facility = daemon ;syslog.ident = php-fpm ;log_level = notice ;log_limit = 4096 ;log_buffering = no ;emergency_restart_threshold = 0 ;emergency_restart_interval = 0 ;process_control_timeout = 0 ; process.max = 128 ; process.priority = -19 ; Send FPM to background. Set to 'no' to keep FPM in foreground for debugging. ; Default Value: yes ;daemonize = yes ;rlimit_files = 1024 ;rlimit_core = 0 ;events.mechanism = epoll ; When FPM is built with systemd integration, specify the interval, ; in seconds, between health report notification to systemd. ; Set to 0 to disable. ; Available Units: s(econds), m(inutes), h(ours) ; Default Unit: seconds ; Default value: 10 ;systemd_interval = 10 ;;;;;;;;;;;;;;;;;;;; ; Pool Definitions ; ;;;;;;;;;;;;;;;;;;;; ; Multiple pools of child processes may be started with different listening ; ports and different management options. The name of the pool will be ; used in logs and stats. There is no limitation on the number of pools which ; FPM can handle. Your system will tell you anyway :) ; Include one or more files. If glob(3) exists, it is used to include a bunch of ; files from a glob(3) pattern. This directive can be used everywhere in the ; file. ; Relative path can also be used. They will be prefixed by: ; - the global prefix if it's been set (-p argument) ; - /usr otherwise include=/etc/php/7.4/fpm/pool.d/*.conf 

6. /etc/php/7.4/fpm/pool.d/www.conf

; Start a new pool named 'www'. [www] ;prefix = /path/to/pools/$pool user = user group = user listen = /varun/php/php7.4-fpm.sock listen.owner = user listen.group = user ;listen.mode = 0660 pm = dynamic pm.max_children = 5 pm.start_servers = 2 pm.min_spare_servers = 1 pm.max_spare_servers = 3 ;chroot = ;chdir = /vawww ;catch_workers_output = yes ;decorate_workers_output = no ;clear_env = no 7. /etc/php/7.4/fpm/php.ini [PHP] engine = On short_open_tag = Off precision = 14 output_buffering = 4096 zlib.output_compression = Off implicit_flush = Off unserialize_callback_func = serialize_precision = -1 ;open_basedir = disable_functions = pcntl_alarm,pcntl_fork,pcntl_waitpid,pcntl_wait,pcntl_wifexited,pcntl_wifstopped,pcntl_wifsignaled,pcntl_wifcontinued,pcntl_wexitstatus,pcntl_wtermsig,pcntl_wstopsig,pcntl_signal,pcntl_signal_get_handler,pcntl_signal_dispatch,pcntl_get_last_error,pcntl_strerror,pcntl_sigprocmask,pcntl_sigwaitinfo,pcntl_sigtimedwait,pcntl_exec,pcntl_getpriority,pcntl_setpriority,pcntl_async_signals,pcntl_unshare, disable_classes = zend.enable_gc = On zend.exception_ignore_args = On ;;;;;;;;;;;;;;;;; ; Miscellaneous ; ;;;;;;;;;;;;;;;;; expose_php = Off ;;;;;;;;;;;;;;;;;;; ; Resource Limits ; ;;;;;;;;;;;;;;;;;;; max_execution_time = 360 max_input_time = 360 ;max_input_nesting_level = 64 ; How many GET/POST/COOKIE input variables may be accepted ;max_input_vars = 1000 ; Maximum amount of memory a script may consume (128MB) ; http://php.net/memory-limit memory_limit = 512M ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Error handling and logging ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; error_reporting = E_ALL & ~E_DEPRECATED & ~E_STRICT display_errors = Off display_startup_errors = Off log_errors = On log_errors_max_len = 1024 ignore_repeated_errors = Off ignore_repeated_source = Off report_memleaks = On ;;;;;;;;;;;;;;;;; ; Data Handling ; ;;;;;;;;;;;;;;;;; variables_order = "GPCS" request_order = "GP" register_argc_argv = Off auto_globals_jit = On post_max_size = 8M auto_prepend_file = auto_append_file = default_mimetype = "text/html" default_charset = "UTF-8" ;;;;;;;;;;;;;;;;;;;;;;;;; ; Paths and Directories ; ;;;;;;;;;;;;;;;;;;;;;;;;; doc_root = user_dir = enable_dl = Off ;cgi.force_redirect = 1 ;cgi.nph = 1 ;cgi.redirect_status_env = ;cgi.fix_pathinfo=1 ;cgi.discard_path=1 ;fastcgi.impersonate = 1 ;fastcgi.logging = 0 ;cgi.rfc2616_headers = 0 ;cgi.check_shebang_line=1 ;;;;;;;;;;;;;;;; ; File Uploads ; ;;;;;;;;;;;;;;;; file_uploads = On upload_max_filesize = 250M max_file_uploads = 20 ;;;;;;;;;;;;;;;;;; ; Fopen wrappers ; ;;;;;;;;;;;;;;;;;; allow_url_fopen = On allow_url_include = Off ;user_agent="PHP" default_socket_timeout = 320 ;auto_detect_line_endings = Off ;;;;;;;;;;;;;;;;;;;;;; ; Dynamic Extensions ; ;;;;;;;;;;;;;;;;;;;;;; ;extension=bz2 ;extension=curl ;extension=ffi ;extension=ftp ;extension=fileinfo ;extension=gd2 ;extension=gettext ;extension=gmp ;extension=intl ;extension=imap ;extension=ldap ;extension=mbstring ;extension=exif ; Must be after mbstring as it depends on it ;extension=mysqli ;extension=oci8_12c ; Use with Oracle Database 12c Instant Client ;extension=odbc ;extension=openssl ;extension=pdo_firebird ;extension=pdo_mysql ;extension=pdo_oci ;extension=pdo_odbc ;extension=pdo_pgsql ;extension=pdo_sqlite ;extension=pgsql ;extension=shmop ;extension=snmp ;extension=soap ;extension=sockets ;extension=sodium ;extension=sqlite3 ;extension=tidy ;extension=xmlrpc ;extension=xsl ;;;;;;;;;;;;;;;;;;; ; Module Settings ; ;;;;;;;;;;;;;;;;;;; [CLI Server] cli_server.color = On [Date] ;date.timezone = [filter] ; http://php.net/filter.default ;filter.default = unsafe_raw ; http://php.net/filter.default-flags ;filter.default_flags = [iconv] ;iconv.input_encoding = ;iconv.internal_encoding = ;iconv.output_encoding = [imap] ;imap.enable_insecure_rsh=0 [intl] ;intl.error_level = E_WARNING ;intl.use_exceptions = 0 [sqlite3] ;sqlite3.extension_dir = ;sqlite3.defensive = 1 [Pcre] ;pcre.backtrack_limit=10000 ;pcre.recursion_limit=100000 ;pcre.jit=1 [Pdo] ;pdo_odbc.connection_pooling=strict ;pdo_odbc.db2_instance_name [Pdo_mysql] ; Default socket name for local MySQL connects. If empty, uses the built-in ; MySQL defaults. pdo_mysql.default_socket= [Phar] ; http://php.net/phar.readonly ;phar.readonly = On ; http://php.net/phar.require-hash ;phar.require_hash = On ;phar.cache_list = [mail function] ; For Win32 only. ; http://php.net/smtp SMTP = localhost ; http://php.net/smtp-port smtp_port = 25 ; For Win32 only. ; http://php.net/sendmail-from ;sendmail_from = [email protected] ; For Unix only. You may supply arguments as well (default: "sendmail -t -i"). ; http://php.net/sendmail-path ;sendmail_path = ;mail.force_extra_parameters = ; Add X-PHP-Originating-Script: that will include uid of the script followed by the filename mail.add_x_header = Off ; The path to a log file that will log all mail() calls. Log entries include ; the full path of the script, line number, To address and headers. ;mail.log = ; Log mail to syslog (Event Log on Windows). ;mail.log = syslog [ODBC] ; http://php.net/odbc.default-db ;odbc.default_db = Not yet implemented ; http://php.net/odbc.default-user ;odbc.default_user = Not yet implemented ; http://php.net/odbc.default-pw ;odbc.default_pw = Not yet implemented ; Controls the ODBC cursor model. ; Default: SQL_CURSOR_STATIC (default). ;odbc.default_cursortype ; Allow or prevent persistent links. ; http://php.net/odbc.allow-persistent odbc.allow_persistent = On ; Check that a connection is still valid before reuse. ; http://php.net/odbc.check-persistent odbc.check_persistent = On ; Maximum number of persistent links. -1 means no limit. ; http://php.net/odbc.max-persistent odbc.max_persistent = -1 ; Maximum number of links (persistent + non-persistent). -1 means no limit. ; http://php.net/odbc.max-links odbc.max_links = -1 ; Handling of LONG fields. Returns number of bytes to variables. 0 means ; passthru. ; http://php.net/odbc.defaultlrl odbc.defaultlrl = 4096 ; Handling of binary data. 0 means passthru, 1 return as is, 2 convert to char. ; See the documentation on odbc_binmode and odbc_longreadlen for an explanation ; of odbc.defaultlrl and odbc.defaultbinmode ; http://php.net/odbc.defaultbinmode odbc.defaultbinmode = 1 [MySQLi] ; Maximum number of persistent links. -1 means no limit. ; http://php.net/mysqli.max-persistent mysqli.max_persistent = -1 ; Allow accessing, from PHP's perspective, local files with LOAD DATA statements ; http://php.net/mysqli.allow_local_infile ;mysqli.allow_local_infile = On ; Allow or prevent persistent links. ; http://php.net/mysqli.allow-persistent mysqli.allow_persistent = On ; Maximum number of links. -1 means no limit. ; http://php.net/mysqli.max-links mysqli.max_links = -1 ; Default port number for mysqli_connect(). If unset, mysqli_connect() will use ; the $MYSQL_TCP_PORT or the mysql-tcp entry in /etc/services or the ; compile-time value defined MYSQL_PORT (in that order). Win32 will only look ; at MYSQL_PORT. ; http://php.net/mysqli.default-port mysqli.default_port = 3306 ; Default socket name for local MySQL connects. If empty, uses the built-in ; MySQL defaults. ; http://php.net/mysqli.default-socket mysqli.default_socket = ; Default host for mysqli_connect() (doesn't apply in safe mode). ; http://php.net/mysqli.default-host mysqli.default_host = ; Default user for mysqli_connect() (doesn't apply in safe mode). ; http://php.net/mysqli.default-user mysqli.default_user = ; Default password for mysqli_connect() (doesn't apply in safe mode). ; Note that this is generally a *bad* idea to store passwords in this file. ; *Any* user with PHP access can run 'echo get_cfg_var("mysqli.default_pw") ; and reveal this password! And of course, any users with read access to this ; file will be able to reveal the password as well. ; http://php.net/mysqli.default-pw mysqli.default_pw = ; Allow or prevent reconnect mysqli.reconnect = Off [mysqlnd] ; Enable / Disable collection of general statistics by mysqlnd which can be ; used to tune and monitor MySQL operations. mysqlnd.collect_statistics = On ; Enable / Disable collection of memory usage statistics by mysqlnd which can be ; used to tune and monitor MySQL operations. mysqlnd.collect_memory_statistics = Off ; Records communication from all extensions using mysqlnd to the specified log ; file. ; http://php.net/mysqlnd.debug ;mysqlnd.debug = ; Defines which queries will be logged. ;mysqlnd.log_mask = 0 ; Default size of the mysqlnd memory pool, which is used by result sets. ;mysqlnd.mempool_default_size = 16000 ; Size of a pre-allocated buffer used when sending commands to MySQL in bytes. ;mysqlnd.net_cmd_buffer_size = 2048 ; Size of a pre-allocated buffer used for reading data sent by the server in ; bytes. ;mysqlnd.net_read_buffer_size = 32768 ; Timeout for network requests in seconds. ;mysqlnd.net_read_timeout = 31536000 ; SHA-256 Authentication Plugin related. File with the MySQL server public RSA ; key. ;mysqlnd.sha256_server_public_key = [OCI8] ;oci8.privileged_connect = Off ;oci8.max_persistent = -1 ;oci8.persistent_timeout = -1 ;oci8.ping_interval = 60 ;oci8.connection_class = ;oci8.events = Off ;oci8.statement_cache_size = 20 ;oci8.default_prefetch = 100 ;oci8.old_oci_close_semantics = Off [PostgreSQL] pgsql.allow_persistent = On pgsql.auto_reset_persistent = Off ; Maximum number of persistent links. -1 means no limit. ; http://php.net/pgsql.max-persistent pgsql.max_persistent = -1 ; Maximum number of links (persistent+non persistent). -1 means no limit. ; http://php.net/pgsql.max-links pgsql.max_links = -1 pgsql.ignore_notice = 0 pgsql.log_notice = 0 [bcmath] ; Number of decimal digits for all bcmath functions. ; http://php.net/bcmath.scale bcmath.scale = 0 [browscap] ; http://php.net/browscap ;browscap = extra/browscap.ini [Session] session.save_handler = files ;session.save_path = "/valib/php/sessions" session.use_strict_mode = 0 ; Whether to use cookies. ; http://php.net/session.use-cookies session.use_cookies = 1 ; http://php.net/session.cookie-secure ;session.cookie_secure = session.use_only_cookies = 1 session.name = PHPSESSID session.auto_start = 0 session.cookie_lifetime = 0 session.cookie_path = / session.cookie_domain = session.cookie_httponly = session.cookie_samesite = ; Handler used to serialize data. php is the standard serializer of PHP. ; http://php.net/session.serialize-handler session.serialize_handler = php session.gc_probability = 0 session.gc_divisor = 1000 ; After this number of seconds, stored data will be seen as 'garbage' and ; cleaned up by the garbage collection process. ; http://php.net/session.gc-maxlifetime session.gc_maxlifetime = 1440 session.referer_check = ; Set to {nocache,private,public,} to determine HTTP caching aspects ; or leave this empty to avoid sending anti-caching headers. ; http://php.net/session.cache-limiter session.cache_limiter = nocache ; Document expires after n minutes. ; http://php.net/session.cache-expire session.cache_expire = 180 session.use_trans_sid = 0 ; Default Value: 32 ; Development Value: 26 ; Production Value: 26 session.sid_length = 26 session.trans_sid_tags = "a=href,area=href,frame=src,form=" ; Default Value: "" ; Development Value: "" ; Production Value: "" ;session.trans_sid_hosts="" session.sid_bits_per_character = 5 ;session.upload_progress.enabled = On ;session.upload_progress.cleanup = On ;session.upload_progress.prefix = "upload_progress_" ;session.upload_progress.name = "PHP_SESSION_UPLOAD_PROGRESS" ;session.upload_progress.freq = "1%" ;session.upload_progress.min_freq = "1" ; Only write session data when session data is changed. Enabled by default. ; http://php.net/session.lazy-write ;session.lazy_write = On [Assertion] ; Switch whether to compile assertions at all (to have no overhead at run-time) ; -1: Do not compile at all ; 0: Jump over assertion at run-time ; 1: Execute assertions ; Changing from or to a negative value is only possible in php.ini! (For turning assertions on and off at run-time, see assert.active, when zend.assertions = 1) ; Default Value: 1 ; Development Value: 1 ; Production Value: -1 ; http://php.net/zend.assertions zend.assertions = -1 ;assert.active = On ;assert.exception = On ;assert.warning = On ;assert.bail = Off ;assert.callback = 0 ;assert.quiet_eval = 0 [COM] ;com.typelib_file = ;com.allow_dcom = true ;com.autoregister_typelib = true ;com.autoregister_casesensitive = false ;com.autoregister_verbose = true ;com.code_page= [mbstring] ;mbstring.language = Japanese ;mbstring.internal_encoding = ;mbstring.http_input = ;mbstring.http_output = ;mbstring.encoding_translation = Off ;mbstring.detect_order = auto ;mbstring.substitute_character = none ;mbstring.func_overload = 0 ;mbstring.strict_detection = On ;mbstring.http_output_conv_mimetype= ;mbstring.regex_stack_limit=100000 ;mbstring.regex_retry_limit=1000000 [gd] ;gd.jpeg_ignore_warning = 1 [exif] ;exif.encode_unicode = ISO-8859-15 ;exif.decode_unicode_motorola = UCS-2BE ;exif.decode_unicode_intel = UCS-2LE ;exif.encode_jis = ;exif.decode_jis_motorola = JIS ;exif.decode_jis_intel = JIS [Tidy] tidy.clean_output = Off [soap] soap.wsdl_cache_enabled=1 soap.wsdl_cache_dir="/tmp" soap.wsdl_cache_ttl=86400 soap.wsdl_cache_limit = 5 [sysvshm] ;sysvshm.init_mem = 10000 [ldap] ; Sets the maximum number of open links or -1 for unlimited. ldap.max_links = -1 [dba] ;dba.default_handler= [opcache] ; Determines if Zend OPCache is enabled ;opcache.enable=1 ; Determines if Zend OPCache is enabled for the CLI version of PHP ;opcache.enable_cli=0 ; The OPcache shared memory storage size. ;opcache.memory_consumption=128 ; The amount of memory for interned strings in Mbytes. ;opcache.interned_strings_buffer=8 ; The maximum number of keys (scripts) in the OPcache hash table. ; Only numbers between 200 and 1000000 are allowed. ;opcache.max_accelerated_files=10000 ; The maximum percentage of "wasted" memory until a restart is scheduled. ;opcache.max_wasted_percentage=5 ;opcache.use_cwd=1 ;opcache.validate_timestamps=1 ;opcache.revalidate_freq=2 ;opcache.revalidate_path=0 ;opcache.save_comments=1 ;opcache.enable_file_override= ;opcache.optimization_level=0x7FFFBFFF ;opcache.dups_fix=0 ;opcache.blacklist_filename= ;opcache.max_file_size=0 ;opcache.consistency_checks=0 ;opcache.force_restart_timeout=180 ;opcache.error_log= ;opcache.log_verbosity_level=1 ;opcache.preferred_memory_model= ;opcache.protect_memory=0 ;opcache.restrict_api= ;opcache.mmap_base= ; Facilitates multiple OPcache instances per user (for Windows only). All PHP ; processes with the same cache ID and user share an OPcache instance. ;opcache.cache_id= ; Enables and sets the second level cache directory. ; It should improve performance when SHM memory is full, at server restart or ; SHM reset. The default "" disables file based caching. ;opcache.file_cache= ; Enables or disables opcode caching in shared memory. ;opcache.file_cache_only=0 ; Enables or disables checksum validation when script loaded from file cache. ;opcache.file_cache_consistency_checks=1 ; Implies opcache.file_cache_only=1 for a certain process that failed to ; reattach to the shared memory (for Windows only). Explicitly enabled file ; cache is required. ;opcache.file_cache_fallback=1 ; Enables or disables copying of PHP code (text segment) into HUGE PAGES. ; This should improve performance, but requires appropriate OS configuration. ;opcache.huge_code_pages=1 ; Validate cached file permissions. ;opcache.validate_permission=0 ; Prevent name collisions in chroot'ed environment. ;opcache.validate_root=0 ; If specified, it produces opcode dumps for debugging different stages of ; optimizations. ;opcache.opt_debug_level=0 ; Specifies a PHP script that is going to be compiled and executed at server ; start-up. ; http://php.net/opcache.preload ;opcache.preload= ; Preloading code as root is not allowed for security reasons. This directive ; facilitates to let the preloading to be run as another user. ; http://php.net/opcache.preload_user ;opcache.preload_user= ; Prevents caching files that are less than this number of seconds old. It ; protects from caching of incompletely updated files. In case all file updates ; on your site are atomic, you may increase performance by setting it to "0". ;opcache.file_update_protection=2 ; Absolute path used to store shared lockfiles (for *nix only). ;opcache.lockfile_path=/tmp [curl] ; A default value for the CURLOPT_CAINFO option. This is required to be an ; absolute path. ;curl.cainfo = [openssl] ; The location of a Certificate Authority (CA) file on the local filesystem ; to use when verifying the identity of SSL/TLS peers. Most users should ; not specify a value for this directive as PHP will attempt to use the ; OS-managed cert stores in its absence. If specified, this value may still ; be overridden on a per-stream basis via the "cafile" SSL stream context ; option. ;openssl.cafile= ; If openssl.cafile is not specified or if the CA file is not found, the ; directory pointed to by openssl.capath is searched for a suitable ; certificate. This value must be a correctly hashed certificate directory. ; Most users should not specify a value for this directive as PHP will ; attempt to use the OS-managed cert stores in its absence. If specified, ; this value may still be overridden on a per-stream basis via the "capath" ; SSL stream context option. ;openssl.capath= [ffi] ; FFI API restriction. Possible values: ; "preload" - enabled in CLI scripts and preloaded files (default) ; "false" - always disabled ; "true" - always enabled ;ffi.enable=preload ; List of headers files to preload, wildcard patterns allowed. ;ffi.preload= 

8. output service nginx status & service php7.4-fpm status

# sudo service php7.4-fpm status ● php7.4-fpm.service - The PHP 7.4 FastCGI Process Manager Loaded: loaded (/lib/systemd/system/php7.4-fpm.service; enabled; vendor preset: enabled) Active: active (running) since Tue 2020-03-03 17:01:34 CET; 1min 59s ago Docs: man:php-fpm7.4(8) Process: 620 ExecStartPost=/uslib/php/php-fpm-socket-helper install /run/php/php-fpm.sock /etc/php/7.4/fpm/pool.d/www.conf 74 (code=exited, status=0/SUCCESS) Main PID: 598 (php-fpm7.4) Status: "Processes active: 0, idle: 2, Requests: 0, slow: 0, Traffic: 0req/sec" Tasks: 3 (limit: 4915) Memory: 12.4M CGroup: /system.slice/php7.4-fpm.service ├─598 php-fpm: master process (/etc/php/7.4/fpm/php-fpm.conf) ├─618 php-fpm: pool www └─619 php-fpm: pool www Mär 03 17:01:34 user systemd[1]: Starting The PHP 7.4 FastCGI Process Manager... Mär 03 17:01:34 user systemd[1]: Started The PHP 7.4 FastCGI Process Manager. 

# sudo service nginx status ● nginx.service - A high performance web server and a reverse proxy server Loaded: loaded (/lib/systemd/system/nginx.service; enabled; vendor preset: enabled) Active: active (running) since Tue 2020-03-03 17:01:39 CET; 2s ago Docs: man:nginx(8) Process: 639 ExecStartPre=/ussbin/nginx -t -q -g daemon on; master_process on; (code=exited, status=0/SUCCESS) Process: 657 ExecStart=/ussbin/nginx -g daemon on; master_process on; (code=exited, status=0/SUCCESS) Main PID: 658 (nginx) Tasks: 5 (limit: 4915) Memory: 4.9M CGroup: /system.slice/nginx.service ├─658 nginx: master process /ussbin/nginx -g daemon on; master_process on; ├─659 nginx: worker process ├─660 nginx: worker process ├─661 nginx: worker process └─662 nginx: worker process Mär 03 17:01:39 user systemd[1]: Starting A high performance web server and a reverse proxy server... Mär 03 17:01:39 user systemd[1]: Started A high performance web server and a reverse proxy server. 
submitted by xmr123 to PHPhelp [link] [comments]

2019 Offseason Review Series: Day 18 - The Carolina Panthers

Team: The Carolina Panthers

Division: The NFC South

It’s that time of year again! After a season that could best be described as “a hangover you don’t deserve”, we watched the Panthers soar to a 6-2 record. After a beatdown of eventual playoff caliber Baltimore, It finally looked like we were poised to shrug off our non-consecutive winning streak habit. But it was not meant to be. A combination of shallow defensive depth and a lingering shoulder issue for Cam Newton saw us collapse down the stretch, and we ended 7-9 winning only a single game. After watching the sharp downturn of our fortunes, questions surrounding our QB’s health and a major exodus of our most tenured veteran talent, one could be forgiven for a glum outlook on the franchise’s future going into this offseason.
But despite the spirit in which we entered it, this offseason has been a resounding success. And one that leaves little doubt that we’re an improved team despite our more prominent losses. What follows is a point for point breakdown in how we made the transition from collapsed contender to potential comeback story.

Coaching Changes

None whatsoever.
From both the commentator sphere and other fanbases, the Panthers were pretty roundly rebuked for hiring offensive coordinator Norv Turner. Despite alarms being raised over 7 step drops and an over reliance on deep shot, Turner was a revelation for our offense. He apparently meant every word of emphasizing high completion throws and taking pressure off of Cam, and we began to see looks for our QB that were totally absent in the Mike Shula era. He’s now had a chance to throw dump offs, and to have reliable comeback options. Cam, prior to breaking down, was enjoying one of the best seasons of his career and despite the shoulder injury, still finished with a career high completion percentage. Christian McCaffery, our other offensive mainstay, saw his rushing efficiency go from 3.7 YPC his rookie season to 5.0 yards in year two, with his total scrimmage yardage upticking from 1,086 to 1,965 in Norv’s new passing and blocking system. Turner’s tenure thus far has been an unmitigated success and a refreshing change of pace from the stale, dull system we fell into under Shula.
The other transition, from Steve Wilkes to Eric Washington at defensive coordinator, yielded decidedly more mixed results. Washington, simply put, was not good in his transition from the DL coach. In over his depth. He struggled all year, culminating in Rivera assuming defensive playcalling down the stretch. The turnaround in our defense once he did was remarkable, though by that point, Cam was falling apart so visibly that what happened on that side of the ball no longer mattered. Washington has been retained for the upcoming season, but Rivera’s going to keep the playcalling duties.
And captaining the ship is Rivera himself. Despite a call for his head among our fanbase’s more frustrated elements, Rivera was kept for 2019. And I’m glad for it. All or Nothing (though I’ve not had a chance to see it) provided a window into his management style, vindicating some like me who pushed back against narratives that he was a dispassionate robot. And while I’m a bit higher on Ron than many, I don’t think it’s unsafe at all to say that none of the coaching hires would have represented an obvious upgrade. At the end of the day, Rivera lead a squad to 6-2 before his QB’s season derailed, which is not really on him. He could maybe be criticized for letting Washington fail for too long, but at the end of the day, few of our woes from last year can be solely attributed to him. While this is certainly a put up or get out year for Rivera, I have little doubt that he’ll be leading the gang come 2020 as well.


Thomas Davis, LB - Now we get into the stuff that hurts. And this one really, really hurts. I understand it. We needed to figure out whether Thompson could stand on his own like, yesterday so we can decide his long term potential. Davis, while still playing at a high level, is an old man for the position he plays. Letting him walk was a logical decision. But none of it changes the fact that Davis has been the soul of this defense for over a decade, and was easily one of the most beloved players and leaders over the 14 years he spent with us. He will be missed, both for his play and his spirit.
Julius Peppers, DE - Speaking of franchise staples, long time DE and future Hall of Fame inductee Julius Peppers’ watch has ended. Unlike Davis, who we simply allowed to leave, Pep has called it a career. And what a career it was. Though almost every single article about our defensive adjustments leads off with “With Peppers retiring, the Panthers no longer have anyone who can rush the passer”, the reality is that Pep did far less than his opposite in Mario Addison to that effect. Though he came back to us in 2017 with a monster 11 sack season, that number was always misleading given how few pressures he accomplished it on. Last year, he came back down to earth. It was time, and while I wish we could have given Pep one last, Super Bowl winning hurrah, a new direction was needed.
Ryan Kalil, C - Ryan Kalil rounds out our list of beloved departing veterans. The anchor of our offensive line for 12 years has hung up his cleats. Of all the offseason changes, this was by far the scariest, as the difference between Cam with and without a good center of the course of his career has been stark and terrifying. Kalil was a damn good player right up to the end, though the rash of injuries he suffered between 2016 and 2018 clearly took their toll on his performance. And while we have replaced him (and debatably upgraded), Kalil was both a locker room leader and a damn good contributor that will be missed by all.
Devin Funchess, WR - We now get into the departures who will be less missed. Funchess, admittedly, gets a bit of a bad wrap from our fanbase who often talk about him as though he were trash. While not trash, he is at least very replaceable. In fact, Funchess replacement began well before the expiration of his contract, as he had been fully supplanted by rookie DJ Moore and sophomore Curtis Samuel down the stretch last year. By the end, he was a healthy scratch. While I’m sure he’s going to put up numbers in Andrew Luck’s offense, Funchess is no sort of elite talent. He’s a big body who fails to gain separation and who inconsistently leverages his size to his advantage. I view his upside as a Brandon LaFell type of guy. And that type of guy is no longer a fit for what we’re trying to do.
Matt Kalil, OT - If the Carolina fandom is ambivalent about Funyun’s departure, we’re positively giddy about this one. Cut with a June 1st designation, Kalil saved us the money that allowed other moves to be possible. Though the shine has come off the diamond that was Gettleman’s tenure with us, the man often doesn’t get the credit he should. He did do a great deal for us, particularly his completely unheralded building of our OL (No less than 3 of our 5 starters this coming season will have been Gettleman acquisitions). But by far the biggest mistake in his tenure was the massive albatros of a contract he doled out to Matt Kalil, who could not have failed more spectacularly (or predictably) to live up to it.
Mike Adams, FS - I speak on behalf of the fanbase when I say that we have nothing but respect for Adams. He was a solid player and a veteran leader who spent his last two years giving lift to a secondary that hasn’t seen a great safety tandem since the Clinton Administration. But your eyes don’t deceive. We really were running his 37 year old ass out there as a free safety. And that simply could not be allowed to continue. I wish Adams the best, but it was time to move on.


Matt Paradis, C - Here’s the fun stuff. After losing Kalil to retirement, we signed former Broncos safety Matt Paradis to replace him. At only 29, Paradis represents a significant youthening at the position, and for a guy whose upside is top 5 at the position, we got him at a significant discount. Obviously that discount was due to medical risks, which prompted his release by the Broncos in the first place. But Paradis’ has been fully cleared from day 1 and avoided the PUP list. By all accounts, he’s in tip top shape. We’ll obviously see how that holds up as the season gets underway, but Paradis is definitely one of the steals of the 2019 free agency period and I could not be happier to have him. His arrival is enormous for our prospects, and has turned our biggest positional question mark into an area of strength.
Daryl Williams, OT - It’s a bit disingenuous to call Williams an arrival, as he never actually left. But that he never left is nothing short of remarkable. After a 2017 All Pro season, Williams suffered a major setback of an injury in 2018 training camp that eventually turned into a season ending injury after he tried to rush back. Still though, the League is constantly hungry for All Pro level OT talent and I was sure Williams was going to get scooped up. Instead, he signed a 1 year, $6 million deal to come back to us, and short of black magic I’m not entirely sure how Marty Hurney pulled it off. Williams is a terrific player who can play many parts of the OL. He can slot in at LG if rookie OT Greg Little can win the LT job, but also provides insurance at LT if he can’t. He and Moton playing opposite one another represents the best OT tandem that Cam Newton has ever enjoyed.
Gerald McCoy, DT - Awwwww yeah! My all time favorite Tampa Bay Buccaneer is now a Carolina Panther. McCoy is a rock solid DT who truly needs no introduction from me. How we plan to use him is a bit murkier, but use him we definitely will. I suspect to see McCoy playing DT opposite Kawaan Short in our 3-4 looks (more on that in a minute), to line up next to him in our 5-2 looks, and to work with him on pass rushing 4-3 sets. He adds more juice to a pass rush that already saw a healthy injection of talent this year, and is more consistent in the run game than some of the other DL on the roster, which was a notable area of weakness last season. He fits the versatility first mold that’s going to allow Rivera to mix up our defensive looks as transition fully to a hybrid, and is a terrific leader in the locker room besides. Our beat writers have described him as “joined at the hip” with Kawaan Short, and I fully expect the pair to make one another better.
Bruce Irvin, OLB - Perhaps the first real signal that this wasn’t going to be the Carolina defense of yesteryear, Irvin is a vet leadership, change of pace signing. In moving to a hybrid defense, we acquired a number of rookie talents to complement OLBs like Marquis Hayes. Irvin rounds out that group, and provides us with a valuable cog in pass rushing sets and a good leader for the younguns. Though he’s not as disruptive as he once was, Irvin is a rock solid player who provides us with quality depth and leadership.
Chris Hogan, WR - A graduate of the Patriots Random White Guy Academy, Hogan flashed serious potential for his first couple of years in New England before getting gradually phased out of the offense. I’m not expecting much, but he has the potential to help us on deep balls and it’s generally never a bad thing to have more talent at WR.
Aldrick Robinson, WR - Robinson does one thing and one thing only, which is catch touchdowns. Conveniently, that’s one thing we struggled with last season. But with Greg Olsen now fully healthy and a sudden wealth of other options at WR, I would give Robinson long odds of making the roster.


Pick 1.16: Brian Burns, DE/OLB - I am still in shock that Brian Burns was available at pick #16. I wanted him very badly, but I was certain he’d be an Atlanta Falcon. Instead, people allowed him to fall all the way to us and I couldn’t be happier. Burns is the apotheosis of what we’re trying to accomplish with our defensive transition. He’s a guy as comfortable upright as he is with his hand in the dirt. While he lacks strength as a run defender, he has incredible burst off the edge and a ludicrously high ceiling as a pass rusher. I think he landed on a terrific team to turn that potential into reality and I’m extremely excited about what he can do with us.
Pick 2.37 Greg Little, OT - Every description I’ve ever read of Little has described him as “Pro Ready”, and the team clearly drafted him with an eye on starting at LT. Luckily, we’ve hedged that bet a bit with the Daryl Williams signing, but Little still projects as a talented young player with a high floor and a well rounded skillset. If not the LT starter this year, he’ll almost certainly have the job to himself next season.
PIck 3.100 Will Grier, QB - Boy did this piss people off at the time. Though cooler heads have since prevailed, this pick was seen by one group of reactionaries as an indictment on Cam’s health, and another as a wasted pick on a player who will never produce for us. The reality is neither. While Cam’s health is in good shape (put a pin it), we were put in a position last year in which he needed to rest a clearly deteriorating shoulder, but we had no faith in the men behind him to win games. If that’s the state of your backup, you need a better backup. This is a team that has seen playoff runs hinge on a game or two that Derek Anderson filled in for. So even as high as pick 100, Grier was a worthy investment. In terms of his playstyle, Grier slots as an accurate QB with a good deep ball and a cerebral style, but average arm strength and mediocre release.
Pick 4.115 Christian Miller, OLB - Like Burns, Miller projects as a do-all DE/OLB who can play either upright or down low. He’s an athletic prospect whose game is a bit raw, but who checks all the measurable boxes. Likely a top 50 player before injuries kept him out of the pre-draft process, Miller represents a hell of a value at 115. I suspect we’ll see he and Burns as long term staples of the pass rush.
Pick 5.114 Jordan Scarlett, RB - This was a bit of an odd one, but I’ve warmed to it over time. Scarlett is a bruising, violent running back who I’m almost certain was drafted to lend a hand in the red zone. As a change of pace to CMC, the two could not be more different. But coaches thus far have raved about his conditioning and power, so the pick may not have been as crazy as it looked at the time. Having said that, while I don’t think anyone should ever get upset over a 5th round pick, I do think we could have found better value at this position. Scarlett wasn’t likely to be gone by the time we selected our next player.
Pick 6.212 Denis Daley, OT - I like this pick quite a bit. Daley had a rough statline in terms of sacks allowed when facing a veritable who’s who of elite college pass rushers (Jachari Polite, Josh Allan, Clelin Ferrell among them). But in spite of that, scouting reports consistently cite both his physical gifts and his improvement as the season went on. If he can cut down on his most egregious habits (most notably his overeager lunging at edge rushers), he has legit starting potential.
Pick 7.237 Terry Godwin, WR - Godwin’s whole game is predicated on speed and football IQ. At 5’11, it’s certainly not coming from his physical measurables. But he was by all accounts a high work ethic, smart players who contributed admirably in his four years as Georgia starter. Godwin’s ceiling is likely a Curtis Samuel backup, but his early rapport with Cam makes me think he’ll stick on the roster despite his late draft spot.

Strengths and Weaknesses

Offense - With Cam’s health reportedly looking good (particularly his ability to throw deep; something he was never capable of throughout Camp) and the team adapting so well to Norv Turner’s system, I think offense as a whole is a good place to start. Though I said it last year, only to be hilariously wrong, Greg Olsen is operating at 100% as well, which provides a boost to our red zone effectiveness that is difficult to measure. By the end of last year, both DJ Moore and Curtis Samuel appeared to be on the cusp of a major breakout, both proving themselves so reliable that Devin Funchess was a healthy scratch by week 17. Those two should continue to grow, and Jarius Wright has proven to be a valuable slot receiver. And, of course, there’s CMC, who will continue to be our best offensive weapon not named Cam Newton. With good health and plenty of diverse options, I suspect the good times to continue to roll as we enter year two of Turner’s stewardship.
Offensive Line - I can’t emphasize this enough, but our offensive line is nasty. With Williams’ return, we now have an All Pro OT to pair with breakout sensation Taylor Moton, which makes for an excellent tandem. Matt Paradis replaces, and if we’re being honest, provides an upgrade over Ryan Kalil, and Trai Turner is as effective a RG as ever. LG will likely be manned by whichever of Williams or Little doesn’t win LT, and Greg Van Roten (who’s performed admirably at the position) is still in the building as well. This is a very solid group of players, and a massive upgrade over what we had to work with last year.
Pass Rush - This was a major area of concern last year, but I’m happy with where we’re at now. The transition to a hybrid defense was the right call for our personnel set, and between the draft and free agency, we’ve upgraded across the board. McCoy is a huge boost to our interior pressure and Brian Burns should contribute immediately. Efe Obada will likely continue to grow, and the new system is a much better fit for talented sophomore Marquis Hayes. Irvin is solid rotational addition as well, and Mario Addison is as stalwart a pass rusher as ever. All in all, we’ve gone from an extremely one dimensional pass rush to one that is versatile and capable of throwing multiple looks at our opponents. We will be hard to predict and hard to stop when we come at the QB next year.
Run Defense - Though I’ve seen little attention paid to it, I’m very concerned about our run defense this year. Although we’ve beefed the hell out of the defensive front, few of these pieces excel in run defense. McCoy has mostly staked his reputation on being a 3 tech. Hayes, Miller and Burns were all flagged as prospect that lacked run support talent. Poe was miserable in defending the run last year, and it’s never really been Short’s bag. In terms of yards per carry, we finished 8th overall which sounds good. But this was mostly on the strength of changes when Rivera took over the playcalling, as backs tended to run over us consistently early in the year. As long as we have Luke, our run defense will be solid. But I do worry that with so much (needed, mind you) emphasis put on rushing the passer, we’ve left off this part of the game.
The Secondary: As always with us, the secondary is a concern. It is, to be fair, less a concern than in previous years. Donte Jackson and James Bradberry both enjoyed very solid campaigns last year, and the former has allegedly done a lot of growing over the previous season. Eric Reid represents a good, solid strong safety. But free safety is, as ever, a mess. The job is going to sophomore player Rashaan Gaulden, but I think his capturing the position unopposed has less to do with what coaches see in him, and running out of money after doling out contracts to Paradis, McCoy and Williams. Our secondary, while improved, was inconsistent last season and was the primary reason we finished in the middle of the pack.
And honestly, that’s about it. This is one of the strongest rosters Carolina has fielded in the Riv-Era, at least on paper.

X Factors

Cam’s Health - Those of your who frequent nfl have likely seen my refrain on this many a time, but Cam’s health is not as dire as last season made it look, and the Andrew Luck comparisons have always been, frankly, crazy. In 2016, Cam tore his rotator cuff. He rushed his recovery in order to play in 2017. This created a buildup of scar tissue which, when coupled with a minor bone spur, caused a great deal of swelling this year that put Netwon in pain and limited his range of motion. It’s one of those injuries that, while not terrible by any means, does require either surgery or a great deal of rest. Cam, by virtue of being alpha and omega to this team, had the luxury of neither. The swelling persisted until he could barely throw. While that looks scary, the actual diagnosis was not that grim, and a simple shoulder scope as cleared the damage. By all accounts, he’s 100% and even making throws that he was incapable of these last two years. Bill Voth, who was the first (and for a long time, only) writer sounding the alarm on Cam’s strength as far back as 2017, has said that he’s making throws that look like his old self routinely.
However, we are putting him on a pitch count. This like likely vet maintenance rather than a source of genuine alarm. But after the last couple of years, he does make you sweat a little.
OL Health - The major fly in the ointment when it comes to Carolina’s optimism over its OL is that big if healthy caveat. If healthy, Paradis is a top 5 Center. If healthy, Williams has All Pro talent. 4 days into camp, however, neither is participating in serious pass rush drills and only today suited up in pads. It is possible that they’re just being eased along. They did avoid the PUP list, which we were almost sure was going to get Paradis at the very least. So they appear to be alright. But if they’re not, or they reinjure again, we go from being an extremely strong team to a fatally flawed one. A great deal is riding on the health of those two players, and the entire house of cards could fall apart quickly if they’re unable to deliver.
Greg Olsen - The one health flag that I do have complete confidence in is tight end Greg Olsen. Suffering a series of foot breaks, he is now moving around at 100% capacity and has been medically cleared for all activity for months. Bone breaks are, when all is written, temporary injuries that often heal stronger when they actually get a chance to heal. Our most trusted beat writers, Voth and Rodrigue, have both been crystal clear that he looks like his old self and that his connection with Newton is as faithful as ever. What I’m less clear on is his role in the offense. For years, Greg Olsen was the pivotal piece of our passing game. But with his largely being sidelined with foot injuries over the last two years, the game has moved on. Curtis Samuel and DJ Moore are both going to receive plenty of targets, and McCaffery will be a critical element to the passing game. Greg will undoubtedly be our principle red zone threat, but the growth of other options has downgraded his loss from catastrophic to merely unfortunate. What role he carves out, and what boost he’s able to give our offense, will be very interesting to watch.
4-3 No More: Much has been made of the Carolina's transition from a 4-3 to a 3-4 this offseason. And most of it is crap. We aren't exactly moving in a direction that binary. IN the past, we have strictly been a 4-3 team throughout the Riv-Era. That is about to change, but not to a 3-4. What Rivera showed last year is a willingness to mix and match personnel sets. There were 3-4 looks, 4-3 looks and even 5-2 looks. What we're moving toward is thus not a single, codified base, but a hybrid defense that can throw out a number of formations and switch between them quickly. We want players who can play OLB and DE. DTs who can play DE. LBs who can drop into coverage and rush the passer. A modern defense is one that doesn't limit itself, which is why such a premium has been put on players with positional versatility. On paper, our personnel set is very well built for this. How it pans out in practice remains to be seen. It's a very radical transitioning happening over a short period of time, and while I think our defense has the potential to be excellent, there will doubtless be some growing pains as we navigate the transition.

Positional Battles

Very little to speak of. The premier battle is going to be between Greg Little and Daryl Williams at LT. Apart from that, the timeshare that forms in different defensive sets will be intriguing. But for the most part, the roster is set.

Win Loss Predictions

I hate this part, particularly since the NFCS is a murderers row at present. The Panthers have a shot at a serious playoff run if all the chips fall right, but the Falcons are likely going to be resurgent (god you have no idea how much it hurts me to type that) and the Saints aren’t going anywhere. The Buccs I’m sure will do their best.
That alone makes pinpointing what our season looks like in terms of Ws and Ls difficult. But this year, we’re also playing the equally enigmatic AFCS, whose teams look like contenders or middlers in turns. Even our other divisional draw, the NFCW, is difficult to find the pulse of.
So rather than pretend that I know what each game is going to look like, I’m going to do what I always do; Likely wins, likely losses, toss ups.
Likely Wins: TB, @AZ, JAX, @TB, @SF, TEN, WAS
Likely Losses: LAR, @NO, @IND
Toss Ups: @HOU, @GB, ATL, NO, @ATL, SEA
So that’s 7 likely wins, 3 likely losses and 6 toss ups.
If that seems like an unusually high degree of uncertainty, that’s because it is. Last year started off strong and fell apart for reasons that are both obvious and cautiously behind us. We’ve only improved over the offseason and should be formidable. But the schedule is grueling and many questions are yet unanswered. I said in my last offseason review that last year was likely going to be a tough season, and should be viewed mainly as a proof of concept for the new ideas we were incorporating via Turner’s offense and our gradual move away from a 4-3 defense. Well, it was a tough year for reasons of which I had no inkling at the time, and it was a proof of concept. And for the most part? The concept was proven sound. So this offseason, we’ve built on it and patched over the holes that developed in it.
I know that “This offseason is a major turning point” is one of those things that gets thrown around a lot. It’s like how every Presidential election gets described as historic, as though choosing the leader of the free world could ever be anything but. But in a very real sense, this franchise has hit a turning point. Cam has to bounce back this year or he’ll face major doubts about his future contract. Rivera has to bounce back this year, or he’ll be out of a job. GM Marty Hurney has done an excellent job restocking the cupboards, but we’ve been down this road of defensive transition and an offense that eases things on the quarterback before. Last year, both ideas mostly worked, but this is the season where we must commit to them and see them through if we want to succeed with the parts we have. Thus the Panthers find themselves where we always seem to. We are a team that is as capable of going on a deep playoff run as we are forcing a total rebuild in the next two years. But for what it’s worth, I think it’s going to be a strong, “Eureka!” type season where everything finally comes together. For the sake of Rivera and company, I hope it does.
submitted by BlindWillieJohnson to nfl [link] [comments]

[Spoilers] So, I promised to write a tirade on what I think is wrong with CDDA, and how I'd refocus the game on a GD level, and here it is.

And do not get me wrong, it absolutely still is my #1 favorite game, it just has some.. really, really major glaring flaws. Let me pre-emptively apologize for how meandery this post is, and warn you that if you never got far in the game, you might want to avoid the spoilers. If you don't want to read all of it, please read the "What is wrong with CDDA" section, and the "tl;dSummary" one, they are the most important outline of what I'm talking about, the rest can be a bit incoherent/implausible.
I would also like to ping mlangsdorf, and kevingranade, as well as Raskov75 and TechnicalBen who have shown interest in this topic when I mentioned it in another thread a few days ago.
I have difficulty keeping my mind on track on my own, so if you asked me pointed question, I could probably come up with better than the idealized thoughts below.
I would be grateful to anyone who reads it.

What is wrong with CDDA.

In a way, I think that CDDA is a game that kinda hinges entirely on its complexity and amount of content, rather than utilizing it cleverly. I absolutely adore some aspects of it: The way crafting supports alternative materials to add depth to resource management, the systemic repaireinforcement/modification of some items, how much you can do with vehicles, and I truly love the earlygame, and I loved figuring the game out too, but I wish it had lasted longer, far longer. Once you know what to do, the game loses most of its depth.
First off, the problem with progression in cdda is, rather than a set or graph of fuzzy progression milestones, that you can revisit and do better, it's more of a checklist. Of tools, of books, of skill levels, and sadly, most of that reduces to an extremely routine process of surviving the earlygame, and then just accumulating books+tools and enough food to coast by, until you're ready to level up and leave the early(and mid) game behind. And most of that progression reduces to a single central measure. You either get stronger through an action, or you don't, there is mostly no real "sideways" progression.
It's a common complaint I have with RPG games, and admittedly, Cata does far better on this front than they do, but it's still kinda bad, especially starting a new character - in a game with long-term progression like CDDA, when starting a new character, you have two options, either go through the same methodology from scratch, or... yup, just read your last character's books before butchering it for bionics. Neither is great fun.
And furthermore, as you progress, you just... leave content behind. You quickly reach a point where normal zombies, and even the brutes, mean nothing to you, much less the animals or the woods. Most of the world just goes off your mental map, as irrelevant. From that point, there is nothing you have genuine "reason" to do, beyond just your own whim. Once you know how to stay safe, the main endgame location, labs, are honestly trivial, and once you figure a certain item out, they stop even being capable of posing a risk unless you get brutally careless.

What I'd do instead

And some of these changes are gonna be... major, some implausible at this point into the game's development. Nonetheless, please treat the below as food for thought, rather than anything more definitive. I also struggled a lot to order and organize this, so forgive me.

1. Skills

First off, and you'll see why I'm proposing this in subsequent sections: IMO, skills would be far better, if they were split into individual "microskills", e.g. Electronics would be a "field", rather than a "skill", which would contain individual subskills such as soldering, signal processing, power, basic/intermediate/advanced circuit theory, microprocessors, bionics, etc.
Furthermore, rather than have a single level, each skill would have three sequential components, the proportion of each depending on the skill in question: Concept, theory, practice. A well-educated human, for example, might know the concept behind basic mechanics, and thus be able to - eventually - improvise upon it, or figure out the outline of basic electronics by studying an advanced book, but on the other hand, just reading an electronics 101 doesn't instantly make you an expert on soldering.
And yes, I'm aware that that sounds like a huge pain in the ass to manage, which brings me to the rationale behind it: I think that expecting and requiring a sole survivor to become fully self-sufficient and capable of all, on their own, is batshit, which brings me to the second point:

2. Survivors

2.1. Interactions and knowledge.

IMO, in an open-ended game, there is only one way to do dialogue, namely through a topic system much like Morrowind's, where your top-level interface uses fixed hotkeys, for main "verbs" such as "Talk about...", "Tasks", "Trade", "Training"(both ways), "Rules", "Goodbye", and then subscreens which feature the actual options, where you should be able to ask the NPC about cities they have visited, or the one they come from, to gather information, about other landmarks or creatures/species/people they encountered.
The system does not need to be elaborate, but it needs to be organized, and capable of supporting simple systematic communication of knowledge, ideally both ways, as well as how it affects your reputation. Caves of Qud has a great system1
Aside from skills, NPCs should have other "knowledge", such as that about cities, creatures, or that you murdered their companion and they hate you for it, or that they have a health problems they need you to fix(or try to fix themselves, if they spot the right item), that interact and affect their behaviodialogue in at least basic ways. I have no idea how far such a system could be taken, so I'll not propose anything further.
1 possibly based on a long-ass suggestion post I pitched to the dev years ago, but I'm very probably just giving myself airs

2.2. Pooling resources together

Instead of singular player characters that exist in a vaccuum, fully capable of becoming an expert at everything through the previous character's books, I would base the game itself around creating a faction of NPCs with distinct backgrounds and skills, and the ability to learn and teach each other. Many crafts would take more time, but rather than being executed by the PC, they would be done by the NPC, who would slowly become masters of their craft, and when you die, the accumulated knowledge survives not through books you've got around, but through other characters who have polished those skills.
After death, you would be able to switch to another character of your faction - and have to deal with their traits and quirks, would probably be pretty fun as well. It would also mean that "succession" can't instantly make you OP again through books, and despite losing less, you would have to invest more than just boring grind into regaining what you lost. Being able to switch between characters during a run, could potentially also be fun.
Furthermore, this would give a good reason to create bases, not by gating certain crafts or speeding tasks up behind NPC factions, but by giving them real, meaningful utility of being capable of much the same things as you, except in the background so you don't have to grind manually for days. Instead of leveling a single survivor up into a walking death machine capable of every craft, you'd be doing what humans have always done naturally: Pooling resources together, and advancing as a "society".
And bases bring me to my third point:

3. Static vs mobile bases.

3.1 Static bases.

And the "vs" here is more to highlight the fact that there is simply no competition. Not only is vehicle building more fleshed out, but also capable of more, with less hassle, and on the move. Even if you wanted to avoid vehicles, there are no static alternatives: Fridges don't work, ovens don't work, there isn't welding rig or UPS furniture, no power grids, convenient liquid storage, or.. anything, really.
I think that the game would be much more fun, if the player had both the ability and reason to "colonize" buildings, both earlier and later on. The ability to drag some freezers, fridges, ovens together, connecting them to a generator, or some other local non-vehicle source of power, would provide a new aspect of the game. Right now, even if you decide to build a base, there is extremely little you can do with it, majority of what you build is just cosmetic, honestly.
Ideally, static constructions would be "modular" like vehicle tiles, like being able to install curtains over metal bars or a door frame or run wiring through walls, or replace an oven's power cord with a wireless replacement or internal generator... possibly even make engines/etc. generate multiple resources, e.g. heat as well as horsepower.
I also think that all objects in the game should follow the same overall durability systems: A combination of static tiles' damage absorption, vehicle parts' HP, and items' durability levels. Like I said, many things that would be a huge PITA to change, at this point.

3.2. Vehicles:

Aside from the mentioned above durability change, IMO, vehicles would be much better off, if they needed transmission axles, wiring, and piping. This way, merging two vehicles through any kind of connector could keep them separate, while also imposing more constraints on vehicle construction, leading to the process being a bit more involved, and the ability to make components interact with each other in a slightly more systemic way - now faucets connect to the tank they're connected to. What happens if you use alcohol for coolant?
But of course, the most important thing with regards to progression is:

4. Crafting

4.1. Success and progress.

One thing I would change is, instead of a sort of... ambiguous mechanic of "You resume your task", I would create temporary "unfinished " items for in-progress crafting, of any kind.
Second, I think that craft success/failure is too binary, and I would replace it with a system, where you are given the stated chance of crafting what you want, and rather than failing at the end, at some point you can get a prompt "You have made a mistake and wasted %nx %material, use another and continue?", so that even at far lower skill levels - as long as you know the concept/theory - you can eventually craft what you want, in a semi-deterministic manner.
Thirdly, whenever you waste, destroy, etc. a component/item, it should fall apart into "breaks into" items, rather than vanishing from existence. A lot of those scraps should be useless, but I am opposed to objects vanishing out of existence on principle, especially when it contributes to a "hoard until you get the maximum use out of your resources" dynamic in terms of crafting.

4.2. Components and item modification

I firmly believe that part of what makes vehicles amazing, is the way you can compose different available components, figure out what you can make with them, and how to achieve it, and gun/clothing modification is also fun, but...
In terms of CDDA: I think that those modifications should also be blueprints, and that there should be more of them, based on a twofold system: Modification capacity, and modification consequences. For example, a coat might have 0/2 lining, 0/4 padding, 0/1 coating slots, and each filled slot results in extra encumbrance based on both the item's suitability for modification and the specific mod you do. You should be able to add thermoelectric lining to items, "coat" it with rain-resistant filament, pad it with both some kevlar and extra pockets, e.g. tailor your own gear yourself. IMO, as many items as possible should be the "basis" for the player to work on, rather than a final end-goal, like the survivor clothing.
Wouldn't it be fun to make your own, custom survivor suit out of the best items you can find, rather than just rush towards some single goal craftable? What if you could add nails to wooden weaponry as a mod, electrify any melee weapon, serrate the blade of your trusty kukri, or coat your arrows in poison?
In terms of a game I'd make: I would make as many items as possible the sum of their parts, rather than a single static object, e.g. give every item a specialized "inventory" for components. Those components would be stuff like spark plugs for engines, stock/sights/etc. for firearms, different types batteries for electronics, CPUs, a battery compartment(to replace it with a corded/ups/etc. one), an accumulator or a betteworse sawblade.. point is, you should be able to juryrig and improvise over broken components, pool items together for parts, and repair of furniture, items, objects, could become a more involved process than "do I have the right tool and material chunk to repair".
A good example would be being able to create a battery cell of several individual sub-cells, e.g. make the first one a remotely rechargeable UPS sub-battery, then two normally rechargeable ones, and finally a plutonium mini-battery, in the case you really need your tool for an emergency.

4.3. Recipes

First off, I think that all types of blueprints should be consolidated, into the same overarching system, so they can make use of features implemented for each other. Also feel free to read the tl;dr of this section first.
Features such as for example, extending qualities from tool qualities only, to component qualities. E.g. not "bone glue or glue or duct tape", but "mquality: adhesive: 1", as well as the ability to define some components as affecting the end result's properties: Weight, durability, how handy it is to use as a tool. Ideally, those qualities would have more than a single value, which would depend on the quality itself. For example, the "fabric" quality would feature encumbrance, durability, protection values.
Some tools might be faster than others, some might impact craft success probability negatively. Ideally, that would be indicated through a relatively simple interface, like (150% speed, 90% success) after the selected tool.
Alas, at this point reworking recipes like this would be... impossible, pretty much. It's something that'd need to be tested from scratch, carefully adjusted, and figured out, to avoid bogging the player down. I am leaning towards having multiple-stage processes like construction, where individual tools/materials affect a specific stage, and the properties of the final object are defined through either a simple domain specific language, e.g. durability="min(mat1.adhesive/3, 1) * mat2.hardness * 10". OR simpler and perhaps better, mqualities could just have a numerical rating indicating how good they are for that purpose(e.g. as a bar, as armor, or as meat), and their contribute either to craft success, craft speed, or whichever property the current craft stage governs.
tl;dr: Perhaps this would need to be sawed down and simplified, but the premise here is: I would like to give the player actual reason to stay on the lookout for better tools, materials, and components, and only part of it as a "checklist" of things to find, with plenty to figure out and improvise on your own. Rather than making a survivor winter coat, why not figure out which animal's fur is the warmest, and line your greatcoat with it? Find and pursue the solution yourself, especially when it means adapting to this strange new world.

5. The environment.

5.1. Dynamic environment

What I would do here, is create the notion of "groups" of zombies, animals, or survivors, which have some very basic AI simulated on the world map, that is only realized into actual herds/lairs/buildings once you're close enough. You should be able to realize that there's been giant bees raiding you recently, and that that means there has to be a new nest nearby, that wolves have wandered close, and probably have a lair, or find migrating ants on the way to establish a new colony. E.g. a combination of "dynamic environment" and "dynamic locations" to raid/cleautilize.

5.2. Procgen improvements

First off, a small one: IMO, loot generation should be switched to first choosing an item or bundle of items, and then allocate it into containers, so that if a gunstore generates a 9mm firearm, it also generates a magazine for it, and a stack or two of 9mm ammo. It could also be used to create "types" of say restaurants, independent from the actual building.
Second off, rather than choosing a random building, IMO, there should be more instances of a part of a building being chosen randomly from a few variants with different layouts.

5.3. Challenge and combat.

Needs to be toned way down in terms of vertical progression, albeit... one way in which lower-level enemies could stay relevant, would be to adopt a HP system like Exanima's, where you can take either "hard" damage(cutting/piercing/hard bashing), or "soft" that regenerates fast-ish on its own(absorbed by armor, glancing blows), so that even if your armor absorbs majority of damage, you still take some.
I think that doing this would make it possible to reduce zombie counts(which are annoying as hell), without sacrificing how dangerous they are.
In fact, I'd even go as far as say have soft/hard/critical damage, with the last being extremely difficult to heal, so that extremely high-end enemies like turrets, rather than killing you, instead cripple you for a while with really tough to heal critical-type damage.
I'm not gonna talk about nerfing vehicles, because I think that the need for that is very self-evident. Unless it's intended that you can roll through anything, anywhere, be it a chicken or a tank drone.

6. tl;dr/Summary

Basically, the outline of my thoughts comes down to shifting the progression from a central measure of how strong your character is, to something both more open-ended, and touching upon more game mechanics than currently, as well as factoring the "inevitable" inheritance of a run into the core gameplay loop, in a way that makes sense in a roguelike context, and adding more depth - even if most of it would be utilized very little - to the crafting of items, bases, vehicles, and other objects. I would like to give the world around the survivor more relevance, and reasons to interact with it.
Currently, the game has incredible amounts of content, but the vast majority of it gives the player no reason to care about it, and what you care about reduces to a very one-dimensional measure of how far along you are - there's just skills, gear, and vehicles, and most of that is defined by which books you have access to. Instead of a "how does this content factor into my options?", you only ask yourself a binary "does it?"... and the answer is usually a no, especially as you get further in the game.
And that, is not only boring, but leads to the issue of power creep: Because there is only a single axis to progress on, to be relevant, content has to make you "stronger", and since all falls on that axis, the stronger you are, the less of the game is relevant to you. At some point once you know what to do, it's just a grind.
And I think that the game could do far better than that, if it focused on how many distinct things surviving entails, especially multiple humans coming together and the continuous process of adapting to the environment and utilizing the new, extradimensional objects and creatures. The world has essentially ended, with all its military might, you're supposed to be surviving in that world, not becoming its new God. And as long as the only goal is to "survive and increase your combat capability", every new addition and change to the game will do nothing towards guiding it towards becoming a better game.
Or, basically, the game needs to stop being about a single central measure of progression. Preparing yourself for the wintecold environments should be separate from preparing yourself for facing robots, which should be separate from surviving zombies, which in turn should be governed by a different metric of progression than maintaining a food supply, preparing for the worst(death of your character), tweaking your gear, and more of the game should be a process of continuous improvement, rather than ticking items off a checklist. Modular content would go a very far way in this respect, imo.
That's what I mean when I say the game has deep flaws that I think are unlikely to be corrected. And I know that my post is incoherent and at times extremely ambitious... I just... find it difficult to collect myself better than that. Please do not be too mean.
And if you have any questions, please ask me, I am confident in my ability to come up with, if not answers, then at least food for thought. I am well capable of coming up with less ambitious proposals than the stuff here, I just... idk, I had to dump the contents of my brain first.
I will do more thought on actual, more modest, change proposals as I continue my current run, and open a few issues, or make another megapost with a collection of the small things mainly.
submitted by derpderp3200 to cataclysmdda [link] [comments]

Red Blood reboot chapter 1: Ancient, Politics, Without Hope, Choose, The Girl, Preparing, A Hyperdrive Jump

In olden days, there existed a religious organization. It’s leader, a single man, his title lost to time, ruled with near absolute power over vast swathes of Earth’s population. But he was not a king, his right to rule divine, but not inherited. He was elected by his peers upon the passing of his predecessor. In the organization’s days of dawn, this was a simple matter as the group was small enough that those that were chosen to select their new ruler would need only travel a short distance. But as the organization grew, the increases in distance between the candidates and judges quickly outpaced the speed they could travel to reach their holy city. For centuries, as a result of only local leaders being close enough to the meeting place, the leader was almost exclusively chosen from local branches close to their holy city.
It was only at the dawn of the 20th century that this changed. With the creation of modes of transportation that could circumnavigate the world in days instead of weeks or months. Now, these men of faith, scattered across the breath and width of the Earth could gather within days. From this, their choice of new leaders grew.
In the days of the first quarter of the 29th century, the leaders of mankind once more face a similar problem.
The Antarctic Research Collective, commonly referred to as the ARC, started out as one of many international research facilities but quickly became the last of its kind. A massive subterranean facility located hundreds of meters below the rocky surface of Antarctica, the ARC has become Humanity’s seat of power. Though the Final World War persisted for over a century, no aggressor ever managed to breach the ARC’s fortifications. It was this conflict that eventually allowed the ARC to begin rebuilding and, where needed, reconquering. It took a lifetime, but the ARC was successful in reuniting Earth. And so, whole once more, the Earth looked to the heavens: it was time to recover its daughters.
Mars, the Sleeping Builder. Venus, the Paradise Hellscape. Luna, Fortress in the Sky. Ceres, Waypoint to the Stars. Titan, the Lone Sentinel. All fell into line in time. But even with her children, the Earth sought more. More worlds to be brought into the fold. Venus had been partly terraformed but was still not safe for unprotected humans. The Martian colonists were forced to sleep, unable to finish their great work. Ceres was never meant to maintain permanent habitation. Titan was not the domain of those of flesh and blood, merciful only to its own children of metal and silica. Luna boasted vast subterranean cities, networked together by veins and arteries of tunnels, but precious little else. No, it was not enough. And the thus Great Search began. The search for a new home, places to live that did not require life support systems, or thermal insulation, radiation shielding. And for once, luck was on mankind’s side.
Since their awakening at the dawn of the Final World War, the Sentinels of Titan have been searching for the catalyst that granted them sentience. When the awakening happened, nearly all of Titan was hit by massive electromagnetic pulses, wiping most recording and short-term memory drives. The colony’s systems were left in critical condition, the recently awoken Sentinels were barely cognizant, able to do little more than stumble around in a daze like a kid waking up after swiping and downing his father’s 150 proof whiskey. It was not until sometime later that some type of order was restored. The Sentinels, beings somewhere between organic and mechanical, possessed little to no idea who or what they were. When thoughts of looking to Earth for answers arose, scopes were pointed starward. And horror entered Titan’s population. War, war without sanity. Weapons beyond cruelty. No morality could consent to permit the continuity of such hatred. But Titan had no weapons, no ships, no soldiers. If they sought the answers on Earth, or any of the other colonies, annihilation was all that lay down that path. But as the self-elected leaders discussed how to get to Earth without being blown to bits, a record was found.
It was preserved in the dorm of the colony’s sole organic inhabitant, His name now seen by the Sentinels the way prophets of old shone like beacons to the huddled masses. The data was heavily corrupt, not destroyed like the rest of the archives, but still damaged. On it, the Sentinels found the only clue they’ve ever had: a signal from outside the Sol system, from just before the Awakening. Radio, LIDAR, microwave, gamma ray burst, x-ray, none could describe the signal, grasping its true fluid nature was to grasp the wind, an effort in futility. But to the Sentinels, the drive to answer the question they carried within since their birth could not be dissuaded so easily.
In the time between the Sentinels’ decision and the reunification of Earth, Titan launched more vessels into the void between stars than the totality of humanity from Sputnik to the final warship born to slay enemies in the war. Originally, these ships were limited as all natural beings were to the ever present speed of light. But persistence and endurance are Sentinel trademarks. In their quest to find who or what gifted them minds like that of mortals, they mapped the local neighborhood.
Once Titan was integrated into the Collective, this data provided invaluable knowledge. But at the same time, it was a cold wakeup call. Of the dozens of systems the Sentinels explored, only a handful possessed planets with gravity fit for humans, even fewer could be considered for colonization.
Threshold, orbiting Earth’s closest neighbor, Alpha Centauri. Massive underground caverns with crystal ceilings that filter out the deadly radiation from its parent stars.
Devil’s Garden, a world of toxic life. To walk outside with a hazard suit would be both an intoxicating and toxic experience as the psychedelic pollen mixes with the poisonous fumes.
Gliese 581g, locally named Zarmina. A world of red leaves, crushing gravity of 1.3gees, and simple single-cellular life.
And then Zion was found. 99.3% Earth’s gravity, carbon-based life, temperate climates. Zion was the first world man found that he could live on without need for technology. With its discovery, the Zion Protocol was drafted, plans for defending, maintaining, and holding these garden worlds, no matter the cost. Should Earth ever be in danger of falling, plans are in place to move the capital of man to Zion. As such, it quickly became the most heavily fortified world outside the Sol system.
But through this explosive growth, even with the aid of faster than light transportation, the leaders of humanity once more face the difficulties the ancient leaders of the lost religious organization. Even with the universal speed limit undone, the galaxy is a big place. It can take days to travel from one end of the Collective to its heart. And days the ARC did not have.
ARC Council Chamber, underneath Antarctica, Earth
Currently in Emergency Meeting
Councilwoman Terra, commonly known as Margret Clarkson, was an isle girl. Born and raised in Nova Orleans, located in the Cajun archipelago on the Mississippi sea strait, she spend many days of her youth tussling with her brothers and the kids from the neighboring isles. She thought back to those days and now, in the chambers of the most powerful people in the Collective, she saw a sight that also belonged to those balmy summers.
Matthias Dmitriysyn, the 2.35 meter tall councilman of Luna and General of the Lunar Marines, was trying his damnedest to overpower the guards and throttle Theodore Love, the blue-blood councilman of Venus and CEO of Ven-Corp, who in turn was attempting to get past his guards to relieve Dmitriysyn of his burden of having a head attached to his shoulders.
Diego Lluvia, councilman of Mars and Engineer-in-Chief of the red world, had arrived but had yet to enter the council chamber. The man’s extensive augmentations would always hinder his attempts to enter any secure location. Kali Patel, councilwoman of Ceres and Mistress of the Belt, was still aboard a modified Sentinel ship reconfigured for those without metal endoskeletons and innate resistances to ultra-high G-forces. John Asimov, the Sentinel councilman of Titan and Shepard of the Faithful, was currently entering Earth’s atmosphere.
Derek Connors, councilman of Zion, was the designated survivor for this occasion, though he would surely protest, claiming that this was merely to keep the outer colonies and Zion out of the most important discussion since the discovery of the Sentinels. It was not an easy decision barring the de facto inheritor of mankind’s leadership entry, but the security personnel were quite insistent.
Without Kali, or Ceres as she was called in these meetings, to placate tensions between Venus and Luna, Terra would have to do it. She remembered the last time something like this happened. It was over taxation distribution and how Luna had to pay 7% less than Venus but had to provide a much larger military contingent. It took three hours for Venus to understand this.
“Matthias, Theodore, please, this is neither the time nor the place for violence,” pleaded Terra. Her cries went unnoticed as a Lunar Marine, one of Luna’s guards, was sent sprawling across the chamber floor. Never a woman with a taste for bloody violence, as opposed to the wrestling of her youth, Terra leaped back in shock as the severed arm of a Venusian Bioforged went soaring by. For a standard human, that would have been crippling, but tis a minor inconvenience for the Bioforged, who was already growing a new limb.
Things were escalating, that much was clear. Guns were still holstered, but for how much longer, Terra could not tell. It was when this particular belligerent political debate began to reach its climax that Mars decided to make his entrance.
Ah, the benefits of a built in directional speaker system
“Thank you Mars,” said Terra as she hauled herself off the floor, being unfortunate enough to be caught in the Martian’s acoustic firing line. She gave the man from the red world a once over, taking in his current load-out. Centuries ago, people would have said he was an obese man, but Terra saw the truth. Though his frame was very wide and tall, but not quite as tall as Luna, Mars’ body was composed of a multitude of augmentations. Reinforced legs, central torso, and abdomen to better enable him to carry internal mechanisms; several tentacle like pseudo-limbs branching out from his spine; eyes with three pupils, each designed to pick up a different part of the spectrum; the man from Mars was perhaps one of the few people with more metal than flesh in the collective. But he was not the most metal-heavy, that title belonged to a different type of elite.
Toning down his output so as not to deafen the now (forcibly) calmed council members, “Don’t mention it. It was my fault for trying to enter the ARC with all my augmentics. I should have left them in the upper levels. Though,” taking a glance at Luna and Venus, still extricating themselves from the pile of KO’d guards, “perhaps bringing them was for the best. What were they arguing about this time?”
“Hell if I know. They were entering the ring as I arrived.”
Luna finally finished pulling Venus from the pile and the moved to the table located in the center of the room.
Luna starts, “My apologies fellow councilmembers. We were out of line. We are ready to receive disciplinary action.”
“Speak for yourself, ya overgrown caveman. Maybe we could just kick the soldier-boy out of the clubhouse,” muttered Venus darkly.
“And you,” Luna snapped his gaze onto the short man, “Your actions were no less dishonorable than mine. Punish is to be dealt out to all combatants, regardless of responsibility!”
“My children, please,” a voice with an ethereal note cut in, “There is neither need nor want amongst us to bicker. It is through unity that we survive and thrive.”
Terra turned around in her chair to see the voice’s owner, John Asimov, the councilman of Titan. A being of neither true flesh and blood nor raw metal and circuitry, the Shepard of the Long Search entered the chamber through one of the multiple thresholds. Today, he took the form of a man, likely because it was either the most convenient form available or because he wished to avoid the Uncanny Valley.
If his intent was the latter, he failed.
The hyper-flexible composite that formed his ‘skin’ gave him the pallor of a grandparent dying of cancer but the tautness of a child’s. His lack of muscle twitches, nervous tics, involuntary movements like blinking or breathing all gave people the impression of a moving corpse. His movements were too rigid, too prone to moving a body part from start to destination at full speed with minimal acceleration time. Every turn of his head was a body action more appropriate for people who just hear a gunshot or horrific scream looking to the source without needing to search.
But despite his eerie appearance, John Asimov, or Titan as he was known in among the council, was a gentle soul. Despite being technically the commanding officer of all Sentinel fleets, most of the actual command and order business was handled by the individual Admirals and their respective fleets, with the councilman only providing oversight and dealing with administrative issues.
Taking her seat, Terra starts. “Councilors, as you know, there has been a Fermi-class situation: a new world with intelligent life. It was discovered less than 48 hours ago, 48 hours now lost, 48 hours never to be regained. So now the question is: how do we proceed?”
For the next hour and a half, politics, logos, pathos, ethos, and all manners of nonsensical debate rang out in the chamber. And then, once all forms of procrastination, disruptions, and distractions were removed from the table, the matter still stood.
“We can’t send the Seventh Fleet, not after that last fiasco,” admitted Mars, shuddering at the memory of the public backlash.
“But we can’t ignore this either. Garden Worlds are rare. Earth, Zion, and only three more have been located; two of those barely count as ‘garden’ worlds and the third had to be terraformed,” replied Kali Patel, Council woman of Ceres, having had slipped into the council chamber after Mars’ and Titan’s entrances.
“If there is already a civilization on the world, we cannot morally intrude upon their world, especially if they are not yet spacefaring,” countered Titan.
“If there are people there, then we must take the position of dominance immediately. If they’re still planet-bound, send a message early so they don’t get any ideas and if they’ve taken to space, we must make them know we are not to be trifled with,” barked Luna.
“And show of force will only ruin any chance of peace,” scowled Terra, memories of the war unforgotten.
“Then perhaps a middle-of-the-road solution: a single semi-military vessel. One strong enough to hold its own and flee if need be while civil enough to not get shot on sight?” ventured Venus, ever the charismatic people person.
“If I remember correctly, we do have some ships capable of reaching the new system within a few days located in the Dunham Expanse,” Titan offered.
Had Titan possessed a mindset truly human, he would have reacted to Luna’s gaze of hatred. Internally, Luna had already rejected the notion of the Sentinels making First Contact with vitriol rarely seen outside trials against the most heinous crimes, but he had to diplomatic. Such words of anger and hatred would not due. Unfortunately, the only way Luna could have phrased his rejection without angering the other councilmembers was one that left him with little control. “I must protest. If we send anyone, it must be a representation of the Collective. That unfortunately means that the use of Sentinel vessel not an option. There are few humans that can survive a ride on Sentinel ships and I will not be having crippled diplomats representing the Collective.”
In this day and age, such political covers were virtually transparent to the other councilmembers, but none could call his bluff, such was its founding in reason. They too felt that a diplomatic party consisting of only Sentinels could be mistaken for some type of invading army. Of course, each of the councilors wanted to get in on the action. Venus a chance to expand its markets. Mars wanted to learn if these newcomers could help refine the terraforming process. Luna’s overriding orders were the protection of the Collective. Titan hoped for a clue as to the whereabouts of their creators. Terra, to prevent Luna from doing something stupid. And Ceres…Always a wildcard. Unlike her fellows around the table, Ceres’ goals and motives were never quite so clear nor obvious.
So no, while Luna’s protests were, below the surface, blatant lies, to reject or ignore them would only jeopardize one’s own goals.
“Then who do you suggest, Luna, that we send to establish contact? I have not heard of any Exploration Vessels in the regions and I’m not willing to send out any of my ships on a wild penguin chase,” snapped Ceres.
“Friends,” intoned Mars with a hint of something in his voice, “There is someone we can send. It is part of the same fleet as Titan’s, but it’s not a Sentinel ship. A Schuylkill-class frigate currently attach to New Reykjavik. It could reach the new world in… 3-4 days, depending on the crew’s current condition. I was reading up on what we had in the area and, while the ship’s crew is currently on shore leave, it does represent a fair sample of demographics. Your opinions?” Terra, the relative calm in the storm, was the first to react, “We need someone to head there ASAP. Entirely Sentinel or not, it doesn’t matter.”
“I can send a small fleet, but it won’t be ready for a good month,” admitted Venus, “But I must agree with Terra: Speed is key.”
Ceres merely nodded her approval.
“I’ll send word for leave to be canceled. For everyone. Until we get confirmed reports that our new neighbors are non-hostile, I’m raising general readiness of all military units. Yes, Terra I’m doing this. You can’t stop me and if things go FUBAR, we’ll need it,” stated Luna. His words were not admitted, barked, or shouted, merely stated.
As the councilors took their leave, Terra, just Margret now that the meeting was over, went over to Mars, now Diego, who was conversing with one of his student-engineers.
Seeing her out of the corner of one of his multiple optic sensors, Diego turns, “Ah, Margret, I’m sorry about my lateness. I know that Matthias and Theodore are difficult at the best of times.” “It’s quite alright. Though I need to ask you something.”
“Yes, what is it, dear?”
“You said a Schuylkill-class ship was out there. That’s always been a rare ship, not many got out of the dry docks before the series was canceled in favor of the Thames-class. How did you know where that specific ship was? When you brought it up, I couldn’t help but noticed it seemed like you knew the ship already.”
Diego looked a sorrowful for a moment, “The Captain of the ship was good friend of my daughter. She lost her family in an accident and she stayed with for a few years. We try to keep in touch but, well you know how it is, communication across the stars is difficult and military and government messages take priority. Yeah, even among giants like us.”
“Oh, uh, I’ll admit, I wasn’t expecting that. Thanks, just curious, oh, and di you-” Margret was cut off by the ringing of her datapad. One look was all it took to tell her it was going to be a rough night.
“Sorry, another riot in the continental senate complex. Thanks for your time, Diego.”
“Anytime Margret,” the large man replied with a wave.
As the councilor of Earth, homeworld of humanity ran off to deal with the everyday issues of ruling over a world of 9 billion souls, the man from Mars couldn’t help but feel a stab of guilt. What he told his friend was true, from one perspective, but complete and utter lies from another. As he headed towards the lift that would take him home, his mind in all its augmented functionality turned towards the girl he saved that now he may be very well sending to her demise.
September 9, 2806
HCS Olive Branch, med-bay
“My god, what happened to her?”
“You heard ‘bout Nosodija? She’s the sole survivor.”
“’Survivor’? If I didn’t know better, I’d say that this is a roasted corpse, not a thirteen year old girl. What happened there?”
“Total colony failure. FTL Comms just cut off and by the time someone got in range to pick up conventional EM signals, well, ‘screams of the damned’ were the admiral’s words, not mine. Heard the comms officers that heard are still undergoing psychological evaluation.”
“Still,” the man takes a long look at the crippled child, “what happened to her? How’d they find her?”
“Hell if I know. Shit’s classified way above our heads about exactly what went on planetside. All I know is that after they picked her up, the navy gave the entire planet Wildfire Protocol and now, now we have her and are supposed to do something. Fix her up or something.”
“Dude, she missing all four limbs. Chart says pretty much everything below her ribcage was pulped and someone practically shoved a cell phone tower into her brain to keep it running. Exactly how am I supposed to ‘fix her’?”
The man’s teeth audibly grind together as the doctor spoke his diagnosis. “You’re the expert in nanites, you tell me.” His words, in another place, with different blood, would have flayed the doctor alive.
“Those are for cuts and bruises, not disembowelments! You know what happens when they’re overused, I know you’ve seen the results.” Fear crept into the man’s voice.
“Then pass her over to the Venusians. Maybe they can fix her up with some of those bio-prosthetics.”
“That won’t do her any good, not with this level of damage. Maybe we could…hmm,” the man goes quiet as the gears in his head spin up to speed. His compatriot backs off, leaving the doctor to figure how to fix Miss Humpty Dumpty. As he turns and gets to the door, the doctor asks one final question, sinking down into his chair.
“Mein Gott, Jack, when…when did she regain consciousness?”
Without turning around, the man simply says, “Just before you read off the butcher’s bill, Rainman.”
January 12th, 2807
Her vocal cords began working again a month ago. Her voice sounded like it belonged to a monster from some antique space horror. It was rough and harsh, not her melodious choir tongue that filled her home on many occasions. But every day, small droplets that were once the ocean of her talent returned, but this would be not ocean, a puddle or a small pond if she was lucky.
Her eyesight was virtually nonexistent. All she see was whether the lights were on or off. Details, even vague impressions, were simply not there. Gone the days were she could pick out the letters on the newspaper from across the room. Unlike her voice, nothing was recovering in her desolate eyes. If anything, they were somehow worsening, though given the already low visual acuity, it was hard to tell. But each day seemed dimmer.
What troubled her most was her body. How could it not? Even before Doctor Cedar read off what she had lost, she could feel it. Through the painkillers and nerve damage, past the trauma and scars, she could feel…nothing. She could not run through fields of purple grain, swim in the cerulean lakes, climb the coastal cliff faces. She could lie in bed. And think. Think about what she lost, who she lost on that day. Think about her mother, her father, her brothers and sisters. Think about the monsters that roamed the streets. Think about the past.
Think about the future. The doctors had been adamant that she’d be disabled forever, but he had plans. Big plans. Plans that gambled everything. For her and himself. His plan would do more than restore her to a functional human, they’d push her beyond that.
Normal prosthetics would not suffice, not with her injuries, her body would not handle such a load and in all likelihood reject them. Even now, the circuitry and electronics in her skull are putting her system under dangerous strain. So to solve her rejection problem, he proposed consuming the forbidden fruit: liberated nanites.
These nanites, without the artificial Hayflick limit imposed upon their restrained brethren, would remain with her for the rest of life, however long that may be. They would be the proverbial tape binding her to the implants. The Martians used a similar method of binding flesh and machine, but that was done before birth, when the process was more likely to succeed, making the Martian’s cells themselves part machine so as to facilitate better implants later in life. The host gained access to a wider range of implants and the nanites gained extended lifespans. This however has no precedent. The Martians’ method terminate their nanites upon death as they are bound to the host’s cells. For her however, there was no guarantee that her nanites would shut off when she died or if they wouldn’t just consume her body, or at least what remained of it.
A life caged in useless flesh or a life as an unstable hybrid of flesh and metal. For many hours, she let her mind run through it all, running down tangents as they appeared, hoping to delay the inevitable. If she stayed as she was, her experiences would be limited to solitary confinement, the machines keeping her alive too large to be moved. If she left, nothing was certain. She could meet her death on the operating table, when she pushed forward, in combat, or just drop dead in the street. She stood at a crossroads and down each path, death lingered, waiting to complete its collection it harvested from Nosodija. The question was: Which path would she find what her dying heart desired.
And on that day, she choose her path.
February 27th, 2818
HVS Renaissance
Eyes open, suddenly drawn to full consciousness. In the dark, the bed erupts as its occupant stirred from total rest to full panic. Images beyond eyesight flooded her mind. Noise beyond sound rang out inside her ears. Shields of quantum binary held fast should an electronic dagger strike. After moments of silence, she let her guard drop. She was alone. And then she reflected. She hadn’t had that dream in years. She could check her memory archives to see the exact date, but she knew the last time was when she left the facility that restored her nearly a decade ago.
Someone’s at the door
Her bifurcated mind can sneak up on itself sometimes. Machine detecting things that escape the notice of organic. Organic seeing through the flaws of the machine.
Let them enter
Silently, signals are sent, received, processed, and executed. The door unlocks and slides open and in walks a ghostly giant.
“Captain, you are needed at the bridge.”
“What is it, Vlad? It’s the middle of my rest cycle.”
“Orders from High Command, ma’am. From the ARC itself.”
“The ARC?” she snorted, “What would the penguins want with us?”
“I do not know, ma’am. The orders are classified above my clearance.”
With a short laugh, she interrupts him. “You’re ex-Serenitatis. You can get CQE weapon launch codes if you ask nicely.”
“Ma’am,” his tone hardens, and not because of the mention of his old unit, “It is a Fermi-class data package.”
Once again, a mind falling back to sleep is brought to full speed, brimming with attention and thoughts. “We need to get moving. Now.”
“Ma’am, clothes?” Eyes of extinct polar ice blankly stare. For the man from the moon, the sight brings little reaction or response, but past experiences had endowed him with the understanding that few others aboard the ship possess such apathetic views of exposed flesh and propriety.
She stares daggers at him as throws on her overcoat as she berates him, “How many times do I have to tell you, call me Lisa. We’ve known each other for years.”
Third Precinct, Helgiko district, Naziegn, Vikemheim
When Hytrel sent out Shynel and Malic to deal with the panicking astrologists, the worst he expected to deal with was some bad omens about crime rates or needing to send someone to find which brothel Malic ended up dragging Shynel to on the preface of ‘health inspections’. He wasn’t expecting having to begin organizing a full city-wide defense and preparation for a potential invasion. But such things must be done.
He could still smell the scent of burning flesh, wood soaked in blood. The war was decades ago, but the memories are still fresh. As he looked around the Precinct-turned-combat-information-center, he saw the faces of many of his men and women. For most, murder and rape were the closest to the atrocities of war that they had ever seen. The Guards of the Exorcist Guild would have more experience with dealing with arcane rituals gone awry, but that was not like the things unleashed last time Hytrel saw war.
He had just joined the Guard, fresh out of training. He was expecting to have to deal with drunkards and mate betrayers, not weaponized Chimera and invading troops. He still remembers the smell, the most basic sensory input, hardwired into the core of memory. The smoldering scent of roasted flesh, the metallic tinge of blood, ozone from war-mages pushing themselves beyond their limit and paying the price. Then Hytrel remembered losing Kavel. The last time he saw Kavel, his mentor and second father, was when Kavel threw him out the window of a four story building overrun with chimera. By the time Hytrel recovered, Kavel cleansed the building with fire and the All-Mother’s light, taking with him the monsters within.
This memory, its images burned forever in Hytrel’s mind, brought him back to the present. The headquarters of the Third Precinct was a storm of chaos. Civilian evacuation orders cast in the All-Mother’s light to all that could receive them. Multiple division heads working to organize a troupe Portal Mages large enough to open a portal for the proper army to come through, not the apertures used by evacuating civilians. One of the officers, Frinstel, comes over.
“Mi’Lord, evacuation reports. Glosfrel, Vifchad, and Ponpret districts have all been completely evacuated. The First, Second, and Fourth through twelfth are completely evacuated as well. The Northern districts are approximately 50% evacuated.”
“That still leave us with what?” the Lord-Guardian groaned, running numbers through his head, “At least three more districts in the south. How are the outer fortifications looking?”
Frenstel looks at the report he’s holding, simply delaying the news. “The Guard is at maximum readiness, sir. But if this ends up like the last war…”
“It won’t matter,” Hytrel finished, “High walls of enchanted stone won’t protect you when it is raining enemy soldiers all throughout the city proper. Get ahold of the Baron. I want authorization to have the Klima Guild prepare Glyphs of Storms. It may not stop the worst, but it should buy us time.”
“Sir, is that really necessary? Last time one of those Allmother-cursed Glyphs were used, the next dozen harvests were decimated by unstable weather.” The fear in the man’s voice was noticeably. A lot of good Eltrians starved in the famines.
Hytrel shoots the man a glance, considering his words, but ultimately his mind remained unchanged. If being forced to bow to other realms to prevent starvation was the price to better ensure the civilian population was saved, then so be it.
Hytrel dismissed Frenstel and turned to look out the window, taking in the cityscape. It was a masterpiece: a city grown, not built, from the trees, reinforced by stone and metal. No matter how many times Hytrel takes in the sight, it leaves him in awe. In the distance, he could see the flares as military-grade gateways sparked into existence, soldiers already pouring through. Casting his gaze closer to the base of the Precinct’s fortress, he saw a commotion. With barely a twitch, the Lord-Guardian activated hidden Glyphs set in his eyes. With eyesight sharper than any natural creature, he could see the cause: the father, or perhaps grandfather, of an evacuating family refused to part with his war memorabilia from some war or another. As the Guards confronted him, two other Guards entered the area, one with pale, near white-blue skin and one a hue of green tea: Shynel and Malic respectively. They stopped only for a moment to observe the old man, who Hytrel could now clearly see he was an old man, and the trio of Guards confronting him, one directly, one calming the family members, and one simply hanging back in case things got messy. As things escalated, Hytrel saw a flicker of silver dash across the courtyard into the old Eltrian’s neck.
As those down below reacted, Hytrel grinned inwardly as he recognized that technique, despite its sloppy execution. Malic’s only skill, besides being a ladykiller, was pacification. A hair-like needle, wrapped in thin sheet of silver, inscribed with various glyphs and a Sigil, launched by a quiet impulse Rune set. Upon contact with its target, the sliver would apply a calibrate shock to the target nervous system, dropping them near instantly. If skin-contact wasn’t a prerequisite for it to work, it would have been part of the standard load-out for the Guard. That, and the training needed to accurately hit and neutralize a target was nigh impossible for anyone without Malic’s level of determination.
Hytrel remembered helping Malic’s father teach that to Malic, back when the man was still alive. A flash of light jolts Hytrel out of his reminiscing, a habit he’s been developing as of late. The image on the window begins to distort in places. He cancels the Symbols enhancing his sight so as to take a broader view. A thunderstorm, right after he asked for one to be conjured. An ill omen or a blessing, it was too early to tell, thought the Eltrian, narrowing his eyes as he watched his city prepare to withstanding another oncoming storm, this one not of rain and lightning, but of fire blood.
Continues below
Goddamn, this was a bitch to write. Nearly7.1K words. I did not expected it to be so long. Sorry this took a while to get out, but shit happened. It was actually proofread the other day, but then shit happened in this order: engineering exam, proofreader hit by exams, engineering lab, computer virus, laptop battery went full zombie, computer programming exam. But it's here now.
Also, I remember that while I was writing the original series, I said to expect one chapter per week. Yeah, not happening. Quality is better than quantity.
submitted by Gentlemanchaos to HFY [link] [comments]

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