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MAME 0.222

MAME 0.222

MAME 0.222, the product of our May/June development cycle, is ready today, and it’s a very exciting release. There are lots of bug fixes, including some long-standing issues with classics like Bosconian and Gaplus, and missing pan/zoom effects in games on Seta hardware. Two more Nintendo LCD games are supported: the Panorama Screen version of Popeye, and the two-player Donkey Kong 3 Micro Vs. System. New versions of supported games include a review copy of DonPachi that allows the game to be paused for photography, and a version of the adult Qix game Gals Panic for the Taiwanese market.
Other advancements on the arcade side include audio circuitry emulation for 280-ZZZAP, and protection microcontroller emulation for Kick and Run and Captain Silver.
The GRiD Compass series were possibly the first rugged computers in the clamshell form factor, possibly best known for their use on NASA space shuttle missions in the 1980s. The initial model, the Compass 1101, is now usable in MAME. There are lots of improvements to the Tandy Color Computer drivers in this release, with better cartridge support being a theme. Acorn BBC series drivers now support Solidisk file system ROMs. Writing to IMD floppy images (popular for CP/M computers) is now supported, and a critical bug affecting writes to HFE disk images has been fixed. Software list additions include a collection of CDs for the SGI MIPS workstations.
There are several updates to Apple II emulation this month, including support for several accelerators, a new IWM floppy controller core, and support for using two memory cards simultaneously on the CFFA2. As usual, we’ve added the latest original software dumps and clean cracks to the software lists, including lots of educational titles.
Finally, the memory system has been optimised, yielding performance improvements in all emulated systems, you no longer need to avoid non-ASCII characters in paths when using the chdman tool, and jedutil supports more devices.
There were too many HyperScan RFID cards added to the software list to itemise them all here. You can read about all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page.

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

submitted by cuavas to emulation [link] [comments]

Sympathy for the Drow - De-Vilifying the Dark Elves

The "Evil" races in DnD have always rubbed me kinda the wrong way. Partly once I learned that a lot of them come from racist stereotypes (Orcs, Drow, and Goblins in particular) and also just because it doesn't make sense to me. Even Nazi Germany had variation and dissenters and it only lasted for 12 years. Why would a clearly evil society never change over hundreds of years? In my opinion, a story is only as good as it's villains. So, I've set out to try and make the traditionally evil races slightly more believable and even sympathetic in places.
Now, I've not been a DM very long, only like three years. But the first campaign I ever ran was through Curse of Strahd which paints the Vistani (an itinerant society heavily based on the real world Romani) as a conniving group of thieves, murders, and vampire-worshipers. Thankfully, I found through reddit and other sites how to steer away from the racists depictions of the Vistani and making them seem like, at worst, opportunists. So, I hope to be able to do that with some other of the classic DnD antagonist races.
I've read some other phenomenal post on here about evil races that totally inspired me as well. There's a great two part post about Decolonizing D&D which I adore. The post about alignment is easily my favorite. There's a couple great ones on Orcs and Yuan-Ti too so if some of my ideas are lifted from them, I hope y'all consider it flattery instead of theft. So, here are some primer notes before I get into it.
For creating the Dark Elves, I tried to keep as much as I could from the books. Obviously some stuff has to get thrown out the window though. I also tried to standardize calling them Dark Elves instead of Drow partly because I feel like Drow has a much nastier sound to it and calling them Dark Elves follows the naming convention with the High and Wood Elves. I tried to model them after real-life matriarchal societies like the Mosuo people of China and their pantheon after real deities like the Greeks, Romans, and Norse. I also quickly realized that building a society is inseparable from geography. Where a people are from effects their language, values, mythology, history, and family structure. I've tried to outline details I think are necessary to making this society realistic while leaving it open ended enough to be place-able in different worlds with relative ease. All that aside, lets get into the meat of it.

The Dark Elves: Elven Outcasts

The Elves are a varied and magical people that come from many planes and many environments within them. But none are met with more distrust and fear than the Dark Elves. Easily set apart from their cousins by their charcoal or pitch-black skin, pink-red eyes, hair of grays and whites, and shorter stature, these people have earned a reputation as killers, thieves, demon worshipers, and liars. But history is a cruel mistress, something the Dark Elves know better than most.

The Divine Divide

As the legends go, when the world was still young, Corellon Larethian lived on the Plane of Arvandor with his fellow Primal Elves. They were wild and mutable, emotional and free in all things. They changed shapes at will, gave and took freely to and from the world, and never stayed in any location too long. They wandered to and fro, scattering their peoples across almost every plane. However, this unbridled freedom was not without a price. Arguments, feuds, and small scale wars were incredibly common between them. Some elves would find themselves stranded on far off planes after most of their companions impulsively decided to leave. Their self serving impulses drove them to often completely disregard the needs or wants of others if they went against their own desires. And their reckless revelry was wreaking havoc on the natural world with Elven parties decimating whole planes of edible plants, wild game, and drinkable water.
One such Primal Elf began to see the destruction of their ways and talked to other elves about their actions. Slowly, this Elf by the name of Lolth amassed a small following of devotees that saw the negative ramifications of their inconsiderate freedom. Lolth and her followers agreed to take on fixed forms to show recognition of the dangers that impulsivity could bring. Lolth led this small group of devotees to Corellon to ask for his support. Now, Corellon did not lead these Primal Elves: he was just as wild as the best of them and did not take kindly to others telling him what to do. But he was the First Elf ever born and was universally respected amongst the Primal Elves and if Lolth could convince him, others would surely follow. Corellon listened to her proposition and agreed that they should change to prevent more destruction and conflict, but refused to order his kinsfolk into any action. He was an Elf, same as all of them, and he wouldn’t dare order around his family. He balked when Lolth asked him to take a concrete form as a show of solidarity and brushed her off as a killjoy.
Lolth was unsatisfied with this outcome and her following set out to convince each Elf to change their ways to preserve the beauty of the worlds. However, without the support of Corellon, many elves refused her offer. Her anger grew with each failure and her opinion of Corellon turned sour, something she made no attempt to hide from her Elven siblings. Now, Corellon is a proud god and once he caught wind that Lolth was bad mouthing him in an attempt to win over others, he became enraged. He railed against Lolth calling her a snake-tongued thief and Lolth called him incompetent and cruel. Their tempers flared and all the elves chose sides between Corellon’s freedom and Lolth’s stability. During this great debate, the Primal Elves turned to violence. The Dark Elves maintain that Corellon’s side threw the first blow, while the High Elves claim that it came from Lolth’s side.
No matter the source, this violent outburst soured relations between Lolth and Corellon forever after. He cast her and her followers out of Arvandor and barred her from ever returning. He also cast all but his most trusted kin from Arvandor, forcing them all to live lives on other worlds out of fear of another perceived insurrection. Thus, the Seldarine remain in Arvandor to judge the souls of Corellon’s faithful when they die and Lolth takes refuge in Arcadia with her pantheon where she minds the souls of the Drow. Corellon’s faithful call her pantheon the Dark Seldarine, while her faithful call it the Myrkalfar.

Myrkalfar: The Spider Mother’s House

Lolth the Spider Queen is the unquestioned head of the Myrkalfar, with all other deities seen as her divine family. Lolth is considered at times to be fickle or even cruel, but her ire is never gained without good reason. A very involved deity, her followers constantly search for signs of her favor or scorn in everyday life. When a Dark Elf contemplates a risky or controversial decision, they consult priestesses or perform their own rites which often gives them direct and succinct answers. She serves as an example to matriarchs of Drow families as demanding yet understanding, punishing yet guiding. She asks for a lot of her priestesses, demanding they be an unflinching example of everything a strong leader should be. The Myrkalfar is often presented as a divine household, with Lolth as the matron.
Keptolo is the consort of Lolth and considered to be the ideal of what a male should be. Beautiful and kind, strong and hard working, he helps Lolth in everything she does. Sometimes he serves as a messenger, other times as an agent of redemption, sometimes as a divine healer. When a Dark Elf is tasked with a divine charge, he is usually the one to deliver the message and guide them through their charge. He serves also as a fertility deity and is often worshiped by women or men seeking a child. Outsiders see him as a weak and subservient husband to Lolth, but his faithfulness to his matron is considered a virtue and his status as a “husband” is relatively alien to the Dark Elves as they have no binding marriage in their society.
If Keptolo is the agent of Lolth’s mercy, Kiaransalee is the agent of her vengeance. She is the eldest daughter of Lolth and Keptolo and one that Dark Elves pray to when they feel wronged. Only the most binding and serious contracts are signed under her name. To break an oath made under her name is sure to bring destruction. She is also the governor of the dead, judging the souls of those passed in the afterlife. She opposes the mindless undead created by mortals, but spirits and revenants that return to finish unresolved business amongst the living are considered under her protection. Should a Dark Elf encounter a returned spirit that is seeking vengeance, it’s their duty to leave them on their way and pray that the spirit isn’t there for them. This reverence of certain undead is something many outsiders consider downright evil.
Selvetarm is the Dark Elven warrior goddess and youngest daughter of Lolth. Often depicted with eight arms, she represents the pinnacle of hand to hand martial prowess, but often is without restraint. She serves as both an inspiration for warriors, and a warning. Vhaeraun is the eldest son of Lolth and governs ambition and stealth. Both of these traits are not necessarily vilified, but worship of him is highly scrutinized. Haughty and rash, tales of him often include deceiving his fellow gods for good and ill and more often than not are cautionary ones. He’s depicted as wearing a mask, either as some punishment for endangering Lolth and her family or to hide his identity for various schemes, possibly both.
Malyk is Lolth’s youngest son and a youthful deity of change and growth. He’s often seen as a bouncing young boy that Lolth and her family have to reign in from wild misadventures. His freedom and curiosity is often seen as a double edged sword, both gaining him great riches but also putting him in tremendous peril. He has strong ties to sorcerers and when a child is born with innate magical talent, he is often the one thanked for it. He serves as an outlet for a Dark Elves youthful chaotic nature, but also warns them of the ramifications of their actions.
Ghaunadur is a strange figure in the pantheon. Their place in the family is a bit of a mystery, sometimes called the sibling of Lolth, or her child, or even as Lolth’s parent. What makes them truly unique is that they are a formless deity, something that Lolth once warred with Corellon over. The legends go that when Ghaunadur joined Lolth, they refused to give up their changeable nature. When questioned, Ghaunadur pointed to the slimes, oozes, and formless creatures of the world and said that they wished to protect them from the Elves and the Elves from them. Lolth agreed, cementing their position as the deity of the changing forms of nature. Their favored creature is the ooze, but they govern all natural creatures. Dark Elves often pray to Ghaunadur to protect them from the creatures that lurk in the depths of the forest.
Zinzerena is Lolth’s sister and is the goddess of poisons, illusions, and magic. Viewed as an elderly and patient figure, she often serves as council to Lolth in desperate times. She’s said to be the mother of all poisons and venoms and her teachings are all about finding the wisest solution to a problem. Zinzerena teaches that even though the spider is small, it’s bite can still fell a panther. Despite her perceived age, she’s considered the younger sister of Lolth and is thought to be incredibly quick and nimble: a reminder that not everything is as it seems.
Eilistraee is Lolth’s niece and daughter of Zinzerena. Considered the black sheep of the pantheon, she serves as a goddess of redemption and moonlight. Dark Elves that turn their back on their family or scorn traditions will sometimes find themselves turned to Driders, half-spider half-Dark Elf creatures shunned by all. Eilistraee is said to watch over these creatures and if they are repentant, offer them challenges that they could complete to redeem themselves. Lolth often views her with contempt or mistrust, but never hates her and maintains her place in the pantheon. Dark Elven faithful rarely worship her as the others. She’s also one of the only deities of the Myrkalfar to claim no animosity toward the Seldarine and their faithful.
Spiders are the sacred animal of Lolth and are often used as an example of social order and the importance of family bonds. Each strand of silk serves the web as whole. More literally, the giant spiders of the Underdark are multifaceted and incredibly useful creatures. Serving as beasts of burden, war steeds, meat producers, household guardians, and silk producers, they are present in almost every facet of society. Their silks are used in everything from wound dressings to armor to architecture. To kill or steal another family's spider is considered akin to stealing a member of the family. Smaller and more poisonous spiders are often kept in temples and their webs are used as divining tools for priestesses.

Elven Exiles

The recorded history of the Dark Elves is full of contradictions from High Elf and Dark Elf sources. What historians can agree on is when the Elves of the Prime Material arrived, the followers of Lolth secluded from their Wood and High cousins and retreated into the Azelarien, also known as the Green Sea in Common. A massive forest, nearly 1 million square miles of dense and vibrant trees, that grows denser and darker the farther in one ventures. For countless eons, the High, Wood, and Dark Elves lived in relative harmony in their own corner of the world. High Elves lived near the forests in towns and villages, the Wood Elves lived in the lightly forested outlands of the Green Sea, and the Dark Elves lived deep in the central forests which was so dense that very little light reached the forest floor.
As time passed and their villages turned to cities, the High Elves began expanding into the forest, chopping some down to build homes and heat their furnaces. This began pushing into the territory of the Wood Elves and eventually the Dark Elves as well. These two peoples formed a shaky alliance to push back the expansive tide of the far larger High Elven armies. This alliance proved successful however and the High Elven forces began losing ground. What happened next is a matter of some debate. High Elven historians attest that the Dark Elven armies used Wood Elven soldiers as unwitting bait to lure the High Elven armies into a trap, thus causing a schism between them. Dark Elven historians state that the Wood Elven armies turned on them after the Wood Elves met in secret with High Elven leaders and bargained for their independence. Some Wood Elven historians claim that after a brutal defeat on the field, they were met by High Elven dignitaries that offered them clemency if they turned on their allies. They initially refused, but after the dignitaries threatened to make the same offer to the Dark Elves, they had no choice but to accept. No matter the cause, the histories agree that the Wood Elves turned on their erstwhile allies and helped push the Dark Elves into a rapid loss of ground.
Facing the might of the two armies with their own relatively small one, the Dark Elves were beaten into a hasty retreat into their own territory. Losing every open encounter, the Dark Elf matrons developed a new strategy of combat. The armies switched from training as many as quickly as they could, to training only a select few in multiple different forms of combat and magic. As the High and Wood Elves advanced into their territory, they quickly found their supply lines cut out from under them, their soldiers ambushed while sleeping, their scouts captured, and their leaders assassinated. And even if they would make it to a Dark Elf settlement, they would find it abandoned and booby-trapped, warned by their fast and silent scouts. If the Dark Elves couldn’t face their enemies head-on, they would weaken them with quick and decisive strikes.
Eventually, the war ground to a stalemate. The High Elves couldn’t push into the Dark Elf territory far enough to capture any cities of note without taking severe casualties and the Dark Elves were only managing to hold the invading armies back and couldn’t muster a force strong enough to push back to the enemy capital. Thus, the war cooled into a tense peace. The leaders came together to draw borders, but neither side fully forgave nor forgot one another’s actions. High and Wood Elves viewed the change in tactics by the Dark Elves as an unethical violation of the standards of war. The Dark Elves felt a particular animosity toward the Wood Elves, considering them backstabbers in their darkest hour.

Dark Elf Families: Matrons of Order

The Dark Elf society, to an outsider, looks like an oppressive and cruel society of slave traders and backstabbers. But the truth is more subtle. The Dark Elves value tradition and filial piety above almost all else. To a Dark Elven citizen, their family name is their most valuable possession and they are taught from a very young age that to look after their parents and their younger siblings is the highest virtue. Ancestors that have achieved great things often have shrines in a household alongside the gods themselves. A Dark Elf going against the will of their family is considered one of the highest taboos and often causes them to be outcast from Dark Elven society as a whole. Dark Elf society is matrilineal meaning that the eldest woman in each family is revered as the household leader and receives great respect from her family and society. This also means that the males of the society don’t inherit wealth as frequently as the females.
Dark Elven families are quite large, often with multiple generations along with aunts, uncles, and cousins living in the same household. New children almost always reside with their mother. Males of the society are expected to care not for their own biological children, but for the children born to their sisters, aunts, or nieces. This results in a striking amount of sexual freedom for both men and women, but is often viewed from the outside as promiscuity. The Dark Elves do not marry in the traditional sense, instead favoring long term partners with one another that can end at any time with no concerns to material wealth or ownership.
However, to become a member of a Dark Elf family is not entirely a matter of heritage. When a family that cannot support another child has one, they are often adopted by more well to do families and raised as one of their own. These adopted children are considered just as legitimate as if they were born into the family. Also, should a family lose all their heirs or become destitute, they often ask to become assimilated into other families for their own safety. The latter is considered a morose ceremony as the members of the smaller family forsake their surnames. To take in such a family is both an extreme honor and grim burden, as it means ending another family's line.
The borders of Dark Elven civilization only goes so far as there are trees so many newer up and coming families have expanded underground, a difficult and slow endeavor. This has put multiple houses at odds with one another for territory. However, Dark Elves do not tolerate open hostility between families as they have a very strong sense of collective identity. Dark Elves do not war against fellow Dark Elves, same as a spider does not fight its own web. This leads to many tensions and conflicts needing to be resolved in other ways. Most families will attempt a diplomatic solution, but when that isn’t an option, sabotage and coercion is the favored outlet. Murder is considered a bridge too far by most houses, but subterfuge in almost every other facet is, while not accepted, tolerated.
Legends of Lolth’s rebellion and the tension of their enclosed territory have imbued the Dark Elves with a strong sense of symbiosis with nature and conservancy. Sustainable living is the cornerstone of Dark Elf society. In the wild, no creature is killed or plant destroyed unless it’s a matter of self defense or necessary to survival.

Dark Elven Sex and Gender

As with many Elven peoples, sexuality is seen as a fluid and non-binary matter. Same sex relationships are usually seen as just as acceptable as male-female relationships. Since Dark Elves have no marriage structure, same sex life partners are common and widely accepted. Inheritance is passed along by the family as a whole, not linearly, meaning some houses may have matrons with no direct biological descendants while still serving at the elder matron. Power dynamics in relationships are still a factor, with the elder female in a gay relationship considered slightly above their partner socially and is seen as the inheritor in cases of property or genealogy. Male same sex relationships are accepted with little controversy. Since children are passed down their mothers line, the males have no social obligation to sire an heir as with other societies.
Transgender and transexual Dark Elves are met with slightly more controversy. Lolth’s rejection of the Primal Elves mutable forms is sometimes cited against transgender and transexual Dark Elves. Ghaunadur, however, is considered the patron god of these people and teaches that just as they are part of nature, they can change their forms. Many of these people join the religious order of Ghaunadur, serving in various roles both in religious ceremonies and as forest guides. Some even consider them to be blessed by Ghaunadur and are highly sought after in forays into the forests for protection. Children born to transgender Dark Elves are still expected to be a part of their eldest mother’s family or eldest father if no woman is part of the union.

Slavery Amongst the Dark Elves

While the Dark Elves do take slaves, their slavery doesn’t look the same as many other societies. When a family becomes indebted to another and they cannot pay off the debt, a member of their family, usually male, will be sent to work for the owed family. They give him room and board and are expected to care for him as if he were one of their own. He’ll work for them for an agreed upon amount of time before returning to his native family. Injury or misuse of this person is often grounds for them to leave and the debt to be nullified. Children born to servant fathers needn’t worry about inheriting their father’s status since they’re considered to be their mother’s child. On the rare occasion that a female servant has a child while in servitude, the child is returned to the mother’s family to be raised by her family while she works off the remaining debt. Some trade of servants does occur between houses, with indentured servants being traded for goods or services or even other servants of special skills, but the family of the servant reserves the right to veto such a trade for any reason.
During their frequent clashes with external armies, the Dark Elves do sometimes take prisoners of war, though very rarely are they used for slave labor. They never bring them back to major settlements, often keeping them on the outskirts of their territory to prevent them from learning critical knowledge of their territory. Most prisoners are held as bargaining chips to be traded for passage, supplies, or captured Dark Elves. Captured military leaders are sometimes brought to Dark Elven cities to be tried for their crimes against their people.

Dark Elven Government: Independent Houses

Unlike many other cultures, the Dark Elves lack a centralized government. Societal etiquette govern the standard for how certain crimes and disagreements should be handled, but each family unit acts as its own governing body. Disagreements within families are thus resolved internally. Inter-family disputes are resolved in multiple different ways. Most often, the two matrons of the family will meet and agree on terms to fairly compensate both sides. In cases when these talks deteriorate, the High Priestess of Lolth is often called to serve as the mediator and serves as the ruling body between disputes. Her rulings are final and indisputable, as she is considered the mouthpiece of Lolth’s will.
In times of crisis, historically the many houses of the Dark Elves have convened to discuss threats to all of Dark Elven society. This is uncommon as it’s difficult logistically to gather all the matrons in the same place at the same time, so often houses are represented by either the second eldest woman of the family or the eldest daughter of the matron. The High Priestess of Lolth often resides over these meetings as an arbiter in the event of split decisions or in delivering guidance from Lolth herself.

There's my take on the Dark Elves. Any comments, suggestions, questions, outrages, and critiques are welcomed. This is my first comprehensive look at a whole race so if I've missed things, I'll try and patch them up. I'd like to do similar things for Orcs, Goblinoids, Kobolds, and others so those might be seen soon. Thanks!
submitted by Lerad to DnDBehindTheScreen [link] [comments]

MAME 0.222

MAME 0.222

MAME 0.222, the product of our May/June development cycle, is ready today, and it’s a very exciting release. There are lots of bug fixes, including some long-standing issues with classics like Bosconian and Gaplus, and missing pan/zoom effects in games on Seta hardware. Two more Nintendo LCD games are supported: the Panorama Screen version of Popeye, and the two-player Donkey Kong 3 Micro Vs. System. New versions of supported games include a review copy of DonPachi that allows the game to be paused for photography, and a version of the adult Qix game Gals Panic for the Taiwanese market.
Other advancements on the arcade side include audio circuitry emulation for 280-ZZZAP, and protection microcontroller emulation for Kick and Run and Captain Silver.
The GRiD Compass series were possibly the first rugged computers in the clamshell form factor, possibly best known for their use on NASA space shuttle missions in the 1980s. The initial model, the Compass 1101, is now usable in MAME. There are lots of improvements to the Tandy Color Computer drivers in this release, with better cartridge support being a theme. Acorn BBC series drivers now support Solidisk file system ROMs. Writing to IMD floppy images (popular for CP/M computers) is now supported, and a critical bug affecting writes to HFE disk images has been fixed. Software list additions include a collection of CDs for the SGI MIPS workstations.
There are several updates to Apple II emulation this month, including support for several accelerators, a new IWM floppy controller core, and support for using two memory cards simultaneously on the CFFA2. As usual, we’ve added the latest original software dumps and clean cracks to the software lists, including lots of educational titles.
Finally, the memory system has been optimised, yielding performance improvements in all emulated systems, you no longer need to avoid non-ASCII characters in paths when using the chdman tool, and jedutil supports more devices.
There were too many HyperScan RFID cards added to the software list to itemise them all here. You can read about all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page.

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

submitted by cuavas to MAME [link] [comments]

MAME 0.220

[ Removed by reddit in response to a copyright notice. ]
submitted by cuavas to emulation [link] [comments]

MAME 0.222

MAME 0.222

MAME 0.222, the product of our May/June development cycle, is ready today, and it’s a very exciting release. There are lots of bug fixes, including some long-standing issues with classics like Bosconian and Gaplus, and missing pan/zoom effects in games on Seta hardware. Two more Nintendo LCD games are supported: the Panorama Screen version of Popeye, and the two-player Donkey Kong 3 Micro Vs. System. New versions of supported games include a review copy of DonPachi that allows the game to be paused for photography, and a version of the adult Qix game Gals Panic for the Taiwanese market.
Other advancements on the arcade side include audio circuitry emulation for 280-ZZZAP, and protection microcontroller emulation for Kick and Run and Captain Silver.
The GRiD Compass series were possibly the first rugged computers in the clamshell form factor, possibly best known for their use on NASA space shuttle missions in the 1980s. The initial model, the Compass 1101, is now usable in MAME. There are lots of improvements to the Tandy Color Computer drivers in this release, with better cartridge support being a theme. Acorn BBC series drivers now support Solidisk file system ROMs. Writing to IMD floppy images (popular for CP/M computers) is now supported, and a critical bug affecting writes to HFE disk images has been fixed. Software list additions include a collection of CDs for the SGI MIPS workstations.
There are several updates to Apple II emulation this month, including support for several accelerators, a new IWM floppy controller core, and support for using two memory cards simultaneously on the CFFA2. As usual, we’ve added the latest original software dumps and clean cracks to the software lists, including lots of educational titles.
Finally, the memory system has been optimised, yielding performance improvements in all emulated systems, you no longer need to avoid non-ASCII characters in paths when using the chdman tool, and jedutil supports more devices.
There were too many HyperScan RFID cards added to the software list to itemise them all here. You can read about all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page.

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

submitted by cuavas to cade [link] [comments]

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

Patch Notes: Episode 1 - July 23rd, 2019

 

New Main Mission: Manning National Zoo

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

New Main Mission: Camp White Oak

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

New Feature: Expeditions

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

Shepherd Reward System – Call for Backup

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

Raid

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

Exotics

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

New Exotic: BTSU Exotic Gloves

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

Weapons

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

Weapon Mods

  • Added Flashlight attachments for pistols
 

Skills

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

Skill Haste

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

Specialization Skill Mods (granted from each spec tree)

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

Skill Platform Changes

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

Skill Mod Changes

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

Crafting

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

Grenades

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

PvP

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

Specializations

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

Talents

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

Vendors

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

UI

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

3C

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

Audio

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

Localization

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

Bug Fixes

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

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EUR/USD 5 10 25 100 - .5 Decimal 60 Seconds Binary Options System

REGISTER HERE http://www.tradebinari.info 60 second binary optionstraiding have become one of the most popular way to trade binary options. Despite the fact ... I'm gonna show you how to convert a binary number to a decimal one, and a decimal number to a binary base. Any digit in a decimal number has a different weight. The weight is the power of its ... This video is unavailable. Watch Queue Queue. Watch Queue Queue Queue This video is unavailable. Watch Queue Queue. Watch Queue Queue This video gives a method to convert decimal numbers to binary numbers quickly. This is a variation of the remainder system that is typically taught in cours... .5 Decimal System Steps Step 1. Only trade EUR/USD where there is a bias to either a CALL or PUT. You check this on the Popularity Index. If the index says 55% of trades are CALLING then you ... Visit Now..: https://bit.ly/2QurOx7 - The 6-Minute Rule for Stochastic indicator binary options 5 point decimal - Bitly Finding the best binary options tradi... More resources available at www.misterwootube.com We show you here our 60 second binary option trading strategy, the 5 point decimal, 5 point trading system that made us over $20,000 with one of our favorite binary options trading broker ... If you are interested to learn how to trade binary options with a mentor who is doing live session everyday from monday to friday, then contact me. My contact info are below. My Blog if you want ...

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