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Album of the Year #24: Run The Jewels - RTJ4

Artist: Run The Jewels
Album: RTJ4
Date Released: June 3rd, 2020
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Artist Background
The duo consisting of Atlanta rapper Killer Mike, and legendary underground produceMC El-P, known together as Run The Jewels, originally came together as a result of Adult Swim executive Jason DeMarco who introduced the two in 2011. After his 2011 album PL3DGE peaked at #115 on the US charts, Killer Mike told Jason that he wanted to make his own AmeriKKKa’s Most Wanted. Jason informed Mike, “If you want AmeriKKKa’s Most Wanted modernized, the only producer I know who comes close to the Bomb Squad-level of production is El-P”. The duo’s chemistry was immediate, as El-P went on to produce all of Killer Mike’s 2012 last solo album R.A.P. Music, and Mike featured on El-P’s final solo album Cancer 4 Cure. Mike and El’s respective albums released within a week of each other in May 2012, and the two embarked on a twenty-city US tour in the following months. After returning from tour, the pair had found a friendship growing between themselves, and made the decision to put other projects on hold and focus on the chemistry that had been sparked. Recording at an upstate NY studio beginning in April 2013, the duo re-appropriated the phrase “Run The Jewels” from the LL Cool J track “Cheesy Rat Blues", and released their self-titled collaborative album, for free via digital download, only a mere 2 months later in June 2013.
36” Chain vs. Pistol & Fist
Run The Jewels discography currently exists in a distinct pairing. With Run The Jewels as their debut, this record set the group's tone as a light-hearted, braggadocious duo with as much confidence in their abilities as swag in their punchlines. Just over a year later, the sequel Run The Jewels 2 took the foundation set from their freshman effort and dialed the insanity up to 11. RTJ2 pushed the boundaries of their aggression and flows to new heights; with incredible energy in their verses, and absolutely impeccable beats, blending El-P’s signature industrial sound with sharp synth arpeggios, chopped Zach De La Rocha vocals, and absolutely bonkers Travis Barker drums.
It was then nearly 3 years before Jamie and Mike followed up their breakout RTJ2, with Run The Jewels 3 being released again ahead of its scheduled release date via free digital download, this time on Christmas Eve 2016. Instead of these two attempting to outdo the pure insanity and in-your-face attitude found in their predecessor, Mike and El decide to evolve themselves as a group. The duo had noticeably pulled back on the swag and dick jokes which made such a splash on RTJ2, instead choosing a more subdued, electronic approach to their beats, as well as a clearly stronger political approach in their lyrics. This change in sound and style is demonstrated in the album cover’s artwork. The first two records featured the distinctive RTJ “Pistol and Fist”, with the fist tightly gripping a chain. The chain, in my opinion, represents the swag and braggadocio that drove the aggressive nature of their first two albums. In RTJ3 the chain is removed, leaving only hands that have transformed from bleeding and bandaged, to a pristine gold.
This brings us to early 2020. It’s been nearly 4 years of living in a post-Trump America, and El-P announces that Run The Jewels fourth record has been completed. Mike and El live-stream the first single “yankee and the brave” on Instagram on March 22nd, 2020. Lyrically and sonically, RTJ4 exists as the successor to Run The Jewels 3, with Mike and El again taking the good from their previous effort and launching it into the creative stratosphere. El-P’s beats are again leaning towards the synthetic, electronic side, this time with the intensity dialed all the way up to 11. From a lyrical perspective, RTJ takes the politically-charged lyrics from their predecessor, and again, up the ante, laying down some of the hardest hitting and politically poignant bars either of these two have ever spit.
Album Review
2020 was a year that none of us will soon forget. An unprecedented global health crisis kept the majority of us inside for months at a time. RTJ4 was announced on May 12th, 2020, with a release date slated for June 5th, 2020. However, with 2020 as the gift that won’t stop giving, the end of May was highlighted by the unjust killing of George Floyd. The phrase heard around the world, “I can’t breathe” instantly became a rally-cry for the oppressed to finally take to the streets to demand systemic police reform, as Floyd’s death was not the first time this phrase was uttered in an unjust police killing. In fact, a 2020 study by the New York Times showed that at least 70 people have died in police custody after using the same phrase over the past decade. As millions of American’s began organizing protests and demonstrations in the wake of Floyd’s death, Run The Jewels made the decision to release their latest chapter two days ahead of the scheduled release. El-P tweeted, just minutes ahead of the drop, “Fuck it, why wait. The world is infested with bullshit, so here’s something raw to listen to while you deal with it all. We hope it brings you some joy. Stay safe and hopeful out there and thank you for giving 2 friends the chance to be heard and do what they love”. In line with all past Run The Jewels releases, the album was made available for free digital download, two days ahead of its scheduled release date, on June 3rd, 2020.
THE RETURN (we don’t mean no harm but we truly mean all the disrespect)
RTJ4 opens with the first single, “yankee and the brave (ep. 4)”. Using the team names from their respective hometown baseball teams, Mike and El use the opening track to prove that they’re not just a hip-hop duo, they’re brothers, for better or worse. El-P kicks this installment off with rapid-fire, machine-gun esque snares, matching Killer Mike’s aggressive flow and tightly packed rhymes, before El jumps in to trade some dense rhymes as well. Mike and El depict themselves as outlaws, with Mike surrounded by cops with only one bullet remaining. He contemplates suicide instead of allowing the police to take him alive, until El-P jumps back in, offering Mike a way out, with a getaway car waiting outside. This tense situation is depicted lightheartedly in this song’s music video, which was released via Adult Swim and features the duo animated.
The trade-off between Mike and El’s short verses are reminiscent of late-80’s EPMD flows, while the production sounds like boom-bap that’s been sent to us from the future. This distinctive blend of old-school rap roots and forward thinking production is what continues to separate Run The Jewels from absolutely all of their contemporaries. While so many artists are continually playing catch-up with the latest trends, RTJ are side-stepping the trendy and moving forward with the mind-bending.
FLEXIN’ (ayo one for mayhem, two for mischief)
The second single “ooh la la” samples a Gang Star track "DWYCK (feat. Nice & Smooth)" as the basis for the chorus. I say “samples” as that’s how it is credited in the album’s liner notes, however it’s truly an interpolation of Greg Nice’s bar, slowed down slightly, and sung by El-P and Greg Nice himself. El-P is a true old-head at heart, and it’s abundantly obvious in his work, even going as far as to recruit legendary producer DJ Premiere to handle the scratching on the back end of this banger.
Out of key piano chords are looped to quickly create an unsettling aura surrounding the track, before El-P’s voice cuts through the infectious piano like a whip. Pounding, up-tempo drums are introduced after the chorus’ first iteration, creating what is possibly El-P’s first danceable beat. Lyrically, Mike and El-P initially seem scattered on this track, however the music video quickly makes their point very obvious.
”we imagined the world on the day that the age old struggle of class was finally over. a day that humanity, empathy and community were victorious over the forces that would separate us based on arbitrary systems created by man.
this video is a fantasy of waking up on a day that there is no monetary system, no dividing line, no false construct to tell our fellow man that they are less or more than anyone else. not that people are without but that the whole meaning of money has vanished. that we have somehow solved our self created caste system and can now start fresh with love, hope and celebration. its a dream of humanity’s V-DAY… and the party we know would pop off.”
The video envisions a society celebrating the fact that the class system we currently exist within has finally imploded. Money is worthless, and we have rejected the desire to bind ourselves to the constraints of capitalism. All creeds and colors unite to burn the system that has so effectively controlled us for over a century. It’s a party, and if there was a song to celebrate the end of the world as it is currently known, “ooh la la” is that song.
Mike’s last verse features a few metaphors and comparisons celebrating the destruction of capitalism, saving the most poignant for last:
I used to love Bruce, but livin' my vida loca
Helped me understand I'm probably more of a Joker
When we usher in chaos, just know that we did it smiling
Cannibals on this island, inmates run the asylum
Premo’s expertly cut scratches lead us into the equally hard hitting sample flip of “Misdemeanor”, by Foster Stevens as the basis for the beat to “out of sight”. Lending yet another nod to the old-school greats that laid the foundation for RTJ, “out of sight” samples the same track as The D.O.C.’s “It’s Funky Enough”, only adding a bouncy, electronic synth atop the inverted chord hits, and uptempo, industrial drums, to create an absolutely infectious groove for Mike and El’s dynamic chemistry to shine, rapidly jumping between each other’s two line flows in the first verse.
“out of sight” shows each MC providing insight into how each of them earned a living and achieved their current status. Mike and El’s opening verse each details themselves robbing people in order to eat. El alludes to the fact that he crossed his accomplices in crime for the whole bag, while Mike details the fact his assailant tells him it’s an “honor” to be robbed by his mother’s only son.
While El-P’s production is the obvious stand out on first listen, Killer Mike comes through with one of the most sonically pleasing and technically proficient verses of 2020.
We the motivating, devastating, captivating
Ghost and Rae relating product of the fuckin' '80s
Coke dealin' babies, never regulating, bag accumulating
It would not be overstating to say they are underrating
The pride of Brooklyn and the Grady, baby
We don't need no compliments or confidence
Our attitude and latitude is "fuck you, pay me"
The dense, intricate rhyme schemes smack you in the face, almost distracting you from Mike’s delivery and blistering flow on the verse; flexing his legendary status while paying homage to his drug-dealing past. This absolutely stunning display of technical skill, story telling, and complex rhyming illustrates how RTJ seamlessly integrates the best of both old school and new school hip-hop.
“out of sight” also features a guest verse from 2 Chainz, and he continues to lay the braggadocio on thick. Considering Tity Boi’s dedication to trap stylings, his verse feels right at home on the flex track, despite it’s late 80’s tribute sample, a considerable departure from his usual sound palette.
Up until this point, I haven’t mentioned any of the El-P’s lyrics specifically. El-P is a great rapper, but Killer Mike… Well, Killer Mike is an incredible rapper. He’s the guy who draws you in. El-P is the one who lays the foundation for greatness and Mike is the show stopper, and that’s generally the case for most RTJ tracks. But on “holy calamafuck”, El-P seems determined to make people stop and ask, “Who the fuck is this?!”.
A sharp, yet nearly minimalistic drum kit backing a heavily distorted synthesizer melody lays beneath rhymically knocking cow-bells. This aggressively set stage allows Mike and El to flex as the dynamic duo they are, until the beat suddenly takes a turn for the chaotic. A gnarled, ultra-menacing synth overtakes everything while Mike screams into the abyss, until a distorted snare, enormous 808s, and skeletal hi-hats cut through and launch the beat switch into another dimension. The minimal, yet incredibly dark soundscape allows El-P to snap in a way I have never heard from him previously. His rhymes schemes are reminiscent of an old MF DOOM lyric notebook, while his topics flawlessly combine flexing, psychedelic use, and his well-cemented legacy in the hip-hop community. Cutting and pasting a few of his bars into this review could not convey a fraction of how stunning El-P’s performance on “holy calamafuck” is.
Slightly later in the track list, making liberal use of the Ether song “Gang of Four”, “the ground below” samples and loops the sharp guitar riff and adds aggressive, pounding drums as the basis for the beat; this is finally reminiscent of the forward-thinking, stridulous production El-P has built his reputation on. Capitalising on the classic RTJ moment, Mike and El both flex in their own unique ways. Mike compares himself to Godzilla taking on Tokyo, and El-P demands respect for his name as the legend he is, threatening to smack dying children for mispronouncing his name with his middle finger to the world; his complete disregard for human life and confidence in his abilities are summed up at the end of his verse.
You see a future where Run the Jewels ain’t the shit
Cancel my Hitler-killing trip
Turn the time machine back around a century
SO¢IAL JU$T-ICE (until my voice go from a shriek to whisper...)
While the first few tracks aren’t without their social and political themes, the back-end of RTJ4 is where Mike and El start to bust out the heavy topics. “goonies vs. E.T.”. starts off light, with El-P pointing to the irony of how once he finally started to make it “big” in the industry, the world began to descend into chaos due to climate changes, increasingly obvious social injustice, and political madness. He culminates his frustration with our disregard for the Earth with a fantastic quotable.
Fuck y’all got, another planet on stash?
Far from the fact of the flames and our trash
That is not snow, it is ash, and you gotta know
The past got a wrath, it’s a lover gone mad
Mike’s verse takes the light-hearted frustration expressed by El-P, and turns the aggression to the next level. Aiming his sights against the ruling class and their society that’s been designed to oppress people for profit, who have very meticulously painted themselves as celebrities and idols to the American public. Mike accepts that he will be villainized by these people for speaking against them, but he welcomes the nefarious role, knowing that the working class will eventually eat the rich, no matter how much they are stomped into the dirt.
And this is just the warmup.
If it’s possible for a song to represent a moment in time that captures the absolute shit storm that has been 2020, “walking in the snow” is that song. It’s release coincided perfectly with the protests for George Floyd which were sweeping the nation. Killer Mike’s verse directly references the phrase “I can’t breathe”, the last words of Eric Garner, which also happened to be the last words of Floyd as well. The fact that this verse was reportedly written in November 2019 perpetually underscores the importance of the content and perfectly represents how persistent this problem is. “walking in the snow” is a true encapsulation of both a defining moment in time and an ever-persisting issue.
But he doesn’t just stop at the racial injustice. Mike goes on an absolute rant about the American education system; how it’s not designed to teach people, but to discriminate against poor populations, limiting their legitimate opportunities, and therefore disproportionately leading them into a criminal lifestyle. He calls out the media as fear-mongers, and the apathy of the American public in the face of indecency. Fortunately for Mike, by the time we finally had the chance to hear this masterpiece, we were already on our feet, using this album as a war cry to mobilize against a tyrannical government that militarized against its own citizens simply for asking that we recognize systemic racism and demanding change. Killer Mike has the best verse of the year, no doubt in my mind.
The only drawback is that Mike’s verse is so fucking good that it completely overshadows El-P’s, which is also amazing. A menacing guitar riff and haunting synths kick the track off into a bouncy groove, where El-P unleashes a flurry of internal rhymes that does not relent for about half his verse. Even adding layers of social commentary within the densely packed bars, El refuses to quit and continues on his political tirade; criticizing ICE’s detainment center practices and the “pseudo-Christians” who support them, with a bar that now lives in my head:
Pseudo-Christians, y’all indifferent, kids in prison ain’t a sin? Shit
if even one scrap of what Jesus taught connected you’d feel different
what a disingenuous way to piss away existence, I don’t get it
I’d say you lost your goddamn minds if y’all possessed one to begin with
The combination of two of the best verses spit by any rapper(s) this year and production help from El-P and long time RTJ collaborator Little Shalimar, create a bouncy, aggressive, deeply truthful banger. “walking in the snow” not only encapsulates the crux of 2020 with lyrics that will become more powerful as they age, but will also forever be associated with the Black Lives Matter movement and the determination to expose continuing racial and societal injustices.
The sonic palette of RTJ4 holds an extremely unique place in El-P’s discography. Jamie is the definition of a self-made 90’s hip-hop legend. This is the dude who put New York underground hip-hop on the map with Company Flow, and he did it with his unique flavor of dark, noisy, dense, boom-bap. Whether he was doing it with the help of Rawkus, or completely independently during his Definitive Jux run, El-P has never made music with the intention of becoming famous. Funcrusher Plus, Fantastic Damage,I’ll Sleep When You’re Dead, and Cancer 4 Cure are all highly revered as industrial, technical, abrasive, and completely unsuitable for the radio or a party. The fact that three songs on RTJ4 could easily be heard on the radio, at a party, or in a TV series credits scene is frankly, astounding. In a 2002 interview/documentary on El-P’s budding record label Def Jux, he stated that his friend bet him $500 that he could not make a beat that was “happy”. At the time of the interview, El-P said that he had not won that bet yet. While I might not qualify the beats on RTJ4 as “happy”, if you showed El-P the beat for “JU$T” in 2002, I believe he might have won that bet.
Pharell opens “JU$T” with the pre-chorus, spitting varied examples of how we’re all slaves to our current system throughout the track, over echoing snares and bouncy 808s before bright synth chords and up-tempo hi-hats burst in while Killer Mike delivers the chorus, pointing to the fact that the majority of the people featured on American currency owned slaves at one point in their lives. Mike’s verse touches on the fact that he has committed crimes to get where they are today. Mike is publicly open about his past as a drug dealer. So why is he a criminal, but Benjamin Franklin isn’t? These are the people who built our country, and they built it on the backs of slaves. He illustrates this theme with a more recent examples:
You believe corporations runnin marijuana? Ooh (how that happen?)
and your country gettin ran by a casino owner (ooh)
pedophiles sponsor all these fuckin’ racist bastards (they do)
When corporations are able to sell cannabis legally, but the government continually incarcerates people who trap, our president is a notoriously fraudulent businessman, and the people who helped put him in power run a pedophile ring, yet none of them face consequences and are allowed to continue to profit and remain in power while people suffer; well, we might be closer to slaves than previously imagined.
Rage Against The Machine frontman Zach de la Rocha also makes his mandatory feature appearance at the end of “JU$T”. As the only artist to feature on three Run The Jewels albums, Zach is essentially an unofficial member of the group at this point. His fiery verse is spit with the same “Rage” energy that set him apart in the mid-90’s, ending the track questioning his place in a capitalist society as a recipe for his inevitable demise, since his “breath”, or art, as his weapon to express himself is still being exploited for other’s profit.
Continuing with RTJ4’s heavily synthetic sonic palette, “never look back” features wavering synth leads resting above the slow-jams snappy snares and thumping bass, while a haunting voice echoes in the background. This unsettling aura provides additional gravity for Jamie and Mike to continue self-reflecting on defining moments in their childhood, and as well as how far they’ve come from those moments. Mike and El are both self-made men, and while they have a certain fondness for those gritty moments that defined them, moving forward in life is undoubtedly more important.
Skeletal drums reminiscent of a slowly pounding heart opens “pulling the pin”, before rhythmic hi-hats and textured, watery synths fluttering in the upper register resting above a bouncy synth lead, and punchy 808s, burst in. The track digs itself into a slower, marching groove and shows the duo figuratively doing exactly what the title implies. Painting a portrait of a society that has turned on itself, Mike and El are ready to pull the pin and start over.
The duo both detail their despise for the ruling class, pointing out multiple examples of how the elite have designed our society to keep poor people in their class. Simultaneously recognizing their own hypocrisy for profiting in a system that inherently discriminates; Mike reflects on his own success, knowing that living the lifestyle he enjoys is one built on oppression, and expresses the guilt that has caused him. El-P opens with a brutal metaphor for police, implying that they’re the root cause of the “wretched state of danger” our society exists within, and that the only effective corrective action is to numb yourself with drugs. Despite his advice, Jamie knows this is not a permanent solution, but one that causes more self-inflicted wounds.
The final piece of the puzzle that is RTJ4, “a few words for the firing squad” begins to close the album with ever crescending strings, and loud, thunderous drums which never seem to resolve, continuing throughout their verses. While the drums that lead to nowhere can be sonically unpleasant, the unresolved melodies are intentionally representative of their current mindsets. Their verses are reflective and grim, but simultaneously optimistic and envisions a world where tragedy is a less common occurrence.
El is grateful for what he has now but recognizes his entire life has been skewed by traumas, so out of place feels normal for him. He reflects on his current success, noting that the worst people tend to end up with the most, which makes becoming “rich” something not as desirable as it once was.
Mike opens up about the death of his mother who died while he was on an airplane, admitting his struggles to not cope with his trauma with opioids. However, his wife provides him the most important reason to stay clean “but my queen/say she need a king/not another junkie rapper fiend” while a heartbreaking saxophone solo highlights the gravity of his lyrics.
The track ends with what sounds the like wrap-up voiceover to a TV show, a conceptually satisfying ending, as the opening track “yankee and brave (ep.4)” began with El-P stating:
”This week, on Yankee and The Brave”
This voiceover paints the duo as brothers on the run from the law and crooked cops, and while this does close this “episode” out as intended, the critic in me is bothered by the slightly kitschy outro to such a spectacular album. The voices singing over and over, “Brave, brave, braaaaaave, Yankee and the Brave” would be, simply put, better left on the cutting room floor. The ending of this track alone is what knocks my score of this album down a few points. Despite its stellar lyrical content, with drums that never seem to reach that “holy shit!” moment, and the easily skippable outro, it’s upsetting to me that an album this great ends on such a low note.
Overview
RTJ4 is by far my favorite album of the year. El-P’s cutting edge approach to their sound, blended with lyrical content that continues to be more relevant by the day, the duo have come together with what is objectively their most accessible album to date. RTJ4 is the natural evolution of sound and subject matter for the duo; taking the foundation set by Run The Jewels 3 and evolving it into a more concise, more accessible, and more conceptual album. While I still personally prefer the “fuck the world” intensity and experimental nature of Run The Jewels 2, RTJ4 opens themselves up to a whole new world of exposure, and when you’re as talented as these two, you know they’re going to capitalize on it. RTJ is currently at their apex, and they’ve created an album that will make many new life-long fans going forward.
9.2/10
Discussion Points
  • How does this compare to other RTJ releases? How about in comparison to the member’s solo works?
  • Does the overwhelmingly positive critical reception of this album surprise you?
  • How will this be looked back on in 5 years?
  • What are your favorite lyrics?
submitted by jordanbeff to hiphopheads [link] [comments]

Teen Titans #8 - Who is Cassie Sandsmark?

Teen Titans

In Illumination
Issue Eight: Who is Cassie Sandsmark?
Originally posted January 2018
 
 
Blüdhaven wasn’t good for much. An old whaling town, the dirty, industrial cityscape was later transformed by wealthy, criminal investors, building its industrial district into a neon paradise, a city-sized casino idyllic as long as you never looked beneath the surface.
And though the Teen Titans were almost always preoccupied with minimising the rampaging of emerging metahumans, they would often strive to tackle the crime that lurked in the shadows cast by the neon lights. One such criminal was André LeBlanc.
See, the smarmy and greasy Angel Marin, one of the ‘philanthropists’ so cherished in Blüdhaven had held an exhibition to show off the depths of his riches, including his star piece: the Night Diamond, a priceless gemstone. This naturally presented a challenge for the self-styled ‘world's greatest jewel thief’ LeBlanc.
He was a wanted man internationally due to his masterful skills and cutting edge tactics, but targeting the home of such a dangerous man as Angel Marin, LeBlanc was - even to his own admission - pushing his luck.
The thief darted silently down the crime lord’s corridor, his footfalls suppressed by his rebalancing boots and his hi-tech jumpsuit hiding him from thermal sensors despite its garish white colour. On his cracked face sat a green monocle, which LeBlanc used to scan for traps in real time. As he ran, LeBlanc gripped the azure jewel tightly, the diamond no bigger than a golf ball despite its exorbitant worth. The man’s agility and resolve was unmatched for someone of his age, but unfortunately his resistance came in the form of three meddlesome teenagers.
Angel Marin slept soundly in his bed, LeBlanc having eluded all of his security, but the Teen Titans had already seen the thief’s approach. Thanks to a recent upgrade to Cyborg’s tech, the teen was able to piece together a wealth of technological information sources to track LeBlanc all the way from his previous heist, and now they were moments from thwarting him.
LeBlanc pushed into the drawing room, the window he had entered through still cracked open. But as the man emerged through the open doorway, the oak door immediately pushed shut. The thief turned back towards the door, drawing a glowing, white knife to slash out at whoever had pushed the door to, only to find an empty place. Furiously, he pivoted back toward the window, now to find the shadowy figure of the blue-clad vigilante blocking his path. Nightwing. LeBlanc threw his arm out, slashing at the slender assailant, only for Nightwing to strafe aside with a boastful cartwheel. “No thanks!” Nightwing spat, springing off of the ground and throwing himself at the thief. Quickly, he struck with his twin sticks, aiming to disarm the thief as well as snatch the stone from him in one fell swoop, but André wouldn’t unhand his prize so easily.
The thief swung out once more, with Nightwing this time much closer. Before the vigilante could bounce back, he cried as the searing hot blade streaked across his chest, cutting through his black-and-blue armour as if it were butter, exposing his pale and bleeding flesh.
“Heh.”
Recoiling, the vigilante brought his hand across his chest, wiping the blood aside before clutching at his sticks once again. Nightwing leapt vertically and hooked his sticks around the industrial-looking chandelier above, using it to fling himself across the room to intercept the white-clad thief who continued his way to the open window. He landed and - stick still in hand - threw a fist out, striking LeBlanc cleanly in the nose.
The thief staggered, dazed. He would have just shot the kid if he had even brought a gun, though in his line of work a firearm was such a clumsy weapon. Narrowing his gaze on the dark figure he faced, LeBlanc focused himself. How strong could one kid be? Arrogant as ever, he then threw his knife aside and slipped the Night Diamond into his white satchel. He brought up his fists, ready to exchange blows.
The two men clashed, and quickly LeBlanc began to impress Nightwing as he dealt fast and powerful strikes. As they traded attacks, blocking and leaping up and down, they almost seemed to dance with each other, with LeBlanc using his streamlined gauntlets to deflect strikes from Nightwing’s escrima sticks. But LeBlanc caught Nightwing off-guard when he delivered a spinning kick to the vigilante’s head, flooring him with a manoeuvre Nightwing never would have expected from a man approaching forty. Though as LeBlanc turned away with a sneer, seemingly having bested the Gotham crimefighter, he turned to find himself face-to-face with none other than a towering, green gorilla. With a single punch, he was out.
“You know, I don’t know why you didn’t just let me just punch him sooner,” Gar grinned, morphing back to human form. As he rose from the ground, Dick produced a pair of black boxer shorts from his belt compartment, unfurling them and throwing them the way of the nude, green child as if it were a regular occurrence (which, by this point, it was).
“That’ll be because we’re sitting in the house of a dangerous gangster,” Dick smiled coolly, his hand pouring over his throbbing head, “Ever heard of ‘lowkey’?”
“Ah, you got me there!” Gar exclaimed, slightly quieter this time, “I’m many things but lowkey isn’t one of them.”
“Nice work though,” Dick replied, before activating his communicator, “Cyborg: you still on overwatch?”
Beat.
“Cyborg?”
Vic spluttered, suddenly bursting in over comms, “Yeah. Of course, sorry just got distracted by… things...”
“Finlay,” Dick continued, “Of course. I’m sorry. Look, head back to the roof of Iris Cove Casino, and we’ll regroup with you there.”
“Got it.”
Since Dick had discovered that it was an associate of Vic’s father, Jacob Finlay, who was responsible for stealing the Cyborg blueprints, as well as springing the metahumans that almost killed Vic, he had wanted nothing less than see the crooked physicist see what was coming to him. But what he couldn’t have expected was for the doctor to turn up dead - his neck wrenched - in Gotham River. It was a tragedy, and not at all what the man deserved.
The Teen Titans had attempted to follow up on the death, but had found nothing. That was until Dick received a clandestine call from Silas Stone.
 
♦ ♦ T ♦ ♦
 
The fifteen-year-old Cassandra Sandsmark emerged from the Music Box Theatre wide-eyed, her mind blown. Growing up in Buckinghamshire, England, Cassie had always dreamed of seeing a Broadway show, and it was every bit as amazing as she had expected it to be.
Her mother was an archaeologist, and therefore was often away for long periods of time, and when Cassie wasn’t couped up at her boarding school, her grandparents were too old and untrusting - despite their riches - to fly her out to New York. And though Cassie had finally gotten her wish, it was through the most distressing of circumstances. Now, though Cassie was raised by a strictly Christian family, she always found difficulty in believing in a God for one reason or another, so imagine her surprise when she was visited by the image of what appeared to be an angel, imploring her to flee to New York City, of all places, that she was being hunted and would only be safe within the bounds of that city so far across the pond. No answers, only urgency.
And so, the Fear of God firmly instilled in her, the fifteen-year-old stole as much money as she could from her grandfather’s bank account and grabbed the first plane ticket to the United States.
Though Cassie honestly didn't know what to expect. Upon arriving in the ‘greatest city in the world’ she had heard nothing from the otherworldly figure that had addressed her before, and she quickly began to realise that she couldn't occupy herself in her hotel room for very long. And hence, she decided to indulge herself in an overpriced visit to Broadway, and it was worth every penny to the young girl.
But now Cassie was lost once again. Cars hurtled past her along the wide road, as monolithic buildings stretched high into the jet black sky. There wasn't a moment of silence, the city filled with a cacophony of noise, even at this hour. Quickly, she pushed over to the nearest taxi, pulling her red hoodie up tight over her slender shoulders to keep out the quickly emerging chill. As the driver rolled his window down, Cassie doubled over, peering through the window to address him.
“Hello? Do you go to the White Ram Hotel?” she chirped in a polite tone.
“Do I!?” the driver exclaimed. He was a middle aged man with olive skin and a sleazy black tracksuit. “This ain't the subway. I’ll take you anywhere you want, hot stuff!”
“Excuse me?!” Cassie cried, pulling herself up. Sure, she was more developed than other girls in her year at school, but she was only fifteen. Surely he could see that! Right?
“I love me a British accent,” the driver sneered, “Say somethin’ sexy and I’ll give you half fare!”
Cassie was flustered and infuriated. Slamming her foot down on the pavement, she pushed away. “I’ll think I’ll walk, thank you very much!!”
And so Cassie took off down the street, walking against the flow of heavy traffic, the sounds of the city growing more fierce. Quickly, the black of the night seemed to slowly seep in around her, the darkness consuming her, but Cassie kept plodding on towards the White Ram.
As Cassie walked, a enigmatic presence lurked in the distance, watching her; stalking her from the shadows. There was a quality to Cassie, something powerful that just made her unignorable, something that called to the presence in the dark.
Unbeknown to this, Cassie continued on, eventually coming to pass the exterior of an old Irish pub that stretched along the street. Nervously, Cassie pulled up the hood of her red hoodie and picked up her pace, the footfalls of her black Chucks growing heavier against the concrete sidewalk. Something she’d call the pavement.
Though Cassie wouldn’t get off so easy as from the pub, right as she passed its doors, emerged three men of varying levels of intoxication, all swaying with the breeze. They each looked around thirty and each similarly struggled to keep their balance as they poured out onto the street. Quickly, one caught a glimpse of the young girl attempting to hurriedly make away, catching the side of her face as she walked past. “Hey!” He blurted out, steadying his lacking weight on his friend’s shoulder, bottle in hand. “You’re very pretty!! You should be… v… very proud.”
She ignored him and continued down the street, still a while off the next corner.
“Hey–” he repeated before bursting into a cry, “I SAID HEY!!”
Cassie jolted, glancing over her shoulder for just half second, enough time for a few of the boys to catch her eye. She turned away and continued on.
“HEY!!” Another man called after Cassie, this time annoyed, “He’s talking to you!!”
“Fucking bitch…” the first man mumbled to himself.
“No!” the third man called out, pulling the first man forward and snapping him out of his sulk, “N– No she doesn’t get to ignore you like that!!”
The third took off in a sprint after Cassie, continuing to define call out, “My friend wants to talk to you!!”
The first and second men looked to each other, too drunk to roll their eyes, and began to stumble after their leading friend. Cassie looked over her shoulder once more to see the three men clambering towards her. But before she could run, the man threw himself in the way of her path.
“No need to be rude…” he grumbled, his friends then catching up behind.
None of the men were cruel, but all were plenty menacing as they surrounded the 15-year-old girl, who stood alone and afraid in a city mostly unknown to her.
“Get out of my way…” Cassie seethed, her breath unsteady as she pretended to be as tough as she could muster.
“Ah! British!” exclaimed the youngest of the men, the one who had first noticed Cassie, “I like British!”
He placed a hand forcefully on Cassie’s shoulder as she faced away from him, and pulled her around to face him. “C’mere.” Instinctually, Cassie reacted, flinging herself back, and crashed into the chest of the man who had first pursued her.
“We ain’t gonna hurt ya!” the crushing man cried, only for Cassie to react by delivering a swift kick to the man’s groin. He fell quickly, groaning in pain.
“What the fuck, lady!?”
The man behind her jostled Cassie’s shoulder, threatened and enraged. Taking no shit, Cassie turned socked the man in the jaw, causing him to stagger back.
“Stay away from me!!” she cried before punching him once again, unaware of the third man behind her as he drew a knife.
But as the man threw himself forward to slash out at the increasingly violent young girl, out of nowhere flew a glowing gold chain that seemed to magically wrap itself around the wrist of the man’s knife hand. And with one quick tug, the man went flying several feet. Though as Cassie turned to see just what had occurred behind her, she saw not the floor assailant, but a woman, tall and draped in black, her skin lightly tanned and her hair as dark as her plated armour. “You need to come with me.”
 
♦ ♦ T ♦ ♦
 
The next morning, Dick Grayson pushed hurriedly through the S.T.A.R. Labs security checkpoint, already a registered visitor at this point. He didn’t know the cause of Silas summoning him, but he had guessed from the police cars lined up on the street outside that the scientist likely had information regarding Finlay’s death.
And as Dick entered the central lab, he was implicitly proved correct as he found Silas seated, the figure of a tall, muscular man in a beige coat and a black-banded, white cowboy hat. Immediately, Dick recognised the lone policeman as NYC Sheriff Saunders. It was rare that the man ever came out to investigate first hand since his election, and he and Dick had never crossed paths, especially while the latter was Nightwing.
“And… Dr Finlay: any reason to believe he had any enemies?” the Sheriff spoke in a gruff, deep tone, befitting of his fearsome silhouette and his fifty years of smoking. The man was no nonsense.
Silas took a second. A part of him wanted to pretend the man was a saint, but the truth was that he was far from it. Similarly Silas knew that what he had to said could incriminate himself, but was already worn down by the death of his coworker and his son shunning him for a second time. He had no time for lies.
“It was... I strongly suspect it was Finlay who allowed the meta thief - Selinda Flinders - to break into the lab. There, she not only freed her brother but also stole my blueprints for the cybernetics I used to treat my son from a safe that only myself and Finlay knew even existed.”
The Sheriff took a deep breath, still unaware of Dick standing in the doorway behind him. Carefully, he jotted down some notes in his small paper pad. “And what would Dr Finlay have wanted those… blueprints for? Industrial espionage?”
“No,” Silas sighed, “He wanted them so that he could save his brother the way I saved Victor, despite all my protests that the technology wasn’t ready.”
“His brother: This is Arthur Finlay, correct? Paralysed after a burglar attacked him in 2006.”
“That is correct.”
Saunders paused and took another long, deep breath, before launching into hurried speech. “Now it’s funny you should mention that as Arthur Finlay was nowhere to be found when we visited his estate earlier this week. Odd for a man who can't wipe his own ass.”
“What are you saying?”
“I’m saying it’s entirely possible that Dr Finlay– that Jacob succeeded in ‘fixing’ his brother.”
Beat.
The Sheriff smiled. “But that’s for me to chase up. Sorry, I shouldn’t have divulged that with you, - it’s as of current - entirely unfounded.”
“It’s fine.” Silas smiled tiredly, “We can all speculate. Now, if you don’t mind, I have another visitor.” Silas gestured graciously towards the door, where Dick Grayson was standing.
Sheriff Saunders looked across and his face immediately dropped, realising his mistake. “Ah, I see. Well, I won’t keep you then. Thank you for your insight, Dr Stone. We’ll be in touch.”
Quickly, the Sheriff wrapped up his notepad and made his way over to the door. As he exited, he tipped his hat towards the young spectator. “Nice to meet you, young man.”
And he was gone.
Silas stood, meeting Dick in the centre of the lab. “You know, I thought he’d never leave.”
“Was that it, Dr Stone?” Dick asked, perturbed, “You think Jacob’s brother killed him?”
Silas sighed. “That seems to be the leading theory, but no, that’s not why I called you.”
“Then what–”
“Christmas has come and passed, and this is the first year I’ve spent it without my Victor since he was born, the first year since my Elinore…”
Silas blinked.
“I wanted to give you a package. A gift. To give to Victor. A belated Christmas present.”
“He’s still not talking to you?”
Silas crawled along to his desk where, from a lower drawer, he produced a small purple box tied with a red bow, no bigger than a ring box. He held it out to Dick, his eyes so tired.
“Just please make sure Victor opens it,” he replied, “Won’t you do that for me, Richard?”
 
♦ ♦ T ♦ ♦
 
Silently, a robed figure approached the derelict apartment block in Avalon, Blüdhaven. This was the only known address for the Teen Titan known as Cyborg, but clearly circumstances had forced him to move on. The figure sighed, shaking her head before moving on.
 
♦ ♦ T ♦ ♦
 
“It was like my nan always said: that someday I’d feel something, and all that crap about burning bushes and… the big man in the sky would just slip into place.”
As Cassie spoke in the relative warmth of the drab, grey squat, her words were lost on Donna, who - despite having developed more than adequate conversation skills - had no idea what the young girl was talking about after she had asked her why she had come to New York City.
Cassie grinned, sat on the only chair in the apartment, as she registered her saviour’s bemusement. “I had a vision. It sounds crazy I know, but some angel came down and told me that… I was being hunted… and that I’d only be safe if I came to New York.” Her eyes were wild, as if she were reliving those impossible moments as she told the tale, “She told me some monster wanted to kill me, that it was the plan of the Gods that I remained safe. Truth is, I struggled believing in one God, never mind plural!”
Donna was beginning to understand, but remained bemused as she looked up from the floor to the girl she had found herself driven to protect. The idea that anyone could believe in just one God perplexed her. Surely there would be too many responsibilities for just one God to handle.
Shaking off her confusion, Donna stood up from the floor and made her way to the open window. Behind her, Cassie sat by the breakfast bar, wrapped in a shawl Donna had found in the bedroom. Donna needed to understand the connection she shared with this girl. They had to be connected somehow, or else what would explain the otherworldly, gut-wrenching pull towards her that Donna had experienced as soon as Cassie had stepped within a thousand mile radius.
Who was Cassie Sandsmark? That’s what Donna kept asking herself. What did Cassie mean to her? Though Donna supposed that to answer that question, she’d have to figure out just who she was herself.
Cassie sat up quickly, shrugging off her trepidation for the thrill of the adventure. “So is that it then?” she asked. Donna moved away from the glass to face her. “Are you my guardian angel? The person the vision said would protect me?” “I…?” Donna honestly didn’t know.
“Come to think of it: why are you wearing battle armour?” Cassie’s eyes were wide as she looked upon her fearsome protector, stood against the New York City skyline through the thin glass, “Are you - like - one of those Amazons? Like Wonder Woman?”
“NO.” Donna spat, suddenly recoiling. Immediately, she realised her mistake as she watched Cassie flinch back. Calmly, she elaborated. “No. I’m nothing like… I’m not Wonder Woman…”
“Oh.”
“But I think I am supposed to keep you safe… from whatever monster is trying to harm you.”
 
♦ ♦ T ♦ ♦
 
Vic fumbled with his keys, half distracted by his conversation with Gar as he stood in the hallway of his new apartment block on Payton Street, attempting to unlock the door. He’d gotten into his new place over Christmas, his last home desolated when Shimmer and Mammoth attacked him at his home.
“So the guy goes through all the trouble of hiring these supervillains to steal your… thing and then just mysteriously ends up dead?” Gar jested, his voice animated and non-serious.
Finally, Vic turned the key and the two entered into his new apartment. The place was much more spacious than Vic’s previous place, with a more open-planned layout which Gar definitely considered an upgrade. Though a winter chill emanated through the place, visually it was quite warm, the Christmas decorations still up and on full display almost a month later.
The guy was my dad’s friend, Gar.” Vic replied, irritated. “If he weren’t such a jackass, he’d be like my uncle, so please take this seriously.”
Vic pushed forward, pulling off his thick, grey hoodie and laying it across the arm of his couch along with his keys.
“Dude, he tried to kill you!” exclaimed Gar, “That doesn’t exactly scream close family friend.”
“A man is dead!” Vic snapped, his tone now deadly serious, something entirely unheard by Gar until now from his usually somber but amicable friend, “Get a grip.”
Gar lingered in the doorway. He took a deep breath. Vic was right. “I– I’m sorry, man. I guess that’s just how I cope with... things. He was your friend, I get it.” He stepped forward, slowly pushing the door shut behind him.
Jacob Finlay wasn’t a friend of Victor’s. In fact, Vic could never stand the man. But it saddened Vic deeply to know that he was gone, even after all the hurt he had caused him.
Slowly, Vic made his way over to the fridge, feeling his stomach yearn for a snack. He opened the metallic white door and looked upon its contents with disappointment. He sighed.
“I know we just got in, but do you fancy heading back out for food?” Gar suggested earnestly, “I know a diner that’s cool with people like us in downtown Blüd.”
’People like us’. Vic was used to that meaning something else, but he supposed he did have that in common with his plucky, if not crass, young friend. They were both outcasts due to their appearance. Vic was half-metal, Gar was green. On the rare occasions Vic had left the house as himself (rather than the superhero Cyborg) he made sure to never stay too long in one place, as to avoid anyone noticing his horrific visage under his shadowy hood.
“How do you mean?”
“This old couple owns the place,” Gar explained, “Man’s blind and the lady’s… well, actually open-minded and reasonable.”
Vic froze, actually considering the proposal. It’d been a long time since he’d sat down in a restaurant - however fancy - and eaten out. He looked to the empty, open fridge and then back to his discarded hoodie. His eyes flashed.
“Sure,” he smiled, “You wanna grab your coat this time? You’ve been complaining about the cold all day!”
Gar grinned back at Vic, deeply pleased by his response. “Yeah, one sec!” He ran, bounding across the floor and over to the hat stand Vic rarely seemed to use. From there, Gar pulled down his orange-red Parka and pulled it on in one fluid motion. As he did, Vic made his way to the couch and slipped back into his hoodie, zipping it up slowly.
The two smiled at each other and Vic - now stood closer to the door - pushed forward, wrapping his metal grip around the door handle and pulled it down. As he swung the door open, there stood a startled Dick Grayson, moments from ringing the doorbell"
“Woah!” Dick jumped.
“Dick!” Gar exclaimed, “We’re heading out to eat, you coming?”
“You?” Dick replied, pleasantly surprised to see Vic trying something new. “Uh, yeah… sure!”
From the pocket of his black pea coat, Dick produced the purple box he’d been handed earlier, nervously fidgeting with it between his hands slightly as he glanced up and down from it to Vic. “Though, uh… I actually came to give you this, Vic.”
Dick held the box out. Vic looked open-eyed to Gar and then back to him. “Dick, you already got me a Christmas present,” he laughed, walking over and taking the purple-wrapped present, eyeing it curiously.
“No, it’s… it’s from your dad. Cos you missed Christmas.”
Beat.
Vic looked back up to Dick. “Dick, I missed Christmas cos I can’t stand the man. He made me into this… thing, and it was his lies that almost got me killed.” Without even looking, Vic tossed the box over his shoulder, it hitting the ceiling and ricocheting before landing between the couch and the television.
“Vic…” Gar moaned disappointedly.
“What?!” Vic cried, “He’s human garbage. Has that brilliant mind and uses it to constantly fuck with my life. I don't need him. He’d be better off dead.”
Dick and Gar both looked at him in stunned silence. Dick’s eyes flitted back and forth and his moved out of the doorway and into the apartment. He looked to Gar, an orphan like himself, and then to Vic. He nodded. “How about we go get that dinner?”
Vic took a breath, calming himself. He nodded reluctantly, his confidence shaken but determined not to let his dad ruin his victory. “Right, yeah. Sure!” he affirmed himself. “I– I’m sorry. I didn’t mean to–”
“It’s fine.” Dick smiled, turning to face the open doorway, “Let’s just g–”
Just as Dick had moved, replacing him in the doorway was a tall, hooded figure: one none of the teens had met before yet one that all three recognised.
“Holy fuck!” Gar exclaimed, “It’s Wonder Woman!”
 
♦ ♦ T ♦ ♦
 
“I was speaking with my former teacher Athena after I sla–” “Wait, Athena?” Gar interrupted, starstruck, as if he were taking notes, “As in Popped Out of Zeus’ Forehead Athena?” Diana nodded solemnly. The Amazon sat on a kitchen chair, comfortably at a level to explain herself to the three young men, who each stood.
“Athena revealed to me a child of both Ares and Circe roamed the man’s world, that… an adversary of mine sought to hurt the child, for the misdoings Circe had committed against her.”
Diana told the tale, her eyes hollow as she seemed to hold back some inconvenient truths, something Dick picked up on easily, “I was told that I would find the child in New York City, and knew that Batman had established a strike team nearby. So here I am, hoping you can lend me your assistance.”
Dick sighed, running his hand through the front tuft of his dark hair. He’d never met the Amazon warrior before, but knew that she and Bruce were friendly, with Diana being part of his ‘Justice League’ initiative. But Dick was disappointed to hear how the Teen Titans were perceived by the older heroes. “Batman had nothing to do with it. I formed this team, uh… we formed this team. Together.”
Diana smiled. “Of course.”
“So that’s all you know?” Vic replied, addressing the matter at hand, “Some kid is in danger in New York City. No idea whereabouts?”
“That was where I was hoping that you could help me,” said Diana, addressing Vic directly.
Vic smiled softly to have garnered any sort of attention from somebody as powerful and well… beautiful as Wonder Woman. “Well I suppose we could tr–”
“This doesn’t have anything to do with that other Wonder Chick running about New York? Does it?” Gar interjected, perhaps a bit louder than he had intended.
Diana cocked her head, moving her vision away from Vic and towards Gar, “I don’t know what you mean.”
“This amazing, gorgeous warrior. Long, flowing black hair. This awesome armour, all jet black and mysterious. She looked a lot like you actually.”
Diana’s eyes darted open as she bolted to her feet. Could it be? The doppelganger she had faced in the Trials, who had fought with her own skill and ferocity.* Had Ares sent her here? It was more than possible that she was an emissary of Ares, posthumously working to secure Ares’ progeny.
It was as Athena had said to Diana: death was the only way to transfer the mantle of God of War.*
“Gods…” she groaned, “I’ve fought her before. She is far more dangerous than the woman I seek to stop. If she gets her hands on Ares’ daughter, the consequences could be dire. We need to find them both and pray that she hasn’t already found her.”
Dick stepped forward. “I’ve been trying to locate this black-armoured Amazon since Gar ran into her a couple months back. She’s been being very discrete. I’ve tried everything.”
Vic stepped forward. “I haven’t.”
 
♦ ♦ T ♦ ♦
 
“Don’t you have any games? Or a telly or something?” Cassie sighed, stood peering out of the frosted window onto the New York skyline.
Telly?” Donna asked, standing a few feet behind Cassie, surrounded by a whole load of nothing. “I’m afraid not. This place doesn’t have much outside of shelter, and sometimes warmth.”
“Then what do you do for fun?” Cassie had been cooped up in Donna’s squat for some time now and was beginning to grow restless. Despite the drab decor, the place was an improvement on sitting alone in her hotel room, but the boredom was killing her.
“I’ve found the city to be the best source of entertainment,” Donna explained very matter-of-factly, “Although I think it might be best for us to stay put until we know you are safe.”
“And when is that? When the thing hunting me gets bored? When I get a follow up message from the angel?”
“I don’t think that was an angel.”
“That isn’t the point!” Cassie groaned, frustrated. “I just wanna have some fun!”
Donna stopped. She thought for a moment and then nodded. “Alright.”
Donna couldn’t recall much of her past, but did remember one thing that she had always enjoyed: combat. She didn’t remember all the details, but Donna used to love sparring as a child, with Diana, the monster that now plagued her nightmares. It was always so exciting, and it really seemed to develop an interpersonal closeness between the combatants. She smiled before removing her silver gauntlets slowly.
“Here.”
“What?” Cassie asked.
“Take them.” Donna held the gauntlets out for Cassie, one in each hand. Carefully, the younger girl took them and slipped her wrists into them.
“They’re too big.”
Donna grinned as the gauntlets seemed to magically adjust, twisting and forming into a perfect fit around Cassie’s forearms. Donna then flicked her own wrist forward, causing a cloud of black smoke to erupt from the palm of her hand. Cassie recoiled, watching the black smoke move and stretch before giving way to the form of a solid, golden sword. Donna gripped the blade tightly and pointed it forward.
“Wait, what?”
“We shall fight?”
Fight?!
“Well, you won’t have a weapon, so it’s more like exchanging blows. I’ve found it quite enjoyable.”
“Right…” Cassie replied, reluctant, “So what’s gonna happen?”
“I will make an attack with my blade, and you shall bring up your gauntlets to intercept. You’ll find them more than capable of deflecting my attacks.”
“Like…?” Cassie practiced thrusting her arms back and forward, flashing the silver gauntlets as she moved.
“Exactly! We’ll start slow.”
And they did. Beat-by-beat, Donna would move the sword towards Cassie, giving her plenty of time to bring up her gauntlets to clink against the blade. One strike. Two strikes. Three strikes. Four. Gradually, Donna increased her speed, and with her Cassie would begin to move with increasing ease and agility. She was a natural.
As they grew more and more rapid, their movements also increased in intensity. Before they knew it, both began to shift their footing until they were dancing back and forth around the room, sparks flying each time Donna’s blade crashed against Cassie’s forearms. First, Cassie began to cackle with laughter, then allowing Donna to join with a more conservative chuckle. But all this ceased with a knock at the door.
They stopped. Cassie glanced over to the door first, then Donna. They weren’t expecting visitors. Donna flourished the blade in her hand, furrowing her brow and narrowing her gaze, ready to attack whatever came through.
And just as expected, the door came crashing, the wood obliterated into splinters. Through it leapt a fearsome warrior clad in red and gold, a beast of a woman, a terrifying figure. The demon Diana.
Nightwing had tried to knock, but the Amazon warrior wasn’t willing to wait. Bursting into the room, Diana charged at Ares’ puppet, seeing her with her blade drawn, the young Cassie Sandsmark terrified beside her.
Donna slashed out as Diana came crashing down on her, unarmed yet incredibly dangerous, but the strike was fruitless as Diana evaded with ease, delivering a mighty punch to the centre of Donna’s chest. Diana of Themyscira didn’t need a weapon.
Donna stumbled, kicking over a small coffee table as Cassie scrambled out of the way. The demon moved incredibly quickly, far faster than Donna could comfortably comprehend. She hadn’t been this fast when they’d fought before. First, another punch to the chest, then grabbing Donna by the arm - catching her sword strike - to pull her close, only to pound her back into the ground.
As Donna hit the ground, she skidded, whipping back around onto her feet, beaten but ready to persist. “Your master is dead,” Diana seethed, “And you shall fall with the rest of his forces!”
As the two warriors clashed, Cassie scurried away, ducking and running for the door. However, she found herself blocked by the bodies of three young men: one some kind of robot man, one green and the other clad in blue and black spandex. “Ack!”
“We’re not gonna hurt you!” Cyborg panicked, holding his large, cold hands up.
“Like shit you don’t!” Cassie spat, her teeth clenched, pivoting back around to watch her friend fight off the red-and-gold blur of a woman. Wait... That was Wonder Woman!
Donna grumbled, moving her sword arm back and shifting her off-hand forward. She then allowed her bronze shield to materialise magically in her grip with a flash of amber light. “I see you have new toys.” Diana smirked, her gaze as steely as her black-clad doppelganger.
She was right. Donna recalled easily that in their last encounter, the one that haunted her, she fought Diana unarmed. Now, Donna couldn’t recall how she came to wield the magic required to summon her weapons, but she was more than happy to use them if it meant having an edge over the tyrant that had previously terrorised her.
Donna didn’t reply. Instead, she threw herself forward, shifting her weight rapidly across the wooden floorboards, heaving the mass of her shield against Diana enough to stagger her, giving her an opening to strike with her blade. Diana cried out and kicked, colliding her leg into her adversary’s shield and dragging her strike to the right.
Donna saw through this trick immediately, it was an attempt to disarm; to wrench the shield right from her hand. It wouldn’t work. Not if Donna kept as best a grip as she could. However, Donna had underestimated the strength of her foe, and subsequently found herself launched across the room along with the shield, leaving her sword by her feet, crashing down on a pile of wood in the corner of the shabby apartment.
She attempted to pull herself up, but couldn’t, her armour too heavy on top of the weight of her aching bones. Diana persisted however. Breathing heavily, she pulled herself over to her floored quarry, scooping her foe’s blade off of the ground as she moved. Finally, she stopped. Planting her crimson boots into the wooden floor, Diana loomed over Donna, a relentless, fearsome monster.
Diana looked upon her quarry, this supposed emissary of Ares, deliberating over her fate. Perhaps she had overestimated her, for the puppet Diana had fought during the Trials fought with such ferocity and intensity that she now found entirely lacking. It was as if she was another soul inhabiting the body of that abomination.
But that moment of hesitation on Diana’s part was exactly what Donna need to act. In one fluid motion, Donna burst from her pile on the floor with new mobility. After delivering a kick to the monster’s head, Donna swung her empty hand out in a wide arc. Instantly, the sword vanished from Diana’s grip, reappearing in Donna’s own with a black flicker.
As Diana staggered, Donna let loose with slash after slash before finally winding up for an overhead attack, a killing blow. However–
“STOP!!”
A shock wave exploded through the room, launching its contents as well as the two combatants. Donna hit the ground and skidded once more. Bloodied, she looked up to see Cassie between her and Diana, her silver gauntlets glowing white hot, her face mortified.
“She doesn’t want to hurt you!” she screamed to Donna before turning to look upon Diana, scraping herself off of the floor, “You don’t want to hurt each other.”
Donna stood up uneasily, her eyes still wild, waiting for Diana to attack once again.
“I…” Diana mumbled, gripping her bloodied arm.
“You’re Wonder Woman. You save people.” Cassie explained, her voice compassionate yet quivering, “And I don’t need saving. Not from Donna. She’s my friend.”
Diana painted, finally looking upon her adversary with new eyes, “... Donna?
Donna’s eyes flickered, filled with doubt. She looked to Cassie, then finally to Diana, and instead of a demon, saw an injured woman. She lowered her sword.
Diana saw this and recalled her parting words to the black-clad warrior, when Diana had pummeled her into the bloody waters during the Trials. 'Barely real and always a copy. What kind of emptiness must exist inside you?'
But when she focused on Donna’s eyes, those that so closely resembled her own, she saw not the rage she had seen during the Trials, but fear. Pure fear. There, she remembered.
“Great Hera, what have I done…” Diana groaned, looking upon her friend with a long forgotten familiarity. “Donna…”
But the moment wouldn’t last, for Gar was moments too late to cry out, warning them as a fearsome feline figure crashed through the window, emerging from the urban jungle of New York City’s skyline. There, the animal moved immediately for Diana, launching into an all out assault, no longer Dr Barbara Minerva, but The Cheetah.
 
 
Continued in Wonder Woman #21
 
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[Thu, Jan 07 2021] TL;DR — This is what you missed in the last 24 hours on Reddit

worldnews

Angela Merkel: Trump shares blame for US Capitol storming
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New Zealand Prime Minister Jacinda Ardern: Democracy "should never be undone by a mob"
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Mexican president offers to vaccinate unlawful migrants in U.S.
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news

Congress has certified the 270 Electoral College votes needed to confirm Joe Biden's presidential election win.
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Warnock, Ossoff win in Georgia, handing Dems Senate control
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Police remove barriers to mob storming US capitol, taking selfies
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science

Before the pandemic, one-third of US households with children were already “net worth poor,” lacking enough financial resources to sustain their families for 3 months at a poverty level. Their savings are virtually nil, and they have no financial cushion to provide the basics for their children.
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US politicians who engage in “negative partisanship”, referring to hostile, nonsubstantive rhetoric about an opposing party or statements emphasizing defeats of partisan opponents, are not rewarded with higher evaluations from citizens. Voters don’t want representation focused around polarization.
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For young adults in the 18–24-year-old age group, pornography was the most commonly endorsed helpful source about how to have sex, as compared to other possible options such as sexual partners, friends, media, and health care professionals. This was more likely for males and heterosexuals.
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space

NASA wants to deorbit the International Space Station before the end of this decade. Axiom plans to replace the International Space Station and potentially save NASA billions per year.
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Galaxy-Size Bubbles Discovered Towering Over the Milky Way. For decades, astronomers debated whether a particular smudge was close-by and small, or distant and huge. A new X-ray map supports the massive option.
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Earth is whipping around quicker than it has in a half-century
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Futurology

‘Incredible’ gene-editing result in mice inspires plans to treat premature-aging syndrome (Progeria) in children
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New Atlas: New catalyst converts common plastic waste into fuels (77%) and wax (15%)
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U.S. law sets stage for boost to artificial intelligence research
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AskReddit

Couples therapists, without breaking confidentiality, what are some relationships that instantly set off red flags, and do you try and get them to work out?
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What were weird myths you thought about sex as a kid?
Comments || Link
What’s the greatest mental health tip you’ve gotten?
Comments || Link

todayilearned

TIL in 2013, a 9 year-old British girl passed through Turkish customs with a toy passport with gold teddy bears on the front that identified her as a unicorn. Her mother accidentally handed over the passport that the girl had made for her toy unicorn, and the customs offіcer accepted and stamped it
Comments || Link
TIL Ants sleep by taking about 250 one minute naps throughout their day. It totals just under 5 hours of sleep. This allows for 80% of their colony to be awake, working and prepared at any given moment.
Comments || Link
TIL Jerry Seinfeld is banned from the New York soup stall that he used for the basis of The Soup Nazi episode of Seinfeld. Weeks after the episode aired, Seinfeld went in for lunch, and chef Al Yeganeh asked him to leave, unhappy with the moniker the show had given him.
Comments || Link

dataisbeautiful

[OC] Numerical Simulation of Traffic Jam Formation
Comments || Link
[OC] types of alcoholic beverages consumed in terms of pure alcohol content by country, 2018
Comments || Link
[OC] By applying a collector's curve to large marine animals (>2m) I’ve determined that there are six sea monsters left to discover. Video explanation and sources in comments.
Comments || Link

Cooking

My cooking challenge of 2020 : ended up making 150 different recipes from 114 different countries.
Comments || Link
I have plain vanilla ice cream in the freezer. What ice cream toppings can I make quickly out of ordinary ingredients?
Comments || Link
Eggs-hate them but I want to like them
Comments || Link

food

[Homemade] Brioche Doughnuts
Comments || Link
[Homemade] Smoked Beef Back Ribs
Comments || Link
My take on Tonkotsu Ramen with spicy umami bomb. [homemade]
Comments || Link

movies

New images of Dave Bautista and the cast of Zack Snyder's 'Army of the Dead' - A group of mercenaries plot a heist on a Las Vegas casino during a zombie outbreak.
Comments || Link
Ray Fisher’s Cyborg Written Out of ‘The Flash'; Role Won’t Be Recast
Comments || Link
Netflix’s next big science fiction movie is set to debut next week: Outside the Wire, a military science fiction thriller starring Damson Idris as a soldier assigned to assist a classified military robot (played by Anthony Mackie) in a war zone.
Comments || Link

Art

If I can't have her... , Adam the Creator, Digital, 2021
Comments || Link
Trump-O-Matic, Mark Bryan, Oil on Canvas, 2016
Comments || Link
United Screams of America, Me, 2021
Comments || Link

television

Stephen Colbert's Live Monologue for Jan. 6, 2021
Comments || Link
Aziz Ansari's Master Of None to return. Season three to be shot in London
Comments || Link
WandaVision has been officially rated TV-PG
Comments || Link

pics

How it started and how it ended
Comments || Link
Domestic Terrorism
Comments || Link
The Capitol police removes disabled people as they protest healthcare changes, in 2017.
Comments || Link

gifs

Police letting Trump rioters into Capitol
Comments || Link
A relaxing bath for a stressful times
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BBQ
Comments || Link

educationalgifs

A great white shark may grow and use 20,000+ teeth in its lifetime. Also, it has 5 rows of teeth at any given time & will never run out of teeth because if one is lost, another spins forward from a coil-like tooth reservoir of backup teeth in the jaw and spins forward to replace the old one.
Comments || Link

mildlyinteresting

This McDonalds hasn't been renovated since the 80's/90's.
Comments || Link
Two toned deer I saw this morning
Comments || Link
I found a cake vending machine
Comments || Link

interestingasfuck

During the four years of the Civil War, Ft. Stevens was the closest the confederates got to Washington. During the insurrection on the US Capitol building today, supporters of Donald Trump carried the confederate battle flag through the Capitol as they committed attempted sedition.
Comments || Link
The door to the dining area of the Alcobaça Monastery in Portugal was made narrow so that monks who got too fat were forced to go into fasting.
Comments || Link
Street artist Kevin Lee called his work "the invisibility of poverty".
Comments || Link

funny

My little sister bought accessories for her cat. This is the result. Thug Lyfe
Comments || Link
Giddy up!
Comments || Link
How are we feeling today?
Comments || Link

aww

My mum made this for me!
Comments || Link
I present to you the best dance move the turtle shake
Comments || Link
Kitten focusing on the important stuff
Comments || Link

Random Subreddit of the day: asexuality

These are its 3 top posts of all time:
I’m 62. It’s time.
Comments || Link
this is so much better
Comments || Link
Representation matters
Comments || Link
submitted by _call-me-al_ to RedditTLDR [link] [comments]

A Guide to the Differences Between JRPGs Ports and Enhanced Versions (Part 1).

A new day, a new guide.
This is the hardest one of the guides I wanted to make, because the information is never easy to get, which is weird. So please forgive me if I missed some changes, and by all means tell me if I missed any of them or if any of them are incorrect.
Since this list is really long, this guide is going to come in parts, this part covers:

Important Notes:

  • This is made for Ports and Enhanced versions, so No Remakes. So this is about differences between the different versions of Chrono Trigger, and not about the differences between FF7 ps1 and FF7 Remake.
  • The differences are taken from all over the internet, either from official sources, wikis, youtube, and even forums.
  • I cover all the changes for a game, unless there is too many, in which case I will highlight the ones worth mentioning.

~ Valkyrie profile (PSX US.ver): vs Valkyrie Profile: Lenneth PSP vs iOS & Andriod. ~

Valkyrie profile PSX:

Nearly identical to the Japan version but with minor fixes in the menu screen. In the Japanese version, Characters not in the party were unable to change or learn skills nor were they able change or remove equipment. The US version allowed out of party members to change and learn skills as well as change or remove equipment without being added to the party. Also in the Japanese version, Lenneth would unequip all her skills and equipment when switching between sword and bow. The US version 'remembers' the previous setting when switching weaponry and is automatically equipped with the skills and equip. Another improvement over the Japanese version is an improved item sorting option.
There are a few instances of censoring such as Badrach's smoking.

Valkyrie Profile: Lenneth PSP:

Valkyrie Profile: Lenneth lacks the improvement made in US version. Rather than re-rendering the textures of the dungeon maps, TOSE cropped and upscaled the pre-rendered images to fit the portable console's screen, resulting in severe blurring in some areas. This version also removes the anime opening movie in favor of 3D CGI, animated movie. Certain key story-sequences were animated in the same style as the opening movie and can be viewed at anytime in the Gallery option in the title screen once unlocked in the story. The animated scenes include:
  • Opening Movie
  • Lenneth's Awakening
  • Jelanda's Transformation
  • Alicia witnesses Barbarossa's execution
  • Lenneth's encounter with the Lord of the Undead
  • Lenneth and the Homunculi
  • A chance encounter between "Meril" and Lucian
  • Lenneth in Weeping Lily Meadow
  • Lucian's departure to Valhalla
  • Hrist's Awakening
  • The Sovereign's Rite
  • A Ending
Other big changes are:
  • An enhanced version of the original game's localization
  • Square Enix cleaned up the original game's English script and additional voice over dialogue for the CG movies was recorded by New Generation Pictures, rather than the original company, TAJ Productions.

Valkyrie Profile: Lenneth iOS & Andriod:

This is the PSP version being ported to iOS & Andriod, with the following changes:
  • Enhanced graphics such as character portraits. >* Enhanced Text.
  • Enhanced UI.
  • The option to skip cut-scenes.
  • In-app purchases to unlock collectibles
  • Ability to turn on auto-battle.

~ Chrono Trigger (SNES): PSX vs NDS vs iOS & Andriod vs PC. ~

Chrono Trigger PSX:

Anime cut scenes created by original character designer Akira Toriyama's Bird Studio and animated by Toei Animation.
A new Extra Mode Option was added that is divided into different categories of viewable extras, that are unlocked as you finish the game, and just as shown in the picture, they are:
  • Theater.
  • Art Gallery.
  • Music Box.
  • Tech Showcase.
  • Monster Data.
  • Boss Data.
  • Endings.
  • Treasure Map.

Chrono Trigger NDS:

This version includes everything new in the PSX version, and also has big and a long list of changes and additions, which I will try to condense them as much as possible:
  • Ability to play using the two screens and the touch screen, or in classic mode through a single screen.
  • Added the Arena of Ages: A monster arena where You pick basic monsters and raise them to fight computer and wireless opponents.
  • Added the Lost Sanctum: A sidequest during the main game. It consists of two dungeons in two different eras.
  • Added the Dimensional Vortex: A extra Dungeon, available after beating the game once and appears in three different eras. Each dungeon is different.
  • A lot of New Items.
  • New Enemies in the new dungeons, in the form of palette swaps of old enemies.
  • One New Ending after finishing the Dimensional Vortex completely.
  • New Translation that changes a lot of names form the original version to something more faithful to the Japanese version.

Chrono Trigger iOS & Android:

Both versions initially were based on the NDS version, but later on got an update to make them similar to the PC version.

Chrono Trigger PC:

Everything on the NDS version is present here except there is No Arena of Ages. What they did add however is:
  • Auto-Save feature.
  • Higher Resolution Graphics and update UI.
  • Support for mouse and keyboard controls.
  • Remastered sound and music.

~ Star Ocean: The Second Story (PSX): vs Star Ocean: Second Evolution (PSP) vs PS4 (JP.ver). ~

Star Ocean: Second Evolution:

  • A New Translation that changes almost everything in the game.
  • New voice actors. >* New voiced acted scenes; All major story events now have voice acting.
  • New recruitable character: Welch Vineyard.
  • New Private Actions and 13 new Endings.
  • Unlocking the Galaxy and Universe modes now require defeating a specific number of enemies in a single playthrough rather than unlocking voices in the Voice Collection. >>>* Practically all Combat Skills have been refined, some being removed (such as Cancel, which is now automatically implemented).
  • The combat system has been slightly refined, now allowing all melee fighters to perform a 3-hit combo as their normal attack.
  • The Super Specialty "Bunny Call" no longer allows the player to "climb" on towns and some terrains. The player now will enter a town upon approaching while in Bunny Form, and can even activate private actions.
  • All items in the inventory screen are now depicted as 2D icons instead of the original 3D models.
  • Many bugs and glitches have been fixed (most notably the infamous random Cave of Trials screen freeze).
  • Ring of Lightspeed (called Slayer Ring in Second Story) now works on Dias Flac.
  • New character designs and portraits.
  • No magic combo mechanic.
  • Crafting animations are now replaced by a still 2D image.

Star Ocean: Second Evolution PS4 JP.ver:

This enhanced version was released only in Japan on the PS4, with enhanced graphics and BGM, and a DLC that helps you with the gameplay.

~ The Last Remnant (Xbox360): vs PC vs PS4 & Switch Remastered. ~

The Last Remnant PC:

This version is only available to purchase in the EU SquareEnix online store as of right now:
Battles:
  • Turbo Mode is now available, and can be toggled on or off while giving orders to unions in battle. When on, battles play out at double the speed.
  • Crimson Flare, a new Arcana, is now available.
  • New formations, such as Eremurus Rain, are now available.
  • Enemies hit considerably harder.
  • Rare Monsters can have significantly higher HP than their XBOX 360 counterparts.
  • Arcana require substantially more AP.
  • Unique Arts now require AP.
  • Remnant Arts can only be performed by union leader, Weapon Arts now require high union morale.
  • Offensive Weapon Arts now increase morale when used.
  • Additionally, Arcana and offensive Special Arts now raise morale by a fixed amount.
  • Likewise, certain Enemy Arts now lower morale by a fixed amount.
  • Wards now affect the entire union.
  • Attributes required for formation upgrades are vastly different.
  • Healing no longer raises morale, and morale increased by Critical Hits has been dramatically reduced.
  • Union morale now fluctuates based on more conditions (IE: taking an action, successfully landing a hit, receiving damage, etc.). In the X360 version, union morale stayed somewhat static, usually changing when being healed, being KO'd/terminated, executing a successful Critical Trigger. It also did not drop to 0 whenever an offensive Special Art was executed, whereas it will do so on the PC.
  • Linking additional enemies together does not increase your Battle Rank further than having fought them separately.
  • Special commands, such as the use of David's Gae Bolg, are no longer interrupted by being raidlocked by a different union or having targeted enemy union defeated by an ally.
  • Allies now have the option to cure a friendly union's Curse status ailment via "Cure them even if it kills them!" command. This command is in the XBOX 360 version as well, but is only available when the union is Enthralled; it will not be available when the union is cursed.
Items:
  • Items are color-coded in the PC version, and a new preview feature lets you see what the item looks like in battle.
  • You can now toggle between viewing the stats of a weapon or shield and viewing a preview of what it looks like in battle.
  • Components and consumables are now categorized.
  • Items are now color-coded based on their rarity.
  • Creation or customization of some items require fewer components.
  • New items available via Blueprint 4.
  • Various weapon stats have changed.
  • Some very rare monster-specific drops can now be split from monsters (e.g., Godwood Timber, Spiritwood Timber).
Units:
  • The leader limit is no longer imposed. Unions can be composed entirely of leader units if the player desires.
  • Likewise, soldiers can now be set as union leaders.
  • The stat cap has been lifted for all characters to allow a maximum of 255 for each stat.
  • The Seven are now recruitable after completing Union of the Golden Chalice Task #70: For Our Lord.
  • Rush can now be removed from the active party.
  • Khrynia can learn the new Unique Art Dual Snowpetal.
  • Arts can be disabled, filtering which skills a unit may use in combat.
  • Leaders' requested components are displayed when viewing their stats.
  • Leaders' wield style can be changed depending on their equipped weapon.
  • Shields now prevent style changes mid-battle.
  • The following classes now prevent style changes: Guardian, Scout, Hunter, Wanderer, Thief, Alchemist, all Mystic classes, Vagrant, Mercenary, Aristocrat, Djin, Fortuneteller, Sage and General.
  • The experience required to advance Wield Style skills has been reduced, and the experience required to advance Weapon Type skills has been increased.
  • Three new classes are now available: Ataraxian, Cleric, and Ninja.
  • The Guardian, Fencer, and Warrior classes now require non-sovani wield styles, and are thus not available to Sovani.
  • The Gladiator class now requires Power Grip and Wards.
  • Hybrid classes (Item+Combat and Mystic+Combat) can now be achieved by units who do not start in one.
  • Some leaders now have a different weapon upgrade path, which caused some units to learn new Weapon Arts while others lost theirs.
  • Leaders can request weapons that do not coincide with their weapon upgrade path as long as they match their equipped weapon type and size.
  • Soldiers can now request weapon drops.
  • Some units have had their starting Unit BR level, stats, class, equipment, arts, and hiring wage changed.
Sidequests:
  • The completion of At Hatred's End is no longer required in order to activate Things Unchangeable.
  • Duke of Ghor now has a … icon when you speak with him between the first, third, and fifth base battles.
  • The component requirements in The Assistant have lowered.
  • The DLC content is now unlocked differently; the majority of the extra content now requires the completion of certain guild tasks.
  • The Leader Extraordinaire guild tasks which required three units of a single class now only require one.
  • The Monsterslayer guild tasks require different enemies to be defeated.
New Game Plus and Hard Mode: After the epilogue and credits, you can now save your game. When you're taken back to the main menu, you can load this save to begin a new playthrough that carries over certain elements from your previous playthrough. You will also be given the option to start the new game in Hard Mode.
Miscellaneous:
  • The PC version will warn you if you cannot leave an area without a fight.
  • Auto Save is now available, which automatically saves after having changed zones or having won a battle.
  • Battle Rank is now viewable outside of combat, in the party menu.
  • Battle Rank progression has been slowed considerably; it takes more encounters/enemy unions terminated to increase in rank.
  • Characters with … icons are now identified with markers on the map.
  • Enemies can no longer be respawned by saving and reloading an adjacent area.
  • New saving opportunities are now available, such as before the base's boss.
  • A warning message is now displayed if you attempt to save your game in an area which you cannot leave until you defeat a boss.
  • Mr Diggs's digging animations are now much quicker.
  • The loading screens that explained some of the game's mechanics have been disabled.
  • Many areas of the game have had their spawn tables altered or repopulated.
  • Starting battle music now coincides with starting morale in most battles.
  • "Turn the Tide" and "Beat the Odds" now play during the second half instead of after entering Elysion.
  • Union highlighting during the selection phase has been toned down (ie: ally unions don't look quite as blue).
  • Leaders in reserve no longer gain skills via the Rush only skill grind trick.
  • Soldiers now slowly improve their stats in reserves.
  • Camera in battle doesn't swing around as wildly anymore.
  • Mitra soldiers' idle stances now come in 2 varieties: the one shared by both male and female units and the one exclusive to larger male units, rather than just the "large male mitra" stance.

The Last Remnant Remastered PS4 & Switch:

Based on the PC version, also added:
  • Graphics now are in Unreal Engine 4
  • A new function to run faster on the overworld.
  • Extra save slots.
Yes I am salty about this if you can't tell, since they removed the PC version from steam.

~ Tales of Vesperia (Xbox360): vs PS3 vs Tales of Vesperia: Definitive Edition vs PS4/PC/Switch/Xbox One. ~

Tales of Vesperia PS3:

  • Features full voice acting, nearly twice as much voice work as the original.
  • New Characters, including 2 new playable characters: Flynn (permanantly playable now), and Patty Fleur.
  • New subplots, skits, and main game quests, and sidequests.
  • New mini-games
  • New songs
  • Remodeled towns and new towns and dungeons.
  • New bosses.
  • The ability to replay boss fights.
  • New 8 Mystic Arts.
  • New artes, skills, and equipment.
  • New item: the "Artes Ball", which allows an additional eight artes shortcuts to be assigned to the previous eight slots combined with the L1 button, which allows for a maximum of 16 artes
  • New character costumes

Tales of Vesperia: Definitive editionvs PS4/PC/Switch/Xbox One:

Based on the PS3 version, it has everything from it and all the DLC included for free, with higher resolution graphics depending on the system.

~ Tales of Symphonia (GC): vs PS2 (JP.ver only) vs PS3/PC. ~

Tales of Symphonia PS2 JP.ver only:

  • New animated sequences.
  • New Mystic Arts.
  • New Unison Arts.
  • New Arts for playable characters and enemies.
  • New Techniques.
  • The frame rate was lowered from 60 frames per second to 30 frames per second.
  • New customs.
  • The "Synopsis" option in the menu displays newer entries at the top
  • The Casino in the game is now actually fully playable with it's own mini-games, and chips to collecet and exchange for items.
  • The skits are graphically more dynamic. Portraits get larger or smaller quickly, swing from side to side, shake, and so on.
  • New Titles
  • More post-battle animations.
  • Niflheim dungeon extended and 6 new boss characters, fought in 2 new boss battles.
  • Bug Fixes
  • New events to help raise affection.
  • Includes new side quests, new camera angles on some cutscenes, new animated cutscenes not featured in the GameCube version

Tales of Symphonia PS3/PC:

  • More customs.
  • Improved character textures and improved some environments.
  • Dual-audio support: Japanese and English voiceovers, which neither the PS2 or GameCube versions had
  • Cutscenes support voice acting in both languages, but skits only have voice acting in Japanese. If you select English, you will just see the subtitles during skits. This is not a porting issue, as this is just how the GameCube version was.
  • While the original GameCube version ran at 60fps, the Japanese PS2 port which the PS3 Chronicles HD version is based off of ran at 30fps. The Steam version can run at 40FPS.
  • HD graphics

~ Skies of Arcadia (DC): vs Skies of Arcadia: Legends GC. ~

Skies of Arcadia: Legends GC:

  • New Ranks for the Swashbuckler Rating system.
  • Random encounters occur less frequently and load considerably faster than the Dreamcast version, and EXP offered per battle is adjusted to compensate.
  • Graphically, the game sports mild improvements to character models, most noticeably adding individual fingers to the designs. The modifier volume shadows and (weirdly enough) point-mipmapping from the original release are still present.
  • One of the new sidequests available is Bounty Hunting. Sailor's Guilds offer information about each person on the bounty list as they are unlocked through story progression. After reading about them, they can be found in a constant location.
  • There are a number of new discoveries to be found.
  • Two linked sidequests
  • "Pinta Quest" minigame was removed
  • DLC comes with the game.

~ Persona 3 (PS2): vs Persona 3 FES PS2 (English.ver) vs P3P PSP. ~

FES PS2 (English.ver):

  • A whole additional epilogue has been added, The Answer. This chapter is only available in one difficulty setting, which is supposed to be on par with Persona 3's Hard mode.
  • New Personas have been added
  • Secret videos of the protagonist's dorm mates have been added to flesh them out.
  • Koromaru can now be taken on walks.
  • Several of the Social Links have been modified slightly, such as Tanaka being available at a different time
  • Several new Quests have been added.
  • New costumes can be worn in battle.
  • A new event involving Chidori Yoshino was added.
  • Naganaki Shrine was completely overhauled.
  • A hard mode was added.
  • Save data from Persona 3 can be transferred into the game,

P3P PSP:

  • The Answer is not included in this verion.
  • Added a Female Main Character, so now you can choose between the Male and Female MCs.
  • The game lacks 3D environments and character models (outside of Tartarus), all anime cutscenes are gone, the graphics and audio quality were compressed,
  • The storyline of the female protagonist features many differences from that of the male protagonist, such as new social interactions as well as Social Links.
  • New voiced dialogue.
  • Players have the choice of selecting Elizabeth or a male-equivalent named Theodore to be Igor's assistant in the Velvet Room.
  • The ability to pick who the protagonist spends the last moments of the game with. This feature is only accessible on a New Cycle
  • The Desert of Doors from the Abyss of Time seen in The Answer will still appear, however, in an extra feature known as the Vision Quest. In this mode, the party can fight stronger incarnations of the Full Moon shadow bosses — save for Arcana Magician — and partake in special battles that test the party's abilities. When all of the battles have been successfully met, a second optional boss can be fought: Margaret, Igor's assistant in Persona 4 and guardian of the Desert of Doors in P3P.
  • There are now two overworld save points; Aside from the log book in the Iwatodai Dormitory, there is also one on the main character's desk at school.
  • In Paulownia Mall, the police station is now the only place where the protagonist can buy equipment and sell items. Aohige Pharmacy is now a buy-only store, and Be Blue V is just a part-time work site and hangout to improve the main character's condition
  • From previous versions, two difficulty modes have been added: Beginner and Maniac alongside Easy and Normal in Persona 3 and Hard in Persona 3 FES:
  • A new tactic, "Direct," has been added to the game, allowing control of the party members, unlike Persona 3 and Persona 3 FES.
  • The "Wait" command is replaced with the "Defense" command, and will decrease the damage and any knockdown effects of the next attack the user suffers.
  • The game grants "1 More" to a combatant who attacks multiple enemies not knocking all of them down; the original Persona 3 required all hit enemies to be knocked down for a 1 more.
  • Party members who have been knocked down no longer spend the turn by getting up and can act as soon as they stand.
  • Upon landing a critical hit or striking an enemy's weakness, party members can follow up with a co-op attack.
  • Fusion Spells from the original Persona 3 are now activated from items instead of equipping a persona and selecting it like other spells.
  • Allies can now take a fatal blow to the protagonist for them if they are able.
  • "Dizzy" has been added as a status effect.
  • Returning to the main lobby in Tartarus no longer automatically restores the party, and must now be done for a fee via the save point (this cost varies based on the date in-game and status effects currently inflicted on the party)
  • Floors can be directly returned to from the entrance of Tartarus instead of being restricted to the restore point like previous versions.
  • "Tired" status no longer is inflicted during Tartarus exploration, and is inflicted to all used party members after leaving (this will only drop to "Good" if the character used was at "Great" during exploration).
  • Unlike previous versions, money found by party members when split up will now be given to the protagonist.
  • Party members' equipment and status can now be accessed at any time from the pause menu, unlike in previous versions, which required the protagonist to speak to them while exploring Tartarus in order to change their equipment or view their status.
  • You can now control Party members directly.
  • The protagonists only have access to one weapon type (instead of having access to all weapon types like in P3 and FES); the male protagonist wields one-handed swords, and the female protagonist wields naginatas. As a result, the Skills "Fist Master," "Bow Master," "1hdSwdMaster" and similar skills have all been combined into a single skill called "Weapons Master." Its skill card is called "Phys Boost," and all Personas which had learned a "master" ability (like Cybele with Bow Master) now learn "Weapons Master."
  • Personas now have the ability to produce a Skill Card when raised to a specific level. Each card can be used on any Persona to teach them a skill.
  • The Inari Sushi in Naganaki Shrine no longer grants random bonuses for item gaining and Tartarus explorations. Instead, it offers to duplicate Skill Cards, which will take 5 days to complete

~ Persona 4 (PS2): vs Persona 4 Golden Vita vs Persona 4 Golden PC. ~

Persona 4 Golden Vita:

  • Two new Social Links.
  • A New Dungeon.
  • A New bad ending.
  • New Difficulty levels have been added: Safety/Easy/Normal/Hard/Risky.
  • Several new music tracks.
  • Additional voice-over dialogue.
  • Chie and Teddie have new voice actors in the English version.
  • New animated cutscenes.
  • More Personas, including new Ultimate Personas for the Investigation Team.
  • New areas can be visited.
  • New events.
  • The protagonist can now explore Inaba in the evening when Dojima is not home.
  • The protagonist and his friends now have motorized scooters to explore various areas.
  • Costumes are now available to buy at Croco Fur, in Okina City.
  • New Garden and Bug Catching features.
  • The ability to choose which skills can be inherited by the Persona the protagonist is fusing.
  • New scene skipping function
  • If the necessary criteria for at least the good ending are fulfilled, daily activities are expanded to February 14, 2012, giving more time for events and social links.
  • New epilogue has been added for the True Ending.
  • The list of Requests and the Fox' emas have been modified.
  • Rise can now assist the Investigation Team in All-Out-Attacks.
  • Added Tag Team attacks: two members can team up to perform a united attack.
  • Added Cavalry Attacks: Attacks from members of the Investigation Team that are not currently in the party.
  • Spell buffs and debuffs can now be used on the same character to prolong the effect
  • A new gallery menu has been added: "TV Listings." It displays bonus content unlocked through the main game at any time.
  • Floors and chests in dungeons can now reset by changing floors instead of leaving the dungeon and TV world, or visiting another dungeon.

Persona 4 Golden PC:

  • Bug fixes
  • The game will run at up to 4K resolution with 60FPS+ as opposed to the Vita's 476p resolution and 30FPS target
  • Includes dual audio language and multiple text language. The anime cutscenes now also include subtitles
  • In the Steam version, the player may customize their difficulty setting at any time, in contrast to the Vita version only letting you do so on New Game Plus.The player may select a preset difficulty setting, or individually alter the following parameters
  • The player may select a preset difficulty setting, or individually alter the following parameters.

~ .hack//G.U (PS2): vs .hack//G.U. Last Recode PS4/PC. ~

.hack//G.U. Last Recode PS4/PC:

  • A brand new episode titled Vol.4//Reconnection, which takes place a year and three months after the events of Redemption
  • HD graphical update for the whole game.
  • Ability to restart the battle from the beginning if Haseo dies.
  • Movement speed on foot has somewhat increased.
  • The item stack size has increased from 50 to 99. The maximum number of item stacks in the inventory has increased from 30 to 90
  • Item menu shortcuts and sort features
  • When using an item in the field, pressing the X button repeatedly will cause the item to be used again without navigating the menu a second time.
  • The maximum number of Chim Spheres and Virus Cores the player can possess has increased from 99 to 999
  • Platforms now include the Platform Recovery feature, recovering a large portion of the party's HP and SP. It can only be used once per visit to a field.
  • Saku and Bo no longer switch the active player based on their level being even or odd. They can instead be selected as separate options in the Party screen.
  • Decreased the probability of allies selling the items the player give them.
  • Voice clips for returning characters and NPCs between games have been updated to use the Volume 3 clips from the beginning, except where said clips are unavailable.
  • Attack power has been increased and hit stops during attacks have been reduced to speed up the battle tempo.
  • Learning weapons proficiency increased and acquired experience points increased.
  • Awakening scenes can be skipped using the Option/Start button.
  • Some of the really tough enemies have been made a bit easier
  • Skeith’s general shot bullet speed has increased during Avatar Battles.
  • Enhanced battle balance and game pacing to provide an optimal experience.
  • Avatar battles now show a stun gauge over the enemy's head. Red diamonds have been added around attacks meant to be deflected using scythe slashes that are in range.
  • Added suspend feature during Avatar battle gameplay.
  • In Volume 3, the player is given 22 "Promise" greeting cards, meaning it is possible to do the "Forever in Love" / "Best Wishes" events with all party members in a single playthrough.
  • A new Cheat Mode allowing players who want to just enjoy the story to start the game with a large amount of items, best equipment, maximum money and chim spheres, and maximum level and affection for the respective volume.
  • Save files from Cheat Mode plays can be converted to the next volumes.
  • The videos from “The End of the World” Terminal Disc included with the limited edition PS2 release of Volume 1 are included in the collection
  • A New Job Form for Haseo with a new weapon.
  • A New Form for Skeith.
  • Ovan joins the party.

~ Final Fantasy 12 (PS2): vs FF 12: International Zodiac Job System PS2 (JP.ver only) vs FF12 Zodiac Age PS4/PC/Switch/Xbox One. ~

Final Fantasy 12: International Zodiac Job System PS2 (JP.ver only):

  • Addition of a "Zodiac Job System" featuring twelve jobs with individual License Boards corresponding to twelve zodiac signs
  • Addition of a 16:9 widescreen mode with menus and HUD at 4:3.
  • Addition of three new game modes: Trial Mode/New Game+ Strong Mode/New Game+ Weak Mode.
  • Pressing L1 will speed up gameplay. Conversations and events continue to play at normal speed.
  • Quickening doesn't consume MP. Now they use their own Mist gauge similarly to Limit Breaks from previous Final Fantasy titles.
  • UI Changes.
  • Playable characters' starting LP, consumables, gil, gambits, equipment, licenses, and base stats have been modified.
  • You have more control over Guests now, they also gain EXP/Item/Gold.
  • Many magick spells and technicks have been tweaked, renamed and recategorized.
  • Obtaining Quickenings no longer affects max MP and Mist charges do not diminish when MP is consumed (unless the player is affected by a reversed Elixir or Megalixir). The player's MP is also unaffected by the depletion of Mist charges. However, effects that recover the player's MP will also restore Mist charges. One Mist charge is granted each time the amount recovered totals the player's maximum MP. Effects that fully restore a player's MP recover all Mist charges.
  • You can now fully control Espers, they also require MP to cast magicks
  • Almost all attacks now break the 9999 damage limit from the original by default.
  • New items have been added, such as Cura Mote, Bubble Mote, Domaine Calvados, Baltoro Seed, Dark Energy and various Meteorites.
  • Bacchus's Wine now has 100% chance of inflicting Berserk (previously it was 50%).
  • Several equipment pieces were added, while some available in the original release were removed or tweaked.
  • New Weapons added.
  • Most shops had their assortments changed. Many weapons are now available from shops earlier because of the job system, and were thus made weaker.
  • Treasures respawn by moving just one area away as opposed to two. Treasures were moved around, changed the items they can give, or were removed altogether. The "forbidden chest" concept was removed, that in the original prevented the player from obtaining the Zodiac Spear in Necrohol of Nabudis if they opened a wrong treasure.
  • Dark Matter can no longer be acquired from the bazaar, and selling the ingredients needed to make it in the original will result in making the Dark Energy instead. The Dark Energy is an item that does not charge up with Knot of Rust or Devour Soul and always deals 50,000 damage to each enemy in range.
  • Treasure chests are now in different locations and contain different items.
  • There are more traps throughout the map.

Final Fantasy 12: Zodiac Age PS4/PC/Switch/Xbox One:

  • Remastered HD graphical upgrade.
  • English and Japanese voices (switch between them in the game configuration).
  • Original and newly re-recorded background music (switch between them in the game configuration).
  • Auto-save functionality added (game saves automatically when moving to each new screen, excepting boss arenas)
  • Improved high-speed mode and improved play time operability during high-speed mode
  • Ability to invert both the X and Y camera axes
  • The game balance has been overhauled to make it easier.
  • Each playable character can have two jobs at once.
  • Job Reset function added; talk to Montblanc in the Clan Hall to use.
  • The Effect Capacity system that limited spell-casting in the PlayStation 2 versions has been removed.
  • Fire, Thunder, Blizzard, and Cure only affect a single target again.
  • Espers' HP values have been doubled, but other stats kept the same as in Zodiac Job System.
  • The animation for summoning Espers is removed.
  • A glitch concerning Dyce's character model has been fixed.
  • New Game Plus and New Game Minus are now accessible from the beginning of the game.

~ Rune Factory 4 (3DS): vs Rune Factory 4 Special Switch. ~

Rune Factory 4 Special Switch:

  • HD Graphics.
  • Newlywed Mode.
  • Hell Difficulty.
  • Additional Movies.
  • Another Episode DLC.
  • Swimsuit Day DLC.
  • Many Town Events are now prioritized if requirements have been met. This includes Memories, which unlocks the last story arc and the events required for marriage.
  • The map has been moved to the main screen and can be removed and resized with the press of a button (the Switch has only one screen) or by using the touch screen icon.
  • The teleport spell has been mapped to a dedicated button. It can still be used from the touch screen.
  • You can now change the voice acting language between English and Japanese.
  • Many bug fixes.

This is just part 1, if you have any suggestions for titles to be in part 2, please post them here.

submitted by VashxShanks to JRPG [link] [comments]

Update #24: Ruins Of The Ancients | Prescott Starbase | Enemy Caster | HOTAS Support

Update #24: Ruins Of The Ancients | Prescott Starbase | Enemy Caster | HOTAS Support
Greetings, Pilots!
Today’s production update will be the last for this year. Obviously, we had different topics planned for this one. We’re fully aware that many of you still feel bummed out about our new Early Access release date, even though we have received a lot of understanding for our reasoning from our backers. So thanks again for your support!
We’d like to conclude an unprecedentedly rough year for probably all of us on a high note. Thanks to our new timeline, we got some cool new content and features to share that would not have made it into the Early Access release version (our code freeze was pushed back by two weeks, the content freeze by four weeks).

Ruins Of The Ancients

You might recall from the Kickstarter campaign that you awesome EVERSPACE fans unlocked the stretch goal “The Ancients’ Rifts,” a sector in the endgame offering extra hard challenges and the best loot in the game. In this area, you will encounter remains of a mysterious alien race first found in EVERSPACE, and you’ll get an early taste of what’s to come in the ruins of Ancients’ structures scattered on an all-new moon in the Union system.
Concept art overpaint of ruins of The Ancients on Cephas II, a moon of the gas giant Cephas within the Union system. While you won’t run into any Ancients yet, we squeezed a couple of their mysterious ruins in as a teaser for the initial Early Access release, thanks to the extra time.
Encountering the Ancients without any warning whatsoever was a major highlight in EVERSPACE. Their ability to transfer energy into matter as well as control time and space added new challenges in combat, the opportunity of fast-travel, as well as some wicked alien tech to play within the endgame—all must-haves in any great open-world space RPG, right?
So, how better to introduce the mysteries of fast-travel as well as “mind-bending” weapon technology and devices (with a chance of surprising side effects) in the universe of EVERSPACE than utilizing some ancient alien tech that nobody seems to know much about yet, hence the generic name. But what if The Ancients turn out to be deeply connected to the established lore? Definitely not a new concept but proven in popular sci-fi classics many times before, and yet endless possibilities for adding new ideas in EVERSPACE 2…

Prescott Starbase

As revealed in production update #19, the star system Union is a bustling trading hub in EVERSPACE 2. While the newly-introduced and independent Freelancers run extremely profitable businesses in high-tech gear, medical supplies, and mining resources in the clouds high above planet Culver, the omnipresent Outlaws, already known from the predecessor, make a killing with loot of any kind from scavenger and piracy hunts and sell it for high profit to the highest bidder at the black market of Prescott Starbase.
Think of it as a highly condensed version of an entire city floating in space with various departments, ranging from the neon-light-flooded shopping and entertainment area, the jam-packed residential neighborhood, all the way down to the industrial and dirty space harbor district—you know the gist of such sci-fi megacities because humans and aliens are alike when it comes to basic individuals’ needs and business.
Around Prescott Plaza (concept art overpaint), travelers will be able to delve into all the human, as well as alien, guilty pleasures you can think of; as an antipole to the grim reality of living a harsh life in the DMZ, far, far from Earth, moral and ethics have no home in this place, especially in the uptown district.
Concept art of the casino’s bar from a story campaign cutscene; this is where experienced shooters hang around when on the hunt for challenging high stakes assignments.
Concept art overpaint of the space docks at Prescott Starbase, a rather dark and filthy place. While officially under the control of the Prescott Port Authority, opposing mafia clans call the shots, literally. Even though these families live by different morals and conducts of doing business, unconditional loyalty is non-negotiable. “If you need it, we have it” is the mantra at this infamous black market within the DMZ; just don’t ask where the goods came from. Greed for profit and deep loathing towards the Colonial Fleet and the Okkar Authorities is what holds this sizzling melting pot of questionable human and bizarre alien individuals together. For anyone good at operating under the radar and willing to play by a different set of rules, this is yet another place where to look for risky but very profitable “business opportunities”.
While it is still under development and far from being complete, we’re excited to announce that Prescott Starbase will be explorable on day #1 and that we’ll add more functionality and opportunities to interact over the next year during Early Access.

Enemy Caster

Using an analogy from the movie industry, NPCs in video games are somewhat like actors that have to be cast for each role from a pool of talents and show up on set at the right time—definitely not all at once, except for the inevitable cast photo, maybe.
Our systems were designed to populate locations with the occasional visit from different NPCs for both friend and foe - like background actors, to make a scene lively and convincing that there is more going on in a given fictional world than what you can actually see.
No matter if watching a movie or playing a video game (especially in RPGs), it’s all about triggering that amazing Kopfkino to make you believe you are actually present in that fictional world of your choice. If not done right, you may not be able to put your finger on it, but you can tell something is off, immediately making you realize you are just sitting in front of a screen.
Obviously, in video games, especially in open-world looter shooter RPGs, you can interact with NPCs in many different ways. At the same time, your current loadout and stats add yet another dimension of complexity “to the scene”. This requires both careful level and combat design to prevent immersion from breaking, no matter what players do.
Most of the time, we’ve worked with groups of enemies sufficient for compelling encounters in the Alpha and Beta. However, as the game world of EVERSPACE 2 will grow a lot over the next 12 months, so will the need for more encounter variety.
While we’re off to a good start with the closed Beta, keeping you guys and hopefully many more space pilots hooked in EVERSPACE 2 for tens if not hundreds of hours during Early Access and beyond is by far our biggest challenge. This is why we focus on making each location worth visiting beyond exploring and looking at new stuff, which can get old quickly, no matter how pretty the vista might be.
To get a tighter grip on things, we established a new in-house tool (the Enemy Caster) to help our designers in trying out different combinations of enemies within seconds and playtesting if they make an exciting challenge without leading to any unfair results—provided players engage within a reasonable level. That said, there's nothing wrong about feeling lucky and testing your skill boundaries against lvl +5 enemies if you so wish… (Erik didn't know that we changed the tool's name to Enemy Caster as the original one was misleading).
Youtube: Erik shows off the enemy caster on stream
Generally, every enemy ship has its individual stats (hit points, damage output, speed, agility, etc.), all sorts of equipment as well as specific attack and retreat behavior—it’s almost as complex as designing for the player and can easily turn out being an even deeper rabbit hole than what it looks like on paper. However, the more shortcuts game designers are willing to take by limiting what enemies can do and which items they can use compared to what’s at disposal for the player creates a shallower overall combat experience, weaker immersion, and less fun overall.
Thanks to the comparatively simple player progression through the predecessor’s linear game world, plus not being able to back-travel made things even easier, we were able to balance all enemy stats within long spreadsheets. Due to the much higher complexity in combat design for our ambitious open-world looter shooter RPG, we already reached the limits of this method within the first star system of EVERSPACE 2, which is why we’re pretty excited about our new tools. Imagine how nasty it would be if you get pinned by a bunch of pesky Webber Drones and before you even had a chance to stun them with an EMP blast and free yourself, a group of self-destructing drones would appear right next to you... Oh, wait!
Twitch: Webbed! O_o
Long story short, for the Early Access release, we already have quite a few more enemy types than in the Beta, and more to come over the next 12 months. Thanks to our new in-house tools, we’ll be able to offer you guys an even broader gameplay-variety in combat on your journey through six or eight star systems, plus the endgame. To ensure that these new combat encounters are properly balanced and fun for as many pilots as possible, we’ll heavily rely on everyone’s feedback during Early Access, so keep it coming and share your thoughts on our discord or in the forums on Steam and everspace.game.

HOTAS/HOSAS Support

Due to popular demand from EVERSPACE players, we added rudimentary HOTAS support post-launch to that title, even though it had never been a promised feature because we believed it wasn’t a great fit for fast-paced 3D space shooters in general. The implementation did work but required some fiddling to assign input parameters for each model, which led to some frustration and quite a few negative user reviews on Steam. To create a better experience for HOTAS fans, we’re putting more emphasis on this feature in EVERSPACE 2 right from the beginning.
For initial test purposes, we implemented experimental HOTAS support in the closed Alpha/Beta, which still requires some tweaking depending on your hardware and is not as robust as you can expect from an officially released product. After analyzing feedback from test pilots using HOTAS, we decided to overhaul the entire implementation completely and add presets for the most common setups on day #1 of Early Access for the models below:
  • T.Flight Hotas X
  • T.Flight Hotas One
  • T.Flight Hotas 4
  • Hotas Warthog
  • T16000M (Single)
  • T16000M (Dual Config)
  • Logitech Extreme 3D Pro
  • Logitech/Saitek X56
  • Logitech/Saitek X52
  • Logitech/Saitek X52 Professional
Now, while this should be solid enough for Early Access (but not the final product!), joystick pilots should bear in mind that piloting a starfighter in EVERSPACE 2 is more like flying an agile assault chopper than a supersonic jet fighter. To defeat ES2-baddies in space, combat is more about 360° two-axis precision aiming and dodging enemy fire by swift two-axis strafing as well as quick-boosting to get out of the fire zone and then turning on a dime to counter-attack. Much different than pulling off barrel rolls, corkscrew loops, or an Immelmann like in old-school in-atmosphere dogfighting.
Of course, you absolutely can do all that, but fancy dogfight maneuvers won’t help you much because your opponents will turn on a dime anytime, too. We know this probably won’t hold back any die-hard space sim fans using their HOTAS/HOSAS gear and disable inertia dampeners for the extra kick of immersion in EVERSPACE 2, which, admittedly, is a fun experience. We’re just saying: be aware of what you are getting yourselves into… it'll be a tough ride! Having said that, we're working hard to give you the best HOTAS experience for such a fast-paced game as possible.
Alrighty, that was quite a lot for our concluding production in 2020. We hope everyone has enjoyed the space ride so far. If you did, don’t be a stranger and join our fun/informative/goofy live streams every Friday on Twitch and YouTube, from 7:00 pm to 9:00 pm CET / 2:00 pm to 4:00 pm EDT / 11:00 am to 1:00 pm PDT. I’m pretty sure that Erik, our one-and-only Community Ambassador, and host of the weekly RFG show, will spill a few more beans than we agreed...
Well, it probably has been an unexpectedly rough year for everyone. So more than ever, we wish you y’all a wonderful winter holiday with your loved ones and hope to see you super relaxed, happy, and excited for the EVERSPACE 2 launch in January. 🚀👀💥🙌
Michael and your dedicated ROCKFISH Games Team
submitted by HazzyDevil to EverspaceGame [link] [comments]

A journey of 966 hours

Since I'm probably going to abandon my save file due to an unfortunate event, I thought I just post the story of it here. Obviously this will end up in a very extreme wall of text - but if you are interested in such stories feel free to continue reading.


1.0. The Preparation


Last year in august I was planning on playing Elona(+) again, since it was around 9 years ago when I played vanilla Elona on its latest stable version. In 2010 I never made it far into the game, I wasn't even close to anywhere to 3 digit stats - but I was able to at least survive basic stuff and advanced very slowly until I stopped playing at some point. What I do not like if you can things permanently mess up which was one of the reasons I decided to play Elona+ instead of Elona this time as it appears Elona+ tries to avoid/reduce such things. I always went out without any pets 9 years ago as I think they pretty immediately died for me - and so I went on another petless journey again. My choice fell on an Eulderna Warmage since at the time I created the character it seemed to be the best choice for me with the extra magic resistance while not having any specific disadvantages. As feats I choosed some resistances and Exorcist to nullify being cursed on dreams as I remember 9 years ago on vanilla Elona this was a significant threat to me (however, now I would not choose this feat anymore since cursing items later in the game can be quite important - I wished this feat would just add a toggle special action like Dupli-Cane and Advanced Casting so you could enabled/disable this at any time).


1.1. The Beginnings


I started the game pretty casually on Essential Mode (I would have preferred a harder mode but I dislike loosing life/mana when the game/system crashes by accident) with the intention not to savescum. I was entering the wilderness around my house to improve my stats until I could survive basic enemies like a kobold. My playstyle mostly reflects of going melee-only and I'm not sure why I choosed a Warmage at this time - possibly I have read before that magic is pretty strong and decided to give it a try later - but I don't fully remember. I was exited about simple stuff like identifying things to permanently unlock their basic selling values to make more money. After around 1-2 hours it was time for looting the Puppy Cave to make more money and progress even further. I tried to improve my gear by getting some resistances and preferring glass gear for more speed. At some point I entered a pretty low danger level dungeon which was at this time pretty high for me. At the end was a level 8 or 9 Grudge which I don't remember anymore if I defeated him or not - but slowly I begun to get stronger. Progressing on this low level went a while while I was also using the Wiki on Fandom all the time to check all the details for the game mechanics out. At some point later I also gave magic a try. Seeing how the damage of a magic dart increased quite fast with its dices and damage value I thought at this time that magic is pretty overpowered and will easily outclass any melee.


1.2. The first accident


After some casual playing I achieved significant progress when I got enough medals to buy some artifacts in Miral and Garok's Workshop. With the I was able to do moderate amounts of damage (around ~200 at this time) and with the I had no issues with upcomming invisible creatures. Ironically I still had both items around the 800+ hours mark, since artifact items are usually pretty strong (especially in this game) even compared to random godly items and over the course of time you usually rarely progress with new random equipment in this game. At the end I was able to blast even level 50000+ monsters away with moderate ease which are all capped with all stats at 2000 - but more to my endgame build and what I all did later in this post. The next step was to progress with the story so I went for the 3 magic stones. When I approached Wynan on his chessboard he crushed 1 or 2 walls which stressed me out (which also happened later on some other locations) since on trying to fix this later it turned out this is not possible - as placing wall tiles with the Wall Creation spell or removing them to fix floor tiles will always result in a default wall/floor tile - making it impossible to create specific ones as I really wanted to preserve all the static areas in the game. I was a bit sad about it and hoped that in the future there would be a way to fix this - like a way to choose which wall/floor tiles to place; a janitor set that allows you to actually also design some static areas at some point; or some other solution. My savefile was now slighly messed up and I just continued - always hoping that I can just fix all messed up floors in the future but also knowing that this is extremely unlikely to happen.


1.3. Careful grinding


Meanwhile I also grinded for more Little Sisters and got more Hero Cheese to improve survivability - which was a slight mistake at this point since I was still in act 1 (as I planned later to add additional body parts). Farming for Little Sisters was quite a serious task too since I wanted to avoid killing a single one to avoid reducing the spawn rate of Big Daddies. As far as I know this is another thing where you can permanently mess your save file up if you make a mistake so initially I did always fully clear a floor before approaching a Big Daddy and then even walling him in with enough distance to avoid him smashing the walls as enemies can still spawn randomly if enough turns pass - eventually an enemy would have appeared otherwise exactly in the turn when the Little Sister spawns just to kill her and mess my save file up (when I was much stronger I did not wall them in anymore and from the ~350 Little Sisters that spawned not a single one died during my whole playtime). When I also progressed more in the story and met Alsapia in Lesimas floor 30 I think I had around 300 hit points but still died on my first try against her. The neverending progression just continued until I was strong enough to finish act 1. But before defeating Zeome I also wanted to finish some side quests which lead to an interetsing experience. Ungaga in the Minotaur's Nest did land a critical hit on me with his first strike, probably with a very high roll and I lost around 700 hit points and died. He never did any damage this close to me again on my future attempt so I guess I was just extremely unlucky here.


1.4. The museum and its difficulties


One thing until this point that bothered me a bit was the museum. I wanted to collect all cards and statues to show them in my museum but anyone who tried to seriously fill a museum probably knows the troubles. There is not enough space to place them all even if you extend the default floor and additional floors can't be created. Also there is no sane way to track which statues/cards you already have in your museum so I decided to just collect the statues/cards from unique NPC's and very later on I even begun to remove some cards as space still became very limited (if you want to make your museum look halfway good and not to fill every single possible tile). At the end this is good enough to reach rank 1 and get all the points to get more platinum coins but I think this is something that could get enhanced. Especially since adding support for multiple floors and linking them to the ranking is not difficult.


2.0. Getting strong


One of my goals was to get new body parts as fast as possible from doctor Gavela as I wanted to avoid loosing more life as neccessary from early farmed Hero Cheese (I think I only lost 1 extra life due to this but it was still a bit annoying). I got 2 additional hands and my setup (either it was a sword and shield or already dual-wielding) changed to quad-wielding with a living weapon (lightsabre), , and . I think at this time I did roughly around 1000 damage per hit - which didn't progress too significantly for me anymore over the course of the next few hundred hours. Also I did experiment with my living weapon a bit and did reset it a few times at Maile - but was a bit annoyed that instead of being a reset for its level/gained attributes instead all attributes that were even before leveling it up got deleted too (e.g. if you get a living weapon with a good invoke and want to reset its level the invoke will be gone forever). At least the attributes from the material kit could have been kept as for example in my case the lightning resistance from being a diamond lightsabre got deleted too - while it was still made of diamond after resetting. Reapplying another material kit (even if the same) fixes this issue but it still feels a bit annoying. One thing that I got curious later on was why all enemies got in some cases just 1 damage no matter what. It turned out that the chain intervalls the weapons do are actually a nerf for cases when enemies can't do something on too many turns of the player (like perma-stunning them and stopping the time too often). Once it reaches 200 all enemies are getting just 1 damage from any source - limiting the combination of dual-wielding and time-stopping (this is also one reason why you want to avoid spreading too much different damage types on weapons as every damage type counts as its own attack and adds 1 to the chain interval - making the enemies just faster resistant to your damage). At the end I went full darkness damage on my living weapon since it seems the most useful - it mostly prevents any physical and magical threats, is very easy to apply to any regular enemy that is not immune to blindness or has innate superb resistance to darkness (even capped out enemies), according to the wiki sticks usually a bit longer than confusion from mind or sound damage (and confusion has the disadvantage that enemies could spawn other enemies if they fail to cast a spell) and does not stunlock the enemy to avoid high chain intervalls.


2.1. Common work


Nothing too spectacular happened from here except casual grinding and when blewing up Palmia for the side-quest I forgot to check for other adventures - and of course pissed some of. I was now curious if they would ever come to my home and trying to burn it but this did never happen. Meanwhile I had a ranch with a fairy to get more Secret Experiences of Kumiromi - which did net me the one and other a few times during my gameplay. If I would have found them as often as Happy Beds dropped for me I would have possibly already nearly capped out all my feats - those beds really dropped like biscuits for me. I also had a shop and did put all the cooked food I got from killed enemies there. I also did sell miracle and godly equipment there that I found but had no use for it. Since I played this game casually and in a more or less RPG-like manner Isca was the shopkeeper. I also intentionally wasted a rod of wishing to give her the negotiation skill as I had not much interest to dig into gene engineering yet. As shop feats I choosed Asthetic Sense to get more money and Proprietary Sales to get even more money. I still assume the latter is responsible for a display bug: Every time the day ends and the summary is shown the first message is partially duplicated with some nonsense. It sorts of depends of the last tiles you have somehow encountered - but I do not know the exact details. It is kind of funny when the message claims Isca has put Palmia into my shop storage^^
Also I had a farm with nothing spectacular in it. Mainly I did put fruit trees in there that I sto... borrowed. I also had a bigger tree farm in my house which I used to produce juice so I had not to go to Noyel anymore every once in a while to farm some snow.


2.2. Making money


My Win-LVL increased while I played more - without knowing what this actually meant. Later on I figured out the number there (in the current version of Elona+ shown as "Proper" in your character sheet) is just the highest level of a dungeon boss you killed. It seems to affect the danger level of newly generated dungeons and quests. Additionaly the highest danger level you entered/cleared or such seems to also affect this (and can be reset at Maile while the first can't). I got into the ranges of level 150-200 dungeons and things begun to get harder. And some point (possibly a bit earlier or maybe even shortly after act 2 - I don't remember exactly when) I noticed all enemies have now a gauge bar. I had around 3000 hit points and a Flash Wyvern could remove half of them when its gauge bar got full. Also the god enemies like Atlas begun to show up. I remember that I killed an early one with several magic darts from the distance but it was still pretty dangerous. However, at this point I got quite some extra money as the gold piles are in the 5 digit ranges here. Later I noticed that it seems to cap at 50000 and even much higher dungeons seem on average to yield even less money. It sort of felt like the money values are sort of overflowing and thus lowering the average a bit until some even more higher danger levels again. If I was wrong or what exactly was going on here is still unknown to me. But with the extra money and the sold cooked food I was able to increase my Investment skill more and more - as it levels pretty fast. It was also my first skill that reached level 2000 and thus requiring me only a bit over 50000 gold to invest 50 more ranks on a shopkeeper. At the end of my gameplay my blackmarket shopkeeper is now rank 66000 - but it feels not better than like rank 5000. Either the improvement is here extremely slow, maybe with diminishing returns or I did already hit the softcap and there is no point in investing here anymore.


2.3. The AP-system


One thing I was already concerned when I was still in act 1 and that influenced my gameplay heavily was the AP mechanic as I think it can sort of mess up your save file too. Currently after 966 hours my AP are 2500 (8500) which is the highest minimum value for my build when you buy only the skills and prepare to swap to any skill without wanting to increase your AP further. If I would have gone for additional speed/life my AP value would now be even higher - while I can achieve those values even without investing the AP. This has the theoretical advantage that I'm as best as possible prepared if updates of Elona+ add stuff to the AP mechanic. Players who instead capped out their AP wouldn't be able to get any more of them and potentially locking out from new stuff and thus messing up their save file. Also the AP system favors to save your Speed Upper potions/Hermes Blood, etc. ideally after you have capped out the related stats with AP which I also disliked. I think a better approach to this part of the AP system would be to not bind the stat increases to the base stats - but instead applying them as an invisible buff. This way it would solve the problems above (but also result in a bit higher stats on endgame builds). It probably sounds stupid to many who read this - but whatever, I just progress without the stat increases and the journey continued.


2.4. Rejected from some gods


Additionally I also went every year to the Truce Ground and temporarily worshipped another god to make them spawn in november and getting the specific training-related artifact. Unfortunately there is a bug that prevented me to do this a few times. Even having more than just enough favor and praying at the Truce Ground resulted in around half of all cases the related god to not appear. I don't know what exactly causes this issue but my guess is that switching to a god too late might have an impact on this issue. Also I remember that I have seen another user here in the past that has claimed about this issue. I guess it is just rare and since the exact conditions are unknown I expect it not to be fixed soon - if at any point at all. My current approach was to not switch to a god later than september and so far my last summoning in november was successfull but I would have to test this further.


2.5. Improving my gear


Via the course of this grinding I also improved my gear. While randomly generated equipment very rarely improved my current equipment and too often even very early artifacts were very superior, all my equipment was hardened to +10 via a blacksmith and to +15 via stardusts. The new improvement was reforging their type and applying a more effective material kit on them. Since I wanted to balance stuff out most of my armor got a Dragon Scale material kit as it has a good improvement to DV and PV while also providing fire and cold resistance which is quite important to avoid item destruction in tricky cases ( I always carry a fireproof and coldproof blanket with me just in case. Too bad filling charges seems to be limited (even accross other items I think) to lower values than you can potentially buy (13 charges in case of blankets). Maybe it would be better if the cap of filling charges would be dependent on your Magic Device level - this would also make this skill a bit more useful. Also: Needs coldproof liquids!).


3.0. Becomming healthy


I finished act 2 at some point and got to a point where I noticed a significant EXP increase from enemies (panic/challenge quests; dungeon bosses; enemies in the Void floor 200+). For example a random spider in the Void floor 200+ gave me around 4 million EXP per kill. Since the EXP cap for levels is 100 million and every level gave me some hit points (in newer versions of Elona+ I now get hit points only every 4 levels - but around 4 times higher than before). My stats slowly crawled up - I think to around 300 - 400 on all main stats, ~100+ on most skills mostly due to travelling except the 2000 in Investment and some hundred levels in Lockpicking since I noticed troubles opening all those chests, safes and treasure balls on higher danger levels. However, the contents never seemed to get any better anymore despite requiring a more and more higher Lockpicking skill. I remember having seen the Skeleton Key once in the log after casting Oracle but unfortunately it was generated in the Void and the floor was already gone for a while. In all those 966 hours sadly I have never seen another generated Skeleton Key anymore (but tons of s - which unfortunately have no effect on Dimension Fishing - while it does even increase the Fishing skill, argh!). Much earlier I planned to keep all my spells up with my chacacter level - but stopped this approach on level 115. My main skills I used at this time (Magic Dart, Cure of Eris or Jua, Speed, Attribution Shield, Feather, Holy Shield, Holy Veil, Vanquish Hex), were around level 200+ - 300+. Too bad some spells do not increase with higher levels (except the spell stock cost reduction up to level 300) while still increasing in mana points. For example my Magic Map spell (on hour 966 with level 623) has never improved in revealing the map more with a single cast. I continued to farm some more levels to get more hit points and to get some more stat increases from some Ether Diseases I currently intentionally had (like hooves and feathers for more speed). My hit points reached values around 15000 - 30000 and my speed got around to a buffed value of 1100+ and my Win-LVL was around 1000.


3.1. A laboratory for all your plushies


From this point nothing too spectacular happened anymore. I slowly advanced in the Void, farmed Little Sisters and also fame in dungeons to make panic/challenge quests more worth, I did party time quests to get Music Tickets as well as hopefully finding a godly Casino Table and Pachisuro Machine. Also I advanced Leold's side quest in killing higher level monsters for even more music tickets and invested them into Hero Cheese for even more hit points. I also slowly killed more and more unique NPC's to get their statues for my museum. At some point I got tired power leveling my spells after I slept enough times so I decided to make my life a bit easier. I designed my dungeon to be a laboratory with cells for different types of enemies. One of the cells contains 2 Meshera Deltas, which do cast Silence on me all the time from their cell while I'm outside and out of their pyhsical reach. That process speeds up spell leveling very much as there are now no spell animations anymore. A bit earlier when I tried to get some Asuras in a cell I noticed later they were all gone. To solve the issue with depsawning monsters I just sandbaged them and only release them when I need them for training (and sandbag them again once I'm done).


3.2. Facing Death's aspirant


After this the progression went pretty fast. Mainly because I actually invested now platinum coins to train offensive skills (mainly Tactics, Dual Wield, Eye of Mind and Long Sword) to get much higher than the ~150+ skill levels they had. I also got additional levels from killing monsters - usually now 12 million - 13 million EXP per kill resulting in more hit points and some Hero Cheese from music tickets for even more hit points again. Around that time I also leveled 5 living weapons to level 10 with applying strength to them so I could temporary buff my strength to 1000+ as I wanted to get 1 of every altar in my home. Slowly my offensive skills evolved and I had around 60000 - 70000 hit points. Around this time I tried to kill Amurdad to get the as I planned to advance some stats later with a farm full of herbs. My first try on killing Amurdad resulted in that I could not get past his Super Regene healing and he drained my stamina up to a point where he could easily kill me. The grinding continued and my stats got higher, up to around 300+ - 400+ in said offensive skills and 150000+ hit points. That was sufficient enough to finally beat Amurdad to get the scissors. Now I have a farm with a Statue of Kumiromi, 72 planted herbs and 8 Kumiromi's Gem Stone of Rejuvenation. At this point Quad-Wielding with time-stopping felt very lacking as I had usually very high chain intervalls, too often now over 200 forcing me to wait a few turns. Since at this point I pretty much studied most of the Wiki on Fandom I wanted to try something else. The idea was 3 living weapons (all lightsabres (I think 1 was reforged) since living weapons at this stage of gameplay are pretty common) while leveling the first 2 lightsabres with nether damage up to level 10 and the last one to darkness damage up to level 10 and a shield for more defense. I also made the 2 lightsabres with nether damage super heavy (250s each) to cap out the critical damage even if the enemies wear heavy equipment. This turned out to be super useful as I did around 10000 - 15000 nether damage on most enemies per hit per sword which also healed me for this amount - around half the amount my Cure of Jua spell heals. A bit later I had also buffed around 1300 PV but the enemies still hit for 15000 - 30000 damage. I advanced my equipment to have a bit higher magic resistance and spellcasters barely were a threat now with the few thousand damage they did. The exception are water spells as they ignore any resistances causing also to do around 15000 - 30000 damage per hit. However, protecting against spellcasters was much more easy than protecting against physical attacks (mainly due to bosses you barely can blind). But I also had not actively trained Evasion yet - I planned this once I have more sandbags for Asuras.


3.3. The Escalation


Then the update happened that brought a cap of 100 to platinum coins and skill/spell points. Since I had accumulated over 3000 skill and spell points I waited for a specific training day and used Advanced Casting and then burned all my points into Swimming and... Wishing! Now with an equipped magaqua (as I never used one before as I wanted to train Swimming over time) and a Swimming skill quite over 1000 I achieved a buffed speed of around 2000 (while still having ~600 base speed). With my Gamma Shift Core I wished earlier for it is even around 2500 speed. My Traveling skill is only around 200 but this together makes me fast enough that it is not too hard capping out skill and spell points in a single ingame day - which is quite tricky since I want to use them only if I'm on a specific day to optimally boost my skills which requires me often to skip some days. At this point I wish I could just use the over 1000 Small Medals I have to just upgrade my "Magic Bag" to fit in more skill and spell points and platinum coins as at this stage of gameplay it is sort of required to play effectively. I got stronger and stronger and the enemies began to cap out their stats slowly at 2000. Every few enemies I have killed achieved the next goal of Leold's side quest and switching continents all the time, going to Leold, teleporting to the Craddle of Chaos, reading a Scroll of Escape and switching continents again was quite annoying. If doctor Gavela could borrow Leold and me just a Mobile Communication Equipment with integrated fax - then Leold could just fax me those Music Tickets every time I advance in the quest!^^
Since capped out enemies were less and less a threat I begun to beat higher dungeon bosses and getting a higher Win-LVL until I noticed bosses won't go here over level 8332. But there seem to be some exceptions. Once a Shade generated as dungeon boss and it was only level 6666 (I think it was not even generated as boss type) and at some point I got unnoticed a Win-LVL of 11110. I guess there is an exception that generates something at level 11110 - maybe it was the Putit Tank I encountered but I don't know. After this point the danger levels incremented about several thousands once I did beat a new higher one. Currently the highest danger levels I see are a bit over 100000. The mechanics in them are also quite interesting: It seems hidden passages (blocked by wall tiles) still scale in this high levels. When I just use 1 skill point to bring my Detection skill from 0% potential to 20% potential I get 20 levels at once (and 0% potential again) with one revealed hidden path. No matter how many more potential I put into (even 400%) I never get more than 20 levels at once - I guess this is the cap how many skill levels in general you can get at once. Luckily revealing a hidden path is still easy with 1000+ Detection on those high danger levels so it is not much of an issue. But my 100+ Disarm Trap skill has basically no effect anymore and so I trigger every trap I step on. Also opening up chests/safes/treasure balls with 1200+ Lock Picking results most in the time that the lock is beyond my skill. Too bad the loot in those containers seems to have already capped out around danger levels of 100+ and they are not more worth later on (but still much more difficult to open). I fear if danger levels have no cap and continue to grow exponentially I will see at some point a crash every time a dungeon with a too high danger level is being generated. Nice side-effects are that the gained fame is based on the danger level and your current fame causing me to get easily over 20000 fame per cleared dungeon (I'm currently around 700000 fame) and the panic/challenge quests cause now to generate monster levels around the danger levels I see resulting in getting over 60 million EXP per kill (I think I'm on the cap of 640000080 EXP).


3.4. An unfortunate event


However, today something bad happened. When I was creating some Cure Crystals on the Pot for Fusion to easily remove single Ether Diseases (since I want to keep some other) I did create 3 * 10 of them. This resulted in 30 Cure Crystals but only 19 Empty Bottles instead of the expected 30. Later I noticed that sadly some items in my house were gone. So I did hit the cap of 400 items and the creation of new items has caused a deletion. I actually thought the cap of 400 items is a soft cap and specific game mechanics can go temporary over them without causing troubles - I guess I was wrong. Too bad that actual item deletion this way is possible - and that the Cure Crystals and Empty Bottles have not been stacked. Initially I planned to stop continuing playing my save file due to this accident and just writing the story of my playthrough somewhere in hope it improves stuff (ideally this would reach out to Ano somehow but I doubt it). But on making a second look it looks like there is a specific pattern to the item deletion. All items that I confirm being gone had a very low base value and the important stuff seems to be still there. I just hope the stack of my current 114 artifact equipments has not been affected as checking and recovering them could be quite some work.



Future plans


Thats pretty much the story. I have a few plans what to do next once I should find the motivation to continue. One thing I noticed is that Yacatect's Banks are not a global storage - they are local on their own. And since it seems you get 10% interest after every 2400 hours the amount of gold would escalate at some point (up to the cap). It seems they are an easy way to get nearly an endless source of money if you setup your own terra-cotta armee with them. I'm also trying to figure out a way to mitigate Brainwashing as this is still a very significant threat. My hope is that enough mind resistance would make you immune against it. Another thing I experiemented with is trying out cursed equipment as an alternative but one piece causes already a huge health loss every few turns. Also I'm curious if enough magic resistance can make you immune to any hex from enemies with 2000+ casting. To test some of this stuff I probably would have to dig more into the artifact fusion system. I think if a randomly found item (like a godly one) has too many and too strong stats it counts more towards the artifact power - making it ironically more difficult to apply the wanted attributes later on it. This might be a reason why Ehekatls passive feat you can obtain might be counter-productive here and possibly needs another toggle. Also if my Casting/Literacy/Memorization skill is high enough I would consider reading some/all of my wishing spell books that I found and kept during the entire playthrough (I found 5 but read (and failed) 1 by accident when I spammed reading on all common books I found) to summon all gods and killing them. I also wanted to figure out if all the ...borrowed Holy Wells could be useful in the future too since it seems they still regenerate their charges. At least they are useful ranking up at the Thieves Guild really fast (with a sell value of over 60000). Werewolves are quite a problem too and I'm not sure if some towns just bugged out. Even killing all werewolves I found and duelling all werewolve detectives caused them to respawn (I have some towns with 2 detectives). I'm unsure how to fix this but my current plan was getting more s from going deeper into the Void (as duelling in Amur-Cage never dropped any more s for me) and then checking every person if they are still a werewolf.


Progress on hour 966


At the end I'm now on level 1121 with ~350000 HP and ~150000 MP. My main stats are around 600+ - 700+ with speed buffed to 2000+. The offensive skills like Tactics, Long Sword, etc. are around 500 - 800 and my current damage multiplier for every of my lightsabres is 71.5. Some stats posted earlier and the order of the story might be slightly inaccurate since this happened all over the course of a year and my memory is not perfect but mostly it should be pretty fine.


Some suggestions


The only thing I could list now would be a few things I would like to get enhanced in this game:

- Obviously the item deletion issue that eventually caused me to delete my save file.
- A way to better fix static areas as mentioned earlier above.
- Other fixes to prevent messing up a save file, partially mentioned above too. Additionally for example if you kill all Old humankinds there seems to be no way to get them later. I'm also unsure where to recruit a if both in Rehmido have been destroyed.
- I/O performance improvements. The overhead seems to be very high and is noticeable especially on a HDD. Examples of issues are frequent opening of menus (like opening gambling chests) and the Appearance selection menu.
- Fixing the broken viewport (that on some resolutions some columns/rows can't be (partially) seen). For me if an enemy is on the top row I can't see him including his important gauge bar - which is quite an issue.
- Better view on enemy bars. If they are behind a wall the gauge bar is not visible anymore which is also a big issue.
- Support for user paths. It would be nice if the configuration file and save files would be saved into the user directory so upgrading the game would be possible in a more uncomplicated way.
- Translations.
- Fixing items not being liftable if your inventory is full even if the exact same item is in your inventory (e.g. you have an unidentified Scroll of Curse in all 3 variants in your inventory (blessed, normal, cursed) but you can't now pickup any other unidentified Scroll of Curse you find on the ground).
- Better stacking support of items. For example catching Stray Cats with Monster Balls of different levels will prevent them being stackable (while the Monster Ball levels apparently play no role anymore). Items from vendors with different selling prices can't be stacked too since the price is determined due to the different base value. In this case it would be better if those items would have the same base value and instead get a (higher) buying multiplier directly from the vendor (even while this would have the disadvatage of lower (the normal ones) selling values of those items). The same material kits you get from Garok can't be stacked too for some reason (even if the color is reverted to the default with a bottle of dye #0). Debris of the same level can't be always stacked too as they generate with different colors (but applying a bottle of dye #0 can workaround this in that case). Also when Monster Balls capped out at level 200 in the past it was easy to stack them for example for catching all the Stray Cats and enemies Arasiel wants. Now it is harder to get Monster Balls of the same level for easy stacking.
- A way to easily reduce stats even more (the might not be good enough anymore if you reach 2000 Traveling). Eventually it might make sense if you could somehow get negative stats too via the artifact fusion system (for example if the Scroll of Gain Attribute is cursed).
- Immediate sprite update once you get brainwashed.
- Stopping spammed idle actions (numpad 5) when you receive damage (like starving). In some other cases the game already stops some spammed actions so it would be more consistent.
- If all windows would behave like Stained Glass Windows requiring you to put them into the wall tile instead. This would allow you to put 3 instead of only 2 items before the window before they turn into a bag and also it would avoid hovering the items up.
- Fixing the bug that item sprites sometimes change temporary if you talk to somebody (e.g. a pile of items from a past quest reward sometimes turns into a bag when you talk to somebody and reverts back when you stop talking to somebody).
- Named fruit trees so they are more easily distinguishable.
- All the other things already mentioned in the story.


There is probably so much more that I don't remember now but those should be the most important things I would like to get fixed/changed. But as sayed somewhere before: I doubt this will happen but at least I gave it a try and posted all my experiences with the game even if this post required quite many hours to create and check (I think around 6+ and now I'm tired, hopefully I did not miss too many gramatical spelling errors and typos).

Edit: Fixed some typos and added headings for easier reading.
submitted by Sworddragon2 to Elona [link] [comments]

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