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Source Update 29.5: Deimos Arcana d505b56ab26743418ade08cd8d0a0797.jpg Since the initial Heart of Deimos release, you’ve delved into the putrid hills and caverns of the Cambion Drift and found a familiar place with the Entrati. As Deimos continues to fester within the Origin System, its insides twist and turn to expose new growth and life! In this update, Deimos: Arcana uproots newly unearthed Isolation Vaults in The Underground of the Cambion Drift. The new Necramech, Bonewidow , with sword wielding weaponry awaits you in these unexplored rancid tunnels. Prepare your Tranq Rifle and aim strong, the Undazoa and Nexifera have been spotted occupying the rotting landscape of the Cambion Drift. Remember to look both ways before crossing the Exocrine; the new Deimos Mitosid can attack at any angle! Arm yourself with a slew of Infested weapons , build new Infested Kitguns , shatter enemies with the Gara Kaleida Collection , and much more with Deimos: Arcana! ***Please note, Test Cluster specific changes are at the very bottom of the Notes!* 535bd3d84e028df0d65a9f6018f9e91c.jpg NEW DEIMOS ISOLATION VAULT BOUNTIES: The Cambion Drift Underground you’ve come to recognize swells with new areas to discover. Mother has 3 new Isolation Vault Bounties to complete! These new Isolation Vault Bounties become available after completing the initial Isolation Vault tier, with the respective Mother then offering the new Vault Bounty. As you unlock these new Vault Bounties, the difficulty will increase to match the prerequisite Isolation Vault and rewards will differ per Bounty. In addition, 4 new Entrati Vault ruins await you in Isolation Vault Bounties! d55e4add23417e380740506cf0ec14d0.jpg General Isolation Vault Changes:
Removed the Vome/Fass cycle reset on the Isolation Vault Bounties tiers.
Oftentimes the Vome/Fass cycle reset during an Isolation Vault Bounty was understandably confusing, for new players especially, and was reported as more of a “bug” than a feature - so we’ve removed its effect on Isolation Vault Bounty tiers! Also, with the addition of the new Isolation Vault Bounties, the time it may take squads/solo players to complete them all could exceed the Vome/Fass cycles.
Increased the speed of Loid/Otak in the Isolation Vault!
Reduced Loid/Otak’s base Health by 37.5% to compensate for the speed increase.
The slow speed of Loid/Otak was common feedback to be addressed, but increasing the speed made their journey too easy as enemies barely put a scratch into them as they attempted to catch up.
Changed Otak/Loids defend HUD marker to the standard yellow version to help differentiate between Allies and enemies.
Adjusted Loid/Otaks path to create a more evenly spaced consistent length path to avoid a long slow return to the Vault when all 4 Generators are activated, or when clusters of Generators are very close together.
Adjusted Isolation Vault Transmission flow at the very start to speed things up a bit and get into the phases a little faster.
Scintillants have a chance to respawn in Isolation Vault Bounties.
The new Isolation Vault Bounties bring you back through the previously completed Vaults and further into the Underground. Having Scintillant respawn grants another kick at the can even if Scintillant was already found in a Vault.
Esophages in Isolation Vault Bounties now have a press and hold context action to avoid accidentally interacting, and thus having to go all the way back down to do the Vault Generators.
Rebalanced enemy Voidrig (and the upcoming Bonewidow) Isolation Vault fights for a more fair experience that embraces the precedent set with Kuva Liches:
*Enemy Voidrig & Bonewidow Necramechs now have the ‘Lich’ treatment with vulnerability to Status Effects, meaning you can now apply Status Effects to Necramechs! Additionally, certain damage immunities and diminishing returns for Warframe abilities have been added to balance this out.
The damage immunities apply to movement abilities, such as Banshee’s Sonic Boom, to prevent yeeting the Necramech into the sun. The diminishing returns are present to also prevent 1HKOs - on par with Kuva Liches.
Increased the cooldown time when the Voidrig (and Bonewidow) cast their invulnerability shield while in their “armless” phase.
Necramechs are intended to have shorter cooldowns while missing both arms. The cooldown reduction was too high however and you’d often see Voidrig Necramechs recasting their shield within seconds!
Added an objective marker to the Bait Device if your Bait throw missed the monster-door.
NEW ISOLATION VAULT ENCOUNTERS: New Isolation Vault Bounties also have 3 new encounter types within the Bounty! Deimos Delicacies! Daughter has tasked you to escort/protect a friendly POLYP-HOG JUGGERNAUT that is searching for Fungal Polyps! But we all know what happens when someone bothers us while we’re eating… Infested Research! Curious behaviors have been observed of the Infested interacting with the organic fluids in the underground caves. Subvert the fluid extraction device and throw it back at them to collect samples! Cracks in Deimos! There is a mysterious mist wafting throughout the area, driving the creatures within mad! Negate the effects of the mist with the Emitter Unit and seal the mist fissures before the creature's attempt to open the fissures. BOUNTIES & ISOLATION VAULT FEEDBACK THREAD: https://forums.warframe.com/topic/1236087-deimos-arcana-new-bounties-isolation-vaults-megathread/ b041ddae0f408eddfad547f4a6940a75.jpg NEW NECRAMECH - BONEWIDOW: This fearsome Necramech, fashioned in honor of the Entrati matriarch, is a robust front-line fighter. Favoring armor and health over shield strength, Bonewidow can grab and hurl enemies, deploy a heavy shield for personal defense, and cleave through opposing ranks with a massive warblade. Abilities: MEATHOOK Skewer and hold a target. Use again to hurl the victim damaging them and anyone near the impact site. SHIELD MAIDEN Raise Bonewidow’s shield to block incoming forward damage. FIRING LINE Sweep surrounding enemies into the line of fire with a force beam. EXALTED IRONBRIDE Summon a devastating exalted blade. *See balance details on these abilities at the bottom of the document from our Public Test Cluster! *Acquire the Bonewidow Blueprint and the required parts from Loid for Necraloid Standing! MORGHA Blast through enemies with a double-barreled shot of energized slugs. This siphons their life essence which is then used to generate the secondary fire’s massive air-burst mortar. The ancient Entrati weapon was built for Necramechs but also functions as an Archgun. *Acquire the Morgha Blueprint and the required parts from Loid for Necraloid Standing! BONEWIDOW FEEDBACK THREAD: https://forums.warframe.com/topic/1236086-deimos-arcana-bonewidow-necramech-megathread/ New Necramech Mods (max rank): Necramech Flow +150% Energy Max Necramech Efficiency +60% Engine Efficiency Necramech Drift +150% Hover Efficiency Necramech Friction +60% Slide Efficiency Find these Necramech Mods as rewards from the new Isolation Vault Bounties or from Loid for Necraloid Standing! NEW INFESTED KITGUNS Heart of Deimos brought forward the “Weapons Vendor '' of the Entrati, Father, of whom we mentioned would bring Infested Kitguns - and here they are! Purchase these parts from Father and visit your friendly Rude Zuud in Fortuna to build! CHAMBERS: *Vermisplicer * Primary: Long-range proboscis attaches to a target and then splits off to attack up to five more enemies. Secondary: Three short-range proboscises fiercely latch onto targets and maul them. Sporelacer Primary: Launches spore-sacs that explode with toxic mist on each bounce. Automatic trigger. Secondary: Fires spore-sacs that rupture into three smaller toxic projectiles on impact. Semi-automatic trigger. GRIPS : Palmaris This secondary grip increases fire-rate while sacrificing little in the damage delivery. Ulnaris This primary grip increases fire-rate while sacrificing little in the damage delivery. LOADERS: Arcroid Small loader that contributes to both Critical Chance and Status Chance. Macro Arcroid Large loader that contributes to both Critical Chance and Status Chance. Thymoid A higher capacity small loader with a slower reload process. Macro Thymoid Massive capacity loader with a long, cumbersome reload. INFESTED KITGUN FEEDBACK THREAD: https://forums.warframe.com/topic/1236085-deimos-arcana-infested-kitguns-megathread/ NEW KITGUN & WARFRAME ARCANES Actualise... synergy... SYNERGISE! Residual Arcanes and Theorem Arcanes are geared towards synergising with each other to provide a different method of imposing elemental damage. Discover these new synergized Kitgun and Warframe Arcanes as rewards from the new Isolation Vault Bounties. *Please review changes to these Arcanes at the bottom of the document from our Public Test Cluster! Kitgun Arcanes (max rank) Residual Viremia - On Kitgun Kill 20% chance to create a pool of toxic blood for 12s, dealing 40 Toxin Damage/s. Standing in the area applies the Toxin Damage to Theorem Arcanes. Residual Malodor - On Kitgun Kill: 20% chance to create a frigid mist for 12s, dealing 40 Cold Damage/s. Standing in the area applies the Cold Damage to Theorem Arcanes. Residual Boils - On Kitgun Kill: 20% chance to spawn volatile hives for 12s that explode when enemies approach for 80 Heat Damage in 10m. Standing in the area applies Heat Damage type to Theorem Arcanes. Residual Shock - On Kitgun Kill: 20% chance to spawn an electrified spike for 12s, dealing 200 Electricity Damage to enemies within 10m. Standing in the area applies Electricity Damage to Theorem Arcanes. Warframe Arcanes (max Rank) Theorem Contagion Standing in a zone created by a Residual Arcane creates a globe that orbits the player every 2s. The globes will strike the nearest enemy within 15m dealing *150 damage *increasing their vulnerability to the globe’s damage type by 200% for 6s. Globes will persist for *30s upon leaving the zone. +1 Arcane Revive. Theorem Demulcent Standing in a zone created by a Residual Arcane increases weapon damage by *12%/s stacking up to 15x. Effect persists for 20s upon leaving the zone. +1 Arcane Revive. Theorem Infection Standing in a zone created by a Residual Arcane increases damage of Companions and summoned Allies within *90m by *24%/s stacking up to 15x. Effect persists for 20s upon leaving the zone. +1 Arcane Revive. ARCANE FEEDBACK THREAD:https://forums.warframe.com/topic/1236088-deimos-arcana-new-arcanes-megathread/ 70aecede56403431fb64559aea62b6bd.jpg NEW DEIMOS ENEMY - MITOSID It takes two to tango, Tenno. Previously known as “Splitter,” the clever Mitosid splits in twain to divide and conquer as the Diploid. Both the Basal and Feral Diploid make up for what they lack in maneuverability with what they have in appendages! *****New Mitosid Mod Set* We anticipated shipping a Mitosid Mod Set with Deimos: Arcana. After review, these Mods needed a bit more time in the oven, and we wanted to make this clear for those who may have come across them on the Test Cluster in any form to explain their fate!. We’ll return to the drawing board and ship at a later date! Aerial attacks now execute a spin attack that deals +20% damage repeating 2 times in succession. Mitosid Carapace +60% Armor, +90% Health Mitosid Claws +90% Slash, +60% Status Chance Mitosid Viscera +90% Slash, +60% Status Chance To use the Mod Set Bonus, simply do a Neutral Aerial Melee Attack (Space to jump, no input on WASD, then Melee!) NEW ENTRATI MEMBER OFFERINGS Grandmother has a new ‘Mend the Family’ option that allows you to provide Deimos Resources for Tokens of each Entrati member.
Here with Grandmother, ‘Mend the Family’ gives you another option for those spare Resources, Gems, and Fish Parts to put towards Tokens outside of their usual Entrati member role. For example, use a mix of Resources and Fish parts for Son Tokens! Use a mix of Gems and Resources for Daughter Tokens! Keep checking back to see how you can Mend the Family.
8adbc8171e1852960baa55613c3aff24.jpg Loid (or perhaps Otak..) are tooting their own horn with the Loid Sentinel Skin - available for Necraloid Standing with Loid! This faithful Necraloid has served the Entrati family for centuries. He now stands ready to offer his service to you. Complete the double-sided look with the Mask, Tail, and Wings. efc846ab0823d94b6732a083fa009269.jpg Loid has come into possession of the Ayatan Kitha Sculpture! Struck to commemorate the Entrati family’s power and prestige, as well as safeguarding their memories of one another. Many things changed in the years that followed, and that which had once shone brightly grew dark and dim. But even a single Ayatan Star may make all the difference. Spend your Necraloid Standing for this new evergreen item! 33b8f752c44da4faefcecd48c31f82cc.png Son has new Vulpaphyla and Predasite Precept Mods available for Entrati Standing! Vulpaphyla
Martyr Symbiosis: Drains and stores 20 Health from corpses within 25m up to 20% of their Master’s Health. Sacrifices itself to heal their Master if they fall below 10% Health.
Predasite
Maggot Summoner: Maggot Summoner: In combat, spit up a maggot every 15s. The maggot latches onto the nearest enemy and provokes other enemies within 40m to attack them. It then explodes dealing 400 Viral Damage within 10m.
05bf9a6a7a235fa5bbc706dab7a13281.png NEW INFESTED K-DRIVE! Grandmother has gotten her hands on a new Infested K-Drive and it can be yours by completing each of her Races out in the Cambion Drift! Once you’ve acquired the Ferverspine, Gristlebuck, Nodulite, and Steeba parts visit your friend Roky in Fortuna to build the Infested K-Drive! DEIMOS QUALITY OF LIFE CHANGES: Tenno have spent a lot of time with the Entrati family, and have shared valuable insights on how to improve their systems! Deimos Arcana brings many sought after quality-of-life improvements:
Vome/Fass time indicators now appear when viewing the map inside the Necralisk hub!
Cetus and Fortuna have been given the same treatment.
The mining drop rate of Thaumica has been doubled! We’ve also Reduced the chance of getting Namalon while Mining in the Cambion Drift so that the chance of getting Thaumica is significantly increased.
Both Necrathene and Thaumica were similarly rare, but Thaumic Distillate is used in a wider variety of Blueprints, so expect to see it appear more often from yellow mineral deposits.
Son’s Conservation tasks have been made more rewarding and accessible! There are two main factors to this change:
Higher quality Conservation captures will now provide better rewards, as they do in our other Free Roam landscapes. Scoring a “Good” capture will now provide 2 animal capture Tags instead of 1, and “Perfect” captures will award 3 Tags!
Son’s Token exchange has been reorganized, based on player inventory statistics. Smaller offerings will require more commonly found creatures, and larger offerings with more Tokens will require creatures that are harder to come by.
Necramechs will now increase max level by 2 for each Forma applied, up to Rank 40!
With twelve Mod slots to fill, borrowing the Polarity mechanics introduced with the Paracesis made perfect sense. This change also prompted a discussion to address the mission restrictions with Necramech leveling (Free Roam only). As a result, we’ve increased the Shared Affinity Range in Free Roam missions (see below for more details). We still have plans to allow deployable Necramech’s in normal mission modes at a later date - stay tuned!
If you have already reached Rank 30 on your Necramech prior to this update, you will retain the full Mastery Points for it. You are still free to level it to Rank 40 to unlock further Mod slots!
Enabled Shield-Gating for summoned Necramechs! You’ll now experience the brief invulnerability period when your Necramech Shield breaks.
Universal Medallions can now be traded in the Necralisk at Grandmother for Entrati Standing and Loid for Necraloid Standing.
The Latrox Une Bounty mission has received a balance pass to address both the length this mission takes and the Bonus being too challenging compared to others:
Doubled the Drone Shields Health.
The Drone Shield now regenerates after being emptied.
Samples now drop at a faster rate.
Less samples are required to complete the mission.
FREE ROAM SHARED AFFINITY CHANGE: We’ve increased the Shared Affinity Range in Free Roam missions from 50 meters to 250 meters! When implementing the change to make Necramech’s level up to 40, it prompted the conversation of Necramech leveling and its restriction to Free Roam missions. With the addition of Bonewidow, it felt appropriate to dial the Shared Affinity Range up for these much larger tilesets. While it’s always ideal to stick together, we hope the 250 meter range allows you to both level up your Necramech faster and venture a bit farther in the landscape. FISHING & CONSERVATION: Undazoa and Nexifera now prowl across Deimos. Help Son study these new species of Infested wildlife! 36d0d0d98ce087356d5a3b3a5ac70375.png UNDAZOA These peculiar creatures inhabit the exocrine, consuming contaminants and depositing their eggs. They will not instigate an attack, but if you provoke an Undazoa, be wary of each variant’s unique defense. *Acquire the Undazoa Echo-Lure and Pheromone Gland from Son’s Offerings! NEXIFERA These heavy creatures occupy caves, poised to drop from the ceiling onto unassuming victims. Each variant’s landing has a unique effect. Be quick if you hope to catch a Nexifera before it ascends! They will burrow into the ceiling to make a quick escape. *Similar to Velocipods, the Nexifera is an ambient encounter creature you can find out in the Cambion Drift. 9603b1c7b01222cee2c3911a49089601.png The Endocrine are home to 2 new species of Fish! Find the elusive Flagellocanth and Lobotriscid to bring back to Daughter! FLAGELLOCANTH These specimens were originally parasites, breeding inside the wyrm-guts of Fass and scattered across Deimos in the debris of his explosive demise. They are drawn to his light. Processed Fass Residue is required to attract the Flagellocanth! LOBOTRISCID A muscular, three-tailed fish, the Lobotriscid trawls through Exocrine vapor across the surface of Deimos when Vome is dominant. FISHING & CONSERVATION CHANGES & FIXES:
Enabled Imprinting and breeding for Predasites and Vulpaphyla.
Mutagens and Antigens are inherited through breeding, allowing pets to stack their benefits.
Predasites and Vulpaphyla can only be named when Gilded, so naming after hatching is skipped.
Predasites and Vulpaphyla can not be cross bred with non-modular pets.
Imprints of Predasites and Vulpaphyla can only be taken when the pet is Gilded.
Disabled Conservation Tranq and Track during the Heart of Deimos quest.
When it was enabled you wouldn't have been able to catch anything or see anything on map, but there was a chance to just happen across a start point.
Companion Predasites and Vulpaphylas now have their own description, seperate from the wild ones in the Cambion Drift.
Improvements to trails to address some of the more drastic upwards jumps required to follow the path.
Made a bunch of updates to Lure sounds and mix effects. Added more variations to scat burst sound (yum). Also made adjustments to transmission timing.
Increased number of Avichea spawned at Call Points from 1 to 2-4 and improved spawn position.
Increased the number of Cryptilex spawned at Call Points from 1 to 2-4.
Expanded number of available call points in the Magna, Infested Seraglio, Undulatum, and Albrechts Prospect areas.
Added height arrow indicators to Conservation markers.
This reduces the number of call points that end up in caves. For the ones that do spawn in caves, the height arrow indicator should relieve that confusion.
Added debuffs to Deimos animals when they’re Wounded by Infested and reduced max Health on wild Predasites and Vulpaphylas so you’re not waiting around for Infested to wound the animals.
Added Vome/Fass cycle information to Deimos Conservation creatures in the Codex!
Fixed losing all control functions for a short period of time after throwing a Fishing Spear - most commonly experienced in Cambion Drift.
Fixed cases of issues with Avichea circling movement used when found ambiently and when they arrived at Call Points that would cause them to float way up into the sky.
Fixed Cryptilexes missing their Conservation drone pickup animation, which created an animation pop after capturing.
Fixed Conservation start points not regenerating on Deimos which would prevent certain encounters from spawning.
Fixed some Conservation call points spawning under the Endocrine.
Fixed ambient spawns only spawning common fish and ignoring bait (fishing with the Spear out still worked as intended).
Fixed Fishing after landscape time change not altering obtainable fish.
*Necramechs (Bonewidow and Voidrig) now have a built-in vacuum!
Necralisk Fast Travel UI now displays the respective Token for each Entrati member.
Entrati Tokens you don’t have the required resources for will now appear greyed out in each Entrati member’s Token acquisition menu. Saving you from having to hover and view each Token individually to see if you have the resources needed.
Added “Mother Tokens” next to the Token icon itself in Mother’s ‘Reward Details’ screen.
Added “Requirements Met” category to the Necralisk vendors. Selecting this category will sort wares based on if you have the necessities to purchase it.
Added “Expiry” and “Tokens” filters to the Necralisk vendors.
“Expiry” sorts Tokens by remaining time until they expire. Tokens expiring sooner will be sorted at the top of the list.
“Tokens” sorts Tokens by the amount in one purchase. In other words, the higher the number of Tokens in a single purchase the higher it will appear in the list.
Added more idle Otak lines in the Necralisk when interacting with him.
Added another race node to the Cambion Drift Abyssal Skim race to lead the player better.
Increased the Deimos Juggernaut variants Affinity gain to 500.
This was done to be more consistent with the Deimos Saxum variants.
Made slight updates to Son’s skin textures and fixed neck seam issues.
Made slight revisions to Daughter’s textures to better match her head to her body.
Enemies in the Cambion Drift will now have a blue energy FX applied to their weapons when Vome is alive and wyrming around.
Added Deimos Leapers and Deimos Conservation animals to the Codex.
Made improvements to the enemy pathing in tight underground areas in the Cambion Drift.
Changed the number of Obelisks that appear in the Cambion Drift from 6 to 5.
With the introduction of the newest Bounties, we reviewed Obelisk spawn sites and saw that they were occupying vacant sites that we felt would be better used for new Bounty objectives! These sites were also difficult for enemies to maneuver and access, and they would often get stuck in the Obelisk shards.
NEW INFESTED WEAPONRY: Your Arsenal is about to get a whole lot more sticky with a slew of new Infested weapons! CATABOLYST Splatter enemies with a short-range stream of corrosive bile. Upon reload, toss the ammo bladder as a grenade. The emptier the pistol’s ammo bladder, the more potent its damage. *Acquire the Blueprint for the Catabolyst from Bio Lab Research in the Dojo! PROBOSCIS CERNOS A version of the Mutalist Cernos Bow, each arrow spawns a swarm of sticky appendages on impact. These tongue-like probes latch onto nearby unfortunates and drag them close before bursting into a mess of diseased goo. *Acquire the Blueprint for the Proboscis Cernos from the Market. 48a9928686e21f0ef9e4c05072e66a76.jpg PULMONARS Take-hold of the malignant evolution of an ancient martial weapon with these Infested nunchaku. Pummel and infect with these two pulsating hunks of flesh connected by a ligament. *Acquire the Blueprint for the Pulmonars from the Market. e3529cc9aedfe4ec9085c32784b4a7fc.jpg BUBONICO This infested arm-cannon rapid-fires toxic terror on its enemies. Rain down a triple volley of explosive disease bladders from a distance, then move in for the kill by unloading a multi-shot barrage of toxic barbs with primary fire. *Acquire the Blueprint for the Bubonico from Bio Lab Research in the Dojo! 499e4bbb369f1caaabeb8bf623afde82.jpg SPOROTHRIX This long-distance sniper rifle fires a razor-sharp, virus-soaked barb that continues to attack its host before violently erupting in a spore-laden mist. Scoped headshots increase lethality. *Acquire the Blueprint and Components for the Sporothrix from the new Isolation Vault Bounties. 03f58268f6f1425522dcb1d7a5c4a59e.jpg ARUM SPINOSA Slash through enemies with two leaves of the exceedingly rare Arum Spinosa plant. Heavy Attack to whip a flurry of toxic spines at ranged attackers. *Acquire the Blueprint and Components for the Arum Spinosa from the new Isolation Vault Bounties. 0766c87b533ef96d49779252aebd822a.jpg CAMBION ARMAMENTS COLLECTION New weapons have emerged from the seething horror of the Infestation, each bringing a fresh, living aspect to their power. Featuring the bile-loaded Catabolyst Pistol, Proboscis Cernos Bow, Pulmonars Nunchaku, and the devastating Bubonico arm cannon. INFESTED WEAPON FEEDBACK THREAD: https://forums.warframe.com/topic/1236089-deimos-arcana-tenno-reinforcements-megathread/ GLAIVES REVISITED: Many of these changes focus on enhancing the unique gameplay options that a Glaive can offer. We’ll start simple with throwing mechanics, and work our way up: Heavy Attack (aka Glaive detonation) will now do more damage, more consistently! Damage numbers have been increased, and the area-of-effect falloff has been removed, meaning max damage no matter what part of the explosion hits an enemy. This should help encourage use of Glaives’ unique detonation functionality; another option to compliment swinging and throwing the weapon, allowing for massive bursts of damage when needed. “Hold throw” mechanics now apply in Equipped Melee mode! When we added the ability to wield a Glaive alongside any one-handed secondary, we introduced a new system for throwing Glaives that was quicker and more intuitive. This modern system for both ground and air throwing has been applied to pure melee mode, making Glaives consistent no matter how they are used. WetViciousIrishdraughthorse-mobile.mp4 In “Glaive + Gun” mode, players must use the melee key to detonate the Glaive while in flight. With only the Glaive in hand, the alt fire button is no longer reserved for your secondary weapon, which allows for added flexibility - press alt fire for a Heavy Attack detonation, or tap melee for a simple recall Glaive throws can now be performed while sliding! Tap to perform a regular spin attack, or hold to throw. An added level of flexibility to the Glaive playstyle. HalfClearGrayfox-mobile.mp4 Throw melee inputs can be “queued up”, one after the other! Also known as “buffering”, this means if you are holding a melee input as the Glaive returns to your hand, you will start charging another throw as soon as possible. With this change, a smooth gameflow emerges: throw a Glaive, hold melee as it returns, catch, release, repeat. CleanAdolescentIsabellinewheatear-mobile.mp4 Glaives can now be thrown multiple times in a single jump! Limitations to this type of throw have been removed to allow more chained throws. With all of these improvements, Glaive throwing and detonating should become a more prominent and viable way to use these weapons. But we’re only getting started! Another feature that makes Glaives stand out from other melee weapons, is their ability to be wielded alongside a one-handed secondary. This “Glaive + Gun” mode is also getting a couple upgrades: Melee stance combos are now available in Glaive + Gun mode! Using a weapon combo will no longer restrict your melee options and movement, making Glaives even more deadly. AgreeableBackFairybluebird-mobile.mp4 Glaive + Gun mode now utilizes melee auto blocking when not aiming or firing! This feature introduced in recent melee system updates will now also apply to the weapon combo mode, offering the benefits of actively equipped melee while still keeping your secondary at the ready. With all these changes combined, we hope Glaive gameplay will feel more fluid, fun and unique. To encourage exploration of these new mechanics, we are also making changes to Glaive Modding options, improving old Mods and introducing new choices for players to try! Glaive Mod Power Throw has been given respective buffs:
Increased Punch Through from 0.6 to 2m.
+2m Punch Through. On Consecutive Throw: +100% Throw Damage (up to maximum 3 stacks)
Added 60% projectile speed.
This Mod will now be great for players who embrace the “catch and release” playstyle introduced by the changes to melee input queueing. We also have two new Mods to help modify your playstyle even further… Volatile Rebound: 100% Chance to explode on Bounce (Disables Punch Through). NervousSimilarIvorygull-mobile.mp4 Volatile Quick Return: -4 Bounce. +100% Blast Radius. 100% chance to explode on Bounce (disables Punch Through). 439375775_GIF6.mp4.3b52ce56a45217b4da6018802c28f2ed.mp4 Unlike a Heavy Attack, the explosions from these Mods do NOT consume your combo counter. Equip Volatile Rebound to inflict as much chaos as possible from a single throw, or Volatile Quick Return for rapid targeted strikes. *Find the Volatile Rebound and Volatile Quick Return Mods from Cambion Drift Deimos enemies! Below are some specific changes per weapon from the above changes: Cerata
Added guaranteed Toxin proc on Heavy Attack Detonation.
Increased Critical Damage from 2.2 to 2.3x of throw.
Reduced AoE fall off from 50% to 30%.
Falcor
Added guaranteed Electricity proc to Heavy Attack Detonation.
Reduced AoE fall off from 50% to 40%.
Glaive
Added guaranteed Impact proc to Heavy Attack Detonation.
Reduced AoE fall off from 50% to 40%.
Glaive Prime
Reduced AoE fall off from 50% to 40%.
Halikar
Added guaranteed Impact proc to Heavy Attack Detonation.
Reduced AoE fall off from 50% to 40%.
Kestrel
Added guaranteed Impact proc to Heavy Attack Detonation.
Reduced AoE fall off from 50% to 40%.
Reduced Max self CC from Knocked Down to Stagger.
Orvius
Added guaranteed Cold proc to Heavy Attack Detonation.
Reduced AoE fall off from 50% to 40%.
Quick Throws now perform the Hover Attack.
Pathocyst
Added guaranteed Viral proc to Heavy Attack Detonation.
Reduced Max self CC from Knocked Down to Stagger.
Xoris
Added guaranteed Electricity proc to Heavy Attack Detonation.
Wolf Sledge
Now uses the new Glaive hold melee to throw mechanics (no air throws at this time).
Wolf Sledge now explodes on impact when Thrown.
Glaive specific stat display changes:
Removed ‘Damage’ value from Heavy Attack since this value is no longer used.
‘Radial Attack’ has been renamed to ‘Bounce Attack’.
This stat is only shown when the weapon is equipped with a mod that has the chance to explode on bounce qualifier (ie. the new Glaive mods Volatile Rebound and Volatile Quick Return!)
Added a stat for % chance to explode on bounce.
Added ‘Heavy Radial Attack’ stat to both Throw and Charge Throw categories.
GLAIVES FEEDBACK THREAD: https://forums.warframe.com/topic/1236096-deimos-arcana-glaive-changes-megathread/ XAKU ROUND 2 CHANGES & FIXES: We’ve been keeping tabs on the usual feedback channels to read and review your takes on Xaku in their updated form. We have been pleased to see that generally these changes have been enjoyed thus far, and that we’ve taken a step in the right direction. But as many have expressed, and to which we have found ourselves agreeing, our work is not done yet on this Community Warframe! So here we are with a second round of changes based on the most standout and widely discussed points we saw strewn across the feedback hubs. Whether it's iterating on Round 1 or offering new insight on Xaku’s abilities, we thank you for sharing! General Changes:
Xaku's "The Lost" ability description will now include descriptions of "Accuse", "Deny", and "Gaze" within it.
Xata’s Whisper (Void Status Effect):
Void damage’s Status Effect will now redirect projectiles to the body part it proc’d on.
How it will work: If you shoot at an enemy’s head with Xata’s Whisper enabled and proc, the bubble will redirect all projectiles to the head. If you shoot at the feet, it’ll be redirected to the feet, etc.! It is however possible that even if you proc on the head but then shoot at the lower part of the bubble it might hit the body on the way up to being redirected to the head.
This is a game wide change to Void Status Effect! Now that we have a Warframe that can harness Void damage at the click of a button, it has brought much focus to and discussion around its Status Effect. For those of you who are unfamiliar, in its current state it creates a bullet attractor bubble that directs all projectiles to the center of the enemy’s torso regardless of where it procs. Since Xata’s Whisper applies Void damage to all of their weapons, it was increasingly noticeable to Xaku players that the bubble’s current redirecting position prevents any attempt at enemy headshots until its duration expires. This is one of the main reasons for this change. Headshot disruption ultimately limits your damage output by removing the opportunity for headshot multipliers while it is active. Now, you will be able to use your headshotting skills to greater benefit, while also having generally more options to focus projectiles where desired. Note that regardless of where the Status Effect occurs, it will continue to prevent enemies from being able to shoot at you without having their projectiles redirected back to the center of the bubble.
Grasp of Lohk:
Re-casting will now steal weapons up to the max number of affected targets.
How it will work: You will be able to re-cast up to the max number of targets that you can steal from. In other words, you can add to the current batch of weapons. For example, if your max target is set to 6, and you have 3 weapons active, Grasp of Lohk can be re-cast to “top up” to the remaining 3 weapon allowance. Newly grabbed weapons from re-casts will have independent durations from the previous batch - similar to Protea’s Blaze Artillery.
We made re-casting available in Round 1 and set it up to replace the entire current active batch of weapons. Our original reasoning was that this allowed for a ‘fresh’ cast to be made if an undesirable pull occurred. But what makes far more sense is to follow the precedent set by Nekros’ Shadows of the Dead. So now you can maintain your current floating auto-cannon sidekicks and re-cast to refill or top up to the max on command. This will give far more control in maintaining the max number of active weapons you can have at once.
A D&D adventure inspired by the movie Twister(1996). Romance, science and evil tornadoes.
I assume everybody knows Twister(1996), the classic cinematic masterpiece about a divorced woman hunting down roaring tornadoes to avenge her father while also trying to get back with her ex-husband while also ducking it out with evil tornado chasers. I would suggest this adventure for characters around lv 6 or 7: an air elemental is CR 5 and enemy casters have enough levels to have a variety of spells. At higher levels, your players could attempt to attempt to fight the storms directly.
The premise
An area of the world is routinely hit by tornadoes, at a much higher than usual rate. It's Kansas, but fantasy. A natural meteorological phenomenon? Ridicolous, obviously it’s magic. A cult built and hid three temples to the storm gods, and they increase the rate of storms and tornadoes. Every few centuries, an evil, massive tornado appears and destroys everything, and it’s about to happen again. A group of magicians specialized in studying weather patterns and ancient cults are the only people aware of the danger, and they’re working to stop it before it’s too late. But it’s not easy: they don’t have the ability to delve into the temples alone, and a group of treasure hunters looking to become rich scavenging the temples is getting in their way. Only the players can help and save the region.
Introduction
The Good Guys Your party will be contacted by Johanna Hunt, leader of the group of good wizards. With her are Harthur Paxton, her ex-husband that is accompanying them for unclear reasons (he’s still in love with her, but stubbornly refuses to admit it, even to himself.) The party could also meet them on the road, while under attack by air elementals, or find them in town buying supplies and trying to warn people of the impending danger. Other members of the party are The Preacher, a religious fanatic that sees signs in the weather and can make divinations, The Dustman, a weird wizard that creates and sells potions, constantly on an altered state of mind and very unreliable. The movie has more NPCs, feel free to throw in your favourite, they'll be there mostly for show or minimal support. I suggest not putting too many or it risks slowing down everything and boring the players. Some hooks for your group
Saving the region. Tens of towns will be destroyed if nothing is done.
Money. There are treasures and items, in the temples.
Ancient knowledge. Knowledge of spells, other planes and the weather hide in the temples.
Each of the 3 temples is powered by a magical item of the storm cult. Only when all 3 are removed, the storm will stop. The Johanna team wants to destroy them, to make sure it doesn’t happen again. The rivals want to sell them. Greedy players may attempt to keep the items for themselves or sell them, angering Johanna, and if your players are playing big meanies, they could be hired by the Treasure Hunters in the first place, meeting Johanna only later. The Bad Guys The Rival Hunters are a group of mercenaries, magicians and tomb riders that only care about money, they want to pillage the temples and sell the content, instead of safely destroying it. They all dress in identical black cloaks and menacingly ride black horses. The Storm Cult is a generic cult of evil people wants to summon the Perfect Storm and destroy everything hoping to receive its blessing of wealth and power. The Perfect Storm: this powerful Air Elemental is the final Tornado. It can’t be fought unless the party is at a very high level. It’s summoned in the prime material every few centuries for a single day. It takes the form of an F7 tornado, with winds of up to 300 mph and it actively hunts for cities and people, causing as much death and destruction as possible. It can lift entire houses and throw them directly at you, with pretty good aim. Smaller tornadoes will regularly appear, followed by raging air elementals that hunt the players trying to stop the cult. Most tornadoes should happen far away, dealing damage in the distance, a grim reminder that the more time the players take, the more lives will be lost. You could have one cross the path of the players, forcing them to slow down unless they want to face or, it maybe have it attack a nearby city, forcing a moral quandary: help them now, or finish the quest as fast as possible and leave them to die? If the players take a long time, many towns will be razed, especially if the Perfect Storm has arrived. If they are fast, they should be rewarded by finding the region mostly intact. If they dilly-dally, it will be a graveyard.
The first temple
Both Johanna and the Hunters know the location and are headed there. In this buried stone building, many cultists protect the item chamber, with the aid of air elementals (Enemies stats below). If you want to spruce it up, consider a few storm-themed traps:
A narrow bridge with sudden gusts of wind that threaten to push you down.
Wind currents that stop projectiles.
Rooms filled by storm, rain and lightning, with lightning rods that deal damage around them.
A room filled with a foot of water or a metallic grate floor that the cultists can throw lightning at.
A slope with a water current dragging you down and a hidden pit at the bottom.
At the end of the temple, the players will find the first item: The Skull of Dalton. Crafted from the Skull of a long-dead archpriest, it holds a crystal globe in its jaws, and inside the globe is a raging storm. Skull of Dalton Requires attunement. The skull has 10 charges. While holding it with one hand, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Gust of Wind(2 charges), Wind Wall(3 charges), conjure minor elemental(4 charges) or Storm Sphere(4 charges). The skull recharges 1d4+4 charges each day if it is left in the open for more than 4 hour. The skull grants advantage on all checks to maintain your balance or avoid being pushed, even if not held. Johanna Hunt will want to destroy it right away. The players can convince her to keep it for the duration of the mission, to help fight the other temples, or refuse entirely and anger her. Outside, the group will meet with the treasure hunters and be taunted by them. If the group has the skull, the hunters will offer to buy it. accepting will anger Johanna, refusing will cause the hunters to threaten the group. Another refusal will cause them to leave menacingly, promising they will come back.
The second temple
Johanna doesn’t know where this temple is exactly but thinks ist’s hidden in the city of Goodwind: it’s the only town in the area that, in 3 centuries, was never hit by a tornado, despite being in the middle of their path. She is right. The temple is hidden under the mayor house, and the city maintains the ritual in exchange for protection from the storm gods. The Mayor is Murray Vaughn, a simple man that knows what they're doing is dangerous, but wants to protect his community. If the players come looking for the staff, he'll be very scared, and try to come up with a lie and downplay the danger of the storm, trying to convince them there is no cult and it's just the weather, like every other year. If the staff is in danger, he'll plea with the players to leave it there. He's afraid that removing it would remove the only thing protecting the town. He is right, but doesn't know that the storms can be stopped entirely. There are no cultists here, only civilians protecting their town. They will beg the players to not take away their only protection. The players can try to trick, intimidate or convince the locals, they're regular people, not especially strong, evil or cunning. If the players take too long or appear soft on the locals, Johanna, driven by her vengeful hate against tornadoes, will use force to get them to reveal the location, then storm in the temple alone and attack the locals. If the players are in good standing with her, they can try to calm her down with the help of Harthur Paxton. If they're not, she’ll have to be stopped by force. She will give up as soon as she reaches a third of her HP or is incapacitated. The players can also help her. It is a fast and easy way to solve the issue. Whatever happens, the hunters will rile up the town and start an angry mob to try stop her and the players. If the players showed themselves to be reasonable and peaceful, they can calm down the mob. If they’ve been aggressive, they may be forced to fight. During the chaos, an agent of the hunters, invisible, will try to snatch up the ritual item, the Staff of Wagner. Crafted from the arm of a long-dead archpriest, it holds a crystal globe in its hand, and inside the globe a swirling whirlpool of water. Whatever happens here, this is intended as a roleplaying encounter: how the players interact and have interacted with Johanna will determine if she does something horrible she (and the players) will regret later, or if she manages to grow as a person, and give you a chance for some nice interaction between her and Paxton. The Staff of Wegner Requires attunement The staff has only 3 charges. While holding it, you can use an action to expend 1 of its charges to cast one of the following spells from it, using your spell save DC: Control Water, Wall of water, Water Walk, Tidal Wave. The cantrip Shape Water can be cast at will. The staff allows its holder to breath underwater. The staff regain 1 charge for every hour it is left under pouring rain, and needs to be kept moist at all times or stops working.
The third temple
Is hidden. It’s an invisible tower, revealed only when the Perfect Storm starts raging. Knowing the position of the other 2, it can be triangulated on a map. The 3 temples form an equilateral triangle. Edit - On a map, your players would have 2 possible locations to go to. Letting them choose at random is one option, but it could be frustrating, so here are a few ideas:
If they split in 2 groups, the one that arrives in the right location should be there just as the Hunters, giving them a chance to do some roleplay while they hold off the enemies until the rest of the party arrives
If they ask Johanna to show them the path of the other tornadoes, show them a clear "safe zone" around the location of the thing temple.
If they ask where the Perfect Storm is likely to appear, have it be in the middle of the triangle
Have the symbol of the cult be a triangle and put some hidden map in their second temple.
Thanks to user u/ffddb1d9a7 for pointing out the problem If they don’t have a proper map or the players don’t want to do it, let Johanna or the Hunters do this part. If the players are in good standing with the town of Goodwind, have the mayor reveal the location instead, a reward for their decisions. Remember that, the more time passes, the worst the storm becomes. Describe it accordingly: as they approach the third temples, there should be permanent overcast skies, tornadoes all over the horizon, a howling, wet wind carrying dirt and debris. This time the hunters are already in the temple, fighting through the tower against the cultists. The players can kill them, leave them to die or try to help them. If the players sided with the Hunters, it will be Johanna group that is already inside, fighting. If Johanna is antagonistic with the players, she could lose faith in them and run away, trying to stop the Perfect Storm on her own. If she’s friendly, you could make it so the storm is heading directly for the tower, and have her heroically run towards it to buy time. Harthur Paxton will declare his love and follow her to (maybe) certain death. The players can try to stop him, either by force or diplomacy. If they use force, they’ll have to tie him up, or he’ll run away at the first chance. The last item, at the top of the tower, is The Heart of Gabriel. Crafted from the ribcage of a long-dead archpriest, it holds a crystal globe where the heart would be, and inside the globe swirls a crackling bolt of lighting. The Heart of Gabriel Requires attunement The ribcage needs to be worn over the chest, in place of a set of armor. The globe disappears into the body of the wearer, a faint crackling sound accompanies each heartbeat. When work, the ribcage offers resistance to lightning and thunder damage, +5ft movement speed and adds +1d4 lightning damage to all attacks. The wearer is immune to natural lightning and can cast Fly on themselves as an action once per long rest. As an armor, it offers no more protection than a shirt. Once all the rituals have been stopped, the storm subsides. Conclusion Depending on how the players interacted with Johanna, she could disappear forever with Hartur in the storm, or they could find the two barely alive, chained together to a deeply-rooted tree to not get dragged away. If the hunters have been killed in large numbers, the group disbands. If the players saved them, they could convince them to renounce their life of greed, or ask for a slice of their future profits, and make a potentially useful ally for future adventures. It’s possible the players joined them, asking for part of the treasure and abandoning Johanna entirely. In that case, the hunters will try to scam the players and skedaddle with as much treasure as they can. If the players were fast, the area is mostly intact and will forever be grateful. If most towns were razed, it will eventually be settled by new people that know nothing of these sad events. A romance? A romance between NPCs is not easy to do, and often not even wanted. Feel free to downplay or skip it entirely, it is a risky move. If you want to try it, some suggestions. Have the NPCs talk with the players, not between themselves. If they have issues, have them ask the players opinion. Have the NPCs talk between themselves only if it’s very short or funny. I don’t think you need to do it more than once, at the discussion in the second temple, and even then, it should happen side to side with the players.
Some statistics
A level 9 Cultist Dressed in blue, gray or white robes, these cultists have a number of weather-themed spells and rely on powerful aoe, summoned elementals and home advantage to win. HP: 40 (9d8), Str 9(-1), Dex 14(+2), Con 11, Int 17(+3), Wis 12(+1), Cha 11 AC 12, 15 with mage armor. Saving Throws: Int +6, Wis+4 Some thematic Spells: DC 14, +6 with spell attacks Note: avoid using too many summoning spells, they slow down combat and make everything messy. 5st level: (1 or 2 slots) Cone of Cold, or Conjure Elemental, or Control Winds, or Maelstrom 4nd level: (3 slots): Conjure minor elemental, or Elemental Bane(cold or lightning), or Ice Storm, or Storm Sphere 3rd level: (3 slots): Call lightning, or Elemental Weapon, or Fly, or Sleet Storm, or Lightning Bolt, or Thunder Step, or Tidal Wave, or Wall of water. Lower Levels: Magic Armor, Shield, Misty Step, whatever else. Melee attack: wooden staff +5, reach 5ft, 1d4+2 bludgeoning. They use wooden weapons to avoid becoming lightning rods. Ranged attack: crossbow +5, 60ft, 1d4+2 piercing. Boss cultist Give them more spells and some environmental effects: lightning bolts charge for one turn and fall the next, forcing the players to move. Powerful winds move people around the area. A tidal wave pushes the players away when they get in melee. A lightning shield wounds those that hit the boss. A Hunter Hunters shouldn’t fight to the death and avoid fighting at all if they have nothing to gain from it. HP 100, Str 16(+3), Dex 16(+3), Con 16(+3), Int 15(+2), Wis 12(+1), Cha 10 AC 15, Studded Leather Saving throws: Dex +6, Con +6, Int +3 Passive perception: 16 (6th sense of the treasure hunter) Multiattack: Attacks 3 times in melee and 2 times ranged. Brute: Melee weapons deal 1 extra die of damage Can shoot a crossbow from horseback with no penalties. Melee attack: Blade +7. Reach 5ft, 2d6+4 + poison (take 1d6 damage, Con DC 15 to reduce in half) Ranged attack: Crossbow +7, 30ft, 1d6+4 + poison (take 2d6 damage, Con DC 16 to reduce in half) A storm Fighting a tornado ain’t easy. This is just one suggestion on how to do it
Approaching is slow, the wind makes it hard to walk, and the rain, sticks, dirt and pebble inflict 1d6 damages to unprotected players, none If they’re wearing heavy armor or have shields or heavy cloaks.
Arrived near the tornado, they have to attract its attention. One this roars at them and changes its path to attack them, the fight starts.
The tornado does one of two attacks each turns: It spawns air elementals or it throws an object. The tornado can’t be attacked directly, the players need to hold it off for a number of turns until its energy runs off.
I would suggest 5 rounds for a weak tornado, up to 8 or even more if they try to stop a more powerful one. Spawn elementals: On the first turn, it spawns 1 or 2 elementals. Between turn 2 and 4, it can spawn 1d4+1 elementals, and after the 5th turn, it spawns a single, larger elemental, two sizes larger with increased HP and reach. Throw: a small object (+10 to hit, 1d6 damage), a medium object (+8 to hit, 2d6 damage) or a large object (+4 to hit, 4d6 damage in a 6ft by 6ft area). When the fight is mid-way, an especially strong wind blows the players down, they are pushed in one direction by 5ft and have to pass a Dexterity or Strength DC 10 check to not end up prone. You can add variables to make the fight more interesting: there is a house nearby, and the tornado moves towards it as the fight progresses, or some of the elementals ignore the players and attack it. There is some large rock or ground formation that offers protection from the thrown objects. There is an alchemist lab or explosives deposit nearby, and after 3 turns, the tornado starts breaking it down and throwing explosive projectiles. A tornado is crossing the players path, they can go around it and waste time or try to fight. Johanna&friends Johanna is a competent mage, you can use the same stats as a cultist but replace some of her spells with utility spells. You don’t want her to steal their spotlight, but if she buffs or protects them, they’ll like her. 5th level: (1 slot) Dominate Person, Wall of Force. 4th level: (3 slots): Confusion, Greater Invisibility, Stoneskin. 3rd level: (3 slots): Counterspell, Elemental Weapon, Haste, Protection from energy, Magic Circle. Lower levels: Absorb elements. The other members of the group are low-level mages or experts and should have only a few low-level utility spells. The Perfect Storm This Gargantuan+++ air elemental is many miles wide and impossible to fight. If the players attempt, The wind is so strong it’s guaranteed to knock them away before they get even remotely close to it. At many miles away, rain and wind are already very strong. Have the players occasionally be pelted by rocks and branches while they travel to the last temple: 2d6 damage, Dexterity 15 to reduce it by half. Have objects of increasingly large size fly in the vicinity of the players, culminating with an entire house. Did you know they’re making a remake of Twister? It’s probably gonna be terrible but oh well. If your players really want to fight it mano-a-mano and are powerful enough, have it stay around after all 3 rituals have stopped, with reduced wind and thrown objects. Have it fight like a regular tornado with more powerful summons and, occasionally, direct smash attacks added to its regular ones. Consider the Elder Tempest (Mordenkainen tome of foes page 200 for ideas for a more classic fight).
Loot manager addon guide a.k.a how to play without ESO+ crafting bag
25th January 2021 DISCLAIMER: I AM NOT RESPONSIBLE FOR ANY LOST HAKEIJOS.
Introduction
Yet another ESO+ trial is here to entice players to subscribe for access to the crafting bag. Maybe you can't afford it, or simply don't want another subscription - should you really let the lack of inventory space affect your enjoyment of the game? I'll describe the Bandit Loot manager options that I use to get around this issue in this post. This is aimed primarily at PC players with access to addons, Bandit Loot Manager and Dustman are recommended.
How does it work?
A loot manager addon auto marks certain items that you filter (conditional logic) as trash items. When you interact with a Merchant NPC it auto-sells all the trash items. When you interact with a banker NPC it auto-deposits to bank. Most of the items that clutter your inventory are trash items, to quickly clear them all you need to do is interact with the NPCs - Assistant merchant and banker (I use Fezez and Ezabi) are great for this.
It is highly recommended that you get the assistants for Banker and Merchant. If you can afford only one, go for the Banker - merchant NPCs can be found roaming the Overland. In groups you can ask your groupmates to spawn an assistant if they have one. I recommend putting materials in the bank. I understand this will require some re-arranging and space-saving, but from my personal use I found that you need about 100 slots free to keep just the materials. So upgrade your bank as much as possible - Upto 200 is a good amount, and you should hover around 170ish. For armors (not so much of a problem now due to Set Collections), furniture, decon items etc. I recommend using the storage boxes which can be gotten via master writ vouchers. Try to get at least 3x60. This guide auto-sells most materials that are not max level. Believe me that is the biggest source of clutter in the game and they are mostly useless. The caveat of keeping rare style mats is that they take up a lot of space and are only useful for doing Master Writs, I recommend selling the writs OR doing them sparingly. Set items are left untouched so you can decon them for adding to Set Collections. Your sequence of actions should be: DECON (if possible/if you want) -> Sell to merchant -> Bank
this ensures trash items are sold and "good items" are banked.
OK I've installed it, what now?
Time to set it up. In the addon settings menu (ESC > Addons usually) select Bandit Loot Manager and you should see a lot of options. The options I use and recommend (explained shortly) are attached to this post as screenshots.
Sells items marked as trash to merchant instantly. RECOMMENDED
Auto currency transfer❌
I recommend you transfer money to bank manually. Upto you.
Auto deposit to bank ✔
RECOMMENDED. Auto deposits to bank.
Auto laundry with Fence ✔
RECOMMENDED.
Remember items
IMPORTANT. Some items (such as Hakeijo) have to be MANUALLY UNMARKED as trash. Once marked as not-trash it shouldn't auto-sell.
Chat messages
Upto you to see the level of detailed info needed. I leave it at the first option.
CURRENCY
None selected, since I don't auto currency transfer.
CONSUMABLES
Same as above. Has useful options though for common trash items like Soul gems, it doesn't accumulate all that much to be an issue IMO. Can be handled manually.
ITEMS
Common trash items -> Auto-sell Non-set armoweapons (eg. Ruby Ash staff) -> Auto-sell Ornates -> Auto-sell Stolen items -> Auto-sell (Note: this + auto-laundry makes fencing automated) Jewelry -> NO SELECTION (Note: I personally keep jewelry to decon on my alts. If you don't need this, you can auto-sell or decon without selecting) Glyphs -> NO SELECTION (Note: I personally keep Glyphs to decon on my alts. It's not very significant xp unless you decon green and above, so you can set that OR auto-sell to save space) Fragments -> NO SELECTION Potions/poisons -> Auto-sell (so much clutter) Food/drink -> Auto-sell under Purple quality. (Note: Food can be easily bought off guild traders, I prefer to save space) Furnishing -> NO SELECTION
Low level materials -> auto-sell (Note: Marks mats under max level (eg. Jute) as trash - this is where the bulk of auto inventory management happens) Alchemy, Blacksmithing, Clothier, Woodworking, Jewelry, Furnishing Materials -> AUTO-BANK (IMPORTANT, only sends max level items to bank) Style materials -> Destroy (CAREFUL! If you want to buy style mats from a common merchant, make sure to TURN THIS OFF, otherwise it will be automatically destroyed. Turn it off, buy the items and bank 'em if you need to buy) Trait material -> Destroy (so much clutter) Crafting boosters -> AUTO-BANK (They sell for a bomb) Food ingredients -> Destroy (useless trash mostly. CAREFUL! If you want to make your own food buying mats from Guild Vendors, TURN THIS OFF. Doesn't destroy Roes) Potency/essence rune -> Auto-sell (so much clutter) Aspect rune -> Auto-sell (so much clutter) Note: I have unmarked runes required for writs (eg. Oko, Deni etc.), you can do so as well.
RECIPES
Crafting style known: Destroy Under BLUE IF not known by MAIN Select your main character in the box to the extreme right. It saves recipes not known by current character and your main (everything else is destroyed) Crafting style unknown: NO SELECTION Recipe known: Auto-sell/Destroy (same as Crafting style known) Recipe unknown: Same as Crafting style unknown Blueprint known: Auto-sell/NO SELECTION (Note: You don't get all that many blueprints to constitute a major inventory issue, you can manually filter these - some are really rare and sell for a lot. Thanks u/DinoZavr) Blueprint unknown: Same as above
Treasure Maps -> DESTROY ALL except Valuable. (Note: Personal preference, they accumulate so much and clutters a lot, and its not worth it unless you are farming Ancestral leads.) Survey maps -> Auto-bank (Lucrative) Master writs -> Auto-bank (Useful) Scrolls -> NO SELECTION (Can be done manually)
TL;DR:
All presets. Install Bandit's Loot Manager Use my preset ????? PROFIT
The Ottoman rework has been teased for a long time so I know you’ll be happy to hear it is finally here and ready for you to enjoy! Not only that, but the National France rework comes with it two, along with several other new focus trees. We’ve also spent time working on other changes, such as letting you recall volunteers, along with many bug fixes and performance improvements. We hope you enjoy the changes and have fun playing Kaiserreich! Note: As always this patch isn’t save-game compatible. If you would like to continue your game please use the manual download found here: - The KR4 team Changes Notable Additions
Completely reworked the Commune of France’s generals, admirals, and military ministers
Russia’s foreign policy has been overhauled to accompany the changes to the Middle East and the Caucasus
Added “Recall Volunteers” button
Expeditionary Forces no longer count towards the division limit
New Focus Trees
Syria
Iraq
Hejaz
Georgia
Mutasarrifate of Jerusalem
Suez International Zone
Cyrenaica
Reworked/Expanded Focus Trees
Ottoman Empire
Egypt
Tripolitania
Jabal Shammar
National France
Tweaked Focus Trees
Russia
Russian Socialist Republic
Romania
Ireland
Portugal
Oman
Yemen
Germany
New Events
Romania
National France
Syria
Iraq
Hejaz
Georgia
Mutasarrifate of Jerusalem
Tripolitania
Ottoman Empire
Egypt
Cyrenaica
Jabal Shammar
Ikhwan
Tweaked Events
Russia
Commune of France
New Decisions
Ireland
Romania
National France
Portugal
Syria
Iraq
Hejaz
Ottoman Empire
Egypt
Cyrenaica
Jabal Shammar
Tweaked Decisions
Commune of France
Russia
New Custom Country Paths
Ottoman Empire
National France
Egypt
GFX
New focus icons for Argentina, Austria, Brazil, Bulgaria, Chile, Colombia, Germany, Mittelafrika, Peru, the Union of Britain and Venezuela
New flags for Alash Orda, the Commune of France, Illyria, National France, the Ottoman Empire and Ulster
Adjusted the Africa loading screen to match the new situation
New or updated portraits for:
Afghanistan: Amanullah Khan
Armenia: Berç Kerestecıyan, Hamazasp Babadzhanian
Assyria: Agha Petros, Dawid d’Mar Shimun, Shimun XXI Eshai
Austria: Alfred Jansa, Alfred Klahr, Eduard Barger, Erhard Raus, Franz Böhme, Franz Dinghofer, Friedrich Adler, Friedrich Materna, Georg von Trapp, Heinrich Pergler von Perglas, Julius Ringel, Karl Eglseer, Karl Renner, Lothar Rendulic, Ludwig von Eimannsberger, Pierre Ramus, Sigismund Schilhawsky, Wilhelm Miklas, Wilhelm Zehner
Belgium: Adelbert I, Georges Timmermans, Jean Baptiste Piron, Maximilien de Neve de Roden, Victor Billet, Victor van Strydonck de Burkel
Britain: Anthony Pugsley, Ebeneezer Edwards, John MacCormick, John Strachey, Robert Oliver
Bulgaria: Ivan Variklechkov, Kimon Georgiev, Konstantin Bekyarov, Konstantin Lukash, Nikola Hadzhipetov, Nikola Nakov, Sava Ivanov, Teodosi Daskalov
Cameroon: Karl Atangana
Cyprus: Leontios II
Cyrenaica: az-Zubayr bin Ahmad as-Sharif
Don-Kuban: Andrey Shkuro
Egypt: Abbas II
France: André Lemonnier, André Marty, Charles Delestraint, Charles Luizet, Diego Brosset, Ernest Petit, Gaston BIllotte, Georges Blanchard, Georges Catroux, Henri Tanguy, Jacques Sadoul, Joseph Putz, Louis Buisson, Marcel Gensoul, Marie-Pierre Koenig, Philippe Auboyneau, Raoul Castex, Raoul Magrin Vernerey, René Olry
Hejaz: Abdullah bin al-Hussein, Abdul Qadir Pasha el-Jundi, Ghazi bin Faisal al-Hashmid
Hungary: Árpád Szakasits, Béla Kun, István Bethlen, Oszkár Jászi
Ireland: Frank MacDermot, Seán Murray
Ikhwan: Nidā ibn Nuhair, Sultan ibn Humaid ibn Bijad, Zaidan ibn Hithlain
Jabal Shammar: Abdallah ibn Mitab ibn Abd al-Aziz, Muhammad ibn Talil, Saud al-Subhan
Lebanon: Bechara el Khoury, Emile Edde, Emile Boustany, Farajallah el-Helou, Fuad Chehab, Pierre Gemayel, Saeb Salam, Youssef Chmeit
Lithuania: Augustinas Voldemaras, Mikas Reklaitis
Mutasarrifate of Jerusalem: Esat Sagay, Raghib al-Nashashibi
Najd: Saud bin Abuldaziz al-Saud
National France: Aimé Doumenc, André Mallarmé, Aubert Frère, Camille Chautemps, Edouard Daladier, Eugène Deloncle, François Darlan, François de la Rocque, Henri Mordacq, George Groussard, Georges Thierry d’Argenlieu, Henri Roger Marie Meric de Bellefon, Jean Decoux, Jean-Marie Charles Abrial, Jean Touzet du Vigier, Louis Franchet d’Esperey, Louis Marin, Louis Napoléon Bonaparte, Marcel Descour, Maurice Grisot, Philippe Leclerc, Pierre Boyer, Pierre Étienne Flandin, Pierre Lelong,
Ottoman Empire: Asim Gunduz, Cahit Toydemir, Fahrettin, Hayrullah Fisek, Kazim Orbay, Mehmet Ali Ülgen, Mehmet Hayri Tarhan, Kazim Karabekir, Fevzi Çakmak, Mustafa Kemal, Mustafa Muglali, Nafiz Gurman, Hüseyin Rauf Orbay, Mahmud Muhtar Katırcıoğlu, Nihat Anılmış, Nuri Yamut, Ömer Fahrettin, Osman Fuad, Sukru Okran, Tahsin Yazici
Syria: Adi bin Hassan, Akram Hourani, Aziz Ali al-Misri, Hashim al-Atassi, Husni al-Zaim, Khalid Bakdash, Muhammad Abdel Moneim, Rushdi al-Kikhiya, Said al-Jazairi
Tripolitania: Ahmad Faqih Hasan, Bashir Saadawi, Salim Bey al-Muntasir
Trucial States: Hamad Bin Isa Al-Khalifa, Shakhbut bin Sultan Al Nahyan, Zayed bin Sultan Al Nahyan
West Indies: Eustace Fiennes
Yunnan: Lu Han
Music Mod
Added Ottoman songs: Resadiye Marsi, Ottoman March, Izmir March, and March of the Ottoman Expedition
Added Indonesian song: Rayuan Pulau Kelapa
Added Polish song: Marsz Obozowy
Added Mongolian Song: Chingges Khaanii Magtaa
Added German Song: Komm Zurück! There’s also a new version of Das Gibt Nur Einmal (It’s the same recording, just with less background noise)
By request of the French Team, the French music list has been reworked. The new songs are: Ça ira mieux demain, Ce que c'est qu'un drapeau, Cocorico, Debout la France, Hymne de L'Infanterie de Marine, Ils ne la gagneront pas, Ils Reviendront, La France de demain, La Galette, La Royale, Le Chant des Girondins, Le Cuirassier, Le Rêve Passe, Marche des Tirailleurs, Nous autres de la chasse (Us of the Hunt)", La Renouveau, Rhin et Danube,Semons le Grain de la Lumière and a new version of La Marche Lorraine. French songs that have been removed: Partant pour la Syrie (main theme, will be re-added later), Au 31 du mois d'août, Maréchal Nous Voilà, La Victoire est à nous, Aida Triumphal March, La Grenadière, Primer Imperio Francés, Veillons au salut de l'Empire
Mapping
Ningbo is now a city
Added Poti and moved Batumi to Trabzon
Made the Trans-Saharan railway a special crossing
Split Wales into North and South Wales
Merged the Barotseland states
Strategic region updates for Britain and the Congo
Ifni is now a separate state from Rio de Oro
Added new border states in Panama and Costa Rica
Restored the correct borders of Burkina Faso
Removed Lake Volta, as it doesn’t exist in 1936
Split Flanders into Antwerp and Flanders
Split Wallonia into Hainaut and Liège
Curaçao and Qatar now have ports
Chinese provinces are now displayed on the state screen
Miscellaneous
Added a British Exile trait for CAN generals and admirals, showing which leaders will return to GBR when it is formed
Added coalitions for Uruguay, the Dominican Republic, Cuba and Panama
If Shanqing forms Qing, they can integrate parts of China
The Manchu Coup is no longer really democratic, and ends elections after 1945
Japan can no longer annex China for a smaller cost
Legation Cities now keep their current government when puppeted
Legation Cities can request allied Chinese concessions
MacArthur can now secure all of Texas and Oklahoma before the Civil War starts
Tennessee and North Carolina are now more likely to stay with MacArthur.
Added a way for Austria to bribe Bulgaria with Macedonia for an alliance if DAB exists after annexing Serbia.
Added the ability for Austria to give core Serbia to Illyria (it cannot core it).
Delayed Austria's entry into the WK - they’ll only do it if they’ve chosen their reform path and done the focus, and if Germany has lost Bavaria or has over 30% surrender progress.
If Canada is invaded by anyone other than America or one of its allies, a non-socialist America will join the war in favor of Canada.
Anqing and Nanjing Clique Yiguandao/KMT decisions have been improved and cleaned up.
Rocket artillery and motorized rocket artillery added to companies
Ireland now starts with an AuthDem Minister of the Interior, instead of NatPop
Romania's Iron Guard content expanded, especially the middle Legionary tree. King Nicolae I can succeed instead of Michael.
Michael I is now localized to Mihai, just as other Romanian kings are localised.
Gave player more control over whether or not Carol II dies in the assassination event.
Added decisions to Carol's post-unification path
American Union State can now join the Entente
Venice now begins with a military malus for a couple of months, when it revolts
Russia no longer sends volunteers to Xinjiang
Reduced Kumul's out of supply boni and lowered their starting troop count by 2
Transylvania can now be granted to a non-aligned Romania.
Several new event pictures for Russia and the Commune of France
Removed Volkerschau events
Portugal’s Colonial Development focuses have been turned into decisions.
Custom GUI in the stateview that shows which Province Chinese states belong to, similar to the new Ottoman GUI
The above GUI now shows the status of replacing the governors in the Reestablish Order decision tab for Anqing
Germany can now influence the Portugal-Mittelafrika peace deal
Redone the Socialist Anti-Colonial Committee focus for the Commune of France to match with the changes in National France
Added camels to the Middle East nations, Ethiopia, Somalia and National France
Internationale and Entente/Reichspakt countries will now embargo each other when joining the faction
Twilight Struggle is now removed if the Internationale is defeated.
The Internationale will now collapse if a suitable leader cannot be found.
Poland now gets claims on Germany upon allying with Russia.
Majors now have an increased factor towards researching CAS and NAV.
Moved the Isle of Man to Lanark
Poland now gets claims on Germany upon allying with Russia.
Poland can now annex Gumbinnen if it has annexed Konigsberg.
Can no longer go down to “Disarmed Nation” voluntarily
Removed Arabian cores on the Levant
NatPop SIC now more likely to join Entente
Added a couple of tooltips to three Russian events
Updated Persia-Russia peace deal
Ecuador now starts with a mountaineer template
Smedley Butler now dies after the Second American Civil War
GEA and RUS will now send lend-lease to the United Front if possible
Added Aland annexation decision
Added Romandie annexation decision
Aland is now demilitarized again at the end of wars
The Phalanstere's assistance can now be refused.
AI USA now builds more tanks
Xinjiang may now be given to the Central Asian Federation
Updated AI factors for the conscription laws
Chen Jiongming no longer invites a corrupt Zhao Hengti to the Federalists.
Legation Cities can now request concessions that their allies hold
Removed dates from loading quotes
Chile will now receive Tierra del Fuego if it can't be returned to Argentina by whoever is releasing it.
Belgium's AT ideas now give piercing boni instead.
Updated AI factors for the conscription laws.
Tags that revolt from Andesia now automatically join a faction to work together to crush Argentina
If Brazil is a puppet or was Balkanized by Patagonia then they too can join the faction to crush Andesia
When a tag revolts against Andesia it automatically goes to war, no longer can you opt to not go to war
Andesia now peaces out with the revolters after its full collapse
The NFA and GBR foci about the British-French relationship are now linked.
Added unit limit bonuses for the SCW
Added a small unit limit bonus for Yucatan
Russia can now invite Estonia, Latvia and Lithuania to its faction
Hawaii can now be granted to GEA
Added an Ukrainian rename for Kuban
Some nerfs to the CSA military ideas
Lithuania will now refrain from rebelling before the WK
The UK will target in peace conferences, and then no longer release, Malaysia or Sarawak unless decolonised.
Romania’s Great Game decision category now warns you when you’re losing stability
Memel can be granted to an allied Lithuania
“Restoring Napoleon” loading tip replaced with “Restoring monarchies”
USA can now break the ceasefire if the PSA is losing against a third party
New unique American designers
Removed any mentions of Hitler or Heydrich
Added a dynamic description to the Siamese engineers event
Reduced the time for Yunnan's war declarations
The Brazilian Greenguards idea now has a more fitting effect
Guatemala will now try to get rid of Monroe as soon as possible
The UK now gets a claim on South Georgia alongside the Falklands
Russia will now refrain from attacking Japan while Germany is still alive.
Increased suppression values for armoured cars, camels, and bicycle battalions
The Third Internationale will now research oil tech more but has fewer bonuses for it.
Greece now gets Northern Epirus via the Treaty of Budapest.
Hawaii now gets two destroyers from each purchase
Russia's military AI should now focus less on Finland and more on EE
Changed the Russian attack on Germany to be focus-based
Occitania has been fully removed
Ukraine's mission to peace out with Germany now cancels if they reach 50% surrender progress
AI republican Poland will now wait for the WK to join a faction.
Foreign volunteers to the CSA are modifiable
Ulster’s parties have been redone
Transylvania will no longer rejoin a capitulated Romania.
TAN can now integrate China if led by a Han regime
The Gruppa di Difesa Della Donna template added for the SRI is no longer locked
SRI can no longer join the Third Internationale if it declares war on a fellow socialist country before joining the faction
All SRI decisions to build factories now require PP and civilian_factory_use, and take longer to build; they no longer need to be done only one at a time, however
The bonuses provided by many SRI economic and military ideas have been significantly nerfed across the board
Italian focuses which add resources have been moved to decisions, so they can be available to other tags if/when Italy is united
Legionary Italy now gets its navy back from Venice, upon taking Venice during the revolt
Fixes Notable Fixes
Fixed Portugal not joining the Entente if MAF is dead, again
The Netherlands no longer trade with their enemies
Fixed Japan's collapse resurrecting a dead Russia in Transamur
ROM can no longer release Greater Hungary
ANI Italy actually tries to beat Venice, for real this time
Other Fixes
America can now actually ask for their vote back in the Legation Council
Panama’s politics now make more sense
Fixed Legation Council vote timer appearing for nations not on the Council
Norway no longer has identical companies
Austria can still do their Secret Deal path
If the Left Kuomintang are a puppet then they will only be able to take Army/Navy/Air national foci to prevent your puppet from doing major changes to their government (1st congress etc) without your knowing.
Removed the white border around the Hunan flag
Fixed the resolution of the Rassid Arabia flag
Fixed Persia returning Herat to Afghanistan
Fixed MAF-released Rhodesia not owning Nyasaland.
Fixed a number of XSM typos
Fixed Persia returning Herat to Afghanistan.
Fixed France not getting claims on Wallonia if they annex all of Belgium
Fixed the Dutch Revolution news event using the wrong description
MAF can no longer release its constituents while at war
The CSA Constitutional Congress popularity gains now reflect the actual politics
Fixed a Yunnan focus bypassing incorrectly and added extra AI factors to their war foci
Post-ACW emergency mobilization is no longer locked
Fixed and improved the Hunan faction joining decisions
Fixed the post-Great Game trees' availables
WIF can no longer get spontaneous coups late game or when a conflicting game rule is enabled.
Fixed Fate of Kurdistan not transferring the states
The party popularity GUI now correctly reflects the party providing the PP gain
Fixed the Brazilian volunteer division not being removed when the ACW ends
Fixed the CAN-CSA peace triggering the Fall of Boston event incorrectly
Fixed the terrain around Vancouver
Fixed the endonym for Kisangani/Stanleyville
Fixed some misleading tooltips in the Unification Conference starter mission
Fixed Fengtian being able to join Japan's faction when already in it
Added an alternative response to the Manchu Campaign news event for their enemies
No more errors from unplanned offensives
Fixed Natal's tree being unlocked before the Boer War begins.
Fixed the Peruvian foreign policy foci.
Fixed frontline bug in Cabinda
Fixed a SIK decision giving steel while referring to oil deposits.
Romania can no longer join the Entente if at war
The LKMT no longer commits suicide by Japan
Fixed the inverted BHC civil war leaders.
State modifiers are no longer overlapping in the UI.
Some fixes and improvements to the Chinese army reform system.
Mongolia and Tibet can no longer join the Unification Conference
Some fixes and improvements to the Chinese army reform system
Mantetsu is now disabled if Japan dies
Fixed Russia starting an early WK by attacking Ukraine in the middle of their revolution.
Fixed a Yunnan focus not accounting for the exiled Federalists
Fixed Fengtian offering Japan protection
Fixed a wrong scope error in the UK files
Fixed and optimised a bunch of EGY-ETH rivalry events
increased AI CAN emphasis on suppressing Quebec
Fixed and improved the SAF-ENT peace deal
Riga now checks if it can actually declare war on Latvia in its focus
Fixed a broken ANQ tooltip
Canada can no longer get the Fate of New England
Fixed the spawns of the Romanian legionary volunteers
Illyria can no longer release Slovenia
Fixed the SOV Gosplan idea swaps
Belgium's AT ideas now give piercing boni instead
Yunnan's demand events now keep the original government when puppeting Hunan
MYS core is removed from Malabar Coast once the PRF revolt is done
Fixed an ANQ flag not being cleared and breaking the Conference event
Fixed a Greek focus not accounting for the Dodecanese and Cyprus
France now gets partisan bonuses
Fixed Edwin Barclay's portrait being overwritten by vanilla's
Fixed a broken failsafe in the LEP Move Quickly missions
Fixed a misleading Siamese event option
Fixed GXC not being able to declare war on FNG
Fixed original United Front member countries leaving the alliance
Fixed a post-war CSA event firing mid-ACW
No more irregular provinces in Zambia
Some rebalancing of the MAF building slots
Fixed the Peruvian foreign policy foci
Fixed Serbia coring Anatolia
Fixed Tang Jiyao leading two parties at once in the UPC.
Fixed a Yemeni focus only targeting Oman
Fixed and improved old Egyptian decisions
Fixed Egypt instantly getting rid of illiteracy
Renamed Andalucía to a more fitting name
Fixed Yunnan being able to peace out with Japan due to Burma
Fixed a duplicate JAP tooltip
Fixed Stalin being killed by Patagonia while in Russia
Bolivia no longer gets the Fate of Northern Chile
Fixed the USA not being able to purge the Longists
Fixed a number of BOL bypasses
When releasing Turkish borderlands with annexation decisions, cores are not granted to neighbors when the states are given to them.
Fixed KR operatives with non-KR portrait references
Added missing AI factors to a number of GEA decisions
Transylvania will no longer rejoin a capitulated Romania
Fixed a BOL war decision being visible when the targets are already owned
AI and performance improvements for the Swiss NatPop decisions
Qing now sends volunteers correctly
Fixed CAN not being able to release a claimed AST.
Fixed the Democratic CEN elections
KMT Yunnan can no longer use the generic Form China decision.
Fixed Sichuan moving its capital to Chongqing when it's already there
Fixed a Federalist focus not bypassing properly
Tried to improve the flow of the United Front code.
Fixed Mongolia not getting its claims when the Ma Clique sues for peace
Fixed the layout of the Zimbabwe army tree
Fixed a number of missing Shan icons
TAN can now integrate China
Fixed the missing checks for the formation of the Belgo-Dutch research group
The RKMT will no longer accept Federalist ultimatums
Fixed the UPC decisions not showing up correctly
AI Qing will no longer go for war decisions before 1938
Fixed MAF claiming Sudan
Fixed Wallonia not getting cores on Antwerp
Fixed an unlocalised FRA tooltip and improved the checks on the Phalanstere decisions
Liberia can now be released normally by NFA, GER or GBR.
Fixed the QIE ally integration decisions being visible while invalid.
Fengtian's attack decision now invalidates if the conditions are no longer met
Fixed Poland getting generic PatAut leaders
Some improvements and a fix to SQI's German Collaboration mechanic
Slight fix so Chinese tags don't get claims on their cores
CSA can no longer get rid of its org debuff before winning the ACW
Fixed a broken PUE idea desc
Fixed Fengtian being able to invite Japanese companies while at war with them
SAF's AI will now prioritise attacking direct neighbours when multiple targets are available
Fixed SIK keeping the Rumors of Discontent idea after winning the war
Liangguang now joins its targets' wars when puppeting KMT cliques
Fixed some TEX decisions not appearing correctly
Fixed a MTG-only ROM event firing for non-owners
Fixed two RUS loc bugs
Fixed a mass replace bug in the ENG naval OOB
Fixed the Beijing Government reverting to the Qing Empire.
Fixed Finland's suicidal AI
Fixed a couple of naval variant bugs
Fixed the broken targeting for albania.50
Fixed the CSA being released too late in Landon's route
Fixed the SAF annexation tree switches
Fixed the loc for the annexation of Dvinsk
Increased the AI factor for Romania coring Silistria
Fixed Egypt instantly getting rid of illiteracy.
Readded a bunch of missing US company logos
Fixed socialist SAF getting Nuweweld decisions
Fixed the Ma Clique peace and collapse events
Countries will now leave the Kaiser Wilhelm Society when no longer in the Reichspakt.
Fixed the Italian names of PAP's Catholic divisions
Fixed Russia not taking the Alands.
Fixed Manchu SQI causing a focus lockout for the LKMT
Fixed Wallonia not gaining cores on Liège
Fixed the double Momentum Lost ideas
The LKMT can no longer attack FNG before doing the prerequisite focus
Fixed the SZC NPA focus not allowing for joining it instead
Fixed Austria not getting a core on Burgenland.
Fixed FNG not getting cores on China when released by Japan
XSM will now give Chamdo to Tibet when releasing them
Fixed the traits of a CHI company
Fix your eyes, you’ve been reading the patch notes for too long
Fixed the Roads to Riga idea not being removed if Riga dies
Removed a meme description from the Persian Balochistan focus
Fixed the DEI focus tree building factories on INS states
Fixed a missing Sichuan loc entry and a typo
Fixed Yunnan not getting claims on Sichuan when forming the KMT government
Fixed Sichuan retaining cosmetic tags when puppeted
Fixed Japan getting the Fading Sun after annexation
Fixed Iceland staying in the Reichspakt's wars after breaking free from Denmark
Upon completion of the Cod War in Iceland, a unit is generated so that they have some form of defence for naval invasions
Added missing vanilla tooltip about extra aircrews
GEA will now lose the Vietcong ideas when peacing out with INC.
Jerusalem's province is no longer a desert
Fixed Nasir Shah not keeping his original trait when returning to Kumul
Reduced Kumul's out of supply boni
Fixed a MEX idea swap not giving any new modifiers
Fixed the United Front leader's faction not reforming properly if it was not the original leader of the faction
Fixed the duplicate decisions for leaving the United Front
Fixed FOP not being properly released by The Revolution Successful
Added a bunch of backup countries to Wilhelm's death event, so it finally fires correctly
Fixed the layout of the Zimbabwe army tree.
Iraq no longer gets a core on Qassim, and Britain no longer claims Kufra
Jin Shuren's mission to unify Xinjiang is now removed if Sheng Shicai takes over
Fixed Long Yun's non-civil war takeover not adding the correct ministers.
Serbia's decision to attack Austria now has ITA- and POL-specific targeting to preempt issues
Fixed DDR and GRU getting cores on Memel without owning Königsberg
Fixed all countries in the world going for Grand Battleplan
Replaced the UoB's concentrated-dispersed focus dichotomy with another idea level, to avoid needing tech triggers
Fixed the trigger for the Gumbinnen annexation
Fixed YUN losing manpower in a civil war event without combat
Removed a deprecated GER focus to invade Denmark (now better handled by a DEN decision)
Fixed a POR event referencing the wrong year
Fixed the POL-UKR peace deal having inverted loc
Fixed a GXC decision taking two years to complete
Fixed Japan ceding the Legation Cities to Fengtian via their foci
Fixed SOM being referred to as an empire
AI Fengtian will refuse to start the Conference if set to pro-Japan in the game rules
Fixed the peaceful HOL revolution not loading the socialist tree
Fixed the Harass Political Enemies decision for Romania decoupling the influence values
Fixed Serbia attacking Austria during the Venetian war
Fixed Serbia joining two factions at once
Fixed RUS not getting resistance on LAT and EST states
Austria's event to return lands now checks for any puppet- and ally-held areas as well
SAF is no longer arbitrarily restricted from releasing Namibia or Mozambique
Fixed Canada not getting the Fate of America
Fixed SOV's tree being blocked by a player finishing the war too quickly
Fixed missing infantry equipment bonus to camels (vanilla bug), by adding a new subcategory of mounted infantry (includes camels and cavalry)
Added missing bicycle and amtrak bonuses to some techs
Replaced `var:faction_leader` with the new `faction_leader` scope.
Added missing hardness bonuses to rest of motorized battalions from mech 1
Your soldiers now can learn both, how to ride a horse and how to shot from AT-rifle (vanilla bug of infantry AT weapons not applying to cavalry, and cavalry not being in category “all infantry”)
Adjusted airtech window grid to vanilla standards, removing the need to use scrollbars to see scout planes while using FullHD. You can now see all planes in same time
The Andesian Rebellion events now have localization
SRI attack decisions will now disappear if the target no longer exists
If syndicalist France is released after annexation, it is puppeted to the releaser if no faction exists for it to join
Removed the duplicate SRI decision to join the Phalanstere
SRI socialist welfare idea now costs consumer_goods_factor instead of adding it
Additional units are no longer transferred from Legionarry Italy to Venice upon the revolt breaking out; any Italian units left in Venice are teleported away
Romania’s AI should now core Transylvania much more efficiently
We hope you enjoy playing Kaiserreich as much as we did making it! - The KR4 Team: Alpinia, Arvidus, Augenis, Blackfalcon501, DSFDarker, Carmain, Dr. Njitram, Drozdovite, Edouard Saladier, Eragaxshim, Flamefang, Fort, JazzyHugh, Jeankedezeehond, Jonjon428, Jonny BL, Krco, Liegnitz, Maltesefalcon, Matoro, Nijato, NukeGaming, OperationsManagementDecisions, PPsyrius, Pietrus, Rei VL, Rylock, SPQR, Starguard, Telcontar101, The Alpha Dog, The Irredentista, Thomahawk2k, Vidyaország, WordZero, Yard1, Zankoas and Zimbabwe Salt Co.
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Similarly, some sites (OhMyDosh in particular) offer a lower cashback amount but also a lower deposit/wager amount, which may be more appealing to some.
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Space Marine Fast Attack Selection Opinions (open debate)
I wanted to get a brief overview of the Fast Attack slot for Space Marine armies - so this is just my personal tentative view I'm not going to give a numerical rating since efficacy depends on the mission, and I'll do the list according to their current Battlescribe order which is mostly alphabetical (Salamander v27 Unbound). In addition, since it's unreasonable to expect every player to have EVERY index - I will be lacking Chapter Specific strategies, stratagems, relics and so on. So, that being said: Let's a go!
Assault Squad
Opinion: Jump Packs mandatory, if you are going to not jump then tacticals would be a legitimate better option as I feel the humble Power Fist will likely outperform the Eviscerator in most cases. For the most part I would say this unit is 99% useless since they aren't enough of a discount cheaper than Vanguard Veterans, but there are a few things. First of all, being a non-elite is kinda a big deal for marines... I'm not sure if it's enough of a boon in this case, and is a moot point if you just run extra detachments for more elites. The Sarge can take a combat shield, which means it can be upgraded into shield relics - but I feel this is a failing since VVs can take the shield in any slot - not just the Sarge, so if you are using the Combat Shield to take hits for the team you are in a position where you'll likely lose the sarge first.
Attack Bike Squad
I like Attack Bikes, but I'm going to call the Squad a loss... come back for regular bike squad in the next entry Community Feedback: Attack Bike Squads seem to be a popular source of HBs and MMs even without the attache Bike Squad. They are also the cheapest way to complete a Brigade Detachment if you don't need your FA slot. In terms of high mobility melta they out damage equal weight of Land Speeder so a triple of attack bikes can do a lot of damage. Furthermore, being W4 means they can eat any D3 that is meant as a dedicated anti-gravis (IE: Eradicator) and keep on ticking
Bike Squad
While Outriders and ATVs are taking over, I still feel the Bike Squad has a serious place. Being able to take a pair of special weapons, a Combi-Sarge and an Attack Bike tack-on makes for a VERY powerful unit. Salamader pride here, but I think the Multi-Melta plus 3 flamer setup is the best load out. The Heavy Bolter+3 regular melta is also fun. This unit is why I don't think Attack Bike Squads are viable any more, since you can get all their benefit by attache, and Attack Bikes didn't gain an extra wound the way regular bikes did... but they are still a great addition to a Bike Squad if you really need a high-speed multi-melta. That's 5 high speed meltas In terms of competition against Eradicators it's tough, you do get an extra melta via the bikes, but no Total Obliteration... but that's ok, because this is a Fast Attack selection!
Deathstorm Droppod
Hey! They're more viable than ever now! Still a tad too pricey unless you can plop them exactly where you need them, but since their cannon minimum range has been buffed as well as missile max damage, plus the rulings on how Drop Pod DOORS are counted in terms of space...... there's a fair chance you can shoot every single enemy on the table when you drop this (probably not, just sayin') I never could get them to work in 8e, but 9e looks very promising for them. Any ChapteDoctrine benefit to increase their accuracy helps since they land at BS4... which is another buff since you don't land at BS5 and need Iron Hands to get them to even shoot properly. They're even allowed to shoot at characters as long as you respect the standard Look Out, Sir rules - whereas they couldn't shoot them before. I mean, to put it another way... you can drop one of these on an AM tank pit and on a chain of lucky rolls instant kill every Leman Russ and Basilisk they have. This requires a miracle though... like 3 miracles at least. It's VERY inconsistent and people tend to prefer consistency over swing. I love swing though, so this is a unit I love now.
Inceptor Squad
I think these guys are falling a little behind due to how early they are. Like the OG Intercessor their compatriots have power crept faster... namely the change to the Heavy Bolter, defacto cutting the power of an Inceptor in half if using the bolter profile... of course, this doesn't apply if shooting at W1s. But that's just the gun, they have more - their movespeed matches that of Land Speeders and are debatablely more useful. I just wish they gained an extra attack or got a +1 on Hammer of Wrath or a Power Scythe for the sarge or something. Plus, if you were planning on using Intercessors for SMGs... an Inceptor is basically a twin-SMG only better; absolutely destructive on turn 2/3 I don't touch the plasma... that stuff is scary for a Gravis (:<) but if there's a niche for non-charged plasma, these guys might be the best source. EDIT: I'm told that plasma inceptors are rather good due to their high speed (and flight) - i have something of an anti-plasma bias due to their high individual model cost, so in fairness - they are one of the strongest sources of on-demand plasma due to being able to put out an average of 4 shots PER model, a lot more than Hellblasters. May be the most on-demand plasma available period, aside from perhaps massive Scion assistance. Community Feedback: I overlooked something really that I shouldn't have.. the blast rule. Due to being 2x plasma you can use the guaranteed 6 shots against applicable targets with a superior profile even without overcharging. Secondly, while being the cheapest source of on-demand plasma there is value in having a Kamikaze Nuke when it will win the mission. Such tactical details in the comments below are VERY worth reading.
Invader ATV
Ehhhh, muh medic - that aside, they're at an excellent place right now. Defensively they're 10ppw which is among best-in-faction for Marines while also having a choice between 2 very good weapons. 10/10, would medic again. I can't even really ADD anything to that, they're REALLY good. They even beat many other non-melee units in melee due to having A4 (crappy profile, but still - you can add 1 or 2 extra guardsmen with those) In terms of a single-shot multimelta I would prefer the Attack Bike attached to a Biker Squad due to the extra protection so for a singular invader I would prefer the Onslaught... but they SQUADRON, that means 6~9 cap on a great platform.
Land Speeder Tempest
They're now basically just the regular Land Speeder (Typhoon) with an Assault Cannon instead of HB/MM. While I personally would permit someone to use the Assault Cannon/Missile Land Speeder as proxy, this is an official FW model so ... like... buy FW. They lost all their special rules, but in exchange they are functionally the same grouping as the other Land Speeders and can safely be called "The 4th variant"... they're a Typhoon with an Assault Cannon, no more/no less
Land Speeder Tornado
Frankly too expensive or too flimsy. They also squadron, but the added Heavy Flamer (assault cannon) just doesn't really sell them for me... but they are the only high-speed heavy flamer left (if you exclude the Invictor Battlesuit Incendium Cannon)
Land Speeder Typhoon
Landspeeder with twin-missile launcher and heavy bolter... I just can't swing it over taking... literally a devastator squad with 2 missile launchers and heavy bolter. Of course, the devastator costs 20 points more, so.... ehh. If you want missiles, it's weird for me to say this, but the Deathstorm Drop Pod is the superior option as long at it shoots at at least 3 units On the flip side, on large tables those 48" missiles combined with high move speed lets you kite infinitely against everything except AIRCRAFT... but since the bulk of the missions don't favor that, I don't see any utility here. (Example, it would be a STAPLE on Death or Glory since they can just dash off to the side and you'll NEVER catch them)
Land Speeder
I do like that they are cheaper, but for a HB platform the attack bike is better most of the time (I mean, it's not like you need to put a land speeder on the roof of a building, right?) Of all the Landspeeder variants this one is weirdly the most viable due to not having any fat on it - it may only be an HB, but it doesn't waste any points doing that. Their ability to buff Whirlwinds is..... a thing. If you are already using Whirlwinds then these guys can increase your output by a minimum of 25%, which helps now that Whirlwinds can't be buffed by auras.
Outrider
Anecdote time: I bought a Malcador tank for 30k because they were the only non-titanic with the ability to titanic Tank Shock because I had this gimmick in mind to RUN OVER the enemy... then that ability got nerfed, then the Malcador got nerfed, then Tank Shock got nerfed, and then 8e came out removing Tank Shock entirely. So.. I never got to run anyone over. Outriders.... ... kinda let me do that! Sure, it's not a Baneblade using Crush Them or a Malcador doing it for free; but they have a best-of-all-worlds shooting profile with that twintercessor rifle, they also have that chainsword and "possibly" 6 attacks on the charge (7 for the Sarge) I think the Outrider Sarge might be a fair target for the Master Artisans stratagem since that chainsword with 7 attacks can be upped to D2 Their only downside is their unit size... 3 is rather small for a unit that BEGS to be running full 9s, plus they don't have any heavier weapons. But at least you get to roadkill W1s with extreme gimmickness.
Scout Bike Squad
Unless you can cheat and put 5 of these in a Land Speeder Storm I'd say these guys are completely dead. Same cost as regular bikes for one less wound, one less armour. Their grenade launchers seem to be free though, so, like, I suppose the fact that they have Outflank means you can bring them in late on turn 3 to grab 4-quadrants (can enter enemy deployment zone)... I really don't understand the game balance behind Frag/Krak grenades so I'm willing to hear any arguments for a 9pack of scoots with Krak Launchers deployed in the enemy base
Hailstrike
Sorry, no. For slightly less than the cost of 2 Invader ATVs you get... 1 ATV plus an ironhail stubber. In some ways this could put them equal to the ATV, if you really don't need S5 specifically - but 2 ATVs seem like they'd always be better. And you can't use slot limitations as an excuse since ATVs can squadron
Hammerstrike
Similar to above, only for Meltas... I still think I'd prefer 2 melta invaders (or a MM/M bike squad) for the same points, but this guy does have T6 which is a very nice number to be at. And unlike the Failstrike this thing has a secondary weapon that works. This thing is rather pricey though, for the sme price you can take a 4 lascannon Predator which gains more range, more T, more W. Use only where a flying melta is required
Thunderstrike
This one is interesting, but too expensive. It's BS2 which is extremely rare on vehicles these days, but the rest of its loadout is basically just 3 mid-range lascannons. BS2 triple lascannons is slightly worse than BS4 quad lascannons, but it's close, and the added twin-autocannon is nice, especially with added blast . Of course, it's really weird to me that so many anti-air weapons have blast when there's no squadronable Aircraft that I know of. Frankly I would prefer a Landspeeder+Whirlwind than this. It's the same price and you're exchanging 3 lascannons for just a heavy bolter, but you gain line-of-sight bashing. I'd only use it where you need flying lascannons and don't want to use a Stormtalon/Stormhawk. On the flip side, the Thunderstrike has probably the safest Sweep and Clear since they can yeet any small scale deep strike team
Suppressor
I prefer the Firestrike for wrote damage, but these guys ARE good. Split fire to paralyze an entire front line before a charge, or camp them on top of a building for unparalleled non-character sniping (you guys are using 12" buildings as terrain, right?) Their biggest downside is not being allowed to go up to 6 men. Also, their autocannon is a niche target for the Master Artisan stratagem since you get a D3 autocannon, 3 shots, with S/T advantage over T5 gravis... could see niche play. If you don't care about overwatch... frankly these guys are still pretty decent since they have high speed and long range, making them among the best units on missions like Death or Glory
Tarantula Turret
I would 8/10 these guys, but they aren't FA any more... they are now fortifications. This really sucks (for me), but if you were planning on bringing a fortification anyway, then these guys are great filler since you get like 5x fort slots and probably only wanted to use 1 anyway ... ... Post Script Fast Attack is a great slot and massively improved over 8e. I still feel Assault Squads haven't found their niche when there's VVs - and the same goes for Scout Bikes Vs. Regular bikes. The splitting of landspeeders into essentially 7 different units (if you count the primaris ones) just feels silly when they don't have too many differences between them. Inceptors are the unit I most changed my mind on spending the last 2 hours writing this - I went in being disgruntled that they aren't D2... but then bounced back by thinking of them more like Mastercrafted SMGs. Invader has that glorious Medic-combo of course. I also lament that Outriders and Suppressors can't go up to 6. Mission Plan This is a short breakdown of SOME missions and how the FA slot might perform depending on terrain. I left out any missions that don't really give any FA advantage
Incisive Attack - Landspeeders can really clean up Sweep and Clear objectives while also providing end game power if they don't degrade (primaris). You can take Surgical Assault early and then bring your speeders back to your own base
Encircle - the Encircle progressive objective is easy to hold with landspeeders, but particularly with Scout Bikers due to outflank letting you drop in on turn 2... if a player is committing resources to holding the 4 centre objectives they might not be able to contest a Scout Bike unit in their own base harassing them with 30" grenades
Crossfire - Suppressors are the only non-vehicle unit that can shoot diagonally from point A to A or point B to B if there's 3~5" terrain in the centre of the map due to gaining added height. Of course, if the middle is a crater instead of a building (during map set up) then any 48" and most 36" should be able to do it just fine.
Forward Push - Outflanking scout bikes can score easy 8s in theory, but since the action has to be started before the reinforcements step this is more difficult than at face value... but if your opponent overestimates that fact then you can exploit that to have more valuable units elsewhere. Secondly, if you want to be extra offensive then the high-speed options in the FA slot can help counter enemies attempting to take your 8-pointer as well
Shifting Front - Outflank for Test Their Line
Retrieval Mission - Minimize Losses can be done with FA options due to superior kiting ability, but I don't recommend it since there's 4 objective markers that are more important.
No Man's Land - GREP
Scorched Earth - Deathstorm Drop pod can hit 4 objective markers at the same time and is tall enough to reach over many terrain pieces... however I think marines should favour defence instead of offence on this one
Vital Intelligence - Deep strike critical to scoring data-intercept and land speeders can do sweep and clear tactics to grab more data terminals. The map is also huge and diagonal so having extra speed is very important. There's zero points for holding only 1 objective marker, so you need to be FAST
Sweep and Clear Crusade - Sweep and Clear has Secure and Sweep. Since the markers can be virtually anywhere it helps to have a combination of high speed, outflank and deep strike units so that you can concentrate on esoteric parts of the map. This is true for almost all Crusade missions
Supply Drop - everything comes down to a strong turn 5 and having either high defence or high speed can help you secure that final marker.
Assassinate - This is a VERY fun mission BTW, I highly recommend it. While snipers will probably help more than Fast Attack, being able to get behind the enemy warlord with flying units to help potentially bypass Look Out Sir. This is a case where I might take 2 VVs and 2 Assault Squad just to make sure that Warlord is body checked into oblivion
The Relic - grab with a suppressor or inceptor and just... fly away to victory. a 10x of Assault squad can grab the relic with their front man and 'claim' it with their rear man for extra distance.,, if you daisy chain your models you can lose your entire unit and still deposit the relic like 20" away towards your own zone
The Ritual - Assassination on Steroids, another great mission - since the Warlord gets 4++ for free on this mission having a lot of small arms can help wear them down and Fast Attack can excel at that
Raze and Ruin - unlike the earlier mission, the Raze(action) takes place at the end of your movement phase, not the start; and is completed at the end of your turn. This means your Fast Attack (Deep Strike) units can ninja this action at pretty much any time, anywhere, unless dedicated defenders are left on every single objective marker.
Firestorm - Invader ATVs can pretty much win this mission just by existing
Hold at All Costs - high speed flying units can try to squeeze into the center, but a strong vehicle rush would probably be better. A deathstorm drop pod would be a huge investment given how small this match is, but the defender using it would be unassailable for the most part.
Death or Glory - Defender can kite to win, attackers will benefit from having high-speed and/or deepstrike/outflank to kill any stragglers that are attempting to do the same.
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