2012.10.18 17:10 TheBossIsWatching For WRX Lovers
2009.11.29 08:37 subaru Subaru - For the horizontally opposed.
2019.03.18 20:48 Better_Call_Salsa AlabamaForYang
2024.06.08 18:54 Embarrassed-Ask-5133 Question
2024.06.08 17:44 lil_pump77 Fair Trade? Or bad idea?
2024.06.08 14:51 HOS2002 [Patch Notes] NFSNL – Aftermath Update 08-06-2024
Mayor Rob Steele is tightening his grip as the Underground rallies together. Can the crew navigate the dangerous landscape and get their lives back? submitted by HOS2002 to nfsnolimits [link] [comments] TU69 - Aftermath Update Patch Notes New Cars1998 Nissan R390 GT1Car Class: Super
Starting Window: June 12th 0:00 UTC – June 23th 0:00 UTC Ride the Nissan R390 GT1 and do everything it takes to preserve the Underground in the all-new Aftermath Special Event! 2020 Porsche Taycan Turbo SCar Class: Super
Starting Window: June 18th 0:00 UTC – July 5th 0:00 UTC It's the return of the XRC! Challenge Chip and Yasmine again in the XRC: Porsche Taycan Turbo S Special Event! Flashbacks(all links to flashback guides by u/HOS2002)Slot 1: Starting Window: June 24th 0:00 UTC – July 18th 0:00 UTC
Starting Window: June 30th 0:00 UTC – July 24th 0:00 UTC
Starting Window: July 6th 0:00 UTC – July 30th 0:00 UTC
Starting Window: July 12th 0:00 UTC – August 5th 0:00 UTC
New Vault Events:Proving Grounds: 1971 Lamborghini Miura and Breakout: G80 have joined the Vault as Bounties! Give them a try, if you are up for the challenge.
New Wraps:Earn two new wraps in this update! Show off with the Carnage and Euphoria car wraps.
Underground Rivals Schedule:RiptideStart Date: Monday, June 17th
Start Date: Monday, June 24th
Start Date: Monday, July 1st
Start Date: Monday, July 8th
Start Date: Monday, July 15th
Start Date: Monday, July 22nd
Start Date: Monday, July 29th
UPCOMING PROMOTIONS AND EVENTS:Double Rep Promotion
Tuner Trials All Access Pass
Replay Races
This update will be available for download Tuesday, 11th of June 2024 23:00 UTC. Note:We apologize for any errors and ambiguities. EA is not in a position to issue decent patch notes. The names of the cars are so often wrong, sometimes you just have to guess.You may check the official news page. |
2024.06.08 02:46 trexwalters Put a catless midpipe on my gutted 03 SVT
Stock exhaust other than the mid pipe, it backfires like a revolver when I get off the gas around 4-5k rpm’s and then get back on. Love this car, kept up with a 2022 wrx flooring it from 20-99 (ate me on the top end ≈ 90-120), the back end kicks out without even having an lsd, and it handles like a kart on rails. Absolutely amazing autocross/touge/rally car to build, I am in love. submitted by trexwalters to FordFocus [link] [comments] |
2024.06.07 15:57 con-all My Suggestions For a Full Release
2024.06.07 13:34 rrrb50 [PC] [20??] Top Down Racing Game that had weird artstyle of characters like Road Rash
2024.06.07 03:54 versacemark Driving vs Abusing
First time owner of a wrx. First things first, I love the community, along with the forums that come with it, also the people are dope. I’ve owned this car for seven months now (5899 miles), outside of a remark muffled axle back, I have yet to do anything to the vehicle in terms of performance. submitted by versacemark to wrx_vb [link] [comments] I drive this car like a grandma on basic commuting, but then on back roads and certain parts of freeways, I absolutely let loose. and by let loose, I mean, reving it to the limiter, downshifting/rev matching, heavy braking, etc. One thing I can say after driving Si’s after years of working at a dealership and driving friends cars, these cars don’t like sitting at the same RPM as the vtecs do, which is understandable. Not trying to compare the two. I’m posting here because I enjoy this car, and I enjoy to actually “drive it”, which is why I bought it. I don’t dump the clutch, I don’t “launch” the car. What is this forums input on abusing versus “driving” the wrx for its intended purposes. I bought this car to drive it and enjoy it. I want to enjoy every horsepower to its maximal potential meaning rev/exhaust the engine and not worry about driving into a ditch while being an adult about it. what’s the purpose of buying a $34,000 brand new street configured rally car, just to drive it like a baby so you don’t mess up the transmission or other components. |
2024.06.07 03:00 Acceptable_Ask4858 Rally Coilovers for my 2006 wrx
2024.06.07 01:03 SelectionOptimal7348 Abra-Crypto-Dabra! Become a Donation Wizard with Our Bitcoin Donate Button
https://www.bitcoinqrcodemaker.com/donate-button/ submitted by SelectionOptimal7348 to BitcoinQR [link] [comments] Ladies and gentlemen, witches and wizards of the digital realm, gather 'round! If you’ve ever dreamt of conjuring up donations like a sorcerer summoning spells, then you’re in for a magical treat. Today, we’re diving into the enchanting world of accepting crypto donations with the flick of a wand—or rather, a click of a button. Welcome to the mystical domain of our Bitcoin donate button app, where the only incantation you need is "click here"! Prepare your potions and dust off your spell books as we embark on a journey through the arcane arts of Bitcoin donations, filled with wonder, whimsy, and just the right amount of wizardry. So, without further ado, let's cast our first spell! Chapter 1: The Magical World of Crypto Donations Once upon a time, in a land not so far away, charities and nonprofits relied on the old-fashioned methods of donation collection. Coins clinking in jars, checks written with quills (or pens, if we’re being modern), and credit card transactions that felt about as fast as a snail’s pace. But then, like a comet streaking across the night sky, Bitcoin appeared. Bitcoin, the mystical digital currency that operates free from the clutches of banks and borders, offers a new way for people to support their favorite causes. No more dealing with currency exchange rates or transaction fees that nibble away at the donation like a pesky gnome. With Bitcoin, donations are as seamless as a magic carpet ride. Chapter 2: Summoning the Bitcoin Donate Button Enter the Bitcoin donate button, the wizard’s staff of the crypto donation world. With a simple spell (okay, maybe just some easy steps), you can embed this powerful button onto your website, transforming it into a portal of generosity. But what’s the secret behind this magical button? Let's unlock the mystery. Our Bitcoin donate button app is designed to be as user-friendly as a spell book for first-year Hogwarts students. Here’s how it works:
Now that you’ve summoned your Bitcoin donate button, let’s explore the magical benefits it brings. Accepting crypto donations isn’t just about being trendy; it’s about harnessing the power of blockchain sorcery for good.
What’s a wizard without their network of fellow magic enthusiasts? Once you’ve set up your Bitcoin donate button, it’s time to spread the word and rally your supporters. Here are some spellbinding tips:
As we look to the horizon, the future of crypto donations shines brighter than a phoenix’s feather. More charities and nonprofits are discovering the benefits of accepting Bitcoin, and donors are increasingly eager to support causes they believe in through digital currencies. By adopting our Bitcoin donate button, you’re not just staying ahead of the curve; you’re embracing a new era of philanthropic magic. Whether you’re fighting for environmental conservation, supporting education, or saving mystical creatures (looking at you, cat sanctuaries), crypto donations offer a powerful tool for amplifying your impact. So, fellow wizards, the time has come to cast your spell and unlock the true potential of your cause. With our Bitcoin donate button, you’ll harness the magic of crypto and transform the way you receive support. Ready to become a donation wizard? Visit Bitcoin Donate Button and start your enchanting journey today. May your donations flow like a river of liquid luck, and may your cause shine as bright as a Patronus in the night! |
2024.06.06 21:18 anas6768 Nvidia hits $3tn and surpasses Apple
2024.06.06 14:37 gutterboy So Happy to (re)Join the Team
My first car was a 1998 Impreza 2.5 RS. Loved it to death despite its limitations. Lasted till 2012 before selling when it needed some major repairs and I was in NYC so didn’t really need a car. From there, moved upstate but family priorities determined the leases, but stayed in the Subaru family: Crosstrek, Base Impreza, Forester, Forester, and now Forester Wilderness edition which my wife and I both love. submitted by gutterboy to WRX [link] [comments] I’ve been driving a Ford Transit Van for the last three years as a work and personal vehicle. Sooooo, imagine the Cheshire Cat-ass grin on my face yesterday when I finally got to drive home in the 24’ WRX. What an absolute joy. The steering is so sharp. Love it. Even staying below 4k RPM she is still a blast. Gonna have rally blue balls for the next 940 miles, but it is so great to have the joy of driving back in my life. Driving fun back roads was always my favorite way to de-stress and it was absent for far too long. I have been habitually placing my hand on an automatic shifter stick for 12 years with my brain still conditioned for a MT gear change. What a fun car. Thanks for all the FAQ info! |
2024.06.05 16:48 StevenToast81 2007 Impreza WRX Wagon
2024.06.05 16:46 StevenToast81 Impreza WRX Wagon - What's it worth (in Canada)
2024.06.04 22:26 AlfredTheJones Body of a woman is discovered by the side of the road; Investigation finds out that she died due to bleeding caused by uterine hemorrhage and that she was dragged to the place where she was found- Who was the Muskogee County Jane Doe? (2006)
2024.06.04 09:49 Biimoee Sim racing on Linux?
2024.06.04 06:09 Common_College7971 Tennis games
2024.06.03 23:30 Cephalomagus 2024 Season 3 Release Notes [Pre-Release Edition]
2024.06.02 09:08 FancyInvestment397 SkyCrown Casino Review [Updated June 2024]
SkyCrown Casino is a platform dedicated to providing the ultimate gambling experience. After signing up, we received a massive welcome bonus of up to €500 with 225 Free Spins. They also have a Live casino bonus, including a collection of weekly and special promos to use on selected games. submitted by FancyInvestment397 to GamblingSites [link] [comments] What we like
Casino info
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2024.06.02 07:36 JDCooke Coast Environmental Alliance vs the local Aboriginal Land Council: an interview with ‘Walk for Kariong’ organiser Emma French.
Recently advertising appeared on Social Media for an upcoming event related to “Saving Kariong Sacred Lands.” submitted by JDCooke to u/JDCooke [link] [comments] https://preview.redd.it/keloxgcrh34d1.png?width=1023&format=png&auto=webp&s=8af7225c437fc8b966382a0af8bb522424e1aa84 Advertised as a Walk 4 Kariong, this event was being run by Emma French, of the GuriNgai affiliated ‘Coast Environmental Alliance’ (CEA) founded by non-Aboriginal man Jake Cassar. https://preview.redd.it/n93pkznxh34d1.png?width=1249&format=png&auto=webp&s=266d5cad46935a4803fb8bc848aba33ab0a73c50 To find out more, I had a quick yarn with the organiser of this event, Ms Emma French. My first question was simply whether the Walk for Kariong Sacred Lands event was being organised by Ms French, to which she replied “it’s just a day that we are going to meet up, as a group, and do some of the 5-Lands Walk. https://preview.redd.it/8yt44ol4i34d1.png?width=798&format=png&auto=webp&s=810c4a49c5b7ea871330b54bf4c4b957566cfa9e ‘It’s just a social group getting together, it’s not like an actual organised event. There are t-shirts, for the cause, which people will be wearing on the day. It’s a social event, with our group, that are going to walk together, to help the wildlife. We are going to be walking together, that’s it, it’s not a protest; it’s a family friendly walk’, Ms French said. “The thing is, we are doing it on that day because Darkinjung Land Council (Darkinjung Local Aboriginal Land Council DLALC), and ‘5-Lands’ are pretty much the same people. The 5-Lands is sponsored by, supported by the Land Council (DLALC) so they are quite entwined.” Ms French claimed that ‘Kariong Sacred Lands was saved by the same group of people around 10-12 years ago. The people that saved the land are from the same group as I am from (Coast Environmental Alliance, CEA). Darkinjung (DLALC) owns a big chunk of that and they are trying to rezone it, so they can build on it. So all those people who were fighting back then, are back up again.’ Ms Emma French went on to say ‘there’s different groups, and they change over the years, but the group that we are belonging to now, well are just part of, we are just members, is CEA, Coast Environmental Alliance, set up by Jake Cassar. So it’s all linked, we’re all linked together. We have been doing protests and rallies, we’ve tried to get Liesel Tesch to listen, but she won’t and keeps saying her hands are tied.’ https://preview.redd.it/7u1ncb63i34d1.png?width=668&format=png&auto=webp&s=935614cb7112001746bcd9bd1dbef6df97ed7fff Ms Emma French described that her group and Save Kariong Sacred Lands were essentially the same group, while Coast4One is also run by another member of CEA Vicki Burke, whom Ms French described as being among Evan and Steven Strong as ‘the original people who fought to save Kariong’. I mentioned that all these different groups, of essentially the same half dozen people, seem completely focussed on one small parcel of land that is owned by the local Aboriginal controlled organisation. “Right now that’s the land that is at threat. We know if we don’t say anything, and just let that (the development) go through, it will be very easy for them to take down other sites.’ At this point I sought clarification on who Ms French meant when she said ‘them’. ‘Darkinjung! The developers! Darkinjung is a land developer, they’re a council and a land developer. We know that Darkinjung is a developer. The people will be very much aligned with them (DLALC), their families, and hire them to build and develop the land.” To summarise what we’ve learnt so far – Ms Emma French had planned a ‘social event’ including over organisations that have for the last few years been hyper focused on Kariong, and were now selling t-shirts and marching together in a non-protest in solidarity against the local Aboriginal controlled Local Aboriginal Land Council, on the day of the 5-lands walk… Ms French replied ‘well the t-shirts were not for the event, they were something we were always going to get done anyway. We were always planning to do the t-shirts, the t-shirts are coinciding with the event, people might wear them for the event, or wear them if they are doing the event or not. I back the local Aboriginal People opposing the development such as Paul Craig, Renee Sales, and Colleen Fuller.’ https://preview.redd.it/in64nn86i34d1.png?width=514&format=png&auto=webp&s=90674a9c131f1777c220dceaad782e2aaf1be427 I asked if Ms French was familiar with the very public controversies regarding ⅔ of her ‘Aboriginal People’ who were in reality non-Aboriginal, and that only Renee Sales is an Aboriginal Person. ‘Talk to Jake Cassar, he does everything, and I just do the graphic design.’ https://preview.redd.it/4ohnw3e1i34d1.png?width=557&format=png&auto=webp&s=2e25840eafa36eae13a90e20ba393438c8257fae The topic turned to CEA’s repeated criticism of members of DLALC allegedly not being from the Central Coast. I asked why that would matter, and why this standard was not applied to Ms French, and her compatriots who are themselves, for the most part, not from the Central Coast, as well as not being Aboriginal. Ms French replied “I’m just doing it for the animals, to give them a voice. We’re not intending to gate-crash the event, we’re not gate-crashing the event, we’re just walking on the beach.’ Ms French had at this stage not been in contact with 5-Lands Walk, and had no intention of doing so. “I’ve never had to ask permission to walk on Copa Beach before.” |
2024.06.02 02:30 koonhead GR Yaris or V8/V7 WRX STI
2024.06.01 20:06 originalmaczko My Windows XP Setup
submitted by originalmaczko to windowsxp [link] [comments] |
2024.06.01 00:26 Joshh170 Manor Lords Releases Big New Update
Manor Lords developer Slavic Magic has released a major new update, addressing several technical issues that have been affecting the early access city-building game. The new Manor Lords update also adds a slew of new items and features, and the developers recommend players begin a new save to see all the changes. submitted by Joshh170 to GameGeeks [link] [comments] Similar to the Civilization franchise, Manor Lords offers compelling strategy and city-building elements. The game launched in early access this past April on PC, quickly becoming one of the most highly rated games on Steam with a Very Positive rating after more than 39,000 user reviews. Despite some of the game's technical issues in early access, the game's sales continue to flourish as the developers maintain an open line of communication with its player base. Slavic Magic released Manor Lords update 0.7.972 and revealed a lengthy list of changes in the patch notes. Firstly, the developers note that players should begin a new save and remove their favorite Manor Lords mods to ensure all the changes and additions in update 0.7.972 are applied to their playthrough. Update 0.7.972's new features include inter-region trading via Trading Posts, a mourning period for deceased residents, and a King's Tax mechanic. What's more, the update adds new armor variations, a Large Granary building rework, a new St. Maurice patron saint, an "allow market stall setup" toggle, and a construction reserve. Manor Lords update 0.7.972 also applies numerous changes involving gameplay and balance, including adjustments to resources and agriculture, the in-game economy and trading/market systems, and infrastructure. A number of quality-of-life improvements were implemented as well, such as a 75% reduction in ale consumption, an increased carrying capacity for on-foot trading post workers, and a doubled fertility regeneration rate for crops. All of these changes mean that players should have a much easier time exporting and trading the best items in Manor Lords. On PC, the latest Manor Lords update applies various fixes and tweaks to anti-aliasing and upscaling selection upon the game's first-time launch with specific GPUs, including Nvidia's RTX 40 series graphics cards. Alongside minor adjustments to the in-game market, the update implements fixes and changes to the user interface to aid in visibility and accessibility for all users. Since the game is going to be in early access for the next year, Slavic Magic has plenty of time to gauge player feedback and introduce new features that could enhance the Manor Lords experience. The Manor Lords developers encourage Steam users to submit a review since the team often checks the Steam page to read up on players' thoughts. Manor Lords Update 0.7.972 Patch Notes Major Changes The King's Tax (or Annual Royal Tax, name undecided): The tax is collected annually from all players (main player and AI) and goes to the liege. It is calculated per population, serving as a counterbalance for players hoarding huge wealth despite non-optimized economies. Currently, players can incur debt without consequence. In the future, failure to pay will result in losing the king's favor and eventually facing the king's army as enemies. Global/Local Trade Switch for Trading Posts: Players can now switch trade to "local only" in the trading post for each type of good, allowing them to exchange goods between their own regions while ignoring free merchants. Two trading posts (one in each region) are still required to make this function work. Employed traders will prioritize traveling to the location with the best prices to commence trade, potentially including regions owned by other Lords. The transport distance factor is reduced to make it more predictable for players where traders will go (to the place with the best price). Regional wealth is still required to exchange goods between regions with a trading post to maintain regions as independent economic units, simulating a more realistic economy. Gameplay & Balance Resource Management & Agricultural Adjustments Food Consumption: People now pick a random food resource instead of eating food in a specific order. Crop Fertility: Fertility is no longer drained after crop growth reaches 100%, making early harvest micromanagement less necessary. Yield may still increase over 100% growth if max yield is not reached. Yield Cap: will now never increase past 100% growth to avoid confusion about exceeding 100%. Even when fertility reaches 0%, there will still be a small possible yield. Harvesting Efficiency: When harvesting, crops are directly added to the field inventory instead of the villager inventory to reduce bottlenecks from harvesting walk times, especially for large fields. Oxen Prioritization: Prioritized oxen plowing over transporting resources to the granary and warehouse to reduce oxen walking back and forth from the plowed field every time new resources are available for transport. Plowing Shed: Plowing shed now adds 2 livestock worker slots. Food Distribution: Food-producing residential plots no longer stock up on their produce before sharing with the marketplace. Sawpit Log Storage: Increased sawpit log storage space to 5. Economic & Trade Developments Baron Region Claims: Lowered the rate of the Baron claiming regions and adjusted it to better reflect game settings. Worker Camp Upgrade: Removed the worker camp upgrade intended for colony regions; it will be re-added when properly implemented. Trade Route Establishment: When establishing a trade route, merchants no longer all spawn at the nearest trade point but are distributed to circle between various trade points. Archer Damage: Archer damage increased from 4 to 13. Trade Logistics Development: The "Trade Logistics" development branch now lowers the cost of new trade routes by 50% instead of clamping it at 25. Trade Route Costs: Increased the base cost of opening a trade route from 12 to 20 (before the good value multiplier). Reverted the cost of opening new trade routes to linear scaling. Market Oversupply: When the market is oversupplied, players can still export goods at a lower price. The price multiplier for oversupplied goods is now 0.75x for oversupplied and 0.5x for critically oversupplied. Market Oversupply Rate: The rate at which the market becomes oversupplied no longer depends on the value of goods, ensuring equal rates for all good types. Better Deals Development: The "Better Deals" development branch reduces the foreign import tariff by 50% instead of removing it completely. Global Market Supply: Tuned global market supply to rebalance itself faster, aiming for a closer to one-year cycle if not trading. Quality of Life & Infrastructure Ale Consumption: Reduced ale consumption by 75% (approximately 1/3 per family per month). Building Placement: Made building placement steepness limits harsher to prevent trading posts and churches from looking awkward on sharp slopes. Soldier Approval Factor: Soldiers no longer trigger the "unburied bodies" approval factor when corpses are in their proximity. Hitching Post: Hitching post is free again to reduce the chances of players getting stuck without an ox, hitching post, or the ability to order an ox. Sheep Breeding: Capped sheep breeding to a maximum of 1 new lamb every 10 days. Water Fetching: Villagers are now only allowed to fetch water from the well nearest to their home, except in case of a fire. Maximum Yield per Plant: Increased the maximum yield per plant from 2 to 4 (Hunting Grounds policy still reduces it by half). Plant Yield Rate: Plant yield rate reduced by half to encourage early harvest only in emergency mode. Militia Squad Limit: The militia squad limit is now 6, regardless of whether the player has a retinue or mercenaries. This will be connected to a rank system in the future. Fertility Regeneration: Doubled the fertility regeneration rate effect on fallow fields and from fertilization. Plant Growth Rate: Adjusted crop growth to match crop rotation (to hit 100% at harvest as often as it can on auto). Tree Growth Rate: Slowed down tree growth rate by around 30% to enhance forest management impact. Trading Post Workers: Increased the carrying capacity of on-foot trading post workers from 1 to 5. Royal Tax Calculation: Royal tax is calculated as follows: No tax for the first 5 years, 1 Treasury per citizen after 5 years, 2 Treasury per citizen after 10 years, 3 Treasury per citizen after 15 years. Granary and Storehouse Worker Slots: Adjusted Granary and Storehouse Worker Slots: unified to 3 families for level 1 and 6 families for level 2. Minor Fixes Trade and Market Adjustments Mindfulness System: Applied the "mindfulness" system to free merchants to reduce clumps and traffic jams. Trade Location: Moved the location of trades further off the map to ensure space for all trade wagons, even if the trading post is placed on the map edge. Trader Transactions: Allowed traders to make transactions without entering the shed if the trading post is clogged, as long as they are within the general building bounds. Marketplace Logistics: Improved marketplace logistics efficiency and optimization. Market Supply Reset: Reset market supply on loading old saves (from builds 0.7.954-0.7.956) due to mismatched global market supply stock values. Market Stall Workers: Capped the number of workers supplying a single market stall to 2 to reduce market clogs with the increased market supply frequency. The number of stalls is now reduced back to the number of families divided by 5, with a minimum of 1 to ensure functionality in towns with fewer than 5 families. Market Supply Optimization: Further optimized market supply functions for smoother late-game town performance. Trading Post Thumbnail: Added the missing trading post building thumbnail. Trading Post Price Range: Trading posts now display a price range for imports, indicating whether they can buy from other regions or foreign trade sources. Optimization and Performance Default AA: Changed default AA under DX11 to TAA. Spatialization Update: Added a spatialization update call for recruits teleported home when rallied to ensure proper collision calculations. Follow Mode Optimization: Updated "is close to camera" value in follow mode to prevent optimization of animations or sound effects for characters near the camera. Firefighting Behavior: Made firefighting villagers ignore anti-clogging behavior at narrow pathfinding points. Pathfinding Updates: Minor unit in-town pathfinding updates. Destructible System: Swapped the old UE4 destructible system for a new UE5-friendly chaos-based debris system currently used for chopped firewood cutter logs. AA/Upscaler Selection: Tweaked default AA/upscaler selection during first-time launch for specific GPUs (e.g., RTX properly defaulting to DLSS). Pathfinding Thread: Added another pathfinding thread for handling multiple end-game cities. Harvest Prediction Optimization: Optimized harvest prediction and fertility changes to reduce stutter. Log Display: Limited the log display to store only the last 100 entries to improve UI optimization. Idle Task Optimization: Optimized the function for finding friends to do idle tasks like conversations. Door Opening Animations: Optimized door opening animations. User Interface and Accessibility Mourning Period UI: The residential panel now has a "mourning period left" UI element that displays the number of days of mourning until the burgage plot can bring in more family members. Mourning Icon: Added mourning icon to the building floater. Save Restrictions: Disabled the ability to quick save during the game ovevictory cinematic. Disabled manual save after being defeated and added a tooltip explaining why saves are disabled. Disabled quick save and autosave if the game was lost. King's Tax Rate Multiplier: Added king's tax rate multiplier to the game setup settings. Victory Camera: After continuing the game after a victory, the camera returns to the player's main region instead of levitating over the map edge. Currency Icon: Unified the currency icon in the mercenary company panel to clarify payment with the treasury, not regional wealth. Accommodation for Homeless: Added an accommodation call for homeless people after a fire, ensuring they are quickly re-assigned to available burgage plots. Family List UI: Aligned "workplace/reassign" buttons vertically in the family list due to most families having more than one member. Font Fix: Fixed old fonts being used in the family entry widgets. Fertility Overlay: Made fertility overlay colors and colorblind symbols more accurate with the percentages displayed in the field's building panel. Building Panel UI: Tweaked building panel header buttons/toggles to improve readability and distinguish buttons from toggles. Market Stalls: Set "Allow market stalls" to ON by default for all workplaces and artisan workshops to aid new players in setting up stalls without confusion. Popup Queue: To avoid popups like "royal tax increase" from interrupting visit mode, they are now queued and triggered after the player returns from visit mode, after around 1-2 seconds. Transaction Popup: When trading between regions, the transaction popup will now display over both trade buildings, depending on which is closer to the camera. Region Borders: Region borders will show under the cursor even if the camera is low, clarifying where region territory ends. Region Calculation for UI: Tuned how "current region" is calculated for the UI to make it more comfortable to build on the edge between two player-owned regions. Crash Fixes Fixed a crash when doing a sequence of livestock import, export, and import because "home" wasn't cleared properly during export, and the same animal was reimported. Fixed a rare crash if a handcart fails to spawn, likely if the trading post was built so that part of it crosses the map edge. Fixed crash on startup if OpenXr SDK is installed. Fixed a crash when deleting a building if there are pathfinding obstacles being verified (for instance, soon after loading a game). Fixed the player being able to reassign a family to another Region, which could crash the game. Bug Fixes Gameplay Mechanics Fixed victory status not resetting after starting a new game, leading to a game over screen not appearing if the player lost/won multiple games without turning the game off. Fixed crops dying in the winter instead of actually increasing yield by absorbing nutrients from the snow as intended for winter crops. Fixed oxen sometimes "ghost plowing" a field when they are waiting for their guide. Fixed plow and ox sometimes misaligned on 12x game speed. Fixed farm workers not accounting for oxen plowing the farms in some situations, leading to a lot of unnecessary collisions on the field. Fixed crop rotation unplowing the fields. Fixed disbanded mercenary group becoming immediately available again after save/load cycle. Fixed the trading post export transactions not moving regional wealth between the regions correctly if owned by the same lord. Fixed paused taverns fulfilling the entertainment requirement. Fixed attempt for never-ending fires if a fire was triggered after the building was already on fire. Fixed livestock sometimes being unaccommodated after order even though there is stable or pasture space due to being transferred to the region twice (once when buying and once when livestock merchant brings it to the building). Fixed livestock traders traded between on-map regions, possibly sometimes paying twice because the ownership changing function was called both on pickup of livestock and on dropoff. Fixed the game getting stuck on the game summary screen infinitely after winning or losing the game. Fixed "none" people populating the town after a raid sometimes who just stand around waiting forever and possibly crash the game while reloading. Fixed the employed traders going to trade points even though the trade route for the traded good is not opened yet. Fixed the farm workers moving to transport tasks early even though there is still plenty of crops to harvest. Fixed predicted yield not showing correctly in the field building panel. Fixed people not resetting rotation after dismounting. Fixed farming oxen not respecting work area limits. Fixed bandit camps respawning on loading because "lastBanditCampSpawnedDay" didn't save properly. Fixed villagers not setting up market stalls to sell their home produce like vegetables if they are unassigned. Fixed granary workers stealing ale from the tavern. Fixed livestock exports getting interrupted by sheep herd behavior. Fixed livestock trader job not triggering an import task when buying livestock from another region. Visual and Interface Fixes Fixed the blurry desktop icon. Fixed the save/load menu header not translating after changing the language. Fixed the front lighting not being visible in the retinue editor if bounced light approximation is turned to low or off. Fixed floating feedback text spawning during the cinematic mode. Fixed autosave triggering during the cinematic mode. Fixed the gilded aventail hounskull helmet appearing blurry in the retinue editor. Fixed the forest mask not drawing. Fixed the wrong yarn basket carrying animation. Fixed the wrong apple basket carry animation. Economic and Resource Management Fixed "storage full" triggering for wrong buildings sometimes (for example, sawpit having 1/1 logs). Fixed attempt for oxen bringing too many logs to the sawpit and crossing the storage limit. Fixed free merchants sometimes got stuck if a trading post was built so close to the edge that a portion of it was outside of any region bounds. Fixed horse wagon rotations getting a bit too wonky on slopes. Fixed a bug where a unit could no longer move due to being forever stuck in "waiting for pathfinding to finish" if another unit with a lower squadID got completely destroyed. Fixed traders not importing from on-map regions even though the price is better than buying from trade points. Fixed farm workers & farm oxen stealing planks from fields which are getting "fenced up." Fixed "homeless" problem banner not disappearing after upgrading homeless camp to a worker camp. Fixed animals not getting removed from stable space / pasture space after death. Fixed animal corpses not disappearing over time. Fixed a dirty fix for families moving into homes but not registering correctly and not displaying in the UI, leading to a "secret" family living in one of the burgage plots. The reason is still unknown and being investigated. Fixed wealth getting transferred when doing barter. Fixed bartering traders always return 1 item regardless of the barter value and carrying capacity. Fixed bartering traders packing too much stuff in their origin region when barter value is more than 1x. Fixed trading post exports not proceeding with transactions once the trader reaches the destination. Fixed multiple markets sometimes distributing multiple instances of the same good type to a plot, for instance, a single plot would "eat" 2 leather, leaving houses on the outskirts forever undersupplied. Fixed crop rotation to fallow causing farmers to harvest itemID_0, which was invisible in the UI and stopped supply dumps from being cleared because they were never considered as fully empty. Fixed farmers getting stuck in pickup-putdown handcart loop when multiple farms are used. Fixed unnecessary harvest data recalculations triggering in the winters. Fixed a bug with trading between regions where during selling items the wrong region would pay for the transaction. Fixed free merchants not applying the foreign import tariff when selling their goods to trading posts if another region was exporting the traded good for a lower price. Fixed trade wagons sometimes traveling with empty inventory. Fixed traders doing "major trades" even without an established trade route. Fixed workers ignoring storage filter settings. Fixed the "current year" always incrementing in January, regardless of the month the game was started in, also leading to the tax being calculated inconsistently [fix for new saves only]. Fixed market supply percentages not displaying correctly because it still accounted for uninhabited homes. Fixed a bug with workers not setting up market stalls if there are less than 5 families in the settlement. Fixed squad icons disappearing/flickering when disbanding certain squads. Fixed export price showing even though trade is locked because there's no trade route established and no interregional trade available. Fixed foreign market supply incrementing instead of decrementing when off-map trade was being done by trading post workers. Fixed disband/remove squad sometimes affecting wrong squads if multiple squads are selected when pressing "disband" or "remove". Fixed "Not enough funds for import" warning displaying even though there is enough. Fixed apiaries leaving invisible items in supply dumps after demolition. Cosmetics Updates and Fixes New Additions and Visual Upgrades Added a new patron saint banner graphics: St Maurice. Added a carried dead body visualization. New upgraded retinue helmet variation: Pointy bascinet. New upgraded retinue body variation: Coat of plates. New upgraded retinue helmet variation: Hounskull bascinet with a gilded cover. New militia helmet variation - banded bascinet with a mail aventail. Reworked LV2 granary model with proper animated doors. Added new 6 "short" attack animations to reduce animation repetitiveness during combat. Added new "inch forward" battle locomotion animations which should greatly reduce the weird "wiggling" effect when groups push each other. Lady visit mode: If you pick the green lady portrait, the visit mode character should now be female. Animation and Model Adjustments Combat animation clean up. Made debris piles align to ground slope. Fixed the throw torch animation ending abruptly. Increased location precision for animals standing in the stables. Fixed the praying animation. Adjusted the two-handed weapon default idle pose to give it a more natural stance. Improved the precision for snapping terraforming meshes (like mines or sawpits) to ground. Made leaf clumps smaller and disabled the parallax mapping since it caused distortions and wasn't very visible anyway. Tuned field dirt UV wiggle to make those huge vegetable gardens players were making less wavy. Fixes and Adjustments Fixed the armor clipping through the leg of the upgraded retinue puffy sleeve upon body variation. Fixed some mail armor variants clipping with helmets on T3 militia units (militia mail will get their own unique variations soon). Fixed the wrong door orientation for LV2 cottage variation B (with a planked gable). Fixed the TAB building floater residential data not showing in 0.7.969. Fixed a potential bug when a family assigned to a smithy is unassigned while a family member is rallied, and the function that unequips their smithing aprons may, by mistake, unequip their body armor oand helmet. Fixed player army UI not getting updated after squad array changes because of non-player commanded units getting removed. Fixed recruit distribution sometimes assigning new militia recruits to an invalid unit |