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https://w.atwiki.jp/kosugetakashi/pages/12.html
A Thank you for coming here! today, I hope we will enjoy this party very much and our friendship will last forever. Let s start! ルネッサーーンス! B Oh this dishes taste gorgeous! I want to take this home and give these to my grand mother! A Thanks. But did your grandmother die of drinking too much cola? B Yes She was addicted to drinking Cola. Oh I m sorry. Let me avoid pitiful topic. A, will you hand the bottle of cola to me? A sure.......Ah!!(あやまってコーラをBにかける) B NO! JESUS CHRIST!! what the hell are you doing!! I m about to be killed by Cola!! My shirt is ruined . there is a large stain of cola!!! C OKOK . Don t mind . AandB Who are you ? C I M********** and Today, the special weapon I ll introduce is ....THIS! GOOD BYE STAIN! A Is that cleanser? I have many cleansers, but they won t enable this to be clean! C OK ,listen carefury . This is NEW PRODUCT! This is quite different from others! I ll show you. This is old way. If I use this and rub this shirt very much and hard... A I know, The stain doesn t disapper! I often fight with tough stain but give up! C Yes. Though we tried hard, it was in vain! I m tired of rubbing! But this is New way. Only I put this cleanser on the stain... A I cannot believe it . So CLEAN! It s as if I bought this now! amazing!! C Yeah! All you have to do is to put in this new way. It s so easy and strong! This product will make everything clean! B Great! Moreover, this way doesn t make our hands dirty. A YEAH ! And we can live without machine!! B This is the revolution in this century! C Yes. It s clean and strong. This cleanser makes your familly happy because there is no need to use washing machine. All you have to do is TO PUT!! With this, tired mother would became happy! AB But C? I wonder how much it is because this is very good thing C Don t warry. we are kind to people who is being in trouble! we did our best to cut down the cost. Thanks to our effort, we could sell this in very reasonable prise. 100000en!! AandB what a man
https://w.atwiki.jp/rockband/pages/133.html
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https://w.atwiki.jp/diablo3story/pages/213.html
[編集] Over the last few days, we ve seen a lot of requests from players for us to make improvements to the auction house. ここ数日にかけて、オークションハウスに関する多くの要望をプレイヤーから頂いています。 We ve also seen questions regarding what, if any, changes are being made to the AH in 1.0.4. その点に関して、1.0.4でオークションハウスでどこまで変更があるのかとも耳にしています。 While we ve already talked about many of the updates we have planned, we know some players may have missed those discussions. 予定していた更新内容に関してこれまで伝えてきましたが、一部のプレイヤーには未だ応えられてない事を承知しています。 So, rather than make you wait for the patch notes, we ve put together a list of everything that s changing in 1.0.4 for you below. それ故に、パッチノートを待たせるよりも、1.0.4の更新内容の全てを以下によってお伝えします。 Take a look さぁ見てくれ: General Improvements 基本の改善: Players can now cancel their auctions at any point so long they do not have any active bids on them (it will still take five minutes for a listed auction to become searchable, however). プレイヤーはBIDされていない品物ならば、いつでも出品をキャンセルすることが可能(5分経ち、AHに検索されるまで待つ必要はありますが) We ve increased the maximum stack size of gold per listing from 100,000 to 1,000,000. The current minimum listing price will remain the same per stack. 最大のゴールドのスタック量を10万から100万に変更。現状の最小表示価格は同様のスタックで表示される。管理人:すまん、これよく判らん。RMAHのゴールド取引の事だろうか…?>「流通最低価格は、1スタックあたりこれまでと同額のまま」という意味では? We ve added description text to several error messages. We ve also improved several existing descriptions so that they more clearly describe why you ve encountered an error. サーバーエラーメッセージの追加。同時に既存のメッセージも、どういったエラーが出ているのか分かりやすくなる様に改善。 Search Improvements 検索の改善: We re upping the allowed number of "Preferred Stats" per search from 3 to 6. 検索項目数を現在の3つから6つへ。 We re upping the number of digits you can enter in the "Min Value" field for equipment searches from 3 to 5 (i.e. you can now search for values 999). 最小値を設定した項目の文字数を3から5に変更。(要するに999以上の数値を絞り込めるようになる)管理人:要するにHealGrobeを検索に追加して、5000とかで検索できるということだろう。(いままでは3桁の最大999しか設定できなかった) We ve replaced “Minimum Damage” with “Average Damage” as a searchable stat, which can be calculated as follows (Min Damage + Max Damage) / 2. So, for example, searching for an Average Damage of 12 will find an item with 10-14 damage, 12 Minimum damage, or 24 Maximum damage. "Minimum Damage(最小ダメージ)" の検索項目を "Average Damage(平均ダメージ)" に置き換えて検索できるようになる。計算式は以下の通り【( 最小ダメージ+最大ダメージ) ÷ 2 】例を挙げると、検索で平均ダメージ "12" を設定すれば、 "10-14ダメージ増加" や "最小ダメージ12増加" や "最大ダメージ24増加" が表示される事になる。 Stat increases which come from slotted gems will no longer be factored in when searching for equipment. Instead, your search criteria will only take into account the base stat values for an item. 装備品の検索時、ソケットの宝石によるステータス増加は反映されない。そのかわり、検索の基準はアカウントの基本ステータスを基にして検索される。管理人:すまん、これもよく判らん。もしかしたら職業毎のメインステータスのみ加算した値で検索するとかそういうことかも。自信なし>take into accountは考慮するという意味の熟語かと。なので素直に、アイテムの基本性能だけで検索するって意味でいいと思います。 Armor, DPS, Buyout, and Time Left columns are now sortable columns in the Search tab. 『Armor値』 『DPS』 『Buyout』 そして 『Time Left』 は今後、1つのタブ内でソートできるようになる。管理人:現状は全タブでソートしてしまう UI Improvements UI(UserInterface:見た目)の改善: The Auctions tab and Completed tab will now refresh whenever one of your items has been purchased. 『Auctions』 タブと 『Completed』 タブは今後、一つでも品物が購入されれば更新される。 Whenever an auction expires or is cancelled, the listing price of that item will now display in the Completed tab. 時間切れになったり、キャンセルされた品物の値段は今後、 『Completed』 タブに表示されなくなる。 Tooltips have been added for items in the Completed tab (which means you ll be able to see the stats of the items you ve purchased or sold, as well as items which failed to sell or were cancelled). 『Completed』 のアイテム情報が表示されるようになる。(つまりあなたが購入したり売れたりしたアイテムのステータスを確認できるようになります、売れなかったりキャンセルされたもののようにね。) Tooltips have been added for commodities. 日用品に関してもアイテム情報が表示されるようになる。 Item Compare tooltips have been added to the Recommended Items page. アイテムを比較した情報が 『Recommended Items(推奨アイテム)』 ページに表示されるようになる。 In addition to these improvements, we re also fixing several bugs with the auction house UI and functionality (many of which you reported on these forums). これらの改善に追加して、オークションハウスのUI(見た目)や機能性に関する様々なバグを修正します。(多くはこのフォーラムで報告されたものです) Bug Fixes バグ修正: Auction house filters are no longer case-sensitive. 絞込み時、今後は大文字小文字の区別をしない。 Players can now search for stats on Legendary items! Yay! プレイヤーは今後、伝説級(レジェンダリー)アイテムのステータスを設定できる!ヤッホウ! The Recommended Items page will now display quivers for demon hunters even if you have a two-handed ranged weapon equipped. デーモンハンターが両手遠隔武器を装備している場合、 『The Recommended Items(推奨アイテム)』 ページは今後、矢筒も表示されるようになる。 Witch doctor s Corpse Spider bonus is now listed when searching for mojos. ウィッチドクターの 『Corpse Spider』 ボーナスは 『mojo』 の絞込みリストに追加される。 And, last but not least, we ve fixed several issues with affixes not displaying correctly or being unavailable for equipment searches そして最後に、でもまだ全てではないもの、いままで表示されなかった付加効果や、装備できない装備の検索に関して:"Attack Speed" is now a searchable affix for quivers 『Attack Speed(攻撃速度)』 の絞込みが 『quivers(矢筒)』 にたいして行えるようになる。 Items with the "Level Requirement Reduced" affix will now properly appear in search results when specifying the level range 『装備可能レベルの引き下げ』効果のついた装備品は今後、そのレベルに対応した検索結果に正しく表示されるようになる。 Searches will now properly filter results according to the set Minimum and Maximum values for"Life per Spirit Spent" 『Life per Spirit Spent』の最小・最大値の検索結果が正確に一致した値で表示されるようになる。 And there you have it! Please note that thisisn t a preview, and that the above list represents every change we are making to the auction house in 1.0.4. これで以上だ!覚えておいてくれ、これは【予定】ではない、上記のリストは1.0.4でオークションハウスに適用されるんだ。 While the list is exhaustive for this patch, it s definitely not the end of the road -- we still have additional improvements planned for 1.1.0 and for the long-term. このリストは今回のパッチのあまなすところ全てだが、これで終わりなわけじゃない――我々は更なる改良を1.1.0で予定している、長期間かけてね。 We don t have a lot of juicy details to share right now on that front, but we ll be sure to provide more information as development continues 今はその甘美な情報を教えられないけれど、開発を続けて更なる情報をお伝えすることを約束しよう。
https://w.atwiki.jp/michealfeng/pages/19.html
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https://w.atwiki.jp/matchmove/pages/95.html
Merging Files and Tracks When you are working on scenarios with multiple shots or objects, you may wish to combine different SynthEyes .sni files together. For example, you may track a wide reference shot, and want to use those trackers as indirect links for several other shots. You can save the tracked reference shot, then use the File/Merge option to combine it with each of several other files. Alternatively, you can transfer 2-D or 3-D data from one file to another, in the process making a variety of adjustments to it as discussed in the second subsection. You can track a file in several different auto-track sections, and recombine them using the scripts. File/Merge After you start File/Merge and select a file to merge, you will be asked whether or not to rename the trackers as necessary, to make them unique. If the current scene has Camera01 with trackers Tracker01 to Tracker05, and the scene being merged also has Camera01 with trackers Tracker01 to Tracker05, then answering yes will result in Camera01 with Tracker01 to Tracker05 and Camera02 with Tracker06 to Tracker10. If you answer no, Camera01 will have Tracker01 to Tracker05 and Camera02 will also have (different) Tracker01 to Tracker05, which is more confusing to people than machines. As that example shows indirectly, cameras, objects, meshes, and lights are always renamed to be unique. Renaming is always done by appending a number if the incoming and current scenes both have a TrashCan, the incoming one will be renamed to TrashCan1. If you are combining a shot with a previously-tracked reference, you will probably want to keep the existing tracker names, to make it easiest to find matching ones. Otherwise, renaming them with yes is probably the least confusing unless you have a particular knowledge of the TrackerNN assignments (in which case, giving them actual names such as Scuff1 is probably best). You might occasionally track one portion of a shot in one scene file, and track a different portion of the same shot in a separate file. You can combine the scene files onto a single camera as follows Open the first shot File/Merge the second shot. Answer yes to make tracker names unique (important!) Select Camera02 from the Shot menu. Hit control-A to select all its trackers. Go to the Coordinate System Panel . Change the trackers’ host object from Camera02 to *Camera01. (The * before the camera name indicates that you are moving the tracker to a different, but compatible, shot.) Delete any moving objects, lights, or meshes attached to Camera02. Select Remove Object on the Shot menu to delete Camera02. All the trackers will now be on the single Camera01. Notice how Remove Object can be used to remove a moving object or a camera and its shot. In each case, however, any other moving objects, trackers, lights, meshes, etc, must be removed first or the Remove Object will be ignored. Tracker Data Transfer You can transfer tracking data from file to file using SynthEyes export scripts, File/Export/Export 2-D Tracker Paths, and File/Import/Import 2-D Tracker Paths. These scripts can be used to interchange with other programs that support similar tracking data formats. The scripts can be used to make a number of remedial transforms as well, such as repairing track data if the source footage is replaced with a new version that is cropped differently. The simple data format, a tracker name, frame number, horizontal and vertical positions, and an optional status code, also permits external manipulations by UNIX-style scripts and even spreadsheets. Exporting Initiate the Export 2-D Tracker Paths script, select a file, and a script-generated dialog box will appear As can be seen, it affords quite a bit of control. The first three fields control the range of frames to be exported, in this case, frames 10 from 15. The offset allows the frame number in the file to be somewhat different, for example, -10 would make the first exported frame appear to be frame zero, as if frame 10 was the start of the shot. The next four fields, two scales and two offsets, manipulate the horizontal (U) and vertical (V) coordinates. SynthEyes defines these to range from -1 to +1 and from left to right and top to bottom. Each coordinate is multiplied by its scale and then the offset added. The normal defaults are scale=1 and offset=0. The values of 0.5 and 0.5 shown rework the ranges to go from 0 to 1, as may be used by other programs. A scale of -0.5 would change the vertical coordinate to run from bottom to top, for example. The scales and offsets can be used for a variety of fixes, including changes in the source imagery. You’ll have to cook up the scale and offset on your own, though. Note that if you are writing a tracker file on SynthEyes and will then read it back in with a transform, it is easiest to write it with scale=1 and offset=0, then make changes as you read in, since if you need to try again you can retry the import, without having to reexport. Continuing with the controls, Even when missing causes a line to be output even if the tracker was not found in that frame. This permits a more accurate import, though other programs are less likely to understand the file. Similarly, the Include Outcome Codes checkbox controls whether or not a small numeric code appears on each line that indicates what was found; it permits a more accurate import, though is less likely to be understood elsewhere. The 2-D tracks box controls whether or not the raw 2-D tracking data is output; this is not necessarily mandatory, as you’ll see. The 3-D tracks box controls whether or not the 3-D path of each tracker is included―this will be the 2-D path of the solved 3-D position, and is quite smooth. In the example, 3-D paths are exported and 2-D paths are not, which is the reverse of the default. When the 3-D paths are exported, an extra Suffix for 3-D can be added to the tracker names; usually this is _3D, so that if both are output, you can tell which is which. Finally, the Extra Points box controls whether or not the 2-D paths of an extra helper points in the scene are output. Importing The File/Import/Import 2-D Tracker Paths import can be used to read the output of the 2-D exporter, or from other programs as well. The import script offers a similar set of controls to the exporter The import runs roughly in reverse of the export. The frame offset is applied to the frame numbers in the file, and only those within the selected first and last frames are stored. The scale and offset can be adjusted; by default they are 1 and 0 respectively. The values of 2 and -1 shown undo the effect of the 0.5/0.5 in the example export panel. If you are importing several different tracker data files into a single moving object or camera, you may have several different trackers all named Tracker1, for example, and after combining the files, this would be undesirable. Instead, by turning on Force unique names, each would be assigned a new unique name. Of course, if you have done supervised tracking in some different files to combine, you might well leave it off, to combine the paths together. If the input data file contains data only for frames where a tracker has been found, the tracker will still be enabled past the last valid frame. By turning on Truncate enables after last, the enable will be turned off after the last valid frame. After each tracker is read, it is locked up. You can unlock and modify it as necessary. The tracking data file contains only the basic path data, so you will probably want to adjust the tracker size, search size, etc. If you will be writing your own tracker data file for this script to import, note that the lines must be sorted so that the lines for each specific tracker are contiguous, and sorted in order of ascending frame number. This convention makes everyone s scripts easier. Also, note that the tracker names in the file never contain spaces, they will have been changed to underscores. Transferring 3-D Paths The path of a camera or object can be exported into a plain file containing a frame number, 3 positions, 3 rotations, and an optional zoom channel (field of view or focal length). Like the 2-D exporter, the File/Export/Plain Camera Path exporter provides a variety of options First Frame. First frame to export Last Frame. Last frame to export. Frame Offset. Add this value to the frame number before storing it in the file. World Scaling. Multiplies the X,Y, Z coordinates, making the path bigger or smaller. Axis Mode. Radio-buttons for Z Up; Y Up, Right; Y Up, Left. Adjust to select the desired output alignment, overriding the current SynthEyes scene setting. Rotation Order. Radio buttons XYZ or ZXY. Controls the interpretation of the 3 rotation angles in the file. Zoom Channel. Radio buttons None, Field of View, Vertical Field of View, Focal Length. Controls the 7th data channel, namely what kind of field of view data is output, if any. Look the other way. SynthEyes camera looks along the –Z axis; some systems have the camera look along +Z. Select this checkbox for those other systems. The 3-D path importer, File/Import/Camera/Object Path, has the same set of options. Though this seems redundant, it lets the importer read flexibly from other packages. If you are writing from SynthEyes and then reading the same data back in, you can leave the settings at their defaults on both export and import (unless you want to time-shift too, for example). If you are changing something, usually it is best to do it on the import, rather than the export. Writing 3-D Tracker Positions You can output the trackers’ 3-D positions using the File/Export/Plain Trackers script with these options Tracker Names. Radio buttons At beginning, At end of line, None. Controls where the tracker names are placed on each output line. The end of line option allows tracker names that contain spaces. Spaces are changed to underscores if the names are at the beginning of the line. Include Extras. If enabled, any helper points are also included in the file. World Scaling. Multiplies the coordinates to increase or decrease overall scaling. Axis Mode. Temporarily changes the coordinate system setting as selected. Reading 3-D Tracker Positions On the input side, there is an File/Import/Tracker Locations option and an File/Import/Extra Points option. Neither has any controls; they automatically detect whether the name is at the beginning or end of the line. Putting the names at the end of each line is most flexible, because then there is no problem with spaces embedded in the file name. A sample file might consist of lines such as 0 0 0 Origin 10 0 0 OnXAxis 13 -5 0 OnGroundPlane 22 10 0 AnotherGroundPlane 3 4 12 LightPole When importing trackers, the coordinates are automatically set up as a seed position on the tracker. You may want to change it to a Lock constraint as well. If a tracker of the given name does not exist, a new tracker will be created.
https://w.atwiki.jp/warband/pages/297.html
dlga_start austad_talk17|...I...I can hardly believe it! dlga_start close_window.42|We'll meet you outside the fort. dlga_start austad_talk15|Well? Have you made a decision? dlga_start austad_talk1|...Hmm? Oh, it's you, that company leader whose been helping us in the field. What are you doing here? dlga_austad_talk1 austad_talk2|I'm curious as to what a man of your rank is doing here in the barracks. dlga_austad_talk1 close_window|I'll just be going now, Visavo. dlga_austad_talk2 austad_talk3|And why should the business of a Visavo concern an outsider like yourself? dlga_austad_talk3 austad_talk4|A ranking officer just seems out of place here, is all. dlga_austad_talk3 close_window|You're right.. I should move along. dlga_austad_talk4 austad_talk5|No offense friend, but there may be more forces at work within the Legion than an outsider could understand. dlga_austad_talk5 austad_talk6|Try me, Visavo. I may surprise you. dlga_austad_talk6 austad_talk9|These are sensitive matters. However, you have proven yourself a friend to the Legion... dlga_start austad_talk1.1|...Hmm? What are you looking at, soldier? dlga_austad_talk1 austad_talk2.1|Sir, I was just wondering why you're back here in the barracks. dlga_austad_talk1 close_window.1|Forgive me, Visavo. dlga_austad_talk2 austad_talk3.1|And why should the business of a Visavo concern a legionary like yourself? dlga_austad_talk3 austad_talk4.1|A man of your rank just seems out of place here, that's all. dlga_austad_talk3 close_window.1|You're right, sir. I should move along. dlga_austad_talk4 austad_talk5.1|Hmm...say, your accent sounds quite odd for a {reg33?woman man} of the Third. Who is your Visavo? dlga_austad_talk5 austad_talk6.1|Uh...Visavo...Oct...uh...Oct-Octervius? dlga_austad_talk6 austad_talk7|Who? You don't even kn- hold on. Your uniform looks off as well. You're not a real Third soldier, are you! dlga_austad_talk7 austad_talk8|You know, I should probably get back to my post- dlga_austad_talk8 austad_talk9|Wait, soldier, your face looks awfully familiar...you're the renowned {reg33?lady lord} {playername}, aren't you? You've caused quite a stir in the lands of Perisno lately. dlga_austad_talk8 close_window|(Looks puzzled) Very well...soldier. [Not enough renown] dlga_austad_talk9 austad_talk10|{playername}, can I be honest with you about something? dlga_austad_talk10 austad_talk11|Yes, what is it? dlga_austad_talk10 close_window|Sorry, but I really must be going now. dlga_austad_talk11 austad_talk12|I...I am not particularly fond of the way Atanos Octiem is running the Third. His vision of resurrecting the ancient Venetoran Empire is, well, nonsense. dlga_austad_talk12 austad_talk13|He fails to recognize the strength of the new powers of Perisno, and I worry he will bring about the destruction of the Venetoran legacy once and for all. dlga_austad_talk13 austad_talk14|I have a proposition for you. I have covertly secured the support of my division and second-in-command Kalero to revolt against the Atanos, and with your help we may actually stand a chance at beating him. dlga_austad_talk14 austad_talk15|I will warn you however. Even with my division gone, we would be assaulting over 400 troops holed up in this outpost, as well as the Atanos' personal guard regiment. It will no doubt be a punishing fight. What do you say? dlga_austad_talk15 austad_talk16|Very well. I will help your cause defeat Atanos Octiem and his Legion. dlga_austad_talk15 close_window|I'm sorry, Visavo, but I do not believe I am currently prepared for such a challenge. dlga_austad_talk16 close_window|A million thanks, {reg33?madame sir}. You will not regret overthrowing the militant Octiem. My troops and I will meet you outside the fort. dlga_austad_talk17 austad_talk18|We've done it! Sacrifices were made on both sides, but with your help we've captured Octiem and rid the land of his corrupted Legion. dlga_austad_talk18 austad_talk19|Now that we have control of the fort, we can make some long overdue changes. dlga_austad_talk19 austad_talk20|The prosperous market that had been shut down by Octiem to discourage external interaction will be reopened at once. We will also no longer send scouting parties out to harrass Perisnoan inhabitants. dlga_austad_talk20 austad_talk21|As we are now forever in debt to you for preserving our culture, I offer to you Octiem's personal treasury. You can also feel free to use the market and hire troops from our military specialist. dlga_austad_talk21 close_window|Thank you, and take care {playername}. dlga_start atanos_talk24|Extraordinary. Thanks to you and your men, Venetor...is ours once again. I never thought I would live to see this day. dlga_start atanos_talk22|It's good to see that you escaped as well. It seems like the Assassins managed to put together a far stronger army than we could have expected. dlga_start atanos_talk18|Atanos Austad! We weren't expecting you to come here. What happened? dlga_start close_window.43|Good luck, {reg33?Lady Lord} {playername}. dlga_start atanos_talk12|Have you investigated the stronghold? dlga_start atanos_talk001|Welcome to the Third Legion outpost, {reg33?Lady Lord} {playername}. What can I do for you? dlga_atanos_talk001 atanos_talk9a|I have reconsidered your quest. dlga_atanos_talk001 atanos_talk1a|What is the history behind this outpost? dlga_atanos_talk001 close_window|Just admiring the temple, sir. dlga_start atanos_talk01|Welcome to the Third Legion outpost, {reg33?Lady Lord} {playername}. What can I do for you? dlga_atanos_talk01 atanos_talk6|About your conflict, Atanos. What was it you were planning to do? dlga_atanos_talk01 atanos_talk1a|What is the history behind this outpost? dlga_atanos_talk01 close_window|Just admiring the temple, sir. dlga_start atanos_talk1|Welcome to the Third Legion outpost, {reg33?Lady Lord} {playername}. What can I do for you? dlga_atanos_talk1 atanos_talk2|How is the Third Legion doing, Atanos? dlga_atanos_talk1 atanos_talk1a|What is the history behind this outpost? dlga_atanos_talk1 close_window|Just admiring the temple, sir. dlga_atanos_talk1a atanos_talk1b|This outpost used to be a strictly military establishment in the time of the Venetoran Empire. When Emperor Trilond died and the rebellions began, this was one of the few encampments that was not completely destroyed in the civil war. dlga_atanos_talk1b atanos_talk1c|The first Atanos Octiem, leader of the original Third Legion, led his troops and a group of civilian supporters to this outpost, intent on preserving what culture and tradition they could of their once great nation. dlga_atanos_talk1c atanos_talk1|For hundreds of years the Legion sustained itself, defending against the many threats that appeared over the centuries. Our liberation from the new egomaniacal 'Octiem' I believe represents a turning point for the future of our people. dlga_atanos_talk2 atanos_talk3|The people are flourishing now that I have relaxed some of the restrictions of the pretender Octiem. I sense a renewed feeling of vitality and yearning for something...something greater than our current situation. dlga_atanos_talk3 atanos_talk4|Is there anything I can do to help? dlga_atanos_talk3 close_window|Most interesting. I wish you luck, then. dlga_atanos_talk4 atanos_talk5|Well...perhaps. I am at an impasse, {reg33?Lady Lord} {playername}. One one hand, I refuse to follow in the footsteps of Octiem and squander the lives of my fellow Venetorans in some fruitless conquest. On the other hand, I feel my people have been confined to this life for too long, and that they wish to fight their way back to the frontlines of Perisno. dlga_atanos_talk5 atanos_talk6|I understand your concern for your people. Say I were to put my forces at your disposal, do you have a plan? dlga_atanos_talk5 atanos_talk5a|I would like to be of assistance, but you will have to ask me at a later date. dlga_atanos_talk5 close_window|I'm sorry but I believe you should not push your luck any more than you already have. dlga_atanos_talk5a close_window|Of course, I understand. Please do not let me inconvenience you at this time. dlga_atanos_talk6 atanos_talk7|Ah, well...you have no doubt noticed the abandoned stronghold to the northwest of this outpost. This stronghold holds a special place in the hearts of my people, as it was the economic, cultural, and political capital of the Venetoran Empire- this was the site of Venetor itself. dlga_atanos_talk7 atanos_talk8|Though the city was destroyed in the civil war that first drove us away, it seems to have been partly rebuilt over the past decades. This leads me to believe it is not as abandoned as many people think. dlga_atanos_talk8 atanos_talk9|Do you have any ideas about who you think may be inhabiting your old homeland? dlga_atanos_talk9 atanos_talk10|I can't say for sure. We clashed long ago with the Grazir Worshippers in the storied Battle for the Enlightenment, and I assume that the secrecy of these inhabitants has no less than a sinister origin. However, there is only one way to find out, and this could be your task if you would be so noble as to take it. dlga_atanos_talk9a atanos_talk10|What have you decided, {reg33?Lady Lord} {playername}? dlga_atanos_talk10 atanos_talk11|I will take your quest, Atanos, in the name of liberation for your people. dlga_atanos_talk10 close_window|I must take some time to think this over. dlga_atanos_talk11 close_window|Excellent! Thank you for taking on this task, and best of luck. dlga_atanos_talk12 atanos_talk13|Yes, I stormed the stronghold with my men and cleared it of the Assassins of Ral'Daiun that were camped inside. dlga_atanos_talk12 close_window|I am still working on it. dlga_atanos_talk13 atanos_talk14|So it was the Assassins of Ral'Daiun...how strange. I can't say there have ever been direct hostilities between us before, but I can't imagine this will please their leadership. dlga_atanos_talk14 atanos_talk15|You have given us the opportunity to reclaim our home, and for that I am grateful. I have already dispatched a group of pioneer citizens from the outpost with an elite guard regiment to assess the situation and set up initial defences around the stronghold. dlga_atanos_talk15 atanos_talk16|I fear that a retaliatory strike on the stronghold may be inevitable- the Assassins are not the type to let aggression go unpunished. I am reluctant to petition you for your aid again, but I don't believe the stronghold will stand against attack without your help. dlga_atanos_talk16 atanos_talk17|Yes, Atanos. My men will gladly join yours in the defence of Venetor. dlga_atanos_talk16 close_window|I'm sorry, but I can offer no more assistance at this point. Good luck to you. dlga_atanos_talk17 close_window|The Legion owes its survival to you, {reg33?Lady Lord} {playername}. My best men will be waiting for you at the stronghold to discuss the defence. dlga_atanos_talk18 atanos_talk19|Well, {reg33?Lady Lord} {playername}, I must admit it simply felt wrong for me to be holed up in that fort while you fought off our enemies with Visavo Hendrus and his men here. dlga_atanos_talk19 atanos_talk20|So, I decided to make haste towards the stronghold with ten of my personal guards - I was worried we would be too late, but it appears we made it just in time. dlga_atanos_talk20 atanos_talk21|Just as we were riding past Ingvar's Mercenary Guild, we caught a glimpse of what must have been the assaulting force marching along the coast of the lake in the distance. dlga_atanos_talk21 close_window|Though marching on foot, they must have been no more than two hours away by now. We should begin making battle preparations now. Visavo Hendrus, {reg33?Lady Lord} {playername}- ready your men! dlga_atanos_talk22 atanos_talk23|I'm glad that you made it out alive as well. Unfortunately it seems that the fate of Venetor lies not where we hoped it would. dlga_atanos_talk23 close_window|So it seems. Though we may have failed on this day, the fight continues. Thank you for fighting for what is right, and good luck in your future adventures, {playername}. dlga_atanos_talk24 atanos_talk25|Now that the stronghold is fully under our control, we can begin to repair and repopulate the town. Fortunately it looks like it has been spared much damage, so we should be able to get up and running in short order. dlga_atanos_talk25 atanos_talk26|The final task we need to complete is, unfortunately, out of my hands once again. I'm afraid it would be far to dangerous for me to trek across Perisno at this time. dlga_atanos_talk26 atanos_talk27|I have a contact in Krain- a long time friend I would trust with my life. He is an expert trader, and will be able to set up some initial caravan lines from Venetor to jumpstart our eeconomy. dlga_atanos_talk27 atanos_talk28|He won't answer to anyone, however. You must be sure to ask him what the best way to get to the water mill is, and he will know you were sent by me. dlga_atanos_talk28 close_window|Victory is whitin our grasp, {reg33?Lady Lord} {playername}. Good luck. dlga_start close_window.44|It's good to see that the Atanos decided to show up after all. dlga_start visavo_talk1a|Feel free to make use of the accomodations of the stronghold while you and your men wait. dlga_visavo_talk1a close_window|Thank you, Visavo. dlga_start visavo_talk1|It's good to see you here, {reg33?madam sir}. We are making plans for the defence of this stronghold against the imminent threat of the Assassins of Ral'Daiun. dlga_visavo_talk1 visavo_talk2|What do you know about this assaulting force? dlga_visavo_talk2 visavo_talk3|It's difficult to make an accurate estimate because the Assassins are very good at counter-espionage. However, one of our scouts trailed a lead and suggests they have at least 300 men at their disposal. dlga_visavo_talk3 visavo_talk4|We're not certain when they plan to attack, so it would be best if you and your army camp here until the assault. dlga_visavo_talk4 visavo_talk5|How many troops do you have with you? dlga_visavo_talk4 close_window|I understand. See you on the battlefield, Visavo. dlga_visavo_talk5 visavo_talk6|I currently have an elite detachment of 10 Sabovalars, 30 Empyrean Legionaries, and 10 Companion Archers under my command. What we lack in numbers, we will make up for in discipline and training. dlga_visavo_talk6 close_window|Good. See you on the battlefield, Visavo. dlga_start close_window.45|Thank you for delivering the message to the merchant, {playername}. I owe you a great deal for all your assistance. Please accept this as a reward. dlga_start sidhethon_talk|What? What do you want? Leave me be. I have no time for beggars. dlga_sidhethon_talk close_window|Shut up, loser. dlga_start bw_talk|Hello. dlga_bw_talk bw_quest|I am {playername}. Who are you? dlga_bw_talk premio|I have done it! Now, the Geldarin Naphali are free from oppression! dlga_bw_quest talkbw|I am a Geldarin Naphali. dlga_premio duskfall|You have achieved it! I knew you would do it. My friend, we are forever in your debt. dlga_duskfall duskfall2|I have a gift for you. This is Duskfall, one of the finest bows ever forged by Geldarin Naphali. It is used now by others as well, but this is the original, best one. dlga_duskfall2 close_window|Thank you for your gift. I will help the Geldarin Naphali defeat the Elintoran Naphali. For glory! dlga_bw_talk close_window|I haven't got the time. dlga_talkbw reminsc2|I long for the destruction of the vile scum of Elintoran Naphali. They have comitted atrocities against us that are unspeakable.. dlga_reminsc2 bwcont|I agree. dlga_reminsc2 close_window|The thought of Naphali disgusts me. dlga_bwcont bwventa2|I am a Geldarin Naphali. My ancestors were once the dominant Naphali clan, but that time is once gone. We are now pushed aside, ruled by our enemies the cruel, savage Elintoran Naphali. dlga_bwventa2 bwventa3|I will help you defeat the Elintoran Naphali. dlga_bwventa2 bwventa2|Too bad. I dislike Naphali regardless. dlga_bwventa3 bwventa31|I think you are a good man. You have potential. My task for you is to conquer the capital city of Forniron, the city we are standing in right here. I think you can do it. dlga_bwventa3 close_window|Hearing that pleases me. I hope you will succeed. dlga_bwventa31 close_window|I shall help you conquer Forniron. I have no love for the Elintoran Naphali. dlga_bwventa31 close_window.1|Geldarin Naphali? There are enough of those scum in the world already! dlga_start bye21|Greetings. dlga_bye21 close_window|Greetings to you too. dlga_start failure|I failed. I'm sorry. dlga_failure close_window|Oh . . . Oh well. I suppose you did the best you could. Bad luck, friend. Farewell. dlga_start hi|I have done it! I defeated the Red Immortals and took the shield. dlga_hi hi1|I knew you could do it! In my vision, I saw that one day a {reg33?lady man} would come and defeat them! Now, I have a revelation to make I used to be a Red Immortal. dlga_hi1 hi2|What?? Then why would you want me to kill them? And are the visions that you talked about all fake? dlga_hi2 hi3|They betrayed me and cast me out. I have longed for this day. Yes, the vision is fake too. And I have a reward for you... dlga_hi3 close_window|This is my old set of armor. Farewell, adventurer. I sense a great future in you... dlga_start crazy_man_introduction|I have seen it! A vision! A piece of craftsmanship beyond the capabilities of a mortal, wielded by the masters of intimidation... and they all thought it was a lie! dlga_crazy_man_introduction crazy_man_lore_1|My good man, what in the world are you rambling on about? dlga_crazy_man_lore_1 crazy_man_lore_2|I told them they would come! I told them! But no, there is no evidence, and no, the books don't mention them. Now, after long last, I have proof! Real and concrete proof! dlga_crazy_man_lore_2 crazy_man_lore_3|You told them that what would come? Please, my patience is thinning. dlga_crazy_man_lore_3 crazy_man_lore_4|The Immortals, sir, the infamous Red Immortals, the 'mythical' elites of the Old Hakkon army! After an account written by the Hakkon historian Mirkhond was discovered some years ago, the tale of these invincible soldiers has been used to inspire many a young lad into enlisting in the army. dlga_crazy_man_lore_4 crazy_man_lore_5|So you say you have seen these men. Where would I be able to find them? dlga_crazy_man_lore_5 crazy_man_lore_option|I have indeed seen them, but their location was not clear to me. Perhaps you should ask a more learned man of what they know of this 'mythical' tale. They may know where to send you next. If you defeat these Red Immortals, you will be able to take nigh invincible loot and their legendary shield, the Aegis! dlga_crazy_man_lore_option crazy_man_lore_6|Where would I be able to find such a man? dlga_crazy_man_lore_option close_window|I'm sorry- I've had enough of this nonsense. Good day. dlga_crazy_man_lore_6 close_window|The lands of Tolrania is renowned for their interest in the intellects. You will certainly find someone to ask at the center of learning in Perisno. dlga_start close_window.46|I shall search for the Red Imortals. dlga_start whatbringsutogalwe|Good to see you, {playername}. Thank you for cleaning the grazir worshippers from Perisno. Now, how can I help you? dlga_start dealt_yet|Hello, {playername}, have you dealt with the Grazir worshippers yet? dlga_dealt_yet dealt_with_demon_wors|Yes, they are dead. dlga_dealt_yet close_window|No, they are still at large. dlga_dealt_with_demon_wors dealt_with_demon_wors1|The Grazir worshippers are truly a menace- it seems they have managed to find some otherworldly allies, and speak of a 'Dreaded One' whom they worship. dlga_dealt_with_demon_wors1 galwe_is_grateful|That is distressing. We can only hope they, are swiftly defeated. dlga_galwe_is_grateful close_window|In any case, thank you. The city of Galwe is grateful for your deed. dlga_start whatbringsutogalwe.1|Hello, {playername}, what brings you to the library of Galwe? dlga_start whoubeyuh|Hello, who might you be? dlga_whoubeyuh whoubeyuh1|I am {playername}. dlga_whoubeyuh1 whatbringsutogalwe|Well met, {playername}. What brings you to the Library of Galwe? dlga_whatbringsutogalwe anythingicando|Is there anything I can do to assist your research? dlga_anythingicando demonbois|Actually there is. Grazir Worshippers are a scourge on our great city, and they often attack students of this library. Specifically, some outside the city are a great nuisance- could you deal with them? dlga_demonbois demonboisyuhh|Of course. dlga_demonbois very_well_yuhh|No, I have other business to attend to. dlga_whatbringsutogalwe weeping_galwe1|Do you have any idea what to do with this piece of junk? dlga_weeping_galwe1 weeping_galwe2|Piece of junk? Let me ... Piece of junk?! This is ... the Weeping Moon! dlga_weeping_galwe2 weeping_galwe3|Weeping Moon? What is that? dlga_weeping_galwe3 weeping_galwe4|Weeping Moon has only ever been heard of in the books of legends. This elegant piece of artwork dances in the night in the hands of its owner. It is because of this blade that many nobility cannot sleep at night, for they may have just drawn their last breath. dlga_weeping_galwe4 weeping_galwe5|Legend has it that this dagger picks its owners, always finding a way to return to the hand of the killer. I ask of you, please give this to the Library of Galwe. I will even reward you handsomely for your contribution. dlga_weeping_galwe5 weeping_galwe61|Yes, that sounds fine to me. You may have it. dlga_weeping_galwe61 close_window|Thank you so much! Please, have this. We appreciate your contribution. dlga_weeping_galwe5 weeping_galwe62|No, I have gone through hell for this. dlga_weeping_galwe62 weeping_galwe7|Very well. I can at least tell you where to go to restore this dagger to its original glory. dlga_weeping_galwe7 close_window|Speak with the weaponsmith in Dwallnor, he will know what to do with it. dlga_whatbringsutogalwe very_well_yuhh|Just looking around, carry on with your studies, sir. dlga_very_well_yuhh close_window|Very well, fair travels to you {playername}. dlga_demonboisyuhh close_window|Very well, I look forward to your success. dlga_start do_you_recognize|Do you recognize the supremacy of the Dreaded One of Grazir? dlga_do_you_recognize never__|Never! dlga_never__ close_window|Hah! Another infidel to destroy. dlga_do_you_recognize excellent__|Of course, I worship him as well. dlga_excellent__ close_window|Excellent. We will break the nations of Perisno soon, Comrade... dlga_whatbringsutogalwe lq1_intro|Do you have any important tasks that need doing? dlga_lq1_intro lq1_intro_reply|The records here are of great importance to me and many others, yet they remain incomplete. Would you be able to find an account of the Battle of Halfith for me? dlga_lq1_intro_reply lq1_accept|Of course. I will return with the record you seek. dlga_lq1_intro_reply lq1_decline|No, I cannot do this at this time. dlga_lq1_decline close_window|That is a shame, the records will not complete themselves. dlga_lq1_accept close_window|Good, return to me when you have the records. dlga_met_1 lq1_tol_menu|I seek information about the Battle of Halfith? dlga_met_2 lq1_tol_menu|I seek no secrets, merely information about the Battle of Halfith. dlga_lq1_tol_menu lq1_tol_menu_reply|What exactly did you wish to know? dlga_lq1_tol_menu_reply lq1_tol_lore_1|Who was involved in the battle? dlga_lq1_tol_lore_1 lq1_tol_menu_reply|The battle was fought between our heroic Tolranian forces, with a few minor Elintor archers and the evil villians of the Hakkon Empire. dlga_lq1_tol_menu_reply lq1_tol_lore_2|Where did the battle take place? dlga_lq1_tol_lore_2 lq1_tol_menu_reply|The battle took place in the Halfith mountain pass, north of Amarna. dlga_lq1_tol_menu_reply lq1_tol_lore_3|How many soldiers were involved in the battle? dlga_lq1_tol_lore_3 lq1_tol_menu_reply|There was a small force of Tolranian infantry and archers, with a few cavalry and Elintor archers. The Hakkons hugely outnumbered our valiant men. dlga_lq1_tol_menu_reply lq1_tol_lore_4|Who won the battle in the end? dlga_lq1_tol_lore_4 lq1_tol_menu_reply|We, the ever triumphant Tolranians won the battle thanks to our skills in combat and our determination to survive the onslaught of enemies! dlga_lq1_tol_menu_reply lq1_tol_account_1|Could you tell me an account of the battle from a soldier who was there? dlga_lq1_tol_account_1 lq1_tol_account_2|We have an old written account in this very keep that tells the story first hand. The battle started when the infantry was ordered to charge by our glorious commander, Field Marshal Dacien. We had begun hidden behind the ridge waiting to ambush the Hakkon force on the march dlga_lq1_tol_account_2 lq1_tol_account_3|Our men slaughtered the suprised Hakkons in great numbers before they were able to mount a defence. With the infantry battle becoming a more even fight, Dacien ordered his archers to take out the small Hakkon crossbow force with their mighty accurate arrow barrages. dlga_lq1_tol_account_3 lq1_tol_account_4|With volley after volley the enemy crossbow's fell, savaging the Hakkon morale. With this complete, the Hakkons began a horse charge at our infantry still fighting in sword to sword combat. Craftily, our horse archers intervened and led them astray into another barrage of arrows from our archers. dlga_lq1_tol_account_4 lq1_tol_account_5|With this, the Hakkon Cavalry fell to the ground, with their lack of shields being their idiotic downfall, ha. With this our archers could now turn their attention to our infantry's plight, who had taken great losses but still were fighting defiantly. Wave after wave of arrows fell into the now running Hakkon cowards. dlga_lq1_tol_account_5 lq1_tol_account_complete|The last we saw of the Hakkon army that day was the backs of the cowards who hadn't fallen to our weapons, running back home south. dlga_lq1_tol_account_complete close_window|What a mighty victory, thank you for sharing this account with me. dlga_met_1 lq1_eli_menu|I seek information about the Battle of Halfith? dlga_met_2 lq1_eli_menu|I seek no secrets, merely information about the Battle of Halfith. dlga_lq1_eli_menu lq1_eli_menu_reply|What exactly did you wish to know? dlga_lq1_eli_menu_reply lq1_eli_lore_1|Who was involved in the battle? dlga_lq1_eli_lore_1 lq1_eli_menu_reply|The battle was fought between a detatchment of our best archers, with a small Tolranian force and the evil villians of the Hakkon Empire. dlga_lq1_eli_menu_reply lq1_eli_lore_2|Where did the battle take place? dlga_lq1_eli_lore_2 lq1_eli_menu_reply|The battle took place in the Halfith mountain pass, north of Amarna. dlga_lq1_eli_menu_reply lq1_eli_lore_3|How many soldiers were involved in the battle? dlga_lq1_eli_lore_3 lq1_eli_menu_reply|We had a few thousand of our best archers, with a few Tolranian riders and footmen. The Hakkons outnumbered us two to one. dlga_lq1_eli_menu_reply lq1_eli_lore_4|Who won the battle in the end? dlga_lq1_eli_lore_4 lq1_eli_menu_reply|Our ever vigilant Elintor archers saved the day for the Tolranians and gave the Hakkons an unforgettable defeat. dlga_lq1_eli_menu_reply lq1_eli_account_1|Could you tell me an account of the battle from a soldier who was there? dlga_lq1_eli_account_1 lq1_eli_account_2|We have a well known story from that battle, originally told by the commander himself, Duke Valthaauuionnon. Initially our archers were hidden behind a ridgeline waiting to strike the marching Hakkon cowards. dlga_lq1_eli_account_2 lq1_eli_account_3|We let the feable Tolranian infantry charge down the hill at the Hakkons to distract their main forces. The distraction was a huge success and their infantry got caught up in close sword to sword fighting. dlga_lq1_eli_account_3 lq1_eli_account_4|We started our arrow volleys towards the Hakkon crossbowmen, the only real threat on the battlefield. Outmatched by our superior skill they fell like flies with almost no losses of our own. dlga_lq1_eli_account_4 lq1_eli_account_5|As we were finishing off the last few crossbowman, the Tolranian cavalry found themselves in trouble and being chased by the Hakkon horsemen. Quickly and decisively we turned our fire straight into the chasing horsemen. dlga_lq1_eli_account_5 lq1_eli_account_6|Their lack of shields made for easy pickings and they lasted less than a minute if that. With this over, we could turn our attention to the remaining Hakkon infantry still busy with our initial distraction. dlga_lq1_eli_account_6 lq1_eli_account_complete|The cowards began fleeing soon after and victory was marked, for the Tolranians had been saved from utter defeat. The few remaining soldiers along with the enemy King returned south to where they had come from. dlga_lq1_eli_account_complete close_window|What a mighty victory, thank you for sharing this account with me. dlga_bye223 lq1_hak_menu|Forgive me for bothering you but do you know anything about the Battle of Halfith? dlga_lq1_hak_menu lq1_hak_menu_reply|I do know of it, what did you wish to know? dlga_lq1_hak_menu_reply lq1_hak_lore_1|Who was involved in the battle? dlga_lq1_hak_lore_1 lq1_hak_menu_reply|The battle was fought between the mighty forces of the Hakkon empire and the puny cowards of Elintor and Tolrania dlga_lq1_hak_menu_reply lq1_hak_lore_2|Where did the battle take place? dlga_lq1_hak_lore_2 lq1_hak_menu_reply|The battle took place in the Halfith mountain pass, north of Amarna. dlga_lq1_hak_menu_reply lq1_hak_lore_3|How many soldiers were involved in the battle? dlga_lq1_hak_lore_3 lq1_hak_menu_reply|There were several thousand of the Hakkon Empires finest against several thousand Tolranians and a few thousand Elintor dlga_lq1_hak_menu_reply lq1_hak_lore_4|Who won the battle in the end? dlga_lq1_hak_lore_4 lq1_hak_menu_reply|Unfortunately despite the best efforts of our forces, the enemy took victory from us on this day. dlga_lq1_hak_menu_reply lq1_hak_account_1|Could you tell me an account of the battle from a soldier who was there? dlga_lq1_hak_account_1 lq1_hak_account_2|I once spoke to a veteran who gave an account from his family history of this battle. It started when the Tolranian forces sprung an attack on our marching troops from the ridgeline in the pass, attempting to take us by suprise. dlga_lq1_hak_account_2 lq1_hak_account_3|Our infantry responded and instantly became involved in vicious blade on blade fighting. While attempting to support our forces, our crossbowmen came under a vicious assault of arrows. With little to protect themselves they fired back. dlga_lq1_hak_account_3 lq1_hak_account_4|We inflicted significant casualties to the enemy but needed more to swing that fatal blow so our cavalry began to charge. Mid-charge they came under attack from Tolranian mounted archers which they then began to chase. dlga_lq1_hak_account_4 lq1_hak_account_5|The wind however was not in our favour, blowing into the cavalry and not against, allowing the enemy archers to have an increased range and pelt our valiant knights. Gradually they fell, dying bravely in the face of the enemy. dlga_lq1_hak_account_5 lq1_hak_account_complete|With our cavalry defeated and our crossbowmen low on numbers, the enemy then began their final blow by volley of arrows into our infantry lines. It was clear at this point that we would not manage a victory, so the King and his remaining force withdrew. dlga_lq1_hak_account_complete close_window|What a difficult defeat to experience, thank you for sharing this account with me. dlga_lord_talk lq1_val_account_1|I hear you were involved in the Battle of Halfith. Can you tell me your story? dlga_lq1_val_account_1 lq1_val_account_2|Indeed I can. It began when a combined force of Tolranian infantry, cavalry and a few archers combined with my detatchment of archers for Elintor ambushed a Hakkon army marching through the Halfith mountain pass. dlga_lq1_val_account_2 lq1_val_account_3|We started with a charge of Tolranian infantry from the ridge to get the bulk of the Hakkon forces involved in the fighting, with supporting fire from the archers of Tolrania and Elintor. Immediately the Hakkon forces took some heavy losses. dlga_lq1_val_account_3 lq1_val_account_4|While the infantry was fighting, we used our advantage in ranged skill to take out the Hakkon crossbowmen losing only minor amounts of our own archers, giving us a distinct advantage from that point. dlga_lq1_val_account_4 lq1_val_account_5|The Hakkons, unimpressed, charged with their heavy cavalry. The Tolranian horse archers intercepted them and then lead them into volley after volley of our combined forces arrows. Without shields they died quickly. dlga_lq1_val_account_5 lq1_val_account_6|With the remains of the cavalry dead or wounded, we could then turn our attention to the plight of the Tolranian infantry still involved in combat with the Hakkons. Raining arrows upon them, their morale cracked. dlga_lq1_val_account_6 lq1_val_account_complete|The remaining survivors fled south and we declared ourselves the winners. It was only due to the combined strength of Tolranian infantry and cavalry with Elintor archers that we won that day. dlga_lq1_val_account_complete lord_pretalk|Thank you for sharing this story, it seems one close to your heart. dlga_whatbringsutogalwe lq1_return|About the account of the Battle of Halfith dlga_lq1_return lq1_return_menu|Yes, do you have the account? dlga_lq1_return_menu lq1_return_tol|(Tell the account of Royal Scribe Taxamus) dlga_lq1_return_menu lq1_return_eli|(Tell the account of Royal Scribe Elintherail) dlga_lq1_return_menu lq1_return_hak|(Tell the account of the Erudite Scholar) dlga_lq1_return_menu lq1_return_val|(Tell the account of Duke Valthaauuionnon) dlga_lq1_return_menu lq1_return_continue|I am still trying to find an account. dlga_lq1_return_continue close_window|Thank you, I am sure you will find one soon. dlga_lq1_return_tol close_window|What a fine Tolranian victory it must have been. Thankyou for finding this for me. dlga_lq1_return_eli close_window|What a fine Elintoran victory it must have been. Thankyou for finding this for me. dlga_lq1_return_hak close_window|What a unfortunate defeat for the Hakkon Empire it must have been. Thankyou for finding this for me. dlga_lq1_return_val close_window|What a rare show of combined strength it must have been. Thankyou for finding this for me. dlga_start close_window.47|I will take back the relic for you immediately. dlga_start close_window.48|I will take back the relic for you immediately. dlga_start bye222|Leave me be. I am studying. dlga_bye222 close_window|Alright. Goodbye. dlga_bye222 schtalk|Are you a scholar? dlga_schtalk schtalk1|-The man sighs - Indeed I am. Who are you? dlga_schtalk1 sch2|I am {playername}, at your service. I have come here, to Galwe, the great center of learning and education, to seek some answers to my questions. I was hoping a very learned man like you could help me. dlga_sch2 seekwhat|Well, I suppose I cannot blame a young man for being curious. What it is, exactly, that you seek? dlga_seekwhat wut|I wish to know more about the Red Immortals. dlga_wut wut1|What?? The Red Immortals are nothing but a children's myth! Leave me be, now. Please. dlga_wut1 wut2|I'm sorry for bothering, then. Can you at least point me to someone who knows more about it? dlga_wut2 deal3|-The man shakes his head and rolls his eyes.- Fine. But you must first do something for me. dlga_deal3 deal4|Of course. What do you need? dlga_deal4 deal5|The infamous bandit, called Rdahcim, stole a family heirloom of mine. It is a relic, shaped like a cup, and he took it. - The man grinds his teeth in rage - I want you to track that bastard down, destroy his lair, and return to me the relic. Then I shall give you a clue on where the Red Immortals are. dlga_deal5 questbegin|I will do it. dlga_questbegin close_window|Good luck. You can find Rdahcim near the forests around here. dlga_deal5 close_window|No thanks. It's a waste of my time (fail the quest). dlga_start galwe_eng_recruit_yes|Welcome to the Library of Galwe, {playername}. What do you need? dlga_start close_window.49|Welcome to the Library of Galwe, {playername}. You need to serve Tolrania or follow our culture to hire troops from me. dlga_galwe_eng_recruit_yes close_window|I have no students at the moment. Come visit some other time. dlga_galwe_eng_recruit_yes galwe_eng_talk_alchemist_recruit|I have some troops that you can hire. I currently have {reg10} students avaiable, and each will need 5000 aurums as an initial payment. How many would you like to hire? dlga_galwe_eng_recruit_yes_loop galwe_eng_recruit_yes|Excellent. dlga_galwe_eng_recruit_yes_loop close_window|I have no more students at the moment. Come visit some other time. dlga_galwe_eng_recruit_yes_loop galwe_eng_talk_alchemist_recruit|Very well, They will join your party. I have {reg10} students remaining, and each will need 5000 aurums as an initial payment. How many would you like to hire? dlga_galwe_eng_talk_alchemist_recruit galwe_eng_recruit_yes_loop|I would like to hire one student. dlga_galwe_eng_talk_alchemist_recruit galwe_eng_recruit_yes_loop.1|I would like to hire five students. dlga_galwe_eng_talk_alchemist_recruit close_window|I have to go now. dlga_bye222 11|It's me, {playername}. The one you talked to before. I have your relic. dlga_11 12|Ah! Very good then, {playername}! Thank you so much for this! Now, I believe I promised you information for the relic. You will need to go and travel to Amarna to consult my colleague, who is an expert on these matters. dlga_12 close_window|Thank you. Goodbye. dlga_start attack1.1|Who the hell are you? And what do you want? dlga_attack1 close_window.1|Me? I am the one who will kill you. dlga_start bye223|If you wouldn't mind, I'm trying to concentrate. dlga_bye223 close_window|Sorry for bothering you. dlga_bye223 aschtalk|The scholar of Galwe told me to find you. I have a question to ask. dlga_aschtalk aschtalk1|My friend from Galwe, yes. What exactly is it you need? dlga_aschtalk1 aschtalk2|I am seeking information about the legend of the Red Immortals. More specifically, where they are rumored to be located. He said that you are the greatest expert on the subject in all of Perisno. dlga_aschtalk2 aschtalk3|Well, I'm afraid I can only relay you once more to another source. I have closely studied the texts of the scholar Mirkhond for many years, but I have done so from a purely factual and historical perspective. What you want is more obscure and absolute. The Mythseeker will know the answer to your question, I have no doubt in my mind. dlga_aschtalk3 aschtalk4|Another person to track down...where can I find this Mythseeker that you speak of? dlga_aschtalk4 close_window|The last I checked, he was near Sasspegah castle. Perhaps you should search around there. dlga_start bye223.1|I seek them ... the myths... dlga_bye223 close_window.1|... (you leave the man alone). dlga_bye223 aschtalk.1|The scholar of Amarna told me to find you. I have a question to ask. dlga_aschtalk aschtalk1.1|What is it? Leave me be! I seek the myths, the truth! Do not talk of foolish scholars to me! dlga_aschtalk1 aschtalk2.1|I am sorry. I have a question about the Red Immortals. dlga_aschtalk2 aschtalk3.1|The Red Immortals? What business have you with them? dlga_aschtalk3 aschtalk4.1|Dangerous business. I seek their legendary weapons and shield, and I will kill them. dlga_aschtalk4 aschtalk5|You want to find them? And kill them? You are nothing but a fool. You cannot defeat the Immortals. dlga_aschtalk5 aschtalk6|That is your opinion. Please tell me where they are. dlga_aschtalk6 close_window|-the man smiles to himself-. I will tell you ... you are going to die anyway. Go to the village of Wahran. That is all I shall tell. Now leave me be. dlga_start attack1.2|Surrender or die! dlga_attack1 redimmortals|We are the Red Immortals, from the old Hakkon Empire. I would think twice before attacking. dlga_redimmortals close_window|No thanks. You will die, here. Now. dlga_start bye21.1|Greetings {playername}. dlga_bye21 close_window.1|Greetings to you too, great bard. dlga_aneirin_talk aneirin_espada|I did it, Targith. I have the book and the lyre. dlga_aneirin_espada aneirin_espada1|Excellent! You have done a great job! Here, let me take those.. dlga_aneirin_espada1 aneirin_espada2|Aren't you going to tell me where the sword is, now?? dlga_aneirin_espada2 aneirin_espada3|Hah! Of course! I have it ... right here, with me! dlga_aneirin_espada3 aneirin_espada4|... ... WHAT?? You mean to tell me that I went on this wild goose chase to find those two relics JUST for some sort of test that you concocted? dlga_aneirin_espada4 aneirin_espadaa|Indeed. These two relics are going to be useful for me in my research for the Kingslayer, but they do not provide the answers to where Kingslayer is simply because I have it right here. I did what I did as a test for you. I wanted to see what type of warrior this generation had. You have still done a great favor for me, {playername}. You brought me two important relics. As your payment, I shall give you Kingslayer. dlga_aneirin_espadaa aneirin_espada222|Someday, you will be the one people write stories about. I have great hopes for you. dlga_aneirin_espada222 close_window|Thank you, Taragith. I will make good use of this legendary sword. Farewell.. dlga_aneirin_talk failure111|Bard, I failed. I'm sorry. dlga_failure111 close_window|Oh . . . Oh well. I suppose you did the best you could. Bad luck, friend. Farewell. dlga_start close_window.50|Come back when you have it. dlga_start aneirin_talk|Good day, my {reg33?lady lord}. I am Targith, Great Bard of Perisno. I am the one who wrote the poems, 'Lost One's Soul', 'The Heir of the Heiress', and many more. I am also responsible for chronicling the histories of many legendary weapons and mysterious occurances in Perisno. Furthermore, I have written historical work for the Scholar's Guild, and my work has been praised all over the world. dlga_aneirin_talk aneirin_talk2|Continue, please dlga_aneirin_talk close_window|I have other things to do than to listen to a fool. Farewell. dlga_aneirin_talk2 aneirin_talk3|I'm afraid that if I go on, I will never stop talking. You look like a capable type. I have recently been delving deep into tomes and accounts of the sword, the Kingslayer. It is said that the great Emperor of the Old Perisnoan Empire, Thyceo, slew seven different kings with that one sword to gain dominance. I might have a faint idea of where it is, now that I know most of the details. Would you like to hear my idea? dlga_aneirin_talk3 aneirin_talk4|Yes. Please tell me. dlga_aneirin_talk3 close_window|I have other things to do. I believe Kingslayer to be a myth. Farewell. dlga_aneirin_talk4 aneirin_talk5|To search for the sword, you will need to find two items a lyre and a book. It is said that Emperor Thyceo's bard wrote the secret of where Kingslayer was hidden in the back of his lyre, named the Lyre of Yralis. If this proves untrue, then the book will hold the secret. The book, called the 'Biography of Emperor Thyceo', has the location of the sword inside. I am certain that the secret to Kingslayer lies inside one of these two items. dlga_aneirin_talk5 aneirin_talk6|Interesting. Where shall I find the lyre and book? dlga_aneirin_talk5 close_window|I have better things to do than going on a futile treasure hunt. Farewell. dlga_aneirin_talk6 aneirin_talk7|Oh, it is easy. You must meet an old reclusive hermit, called the Unusual Hermit by everyone around him, at Verlorne Castle. He know where the Lyre is. And the Biography of Thyceo, hmm, I think that the Priest Calain can say something about it's whereabouts, but, alas, I don't know where he lives now. Be warned, these two items are going to be very hard to acquire. You will need to be prepared to face many hardships in order to obtain them. However, I believe you can do it. If you succeed, you get the greatest sword of all... the Kingslayer, rumored to have a blade that never dulls. Oh... and, if you do find these items, you will most likely need me to translate the words for you, as they are written in Old Perisnoan dialect. dlga_aneirin_talk7 close_window|Alright. I shall go search for them. dlga_aneirin_talk7 close_window.1|I am not interested, sorry. I don't need a new sword and there are no guarantees of success, after all. dlga_start pj_talk|What do you want? dlga_pj_talk close_window|Nothing. Goodbye. dlga_pj_talk pj_talk2|Are you the one they call the Unusual Hermit? Can you tell me where the Lyre of Yralis is? dlga_pj_talk2 pj_talk3|I am indeed the hermit. I was once a great general, serving under the Freelancer Guild. But that was a lifetime ago... who are you, and what do you want? dlga_pj_talk3 pj_talk4|(Lie) I am the descendant of the bard Yralis. I need to know where he hid it. dlga_pj_talk3 pj_talk5|My name is {playername}. The Great Bard Taragith sent me. We need the Lyre for one of Taragith's discoveries. dlga_pj_talk4 close_window|I hope you are not trying to fool anyone ... do you think me an idiot? Yralis left no descendant. Begone! dlga_pj_talk5 pj_talk6|Taragith? Hmm..what has he gotten himself into this time, I wonder? I have heard that you might find the lyre somewhere near the Four Pillars. There, you will find a noble by the name of Galine. dlga_pj_talk6 pj_talk7|Where? [Intimidate] dlga_pj_talk6 pj_talk8|Where? dlga_pj_talk8 close_window|Ah. I'd forgotten that it is not called by that name anymore... it is Westrey Castle. dlga_pj_talk7 close_window|I don't fear you, {reg33?wench knave}, I've killed men who were thousand times better warriors than you. But I like your methods. You can find him at Westrey Castle. dlga_pj_talk close_window.1|Nothing. Sorry for bothering. dlga_pj_talk pj_talk2.1|Are you called Galine? dlga_pj_talk2 pj_talk3.1|Yes. My name is Galine Goldine, and you are... ? dlga_pj_talk3 pj_talk4.1|(Lie)I am the last descendant of Emperor Thyceo. I seek the lyre of my ancestor's faithful bard, Yralis. dlga_pj_talk3 pj_talk5.1|My name is {playername}. Great Bard Taragith sent me. He seeks the lyre of Yralis for a recent discovery he made. dlga_pj_talk4 close_window.1|Do you think I am stupid? Thyceo left only one descendant, who died early in his reign. Take off. dlga_pj_talk5 pj_talk6.1|The Lyre of Yralis is an heirloom of my family. However, a Valahir raider by the name of Sekr Frosttongue took it from me. I do not know where it is now, but maybe the Priest Calain will know. Calain once preached to him, I have heard. He currently resides somewhere near Forde but I am not sure exactly his whereabouts. Search around that area. dlga_pj_talk6 close_window|Well. I will travel to the countryside of Forde, then. Farewell. dlga_pj_talk close_window.2|Nothing, I'm leaving. dlga_pj_talk pj_talk2.2|Priest Calain? That is you, correct? dlga_pj_talk2 pj_talk3.2|That is who I am. I used to be full of life ... full of zeal and religion. I am now a priest in all but name. I grow old, and my mind grows old along with me... (his eyes grow distant for a second, then turns back to you). Did Taragith send you? He seeks the Book, does he not? dlga_pj_talk3 pj_talk4.2|Yes, and I also want the knowledge of the whereabouts of the raider Sekr Frosttongue. dlga_pj_talk4 pj_talk5|I will tell you where he and the lyre are. But do me a favor first. You must kill me. I would like to quicken my journey to the afterlife. Please, do it. dlga_pj_talk5 pj_talk6.2|Well. I will do it, if you wish it so. dlga_pj_talk5 close_window|I am not an assassin. I shall not do it. dlga_pj_talk5 pj_talk7|No. You are a wise and good man, and I sense you still have many good things to do. Listen, I can help your mission with 500 coins. dlga_pj_talk6 close_window.1|At last! Your enemy is hiding in Wotin Castle, his old home. And the book ... I have the book. You can take it. Now, do it ... (Your weapon sinks into his flesh. You do not hear any cry of pain, but only see his eyes slowly shutting down, until his body is totally limp. Then, you leave the room slowly, after finding and taking the book.) dlga_pj_talk7 close_window.1|Hmph... maybe you are right after all. The New Gods still need me ... perhaps. You can find the rogue Sekr at Wotin Castle. (he hands you the book after searching it for a while in his library.) dlga_start order2|You have courage, idiot, I thought you were not coming. dlga_order2 order3|You can still save many lives... dlga_order3 order4|It is too late. My god, Valhar, wants your blood. You're nothing more than a fool and I'll drink beer in your skull tonight. Then, I will send your skull to Taragith. dlga_order4 close_window|So be it. dlga_pj_talk close_window.3|Forget about it, I'm leaving. dlga_pj_talk pj_talk2.3|Sekr Frosttongue. I come to you, looking for the Lyre of Yralis. dlga_pj_talk2 pj_talk3.3|Another one? Sigh ... Well, maybe you're smarter. The rest of you 'seekers' have died trying. I give you two options pay me 3,000 aurums, and I will tell you where they are, or get out of my sight. dlga_pj_talk3 pj_talk4.3|Ok, take 3000 aurums. Tell me, where are they? dlga_pj_talk4 close_window.2|Somebody bought the lyre two days ago. But you are a fool and I will not give anymore information to you. dlga_pj_talk3 close_window|I am tired of all these stupid bards' games. I don't want Kingslayer anyways. I give up. So long. dlga_pj_talk3 pj_talk5.2|There is another option You die if you don't tell me where they are. dlga_pj_talk5 close_window.1|Hahaha, you think you can kill me? Alright. Let's fight, outside. dlga_start siegfried_escort_1|You committed a crime against the Church of Faith. Punishment awaits you! Surrender or die! dlga_siegfried_escort_1 close_window|I'm not afraid of you. I will fight. dlga_start siegfried_escort_2|Greeting! We are warriors the Church of Faith. dlga_siegfried_escort_2 close_window|God bless you! dlga_siegfried_escort_2 close_window.1|{s3} dlga_start zeladeck_escort_1|Zelaeck guides us to victory! Surrender or die! dlga_zeladeck_escort_1 close_window|I'm not afraid of you. I will fight. dlga_start zeladeck_escort_2|Zelaeck guides us to victory! Glory to Falki! dlga_zeladeck_escort_2 close_window|Glory to heroes! dlga_zeladeck_escort_2 close_window.1|{s3} dlga_start lord_ceylius_escort_1|Lord Ceylius the Dishonorable guides us to victory! Surrender or die! dlga_lord_ceylius_escort_1 close_window|I'm not afraid of you. I will fight. dlga_start lord_ceylius_escort_2|Lord Ceylius the Dishonorable guides us to victory! You have to help him. dlga_lord_ceylius_escort_2 close_window|{s3} dlga_lord_ceylius_escort_2 close_window.1|I am your ally. dlga_start nox_of_zephilli_escort_1|Nox of Zephilli guides us to victory! Surrender or die! dlga_nox_of_zephilli_escort_1 close_window|I'm not afraid of you. I will fight. dlga_start nox_of_zephilli_escort_2|Nox of Zephilli guides us to victory! You have to help him. dlga_nox_of_zephilli_escort_2 close_window|{s3} dlga_nox_of_zephilli_escort_2 close_window.1|I am your ally. dlga_start ulfheonar_escort_1|Ulfhednar guides us to victory! Surrender or die! dlga_ulfheonar_escort_1 close_window|I'm not afraid of you. I will fight. dlga_start ulfheonar_escort_2|Ulfhednar guides us to victory! You have to help him. dlga_ulfheonar_escort_2 close_window|{s3} dlga_ulfheonar_escort_2 close_window.1|I am your ally. dlga_start zolona_escort_1|Zolona guides us to victory! Surrender or die! dlga_zolona_escort_1 close_window|I'm not afraid of you. I will fight. dlga_start zolona_escort_2|Zolona guides us to victory! You have to help her. dlga_zolona_escort_2 close_window|{s3} dlga_zolona_escort_2 close_window.1|I am your ally. dlga_start rafklazan_escort_1|King Rafklazan guides us to victory! Surrender or die! dlga_rafklazan_escort_1 close_window|I'm not afraid of you. I will fight. dlga_start rafklazan_escort_2|King Rafklazan guides us to victory! You have to help him. dlga_rafklazan_escort_2 close_window|{s3} dlga_rafklazan_escort_2 close_window.1|I am your ally. dlga_start queen_aegea_escort_1|Queen Aegea guides us to victory! Surrender or die! dlga_queen_aegea_escort_1 close_window|I'm not afraid of you. I will fight. dlga_start queen_aegea_escort_2|Queen Aegea guides us to victory! You have to help her. dlga_queen_aegea_escort_2 close_window|{s3} dlga_queen_aegea_escort_2 close_window.1|I am your ally. dlga_start count_eton_escort_1|We fight for Count Eton, the rightful ruler of Lymbard! You have betrayed our cause, and for this you must pay! dlga_count_eton_escort_1 close_window|This land is not yours to take. You are nothing but another band of robbers! dlga_start count_eton_escort_2|We fight for Count Eton, the rightful ruler of Lymbard! Fight with us, {reg33?Lady Lord} {playername}, and reclaim these lands for their rightful lord. dlga_count_eton_escort_2 close_window|{s3} dlga_count_eton_escort_2 close_window.1|Very good, let us rid Lymbard of your enemies together. dlga_start firstlegion_escort_1|Centurion Octavius guides us to victory! Surrender or die! dlga_firstlegion_escort_1 close_window|I'm not afraid of you. I will fight. dlga_start firstlegion_escort_2|Centurion Octavius guides us to victory! You have to help him. dlga_firstlegion_escort_2 close_window|{s3} dlga_firstlegion_escort_2 close_window.1|I am your ally. dlga_start general_ialoch_escort_1|Marshal Ialoch guides us to victory! Surrender or die! dlga_general_ialoch_escort_1 close_window|I'm not afraid of you. I will fight. dlga_start general_ialoch_escort_2|Marshal Ialoch guides us to victory! You have to help him. dlga_general_ialoch_escort_2 close_window|{s3} dlga_general_ialoch_escort_2 close_window.1|I am your ally. dlga_start dreaded_one_escort_1|Dreaded Nightmare guides us to victory! Surrender or die! dlga_dreaded_one_escort_1 close_window|I'm not afraid of you. I will fight. dlga_start dreaded_one_escort_2|Dreaded Nightmare guides us to victory! You have to help him. dlga_dreaded_one_escort_2 close_window|{s3} dlga_dreaded_one_escort_2 close_window.1|I will leave you in peace. dlga_start nibor_escort_1|Nibor Hood guides us to victory! Surrender or die! dlga_nibor_escort_1 close_window|I'm not afraid of you. I will fight. dlga_start nibor_escort_2|Nibor Hood guides us to victory! You have to help him. dlga_nibor_escort_2 close_window|{s3} dlga_nibor_escort_2 close_window.1|I am your ally. dlga_start slave_rebellion_1|You're a damn slave trader! We are fighting for their freedom! dlga_slave_rebellion_1 close_window|Freedom of slaves? Time for me to enslave you! dlga_slaverebellionchat slave_rebellion_2|{s4} dlga_slave_rebellion_2 close_window|{s3} dlga_slave_rebellion_2 close_window.1|Good luck! dlga_start rogue_knight_1|We are fighting for their freedom! You are a threat to our liberty! dlga_rogue_knight_1 close_window|I'm not afraid of you. I will fight. dlga_start rogue_knight_2|Don't come any closer! We are fighting for their freedom! dlga_rogue_knight_2 close_window|{s3} dlga_rogue_knight_2 close_window.1|Good luck! dlga_start nodah1|Hello, old friend. dlga_start jobb2|Did you do it? dlga_start job1|Hello, {playername}. I presume you've come back for more tasks? dlga_start bye2|Greetings {playername}. dlga_bye2 close_window|Goodbye. dlga_start raid_question|Was your raid successful? dlga_raid_question raid_caravan|Yes! It was nothing I couldn't handle. dlga_raid_question close_window|No, not yet. dlga_raid_caravan close_window|Good job. This is our first step towards the resurrection of the Illican Empire! Come back to me for harder challenges. dlga_start ask1|Hello, {reg33?lassie young man}! Are you looking for a job or something? dlga_ask1 god2|Yes! dlga_god2 god3|The Illicans have been in this land for a millenia, and we have lived in peace unless threatened. We have never intentionally provoked others and are a good people. The Drachens invaded however, and drove us out of our homes and burned our farms! They have commited atrocities. One certain caravan carries a lot of gold. It happens to be traveling to us right now. Can you raid it for me and bring the gold to me as proof? dlga_god3 godyes|Yes. I will. For the glory of Illica! dlga_god3 close_window|No, I don't have time for that! dlga_godyes close_window|Excellent! dlga_start close_window.51|Thank you for freeing me! I managed to steal the gold when the chaos started, but I had no idea I would get this far! Here you go, sir! dlga_relikwia2 relikwia2|Thank you and good luck. dlga_relikwia2 relikwia3|Here you go. dlga_relikwia3 close_window|Goodbye then! dlga_start order2.1|Who are you? dlga_order2 order3.1|No one you want to know about. dlga_order3 order4.1|We are under the protection of the Reich. What do you want? dlga_order4 close_window.1|I want to kill you for the glory of Illica! dlga_order4 close_window.2|Never mind... dlga_start order2.2|Hey, I recognize you! You're the one who's been causing trouble around here lately. Have you come willingly to die? dlga_order2 order3.2|Yes, I have come to kill you, in the name of Illica. dlga_order3 close_window|Fool! You do not know the power I possess. I have been chosen to destroy the Illican race. dlga_job1 job2|Indeed. You told me that I could come back for more work. Is there anything else you would like me to do? dlga_job2 job3|Of course! There is a local Reich lord in the area who has been hunting down Illicans without end. I want you to go and kill him. He is a cruel man with no loyalties except gold and greed. He will have some strong troops, so be careful. dlga_job3 close_window|Sounds good. I'll do it. dlga_job3 close_window.1|Maybe later. dlga_jobb2 jobb3|Yes! dlga_jobb2 close_window|Not yet. dlga_jobb3 close_window|Great work! We are getting closer, I feel it! At the rate we are going, we shall be free soon. As promised, your reward. dlga_start fight2.2|You've been causing a lot of trouble in the area. I will enjoy killing you. dlga_fight2 close_window|I'd like to see you try. dlga_start dp1|Hello again, {playername}. My next task for you will be a hard one. dlga_start q1|Have you killed them all yet? dlga_start quest1|Hello again, {playername}. Word of your deeds is spreading among our people. dlga_quest1 quest2|Are there any harder tasks for me to complete? dlga_quest2 quest3|A harder task, eh? There isn't anything right now, but maybe you can pass the time by defeating a certain dragon priest for me. He is near Voldeburg. What say you? dlga_quest3 close_window|That's a good idea. I will do it. dlga_quest3 close_window.1|No thanks. Maybe another time, I am busy at the moment. dlga_q1 q2|Yes! dlga_q1 close_window|Not yet. dlga_q2 close_window|You are really doing us a big favor. The next task may not be so easy however. Here is the reward for now. dlga_start ch1|Have you defeated that monster yet? dlga_ch1 ch2|I have. dlga_ch1 close_window|Not yet. dlga_ch2 close_window|Good job. I always knew you could do it. dlga_dp1 dp2|I will gladly do it. What is the task? dlga_dp2 dp3|There is a man by the name of Gunnarr. He has been dubbed the Illican killer, and is a Mercenary soldier from Nisaynia. He has special methods of defeating our men, and none of us have managed to fight him and win. dlga_dp3 dp4|So you want me defeat him? dlga_dp4 dp5|Indeed. He has ways to kill Illicans, but not normal men. Scouts report that he is currently near this town. I have every faith in you that you will succeed. dlga_dp5 close_window|I will do this. dlga_dp5 close_window.1|No thanks. Maybe another time, I am busy at the moment. dlga_start f2|You have quite a bounty on your head from the Reich. I will enjoy crushing your skull. For Wodin and Vanir! dlga_f2 close_window|I'd like to see you try. dlga_start c1|Have you conquered the town yet? dlga_c1 c2|Yes! dlga_c1 close_window|I am making the preparations. dlga_c2 close_window|I cannot thank you enough for what you have done! From now on, you may recruit Illicans from me whenever you like. dlga_start illica1|We have come to it at last. Your final task. dlga_illica1 illica2|What is the task? dlga_illica2 illica3|It has been many years since our conquerers have abused and banished us. We are now fighting back - because of you, our hero! It is now time for you to complete your ultimate task. I want you to conquer this city, Voldeburg. dlga_illica3 illica4|So the time has come? dlga_illica4 illica5|Indeed. You are our champion now. Fight well, and win! dlga_illica5 close_window|Thank you. dlga_illica5 close_window.1|I need to prepare first. dlga_nodah1 illicalore2|Hello. Can you tell me more about the lore of Illica? dlga_illicalore2 illicalore3|Of course, my friend! What would you like to know about them? dlga_illicalore3 genhis1|Tell me about the general history. dlga_genhis1 genhis2|We are a proud race, and have been living in Perisno for centuries. We come way before the Elintorans, or even the Third Legion, I daresay. Our culture is rich and deep. dlga_genhis2 genhis3|The Reichans came a few years ago, intent on destroying us. We were already weak from a recently civil war between us and an opposing clan. The Reich came, built huge sprawling cities in our land, and drove us out. dlga_genhis3 tavern_traveler_pretalk|However, you, our hero, came in time. You helped us drive the Reich out and reclaim some of our land. For that, we thank you eternally. You will be remembered in our stories alongside our other great heroes like Zeladeck, Myrians, and Ha'beo. dlga_illicalore3 close_window|Never mind. dlga_nodah1 nodah2|I would like to recruit some Illicans. dlga_nodah1 close_window|Farewell. dlga_nodah2 nodah3|Of course! They all cost 150. dlga_nodah3 close_window|Actually, I don't need them at the moment dlga_nodah3 nodah4|I would like to hire one Illican Hunter. dlga_nodah3 nodah4.1|I would like to hire five Illican Hunters. dlga_nodah3 nodah4.2|I would like to hire ten Illican Hunters. dlga_nodah3 nodah4.3|I would like to hire twenty Illican Hunters. dlga_nodah3 close_window.1|That is too expensive. dlga_nodah4 close_window|Thank you. Goodbye for now. dlga_member_chat nodah_talk|It is an honor being part of your company. dlga_nodah_talk skills_n1|I want to see your skills. dlga_skills_n1 skills_n2|Very well. dlga_skills_n2 nodah_talk|Done. dlga_nodah_talk close_window|I think we need to part our ways. dlga_nodah_talk close_window.1|Thank you. dlga_start wep_enth_talk1|Well done, good {reg33?madame sir}. dlga_start wep_enth_talk1.1|Welcome back to Arendal. How is your quest going? dlga_start we_ask|Hello there, you fine young fellow. Would you like me to tell you about the Dueler? dlga_start close_window.52|Good luck on your quest. dlga_we_ask we_talk|The Dueler? Never heard of him. Go on, you have me intrigued. dlga_we_ask close_window|No thank you. I have something urgent to attend to. dlga_we_talk we_continue|Well, to be honest, I know very little about the Dueler himself. What I do know more about is his...weapon. dlga_we_continue we_talk2|A weapon? What kind, a sword? dlga_we_talk2 we_ask2|A sword, yes. A very special kind of sword; a rapier. This rapier, though I have never seen it myself, is supposed to be one of the finest pieces of craftsmanship to ever exist in Perisno; its speed and the Dueler's own skill making him nigh invincible in combat. dlga_we_ask2 we_talk3|Interesting. Where can I find out more about the Dueler and this rapier of his? dlga_we_talk3 close_window|The dueler holds godlike status among the trainers of Perisno who can be found the many training ground locations. They will probably know more about him than I do. Good luck. dlga_wep_enth_talk1 wep_enth_talk2|Good news. I have the rapier. dlga_wep_enth_talk2 wep_enth_talk3|No way! Do you mind if I...hold it? dlga_wep_enth_talk3 wep_enth_talk4|Go ahead. dlga_wep_enth_talk3 wep_enth_talk5|I'd rather you not. dlga_wep_enth_talk4 wep_enth_talk6|Fantastic. It's so incredibly light, yet strong as well. It seems to be designed for thrusting attacks. dlga_wep_enth_talk5 wep_enth_talk6|Fair enough, it looks very valuable. A sword of that design seems very adept at thrusting attacks. dlga_wep_enth_talk6 wep_enth_talk7|You're a very lucky {reg33?woman man} to have gotten your hands on such a weapon. Take good care of it for me, will you? dlga_wep_enth_talk7 close_window|Will do. dlga_trainer_talk trainer_rapier_talk5b|I am here to fight your men. dlga_trainer_talk trainer_rapier_talk|Actually, I have a question to ask you about...more mysterious matters. dlga_trainer_rapier_talk trainer_rapier_talk2|A question? Ask away. dlga_trainer_rapier_talk2 trainer_rapier_talk3|I was told that you trainers hold a certain man with the utmost respect for his proficiency in combat. I was wondering if you could tell me a little more about this man, the Dueler. dlga_trainer_rapier_talk3 trainer_rapier_talk4|The Dueler? My my, it has been many years since I last heard that name. To answer your question yes, I can tell you a little more about him. However, as I don't want this rather valuable information to fall into the wrong hands, you must first prove your worth to me. dlga_trainer_rapier_talk4 trainer_rapier_talk5|And how might I do that? dlga_trainer_rapier_talk5b trainer_rapier_talk6|Excellent. Are you ready to begin? dlga_trainer_rapier_talk5 trainer_rapier_talk6|Well, in a normal practice fight, I would start off easy and work you up the tiers of difficulty. Instead of doing that, I will put you up against 3 of my finest fighters in a row, and then I will tell you what you want to hear. Are you ready? dlga_trainer_rapier_talk6 trainer_rapier_talk7|Yes I am. dlga_trainer_rapier_talk7 close_window|Here you go then. Good luck. dlga_trainer_rapier_talk6 trainer_rapier_talk8|Just a minute. I am not ready yet. dlga_trainer_rapier_talk8 close_window|Hey, You will never make it if you don't practice. dlga_trainer_practice_1 trainer_rapier_talk9|Well done, very well done. Not only have you proven yourself but you have also impressed me greatly. I am confident that I can now tell you what I know. dlga_trainer_rapier_talk9 trainer_rapier_talk10|It was on that day, the first and last I saw of him, that this man approached my training field. He did not give a name, so thereafter we simply referred to him as 'the Dueler' for reasons that will soon become apparent. dlga_trainer_rapier_talk10 trainer_rapier_talk11|The moment he began to spar I knew there was something different about him. It was his flawless technique, his record-setting defeat of my fighters, maybe even the sun dancing off that fancy sword of his- it was incredible. I even threw uneven matchups against him, even outnumbered twelve to one he managed to dodge and slash and parry his way to victory. dlga_trainer_rapier_talk11 trainer_rapier_talk12|Soon my men had all but collapsed from exhaustion, and the Dueler, sheathing his narrow sword, turned and departed with nothing but a nod in my direction. dlga_trainer_rapier_talk12 close_window|My account of the Dueler is one of many among trainers in Perisno, and you can find a compendium of information on the man in the great library of Galwe. Farewell, and good luck in your quest. dlga_start literary_talk7|Oh, you again? What is it? dlga_start literary_talk1|I beg your pardon, but this book requires my full concentration. dlga_start close_window.53|Pardon me, but this book requires my full concentration. dlga_literary_talk1 literary_talk2|I don't want to disrupt your work, but I was hoping to find someone who can direct me to a specific book. dlga_literary_talk1 close_window|My apologies. dlga_literary_talk2 literary_talk3|Alright then, quickly. What are you looking for? dlga_literary_talk3 literary_talk4|I was told this library houses a compilation of information about a man named, or...nicknamed, the Dueler? dlga_literary_talk4 literary_talk5|Ah, yes! Funny you should inquire about the book at this time, as I was actually about to return it to the library. I had planned on reading it but was sidetracked by my newfound interest in Tolranian political history. dlga_literary_talk5 literary_talk6|Did you know that Nibor Hood, the nefarious leader of the Outlaws, is the brother of the Tolranian claimant, Lady Tylora? How fascinating! dlga_literary_talk6 close_window|Anyway, where was I...oh yes. I suppose I can lend the book to you for a little while, until you find what you need. So long. dlga_literary_talk7 literary_talk8|I'm here to return the book you kindly lent me. dlga_literary_talk7 literary_talk11|Unfortunately, the book is no longer in my possession. How much do I owe you? dlga_literary_talk8 literary_talk9|Excellent! I was beginning to worry that you weren't going to bring it back. dlga_literary_talk9 literary_talk10|I made some notes here and there, and added some information I think you'll find to be...quite relevant the the story of the Dueler. dlga_literary_talk10 close_window|You...you wrote in a library book!? How could you defile such a delicately assembled compilation of information! Besides, how useful could your little anecdote be? Gah! I don't have time for you right now. dlga_literary_talk11 literary_talk12|You lost the book!? Gah...the library will want at least 1000 aurums for losing such a valuable piece of information. dlga_literary_talk12 literary_talk13|Right, here you go. dlga_literary_talk13 close_window|Fine. Now leave me to my studies, you irresponsible swine. dlga_literary_talk12 literary_talk14|I don't have that kind of money. dlga_literary_talk14 close_window|Well, I would advise you get out of my sights before I call the city watch on you! dlga_start close_window.54|You've far exceeded my expectations {reg33?Lady Lord} {playername}. I will be sure to spread the word of your great accomplishment on this day. dlga_start close_window.55|You've far exceeded my expectations {reg33?Lady Lord} {playername}. I will be sure to spread the word of your great accomplishment on this day. dlga_start close_window.56|He's a tough one isn't he? I hope you learned a lesson or two about humility, among other things. dlga_start arena28_talk11|That was very impressive, young {reg33?lady man}. Don't feel too good about yourself, however; the Dueler's talent cannot be compared to the men you just fought. Are you sure you still want to do this? dlga_start arena28_talk11.1|Are you ready to take him on again? dlga_start close_window.57|Hmm...as I suspected, it seems you need more practice after all. Come back when you and your men have trained harder. dlga_start arena28_talk10|Are you ready? dlga_start arena28_talk5|Hello again. So what did you want from the Dueler? dlga_start arena28_talk1|Good day friend. How can I help you? dlga_arena28_talk_start arena28_talk1|Anything else? dlga_arena28_talk1 arena28_talk2_1|That's not...THE Dueler, is it? I've been looking all over for him. dlga_arena28_talk1 arena28_talk2_2|Are you currently running any tournaments? dlga_arena28_talk1 close_window|Oh I'm just looking around, thanks. dlga_arena28_talk2_2 arena28_talk_start|Unfortunately, no. This space has been...reserved for the time being. dlga_arena28_talk2_1 arena28_talk3|Ah, so I see you've heard of him. Lucky for you, you've found the place that he and his apprentices train. dlga_arena28_talk3 arena28_talk4|He prefers Qaletaqa because few Perisno mainlanders dare to venture out into the Aroulian jungle, and therefore he can perfect his art in seclusion. dlga_arena28_talk4 arena28_talk5|So, what would you like from him? He doesn't normally interact with strangers, however I'm sure he'd be willing to listen to someone with your level of determination. dlga_arena28_talk5 arena28_talk6_1|I am here to challenge the Dueler to a duel. dlga_arena28_talk5 arena28_talk_lore|Who exactly is the Dueler? dlga_arena28_talk5 arena28_talk6_2|I'll be back in a little bit. dlga_arena28_talk6_1 arena28_talk7|You want to...duel him? I don't mean to be rude, but I think that may be a bad idea. dlga_arena28_talk_lore arena28_talk_lore2|Nobody knows for sure who he is or where he comes from, and he isn't exactly the garrulous type. The few times I have heard him speak, however, his accent sounded like nothing I had ever heard before. dlga_arena28_talk_lore2 arena28_talk4|Other than that he is not from Perisno, your guess is as good as mine. I do know that he wields that rapier of his with incredible mastery, better than anyone I've ever seen. dlga_arena28_talk6_2 close_window|Take your time. dlga_arena28_talk7 arena28_talk8|I'll be just fine. I'm ready to fight. dlga_arena28_talk7 close_window|On second though, I need some time to prepare first. dlga_arena28_talk8 arena28_talk9|Well I won't put you up against the Dueler right away. First, you and your first seven men can go up against his eight apprentices so that I can get an idea of your skill. dlga_arena28_talk9 arena28_talk10|Are you ready? dlga_arena28_talk10 close_window|Let's go. dlga_arena28_talk10 close_window.1|Let me reorder my party first. dlga_arena28_talk11 close_window|I'm ready. dlga_arena28_talk11 close_window.1|Give me some time to recover from that last fight. dlga_start close_window.58|[He doesn't seem to hear you] dlga_start close_window.59|Farewell, {playername}. It is time for me to return to my land. dlga_start dueler_talk1|... dlga_dueler_talk1 dueler_talk2|So I have been defeated. dlga_dueler_talk2 dueler_talk3|It was only a matter of time before my craft with the sword was bested by a challenger. dlga_dueler_talk3 dueler_talk4|I suppose you have more right than I to train these men. Take care of them for me. dlga_dueler_talk4 dueler_talk5|I also feel obliged to give you something else, for I can no longer hold it in good conscience. dlga_dueler_talk5 dueler_talk6|This rapier is made of precious Czestadtian steel, forged by my country's greatest blacksmith and designed to be the lightest and fastest sword ever made. dlga_dueler_talk6 dueler_talk7|It was given to me for becoming the most skilled fighter in Czestadt, and I was sent by my king to explore and display my strength to the world. dlga_dueler_talk7 dueler_talk8|It is now my duty to give the rapier to you, {reg33?lady lord} {playername}. dlga_dueler_talk8 dueler_talk9|You are a most gracious opponent. Thank you for this gift. dlga_dueler_talk8 dueler_talk8b|I can't accept such a valuable treasure of your people. dlga_dueler_talk8b dueler_talk9|You are generous to decline, but I must insist. This sword no longer belongs to me. dlga_dueler_talk9 close_window|Farewell, {playername}. It is time for me to return to my land. dlga_lord_talk oim_lord_sp_task|I would be glad to take upon myself a special mission. dlga_oim_lord_sp_task close_window|A mission? {playername}, I am not in position to ask you to do anything. However, I have a gift for you that I planned to delever to you for quite some time. Please accept it as a sign of our friendship. dlga_oim_qst_kidalovo_z_konyem_dlg oim_qst_kidalovo_z_konyem_dlg_1|Could you perhaps do me a small favor, {reg33?madame sir}? The task is this I had planned to give my ruler a wolf as a gift, but alas, war has called and I cannot deliver the beast. Can you convey the animal to him in my stead? dlga_oim_qst_kidalovo_z_konyem_dlg_1 oim_qst_kidalovo_z_konyem_dlg_pos|Agree... dlga_oim_qst_kidalovo_z_konyem_dlg_pos oim_qst_kidalovo_z_konyem_dlg_pos2|Very well, I would not shy from taking this job. dlga_oim_qst_kidalovo_z_konyem_dlg_pos2 close_window|Here is the wolf, and here is the money for his keeping. Know this -- if you should lose the steed, or fail to deliver it in time, you'll have only yourself to blame for what follows. dlga_oim_qst_kidalovo_z_konyem_dlg_1 oim_qst_kidalovo_z_konyem_dlg_neg|Refuse... dlga_oim_qst_kidalovo_z_konyem_dlg_neg oim_qst_kidalovo_z_konyem_dlg_neg_1|I am honored to hear that you would wish to bestow such an important task upon me... But alas, I have no time to play nurse to a wolf. dlga_oim_qst_kidalovo_z_konyem_dlg_neg_1 close_window|The decision is yours. I shall find myself another who can aid me in this. dlga_oim_horse_ambush_dlg oim_horse_ambush_dlg_1|Well hello, wayfarer! Why such a hurry? What is it that troubles you? dlga_oim_horse_ambush_dlg_1 oim_horse_ambush_dlg_2|And who are you to ask that? dlga_oim_horse_ambush_dlg_2 oim_horse_ambush_dlg_3|Who am I? Why, I am a freedom fighter, at your service. -- And the keeper of this road, too. dlga_oim_horse_ambush_dlg_3 oim_horse_ambush_dlg_4|What is that supposed to mean? dlga_oim_horse_ambush_dlg_4 oim_horse_ambush_dlg_5|No need for rude words, wayfarer. Better show us what you have in the cart, now. dlga_oim_horse_ambush_dlg_5 oim_horse_ambush_dlg_6|In the cart be arms, and I assure you I can use them... dlga_oim_horse_ambush_dlg_6 close_window|Then we shall just have to see about that... dlga_oim_horse_ambush_dlg2 close_window|I believe not my eyes! What a treasure you have here, my good {man/lady}. Perhaps we shall take it! dlga_oim_horse_delivered_dlg oim_horse_delivered_dlg_1|{reg33?madame sir}, I brought you a modest gift from Baron Gereon dlga_oim_horse_delivered_dlg_1 close_window|What a beautiful strange beast! But it is taking a great risk, travelling these roads with such a wolf. Here, take this for your troubles. dlga_oim_lord_sp_task lord_pretalk|I don't have any work for you. dlga_member_intel_liaison member_intel_liaison_results|What have you discovered? dlga_start member_intel_liaison|Greetings, stranger. dlga_member_intel_liaison close_window|It's time to pull you out. Let's leave town separately, but join me soon after dlga_member_intel_liaison close_window.1|You're doing good work. Stay here for a little longer dlga_member_intel_liaison_results member_intel_liaison|{s11} I notice that you have been keeping some notes about individual lords. I have annotated those with my findings. dlga_member_fief_grant_1 member_fief_grant_2|Which fief did you have in mind? dlga_member_fief_grant_2 member_fief_grant_3|{s11} dlga_member_fief_grant_2 do_member_trade|Never mind -- there is no fief I can offer. dlga_member_fief_grant_3 close_window|{s5} dlga_start close_window.60|Let's leave whenever you are ready. dlga_start close_window.61|Please do not waste any more of my time today, {reg33?madame sir}. Perhaps we shall meet again in our travels. dlga_start close_window.62|My apologies, but I am looking for a captain --- one who leads their own warband. dlga_start companion_recruit_intro_response|{s5} dlga_companion_recruit_intro_response companion_recruit_backstory_a|{s6} dlga_companion_recruit_intro_response close_window|{s7} dlga_companion_recruit_backstory_a companion_recruit_backstory_b|{s5} dlga_companion_recruit_backstory_b companion_recruit_backstory_c|{s5} dlga_companion_recruit_backstory_c companion_recruit_backstory_response|{s5} dlga_companion_recruit_backstory_response companion_recruit_signup|{s6} dlga_companion_recruit_backstory_response close_window|{s7} dlga_companion_recruit_signup companion_recruit_signup_b|{s5} dlga_companion_recruit_signup_b companion_recruit_signup_response|{s5} dlga_companion_recruit_signup_response close_window|Unfortunately, I can't take on any more hands in my party right now. dlga_companion_recruit_signup_response companion_recruit_payment|{s6} dlga_companion_recruit_signup_response close_window.1|{s7} dlga_companion_recruit_payment companion_recruit_signup_confirm|. dlga_companion_recruit_payment companion_recruit_payment_response|{s5} dlga_companion_recruit_payment_response companion_recruit_signup_confirm|{s6} dlga_companion_recruit_payment_response close_window|Sorry. I can't afford that at the moment. dlga_start companion_recruit_meet_again|We meet again. dlga_companion_recruit_meet_again companion_recruit_backstory_delayed|So... What have you been doing since our last encounter? dlga_companion_recruit_meet_again close_window|Good day to you. dlga_start companion_recruit_secondchance|Yes? dlga_companion_recruit_secondchance companion_recruit_backstory_b|My apologies if I was rude, earlier. What was your story again? dlga_companion_recruit_secondchance close_window|Never mind. dlga_companion_recruit_backstory_delayed companion_recruit_backstory_delayed_response|{s5} dlga_companion_recruit_backstory_delayed_response companion_recruit_signup_b|I might be able to use you in my company. dlga_companion_recruit_backstory_delayed_response close_window|I'll let you know if I hear of anything. dlga_companion_recruit_signup_confirm close_window|Good! Give me a few moments to prepare and I'll be ready to move. dlga_start companion_rehire|My offer to rejoin you still stands, if you'll have me. dlga_start companion_rehire.1|It is good to see you alive, {s5}! {s6}, and I did not know whether you had been captured, or slain, or got away. I've been roaming around since then, looking for you. Shall I get my gear together and rejoin your company? dlga_start companion_prison_break_chains|I've come to break you out of here. dlga_companion_prison_break_chains close_window|Thank the heavens you came! However, I'm not going anywhere with these chains on my legs. You'll need to get the key away from the guard somehow. dlga_start companion_rehire.2|{s5} dlga_start companion_was_dismissed|It is good to see you, {s21}! To tell you the truth, I had hoped to run into you. dlga_companion_was_dismissed companion_rehire|{s5}. Would you want me to rejoin your company? dlga_companion_rehire companion_recruit_signup_confirm|Welcome back, my friend! dlga_companion_rehire companion_rehire_refused|Sorry, I can't take on anyone else right now. dlga_companion_rehire_refused close_window|Well... Look me up if you change your mind, eh? dlga_start close_window.63|My {reg33?sister brother}, the air here is as I remember it. dlga_start hyk_returning1|My {reg33?sister brother}, it is so good to be done with this chapter. dlga_hyk_returning1 hyk_returning2|I agree, brother. We have avenged Torsson, and killed the bastard Svafar. dlga_hyk_returning2 hyk_returning3|You are wrong, {reg33?sister brother}. It was not we, but you. You have avenged Torsson, and you are deserving of all the honor. I was not strong enough to face him myself, but you did. dlga_hyk_returning3 close_window|Do not be foolish. We sail to Hylr, where we will regain our honor once more, you and I both. Fortune smiles upon us today. dlga_start companion_rehire.3|So... Do you want me back yet? dlga_minister_issues minister_pretalk|There is a matter which needs your attention. The quarrel between {s11} and {s12} has escalated to a point where it has become unseemly. If you do intervene, you risk offending one of the lords. However, if you do nothing, you risk appearing weak. Such are the burdens of kingship, {reg33?my Lady Sire}. dlga_minister_issues minister_talk|{s1} currently does not have a lord. You may wish to keep it this way, as lords will sometimes gravitate towards lieges who have land to offer, but for the time being, no one is collecting any of its rents. dlga_minister_issues minister_talk.1|At this point, there are no particularly urgent matters which need your attention. I should point out though, {reg33?my Lady Sire}, that I am not very skilled in the ways of politics, and that I am anxious to return to private life. If you wish to issue any but the most basic directives, I suggest appointing a trusted companion in my stead. In the meantime, is there anything you wish done? dlga_minister_issues minister_talk.2|If I may offer you a world of advice, my {reg33?lady lord}, it seems that your right to rule as an independent monarch is not sufficiently recognized, and this may bring us problems further down the road. It may be advisable to find another kingdom with whom you have shared interests and seek its recognition, to establish yourself as an equal with Perisno's other kings. dlga_minister_issues minister_talk.3|At this point, there are no particularly urgent matters which need your attention. Is there anything you wish done? dlga_minister_pretalk minister_talk|Is there anything you wish done? dlga_minister_talk combined_political_quests|Do you have any ideas to strengthen our kingdom's unity? dlga_minister_talk offer_gift_quest_complete|I have the materials for {s4}'s gift. dlga_offer_gift_quest_complete close_window|Ah, let me take those. Hopefully this will mend the quarrel between you two. You may wish to speak to {reg4?her him}, and see if I had any success. dlga_minister_talk minister_cancel_political_quest|Let's abandon our plan to {s10}. dlga_minister_cancel_political_quest minister_cancel_political_quest_confirm|Are you sure you want to drop that idea? dlga_minister_cancel_political_quest_confirm minister_pretalk|Yes, I am sure. Let's abandon that idea. dlga_minister_cancel_political_quest_confirm minister_pretalk.1|Actually, never mind. dlga_minister_talk minister_diplomatic_kingdoms|I wish to dispatch an emissary. dlga_minister_talk minister_indict|I wish to indict a disloyal vassal for treason. dlga_minister_talk minister_change_marshal|I wish to replace {s4} as marshal. dlga_minister_talk minister_change_marshal.1|I wish to appoint a new marshal. dlga_minister_change_marshal minister_pretalk|You have just made such an appointment, {reg33?my Lady Sire}. If you countermand your decree so soon, there will be great confusion. We will need to wait a few days. dlga_minister_talk minister_replace|I wish for you to retire as minister. dlga_minister_talk minister_replace.1|I wish you to rejoin my party. dlga_minister_talk minister_grant_fief|I wish to grant a fief. dlga_minister_talk minister_grant_self_fief|I wish to make myself lord of {s4}. dlga_minister_grant_self_fief minister_pretalk|As you wish. You shall be lord of {s4}. dlga_start dplmc_recruiter_talk|Hello {s0}. If it's fine with you, I would like to get on with my assignment. dlga_dplmc_recruiter_talk close_window|Fine, keep going. dlga_dplmc_recruiter_talk dplmc_recruiter_talk_2|I want you to recruit different troops. dlga_dplmc_recruiter_talk_2 dplmc_recruiter_talk_3|My current task is to recruit {reg1} {s1} troops for you. Should I recruit different soldiers from now on? dlga_dplmc_recruiter_talk_3 close_window|No, keep going. dlga_dplmc_recruiter_talk_3 dplmc_recruiter_talk_4|Recruit from only from my kingdom. dlga_dplmc_recruiter_talk_3 dplmc_recruiter_talk_4.1|Recruit any troops. dlga_dplmc_recruiter_talk_3 dplmc_recruiter_talk_4.2|{s11}. dlga_dplmc_recruiter_talk_4 dplmc_recruiter_talk|Sure {s0}. I will. Anything else you want? dlga_start hhg_join_party|Greetings, {reg33?my Lady Sire}. We were training to become your most loyal troops, and are here to join you. dlga_start close_window.64|Greetings, {reg33?my Lady Sire}. We were just heading to the location you specified. We'll be on our way now. dlga_hhg_join_party hhg_join_party_redirect|I have too many troops already. I'll have to send you to another garrison. dlga_hhg_join_party_redirect hhg_join_party_redirect_choice|Well, where should we go? dlga_hhg_join_party_redirect_chosen hhg_join_party_redirect_end|As you wish, we will reinforce {s5}. dlga_hhg_join_party_redirect_end close_window|Thank you. dlga_hhg_join_party_redirect_choice hhg_join_party_abandon|Forget it. You may return to your normal lives. dlga_hhg_join_party_abandon hhg_join_party_abandon_confirm|But {reg33?my Lady Sire}. We trained so hard. Are you certain you want to just leave us? dlga_hhg_join_party_abandon_confirm hhg_join_party_abandon_confirm_yes|Yes. dlga_hhg_join_party_abandon_confirm hhg_join_party_redirect|No. dlga_hhg_join_party_abandon_confirm_yes close_window|As you wish, {reg33?my Lady Sire}. It was an honor to be in your presence. dlga_hhg_join_party hhg_join_party2|Very well. I have been looking forward to this. Do not disappoint me. dlga_hhg_join_party2 close_window|Yes, {reg33?my Lady Sire}! dlga_start dplmc_messenger_talk|Greetings. Sorry but I don't have time to talk now. I am delivering a very important message to {s6}. dlga_dplmc_messenger_talk dplmc_messenger_talk_farewell|Alright, I don't want to delay you. Godspeed! dlga_dplmc_messenger_talk_farewell close_window|Thank you. Farewell! dlga_start dplmc_patrol_talk|Greetings, {s0}. We are still patrolling {s6}. Do you have new orders? dlga_dplmc_patrol_pretalk dplmc_patrol_talk|Greetings, {s0}. Do you have new orders? dlga_dplmc_patrol_talk dplmc_patrol_orders_area_ask|Please patrol a new area. dlga_dplmc_patrol_orders_area_ask dplmc_patrol_orders_area|Where should we go? dlga_dplmc_patrol_orders_area dplmc_patrol_confirm_ask|{s11}. dlga_dplmc_patrol_orders_area dplmc_patrol_pretalk|Never mind. dlga_dplmc_patrol_confirm_ask dplmc_patrol_confirm|As you wish, we will patrol {s5}. dlga_dplmc_patrol_confirm close_window|Thank you. dlga_dplmc_patrol_confirm dplmc_patrol_pretalk|Wait, I changed my mind. dlga_dplmc_patrol_talk dplmc_patrol_orders_reinforce_party_ask|I need you to reinforce my party. dlga_dplmc_patrol_orders_reinforce_party_ask dplmc_patrol_orders_reinforce_party_ask2|Are you certain? dlga_dplmc_patrol_orders_reinforce_party_ask dplmc_patrol_pretalk|My apologies, it seems you already have too many under your command. dlga_dplmc_patrol_orders_reinforce_party_ask2 dplmc_patrol_orders_reinforce_party_ask3|Yes, reinforce my party. dlga_dplmc_patrol_orders_reinforce_party_ask2 dplmc_patrol_pretalk|No, never mind. dlga_dplmc_patrol_orders_reinforce_party_ask3 close_window|As you wish, we will reinforce your party. dlga_dplmc_patrol_talk dplmc_patrol_orders_garrison_ask|I need you to reinforce a garrison. dlga_dplmc_patrol_orders_garrison_ask dplmc_patrol_garrison_target|Where should we go? dlga_dplmc_patrol_garrison_target dplmc_patrol_pretalk|Never mind. dlga_dplmc_patrol_garrison_confirm_ask dplmc_patrol_garrison_confirm|As you wish, we will reinforce {s5}. dlga_dplmc_patrol_garrison_confirm close_window|Thank you. dlga_dplmc_patrol_garrison_confirm dplmc_patrol_pretalk|Wait, I changed my mind. dlga_dplmc_patrol_talk dplmc_patrol_give_troops|I want to give some troops to you. dlga_dplmc_patrol_give_troops dplmc_patrol_pretalk|Well, I could use some good soldiers. Thank you. dlga_dplmc_patrol_talk et_dplmc_partol_disband_check|I don't need you any longer. Please disband. dlga_et_dplmc_partol_disband_check et_dplmc_partol_disband_check2|You are relieving us from our duties? dlga_et_dplmc_partol_disband_check2 close_window|Yes, you may return to your families. dlga_et_dplmc_partol_disband_check2 dplmc_patrol_pretalk|No, I meant to say something else. dlga_dplmc_patrol_talk et_patrol_orders_give_prisoners|I need you to give me your prisoners. dlga_et_patrol_orders_give_prisoners dplmc_patrol_talk|Very well. Anything else? dlga_dplmc_patrol_talk close_window|Please continue. dlga_start dplmc_gift_talk|Greetings. I am currently delivering {s12} to {s13}. dlga_dplmc_gift_talk dplmc_gift_talk_farewell|Very well! Have a nice trip. dlga_dplmc_gift_talk_farewell close_window|Thank you. Farewell! dlga_start dplmc_scout_talk|Greetings {reg33?my Lady Sire}, I haven't finished my mission yet. dlga_dplmc_scout_talk close_window|Ok, please go on. dlga_start dplmc_chancellor_talk|{reg33?Milady Milord}? dlga_dplmc_chancellor_pretalk dplmc_chancellor_talk|Do you need anything else, {reg33?my Lady Sire}? dlga_dplmc_chancellor_talk dplmc_chancellor_domestic_policy_options_ask|Let's talk about domestic policy. dlga_dplmc_chancellor_domestic_policy_options_ask dplmc_chancellor_domestic_policy_options|As you wish, {reg33?my Lady Sire}. dlga_dplmc_chancellor_domestic_policy_options dplmc_chancellor_kingdom_culture_ask|I wish to select the kingdom's culture. dlga_dplmc_chancellor_kingdom_culture_ask dplmc_chancellor_kingdom_culture_select|{s11}. Do you want to change it? dlga_dplmc_chancellor_kingdom_culture_select dplmc_chancellor_pretalk|{s11}. ({reg20}K aurums) dlga_dplmc_chancellor_kingdom_culture_select dplmc_chancellor_pretalk.1|Falcon. (1000K aurums) dlga_dplmc_chancellor_kingdom_culture_select dplmc_chancellor_pretalk.2|The Third Legion. (300K aurums) dlga_dplmc_chancellor_kingdom_culture_select dplmc_chancellor_pretalk.3|Perisno. (Free) dlga_dplmc_chancellor_kingdom_culture_select dplmc_chancellor_pretalk.4|Favor no culture over others. (Free) dlga_dplmc_chancellor_kingdom_culture_select dplmc_chancellor_pretalk.5|Make no change. dlga_dplmc_chancellor_domestic_policy_options dplmc_chancellor_domestic_policy_info_ask|Please give me information about the domestic policy of a kingdom. dlga_dplmc_chancellor_domestic_policy_info_ask dplmc_chancellor_domestic_policy_info_select|About which kingdom do you need information? dlga_dplmc_chancellor_domestic_policy_info_select dplmc_chancellor_domestic_policy_info|{s10}. dlga_dplmc_chancellor_domestic_policy_info_select dplmc_chancellor_pretalk|None. dlga_dplmc_chancellor_domestic_policy_info dplmc_chancellor_domestic_policy_info_ask|{s4} {s5} {s6} {s7} {s0} dlga_dplmc_chancellor_domestic_policy_options dplmc_chancellor_domestic_policy_ask|Let's change our domestic policy. dlga_dplmc_chancellor_domestic_policy_options dplmc_chancellor_pretalk|Never mind. dlga_dplmc_chancellor_domestic_policy_ask dplmc_chancellor_domestic_policy|{s4} {s5} {s6} {s7} {s0} What do you want to change? dlga_dplmc_chancellor_domestic_policy_ask dplmc_chancellor_pretalk|{s4} {s5} {s6} {s7} {s0} We can only change the policy every {reg1} days, the people have to get used to it. We have to wait {reg0} days. dlga_dplmc_chancellor_domestic_policy dplmc_chancellor_domestic_policy_confirm|Bring more people into serfdom. dlga_dplmc_chancellor_domestic_policy dplmc_chancellor_domestic_policy_confirm.1|I want more freedom for the people. dlga_dplmc_chancellor_domestic_policy dplmc_chancellor_domestic_policy_confirm.2|Let's centralize the decisions. dlga_dplmc_chancellor_domestic_policy dplmc_chancellor_domestic_policy_confirm.3|Grant increased autonomy to local authorities. dlga_dplmc_chancellor_domestic_policy dplmc_chancellor_domestic_policy_confirm.4|Give the nobles more power. dlga_dplmc_chancellor_domestic_policy dplmc_chancellor_domestic_policy_confirm.5|Give the merchants and trade guilds more power. dlga_dplmc_chancellor_domestic_policy dplmc_chancellor_domestic_policy_confirm.6|Manage the economy more actively to increase production and maximize exports. dlga_dplmc_chancellor_domestic_policy dplmc_chancellor_domestic_policy_confirm.7|Reduce the crown's role in managing industry and commerce. dlga_dplmc_chancellor_domestic_policy dplmc_chancellor_pretalk|Never mind. dlga_dplmc_chancellor_domestic_policy_confirm dplmc_chancellor_pretalk|I will initiate all necessary steps. dlga_dplmc_chancellor_talk dplmc_chancellor_info_kingdom_ask|Please give me some information about a lord. dlga_dplmc_chancellor_info_kingdom_ask dplmc_chancellor_info_kingdom_select|Where is he from? dlga_dplmc_chancellor_info_kingdom_select dplmc_chancellor_info_person_ask|{s11}. dlga_dplmc_chancellor_info_kingdom_select dplmc_chancellor_pretalk|Never mind. dlga_dplmc_chancellor_info_person_ask dplmc_chancellor_info_person_select|About which lord do you want information? dlga_dplmc_chancellor_info_person_select dplmc_chancellor_info_person|{s1}. dlga_dplmc_chancellor_info_person_select dplmc_chancellor_pretalk|About no one. dlga_dplmc_chancellor_info_person dplmc_chancellor_pretalk|{s47} dlga_dplmc_chancellor_talk dplmc_chancellor_cur_stance|What's the mood of the lords regarding the fief of {s4}? dlga_dplmc_chancellor_cur_stance dplmc_chancellor_pretalk|{s10} dlga_dplmc_chancellor_talk dplmc_chancellor_message_ask_type|Please send a message to another lord. dlga_dplmc_chancellor_message_ask_type dplmc_chancellor_message_lord_select|To whom do you like to send the message? dlga_dplmc_chancellor_message_lord_select dplmc_chancellor_message_ask|{s1}. dlga_dplmc_chancellor_message_lord_select dplmc_chancellor_message_ask.1|All of them. dlga_dplmc_chancellor_message_lord_select dplmc_chancellor_pretalk|Never mind. dlga_dplmc_chancellor_gift_lord_select dplmc_chancellor_pretalk|I can't think of anyone. dlga_dplmc_chancellor_message_ask dplmc_chancellor_message_select|What do you want to tell {s6}? dlga_dplmc_chancellor_message_select dplmc_chancellor_message_lord_ask|Ask {reg4?her him} if {reg4?she he} is willing to accompany me in the field. dlga_dplmc_chancellor_message_select dplmc_chancellor_message_goto_lord_ask|Ask {reg4?her him} if {reg4?she he} is willing to go to a location. dlga_dplmc_chancellor_message_select dplmc_chancellor_message_goto_lord_ask.1|Ask {reg4?her him} if {reg4?she he} is willing to patrol a location. dlga_dplmc_chancellor_message_select dplmc_chancellor_message_goto_lord_ask.2|Ask {reg4?her him} if {reg4?she he} is willing to flee to a location. dlga_dplmc_chancellor_message_select dplmc_chancellor_message_goto_lord_ask.3|Ask {reg4?her him} if {reg4?she he} is willing to besiege a location. dlga_dplmc_chancellor_message_select dplmc_chancellor_message_goto_lord_ask.4|Ask {reg4?her him} if {reg4?she he} is willing to raid around a location. dlga_dplmc_chancellor_message_select dplmc_chancellor_pretalk|Never mind. dlga_dplmc_chancellor_message_goto_lord_ask dplmc_chancellor_message_order_details|Where do you order {reg4?her him}? dlga_dplmc_chancellor_message_order_details dplmc_chancellor_message_lord_ask|{s1} dlga_dplmc_chancellor_message_order_details dplmc_chancellor_pretalk|Nowhere. dlga_dplmc_chancellor_message_lord_ask dplmc_message_send_confirm|Of course, I will send a messenger to {s11} and ask {reg4?her him} if {reg4?she he} is willing to accompany you in the field. dlga_dplmc_chancellor_message_lord_ask dplmc_message_send_confirm.1|Of course, I will send a messenger to {s11} and ask {reg4?her him} if {reg4?she he} is willing to go to {s12}. dlga_dplmc_chancellor_message_lord_ask dplmc_message_send_confirm.2|Of course, I will send a messenger to {s11} and ask {reg4?her him} if {reg4?she he} is willing to patrol around {s12}. dlga_dplmc_chancellor_message_lord_ask dplmc_message_send_confirm.3|Of course, I will send a messenger to {s11} and ask {reg4?her him} if {reg4?she he} is willing to retreat to {s12}. dlga_dplmc_chancellor_message_lord_ask dplmc_message_send_confirm.4|Of course, I will send a messenger to {s11} and ask {reg4?her him} if {reg4?she he} is willing to besiege {s12}. dlga_dplmc_chancellor_message_lord_ask dplmc_message_send_confirm.5|Of course, I will send a messenger to {s11} and ask {reg4?her him} if {reg4?she he} is willing to raid around {s12}. dlga_dplmc_message_send_confirm dplmc_chancellor_pretalk|Thank you. dlga_dplmc_message_send_confirm dplmc_chancellor_pretalk.1|I changed my mind. dlga_dplmc_chancellor_talk dplmc_chancellor_gift_ask_where|Please send a gift. dlga_dplmc_chancellor_gift_ask_where dplmc_chancellor_pretalk|We don't have enough money in our treasury to send a gift! It will cost us 50 aurums to send a gift. dlga_dplmc_chancellor_gift_ask_where dplmc_chancellor_gift_pocket_or_treasury|Sending a gift will cost us 50 aurums. I will withdraw the money from the treasury, or you can pay from your personal funds. How would you like to pay? dlga_dplmc_chancellor_gift_pocket_or_treasury dplmc_chancellor_gift_chosen_payment|From the treasury. dlga_dplmc_chancellor_gift_pocket_or_treasury dplmc_chancellor_gift_chosen_payment.1|From my personal funds. dlga_dplmc_chancellor_gift_pocket_or_treasury dplmc_chancellor_pretalk|Forget it. dlga_dplmc_chancellor_gift_chosen_payment dplmc_chancellor_gift_where|Very well. Where would you like to send a gift? dlga_dplmc_chancellor_gift_where dplmc_chancellor_gift_ask_person|To a person. dlga_dplmc_chancellor_gift_where dplmc_chancellor_center_gift_ask_type|To a settlement. dlga_dplmc_chancellor_gift_where dplmc_chancellor_pretalk|Forget it. dlga_dplmc_chancellor_center_gift_ask_type dplmc_chancellor_center_gift_select|I recommend to send 300 units of smoked fish, cheese, or honey. If we have enough in our household I will induce a servant to deliver it. dlga_dplmc_chancellor_center_gift_select dplmc_chancellor_center_gift_kingdom_ask|Send some fish. dlga_dplmc_chancellor_center_gift_select dplmc_chancellor_center_gift_kingdom_ask.1|Send some cheese. dlga_dplmc_chancellor_center_gift_select dplmc_chancellor_center_gift_kingdom_ask.2|Send some honey. dlga_dplmc_chancellor_center_gift_select dplmc_chancellor_pretalk|Never mind. dlga_dplmc_chancellor_center_gift_kingdom_ask dplmc_chancellor_center_gift_kingdom_select|Where is the settlement? dlga_dplmc_chancellor_center_gift_kingdom_select dplmc_chancellor_center_gift_lord_ask|In {s11}. dlga_dplmc_chancellor_center_gift_kingdom_select dplmc_chancellor_pretalk|Never mind. dlga_dplmc_chancellor_center_gift_lord_ask dplmc_chancellor_pretalk|Given that we are currently at war with the {s11} and they do not officially recognize your legitimacy, any messengers we sent would run the risk of being hanged as bandits. dlga_dplmc_chancellor_center_gift_lord_ask dplmc_chancellor_center_gift_lord_select|To which settlement do you like to send the gift? dlga_dplmc_chancellor_center_gift_lord_select dplmc_chancellor_center_gift_send_ask|{s11}. dlga_dplmc_chancellor_center_gift_lord_select dplmc_chancellor_pretalk|I changed my mind. dlga_dplmc_chancellor_center_gift_send_ask dplmc_chancellor_center_gift_send_confirm|I will send a servant with the {s6} to {s11}. dlga_dplmc_chancellor_center_gift_send_confirm dplmc_chancellor_pretalk|Thank you. dlga_dplmc_chancellor_center_gift_send_confirm dplmc_chancellor_pretalk.1|Never mind. dlga_dplmc_chancellor_gift_ask_person dplmc_chancellor_gift_lady_or_lord|Do you want to send your gift to a lady or to a lord. dlga_dplmc_chancellor_gift_lady_or_lord dplmc_chancellor_gift_ask_type|Please send a gift to a lord. dlga_dplmc_chancellor_gift_ask_type dplmc_chancellor_gift_select|I recommend to send 150 units of Ale, Wine or Oil. If we have enough in our household I will induce a servant to deliver it. dlga_dplmc_chancellor_gift_select dplmc_chancellor_gift_kingdom_ask|Send some ale. dlga_dplmc_chancellor_gift_select dplmc_chancellor_gift_kingdom_ask.1|Send some wine. dlga_dplmc_chancellor_gift_select dplmc_chancellor_gift_kingdom_ask.2|Send some oil. dlga_dplmc_chancellor_gift_select dplmc_chancellor_pretalk|Never mind. dlga_dplmc_chancellor_gift_kingdom_ask dplmc_chancellor_gift_kingdom_select|Where does the lord live whom you want to make a present? dlga_dplmc_chancellor_gift_kingdom_select dplmc_chancellor_gift_lord_ask|In {s11}. dlga_dplmc_chancellor_gift_kingdom_select dplmc_chancellor_pretalk|Never mind. dlga_dplmc_chancellor_gift_lord_ask dplmc_chancellor_pretalk|Given that we are currently at war with the {s11} but they do not officially recognize your legitimacy, any messengers we sent would run the risk of being hanged as bandits. dlga_dplmc_chancellor_gift_lord_ask dplmc_chancellor_gift_lord_select|To whom do you like to send the gift? dlga_dplmc_chancellor_gift_lord_select dplmc_chancellor_gift_send_ask|{s11}. dlga_dplmc_chancellor_gift_send_ask dplmc_chancellor_gift_send_confirm|I will send a servant with the {s6} to {s11}. dlga_dplmc_chancellor_gift_send_confirm dplmc_chancellor_pretalk|Thank you. dlga_dplmc_chancellor_gift_send_confirm dplmc_chancellor_pretalk.1|Never mind. dlga_dplmc_chancellor_gift_lady_or_lord dplmc_chancellor_lady_gift_ask_type|Please send a gift to a lady. dlga_dplmc_chancellor_gift_lady_or_lord dplmc_chancellor_pretalk|Never mind. dlga_dplmc_chancellor_lady_gift_ask_type dplmc_chancellor_lady_gift_select|I recommend to send dyes, silk or velvets. If we have enough in our household I will induce a servant to deliver it. dlga_dplmc_chancellor_lady_gift_select dplmc_chancellor_lady_gift_kingdom_ask|Send dyes. dlga_dplmc_chancellor_lady_gift_select dplmc_chancellor_lady_gift_kingdom_ask.1|Send silk. dlga_dplmc_chancellor_lady_gift_select dplmc_chancellor_lady_gift_kingdom_ask.2|Send velvet. dlga_dplmc_chancellor_lady_gift_select dplmc_chancellor_pretalk|Never mind. dlga_dplmc_chancellor_lady_gift_kingdom_ask dplmc_chancellor_lady_gift_kingdom_select|Where does the lady live? dlga_dplmc_chancellor_lady_gift_kingdom_select dplmc_chancellor_lady_gift_lady_ask|In {s11}. dlga_dplmc_chancellor_lady_gift_kingdom_select dplmc_chancellor_pretalk|Never mind. dlga_dplmc_chancellor_lady_gift_lady_ask dplmc_chancellor_pretalk|Given that we are currently at war with the {s11} but they do not officially recognize your legitimacy, any messengers we sent would run the risk of being hanged as bandits. dlga_dplmc_chancellor_lady_gift_lady_ask dplmc_chancellor_lady_gift_lady_select|Which lady should receive the gift? dlga_dplmc_chancellor_lady_gift_lady_select dplmc_chancellor_lady_gift_send_ask|{s11}. dlga_dplmc_chancellor_lady_gift_lady_select dplmc_chancellor_pretalk|I can't think of anyone. dlga_dplmc_chancellor_lady_gift_send_ask dplmc_chancellor_lady_gift_send_confirm|I will send a servant with the {s6} to {s11}. dlga_dplmc_chancellor_lady_gift_send_confirm dplmc_chancellor_pretalk|Thank you. dlga_dplmc_chancellor_lady_gift_send_confirm dplmc_chancellor_pretalk.1|Never mind. dlga_dplmc_chancellor_talk dplmc_chancellor_talk_household|Let us check our household possessions. dlga_dplmc_chancellor_talk_household dplmc_chancellor_pretalk|You should store all important things in the household. dlga_dplmc_chancellor_talk dplmc_chancellor_pretalk|I would like to take a look through the items in my secondary storage houses. dlga_dplmc_chancellor_talk dplmc_chancellor_dismiss_confirm_ask|I no longer need your services. dlga_dplmc_chancellor_dismiss_confirm_ask dplmc_chancellor_dismiss_confirm|Are you sure that you don't need me anymore? dlga_dplmc_chancellor_dismiss_confirm dplmc_chancellor_dismiss_confirm_yes|Yes I am. dlga_dplmc_chancellor_dismiss_confirm_yes close_window|As you wish. dlga_dplmc_chancellor_dismiss_confirm dplmc_chancellor_pretalk|No I am not. dlga_dplmc_chancellor_talk close_window|Farewell! dlga_start staff_priest_religion_options|{reg33?Lady Lord} {playername}, how can I be of service? dlga_staff_priest_pretalk staff_priest_religion_options|Do you need anything else, {reg33?my Lady Sire}? dlga_staff_priest_religion_options staff_priest_kingdom_religion_ask|Let's talk about establishing an official religion. dlga_staff_priest_kingdom_religion_ask staff_priest_kingdom_religion_select|{s11}. If you were willing to provide me with the necessary funds, I could send missionaries and preachers of a desired religion to convert your people to the cause. Which creed would you like to purse? dlga_staff_priest_kingdom_religion_select staff_priest_pretalk|Church of Faith. (100K aurums) dlga_staff_priest_kingdom_religion_select staff_priest_pretalk.1|Hakkon Inquisition. (110K aurums) dlga_staff_priest_kingdom_religion_select staff_priest_pretalk.2|Tiergotter. (150K aurums) dlga_staff_priest_kingdom_religion_select staff_priest_pretalk.3|New Gods. (115K aurums) dlga_staff_priest_kingdom_religion_select staff_priest_pretalk.4|Old Gods. (125K aurums) dlga_staff_priest_kingdom_religion_select staff_priest_pretalk.5|Fountain Goddess. ({reg0} aurums) dlga_staff_priest_kingdom_religion_select staff_priest_pretalk.6|Draharan mysticism. (100K aurums) dlga_staff_priest_kingdom_religion_select staff_priest_pretalk.7|Grazir worship. (200K aurums) dlga_staff_priest_kingdom_religion_select staff_priest_pretalk.8|The One God. (Free) dlga_staff_priest_kingdom_religion_select staff_priest_pretalk.9|Venetoran Paganism. (Free) dlga_staff_priest_kingdom_religion_select staff_priest_pretalk.10|Favor no religion over others. (Free) dlga_staff_priest_kingdom_religion_select staff_priest_pretalk.11|Make no change. dlga_staff_priest_religion_options staff_priest_religion_info_ask|Please give me information about a religion. dlga_staff_priest_religion_info_preask staff_priest_religion_info_select|Do you need any additional information? dlga_staff_priest_religion_info_ask staff_priest_religion_info_select|About which religion do you need information? dlga_staff_priest_religion_info_select staff_priest_religion_info_paganism|Venetoran paganism dlga_staff_priest_religion_info_select staff_priest_religion_info_the_one_god|The One God dlga_staff_priest_religion_info_select staff_priest_religion_info_faith|The Church of Faith dlga_staff_priest_religion_info_select staff_priest_religion_info_inquisition|The Hakkon Inquisition dlga_staff_priest_religion_info_select staff_priest_religion_info_tiergotter|The Tiergotter dlga_staff_priest_religion_info_select staff_priest_religion_info_newgods|The New Gods dlga_staff_priest_religion_info_select staff_priest_religion_info_oldgods|The Old Gods dlga_staff_priest_religion_info_select staff_priest_religion_info_fountain|The Fountain Goddess dlga_staff_priest_religion_info_select staff_priest_religion_info_drahara|Draharan mysticism dlga_staff_priest_religion_info_select staff_priest_religion_info_demons|Grazir worship dlga_staff_priest_religion_info_select staff_priest_pretalk|Never mind. dlga_staff_priest_religion_info_paganism staff_priest_religion_info_preask|Venetoran Paganism is one of most ancient of all religions in the land. Before the Enlightenment, practiced heavily by citizens of the Venetoran Empire. The Pagan gods are fluid in role and have no hierarchy or leader, hence they are worshipped equally. A pagan believes that their gods have an influence on every aspect of everyday life, and therefore are keen to maintain good relations with the ancient spirits. One of main reasons Venetor split from the original Perilo and their Religion was they didn’t accept The One God. dlga_staff_priest_religion_info_the_one_god staff_priest_religion_info_preask|The religion of the original humans (Perilo)…. The Sole Creator of the world and all that is in it. The perilo humans (mainly the Kingdom of Perisno) worship this God. He is always watching those who live on the face of the world, and has many lesser spirits who help him keep watch of the humans. dlga_staff_priest_religion_info_faith staff_priest_religion_info_preask|The Church of Faith is a very popular religion in modern Perisno. The story of the Lord of Faith's banishment of the Grazir at the Battle of Enlightenment, and his subsequent transcendence is a story known to every child in the land. Practice involves communal gatherings to celebrate and commemorate the life of the Lord of Faith, all organized by the powerful Church of Faith and its leader, Grand Paladin Siegfried. ^^We must ensure our kingdom is accepted by the Church of Faith first. ^They will not appreciate us being friendly with the Grazir Worshippers. ^Grand Paladin Siegfried must not dislike us. ^We cannot be dishonorable. dlga_staff_priest_religion_info_inquisition staff_priest_religion_info_preask|The Hakkon Inquisition is a major sect of the Church of Faith. Like followers of the Church of Faith, they believe that the Lord of Faith purged the land of the Grazir 365 years ago, however the zealots of the High Inquisition enforce stricter manners of practice of the Church's religion. Such practices include rigorous religious education, aggresive missionary activity, and even violence against opposing religions. They are led by High Inquisitor Esarion, who claims to have a personal connection with the Lord of Faith. ^^We must ensure our kingdom is accepted by the Hakkon Inquisition first. ^High Inquisitor Esarion must not dislike us. ^We cannot be dishonorable. dlga_staff_priest_religion_info_tiergotter staff_priest_religion_info_preask|The Tiergotter are the group of gods commonly worshipped in the lands of the Reich des Drachen. They differ from most other gods in that they are believed to take animal form instead of human form, with their principal god incarnated as a dragon. Their belief system is focused around personal excellence and rejection of failure, a message conveyed by the leading High Dragon Priests and Priestesses. Though a newer religion to Perisno, the Illica Falki Raiders have been notable quick adopters of the Tiergotter. ^^We must ensure our kingdom is accepted by the Reichs first. ^High Priestess of the Dragon Amara must not dislike us. ^We must be honorable. dlga_staff_priest_religion_info_newgods staff_priest_religion_info_preask|Worship of the New Gods is becoming increasingly popular in Maccavian lands as people grow weary of the values of the Old Gods. Unlike the Old Gods, priests of the New Gods preach values such as chivalry, equality, benevolence, and the importance of family in everyday life. Prince Drachus Flywing can be credited with its meteoric rise in popularity, and he aims to rid Maccavia of the dangerous Agathor Krex with what he sees are barbaric, antequated values. The principal New God goes by the name of Mal'Kij, and is seen as a paragon of honor. ^^We must ensure our kingdom is accepted by the New Gods first. ^Drachus Flywing must not dislike us. ^We cannot be dishonorable. dlga_staff_priest_religion_info_oldgods staff_priest_religion_info_preask|The Old Gods are the most common dieties worshipped in Maccavia. Agathor Krex and most of the Maccavian nobility subscribe to the values of the Old Gods, namely strength, ambition, cunning, and struggle. The rift between the Old Gods and the New came when the god of revenge, Mal'Kiarj is said to have cast out his brother Mal'Kij for sparing the life of an enemy. Old Gods worshippers stay true to the message of Mal'Kiarj, seeking to crush the New Gods supporters once and for all. ^^We must ensure our kingdom is accepted by the Old Gods first. ^Agathor Krex must acknowledge us. ^We must be honorable. dlga_staff_priest_religion_info_fountain staff_priest_religion_info_fountain2|The physical form of the Goddess was put on Perisno to oversee the humans. She had great powers given to her by the One God, and could manifest at will. The Goddess was commanded to not mate with anyone and would be punished for doing so. She was of extreme beauty and just seeing her in this form would cause any human to be subdued. But she disobeyed, and mated with a Perilo male. The One God was displeased with the Goddess and banished her from ever returning. This new offspring became known as the Naphali, and their blood flowed black. The One God made it so, that everyone would know these people came from the Goddess that disobeyed him. Since Goddess Zedecia created the Naphali, they worshipped her. dlga_staff_priest_religion_info_fountain2 staff_priest_religion_info_preask|Eventually she became known as the Fountain Goddess when she created the great fountain in western lands. From the stories written she lives within the fountain itself, though it is said she manifests into her physical form every 300 years to walk among her people, and choose one worthy to lead when she returns back to the fountain. All Naphali newborn are ceremonially blessed at the Fountain Temple of Elintor, though only the purest are greatly blessed, often becoming nobles of Elintor. ^^We must ensure our kingdom is accepted by either Elintor or Geldar first. ^Depending on who you decide to be friendly with, their liege must acknowledge us. ^We must be honorable. dlga_staff_priest_religion_info_drahara staff_priest_religion_info_preask|The Draharan have always been a spiritual people, and even before their uniting under one banner, one could find shrines and pantheons to their gods throughout the eastern savannah. They believe less in physical divine intervention and more in a numinous connection with the gods that can be attained through meditation and prayer. There is no organized church for these beliefs, instead nomadic mystics wander the land to spread the practice of personal reverie. ^^We must ensure our kingdom is accepted by Drahara first. ^Sultan Yusuf al-Salah must acknowledge us. ^We must be honorable. dlga_staff_priest_religion_info_demons staff_priest_religion_info_preask|As long as there have been pagans in Perisno, there have been Grazir Worshippers to counteract their influence. The Grazir Worshippers strive to follow the wishes of their deity, the True Grazir, and they believe great rewards and power will be had from their loyalty. They attract men who seek authority over all else, and who will give their lives if it means they will be compensated fairly in the afterlife. Their leader, the fearsome Dreaded One, is said to be in direct contact with the True Grazir and will stop at nothing to execute its demands. ^^We must ensure our kingdom is accepted by them first. ^They will not appreciate us being friendly with the Church of Faith. ^They do not care for honor. dlga_staff_priest_religion_options staff_priest_offering|Let us make an offering to {s11}. dlga_staff_priest_offering staff_priest_pretalk|We have already made an offering to {s11} today. Let us wait until tomorrow so that our gift may be recieved well. dlga_staff_priest_offering staff_priest_pretalk.1|We don't have enough money in our treasury to make an offering! It will cost us 100 aurums to make the necessary preparations. dlga_staff_priest_offering staff_priest_offering_give|Making an offering will cost 200 aurums to prepare. In addition, I recommend that we burn 400 units of food from the household to show our devotion to {s11}. Should I go begin the ceremony? dlga_staff_priest_offering_give staff_priest_pretalk|Yes, make the offering. dlga_staff_priest_offering_give staff_priest_pretalk.1|No, I've changed my mind. dlga_staff_priest_religion_options staff_priest_hire|I would like to hire some missionary troops to help spread our influence. dlga_staff_priest_religion_options staff_priest_constant_recruitment_options|I understand you are recruiting new devotees. I have some questions. dlga_staff_priest_constant_recruitment_options staff_priest_constant_recruitment_options2|How may I be of service? dlga_staff_priest_constant_recruitment_options2 staff_priest_constant_recruitment_change_location|Please change the location of recruitment. dlga_staff_priest_constant_recruitment_change_location2 staff_priest_pretalk|Alright, I will recruit your new devotees in {s11}. Please, make sure we have enough money in the treasury to pay their devotion. dlga_staff_priest_constant_recruitment_options2 staff_priest_constant_recruitment_end|Please stop for the time being. dlga_staff_priest_constant_recruitment_end staff_priest_religion_options|Your will is my command. How else may I serve? dlga_staff_priest_hire staff_priest_pretalk|Unfortunately I have no more men ready to join you at this moment. I will let you know as soon as my apprentices are ready for their mission. dlga_staff_priest_hire staff_priest_hire_number_select|Very good, {reg33?madam sire}. How many {s12} would you like to recruit? It will cost me {reg0} to properly equip each one. dlga_staff_priest_hire staff_priest_hire_per|Very good, {reg33?madam sire}. What type of follower would you like to recruit? dlga_staff_priest_hire_per staff_priest_hire_number|Perisno Pilgrims. dlga_staff_priest_hire_per staff_priest_hire_number.1|Perisno Initiates. dlga_staff_priest_hire staff_priest_hire_inq|Very good, {reg33?madam sire}. What type of Inquisitor would you like to recruit? dlga_staff_priest_hire_inq staff_priest_hire_number|Inquisition Acolytes. dlga_staff_priest_hire_inq staff_priest_hire_number.1|Inquisition Heretic Seekers. dlga_staff_priest_hire_inq staff_priest_hire_number.2|Hakkon Low Inquisitors. dlga_staff_priest_hire staff_priest_hire_kij|Very good, {reg33?madam sire}. Which followers of Mal'Kij would you like to recruit? dlga_staff_priest_hire_kij staff_priest_hire_number|Kijin Watchers. dlga_staff_priest_hire_kij staff_priest_hire_number.1|Kijin Corpsmen. dlga_staff_priest_hire staff_priest_hire_kiarj|Very good, {reg33?madam sire}. Which followers of Mal'Kiarj would you like to recruit? dlga_staff_priest_hire_kiarj staff_priest_hire_number|Kiarjan Maulers. dlga_staff_priest_hire_kiarj staff_priest_hire_number.1|Kiarjan Interceptors. dlga_staff_priest_hire_number staff_priest_hire_number_select|How many would you like to recruit? dlga_staff_priest_hire_number_select staff_priest_hire_end|1. dlga_staff_priest_hire_number_select staff_priest_hire_end.1|3. dlga_staff_priest_hire_number_select staff_priest_hire_end.2|5. dlga_staff_priest_hire_number_select staff_priest_constant_recruitment|5, and recruit them every time they present themselves. dlga_staff_priest_constant_recruitment staff_priest_constant_recruitment2|Of course, where should I recruit them? dlga_staff_priest_constant_recruitment3 staff_priest_pretalk|Alright, I will recruit your new devotees in {s11}. Please, make sure we have enough money in the treasury to pay their devotion. dlga_staff_priest_hire_number_select staff_priest_pretalk|Never mind. dlga_staff_priest_hire_end staff_priest_pretalk|Excellent. Good luck on your mission. dlga_staff_priest_religion_options staff_priest_dismiss_confirm_ask|I no longer need your services. dlga_staff_priest_dismiss_confirm_ask staff_priest_dismiss_confirm|Are you sure that you don't need me anymore? dlga_staff_priest_dismiss_confirm staff_priest_dismiss_confirm_yes|Yes I am. dlga_staff_priest_dismiss_confirm_yes close_window|As you wish. dlga_staff_priest_dismiss_confirm staff_priest_pretalk|No I am not. dlga_staff_priest_religion_options close_window|Never mind. dlga_start dplmc_constable_talk|Always at your service! dlga_dplmc_constable_pretalk dplmc_constable_talk|Do you need anything else, {s0}? dlga_dplmc_constable_talk dplmc_constable_talk_ask_war|How goes the war? dlga_dplmc_constable_talk_ask_war dplmc_constable_talk_ask_war_2|{s12} dlga_dplmc_constable_talk_ask_war_2 dplmc_constable_talk_ask_war_details|Tell me more about the war with {s1}. dlga_dplmc_constable_talk_ask_war_2 dplmc_constable_pretalk|That's all I wanted to know. Thank you. dlga_dplmc_constable_scout_ask dplmc_constable_scout_location|We can send a spy which will cost you 300 aurums. Where do you want to send the spy? dlga_dplmc_constable_scout_location dplmc_constable_pretalk|I changed my mind. dlga_dplmc_constable_scout_location_confirm_ask dplmc_constable_scout_location2|Which settlement do you want to spy out? dlga_dplmc_constable_scout_location2 dplmc_constable_pretalk|I changed my mind. dlga_dplmc_constable_scout_location_confirm_ask2 dplmc_constable_scout_location_confirm|As you wish, I will send a spy to {s11} and withdraw 300 aurums from your treasury. dlga_dplmc_constable_scout_location_confirm dplmc_constable_pretalk|Great, withdraw from the treasury. dlga_dplmc_constable_scout_location_confirm dplmc_constable_pretalk.1|Great, withdraw from my personal funds. dlga_dplmc_constable_scout_location_confirm dplmc_constable_pretalk.2|Hold on! dlga_dplmc_constable_talk_ask_prisoner dplmc_constable_talk_prisoner_select|Alright, which prisoner do you want to release? dlga_dplmc_constable_talk_prisoner_select dplmc_constable_exchange_prisoner_ask_confirm|{s10} of {s11}. dlga_dplmc_constable_talk_prisoner_select dplmc_constable_pretalk|No one. dlga_dplmc_constable_exchange_prisoner_ask_confirm dplmc_constable_exchange_prisoner_confirm|As you wish, I will tell the prison guard to release {s10} of {s11}. dlga_dplmc_constable_exchange_prisoner_confirm dplmc_constable_pretalk|Very well. dlga_dplmc_constable_exchange_prisoner_confirm dplmc_constable_pretalk.1|No, I changed my mind. dlga_dplmc_constable_talk dplmc_constable_reports_ask|Please give me a report. dlga_dplmc_constable_reports_ask dplmc_constable_reports|About what do you want to have a report? dlga_dplmc_constable_reports dplmc_constable_scout_ask|I want information about a settlement. dlga_dplmc_constable_reports dplmc_constable_kingdom_overview|Please give me a report about the kingdom's army. dlga_dplmc_constable_reports dplmc_constable_overview|Please give me a report about my army. dlga_dplmc_constable_reports dplmc_constable_lord|Please give me a status report about the convoy of a lord. dlga_dplmc_constable_lord dplmc_constable_status_lord_select|About which lord do you like to be informed? dlga_dplmc_constable_status_lord_select dplmc_constable_reports_ask|Never mind. dlga_dplmc_constable_reports dplmc_constable_status|Please give me a status report about the garrison of a fief. dlga_dplmc_constable_status dplmc_constable_status_select_fief|About which fief do you like to be informed? dlga_dplmc_constable_status_select_fief dplmc_constable_reports_ask|Never mind. dlga_dplmc_constable_reports dplmc_constable_pretalk|Thank you, that's all for now. dlga_dplmc_constable_talk dplmc_constable_pretalk|I would like to take a look at the armory. dlga_dplmc_constable_talk dplmc_constable_recruits_and_training_ask|Let's talk about recruits and training. dlga_dplmc_constable_recruits_and_training_ask dplmc_constable_recruits_and_training|Of course. dlga_dplmc_constable_recruits_and_training dplmc_constable_train_ask|Can you train some recruits, please? dlga_dplmc_constable_train_ask dplmc_constable_train_select|Of course, where should I train them? dlga_dplmc_constable_train_type_ask dplmc_constable_train_type|Do you prefer melee or ranged units? dlga_dplmc_constable_train_type dplmc_constable_train_improved_ask|Melee. dlga_dplmc_constable_train_type dplmc_constable_train_improved_ask.1|Ranged. dlga_dplmc_constable_train_type dplmc_constable_train_improved_ask.2|I prefer cavalry. dlga_dplmc_constable_train_type dplmc_constable_train_improved_ask.3|I prefer cavalry archers. dlga_dplmc_constable_train_type dplmc_constable_pretalk|Neither. dlga_dplmc_constable_train_improved_ask dplmc_constable_train_improved|If you want I can hire additional trainers so we can train the recruits faster and better. This will cost 10 aurums extra per day. dlga_dplmc_constable_train_improved dplmc_constable_train_center|Yes, please hire additional trainers. dlga_dplmc_constable_train_improved dplmc_constable_train_center.1|No, you have to train them alone. dlga_dplmc_constable_train_improved dplmc_constable_train_center.2|Yes, hire additional trainers and train them as fast as you can. dlga_dplmc_constable_train_center dplmc_constable_pretalk|Alright, I will train the recruits in {s11}. {s12} Please, make sure we have enough money in the treasury to pay the equipment{s13}. dlga_dplmc_constable_train_select dplmc_constable_pretalk|I changed my mind. Maybe you shouldn't train them. dlga_dplmc_constable_recruits_and_training dplmc_constable_train_stop|Please stop training the recruits in {s11}. dlga_dplmc_constable_train_stop dplmc_constable_pretalk|As you wish. dlga_dplmc_constable_recruits_and_training dplmc_constable_recruit|I want to recruit new soldiers. dlga_dplmc_constable_recruits_and_training dplmc_constable_recruits_and_training_stop_repeat|I want all recruiters to stop repeating. dlga_dplmc_constable_recruits_and_training_stop_repeat dplmc_constable_recruits_and_training|Very well. Anything else? dlga_dplmc_constable_recruit dplmc_constable_pretalk|We need a treasury to recruit new soldiers. You have to appoint a chamberlain first. dlga_dplmc_constable_recruit dplmc_constable_pretalk.1|You have already hired the maximum amount of {reg0?4 2} recruiters from this {reg0?town castle}. dlga_dplmc_constable_recruit dplmc_constable_recruit_select|If you want, I will send someone to visit villages and recruit population to your forces. After he has collected the amount you ordered he returns to this {reg0?town castle} and puts the recruits in the garrison. There's a limit for concurrent recruiters, which is 2 for castles and 4 for towns. What kind of recruits do you want? dlga_dplmc_constable_recruit_select dplmc_constable_recruit_amount|Recruit any troops. dlga_dplmc_constable_recruit_select dplmc_constable_recruit_amount.1|Recruit only from my villages. dlga_dplmc_constable_recruit_select dplmc_constable_recruit_amount.2|{s11}. dlga_dplmc_constable_recruit_amount dplmc_constable_recruit_amount_select|You have to pay 20 aurums for each recruit and 10 aurums for the recruiter. I will take the money from the treasury. How many recruits are you willing to pay for? dlga_dplmc_constable_recruit_amount_select dplmc_constable_recruit_confirm_ask|5. dlga_dplmc_constable_recruit_amount_select dplmc_constable_recruit_confirm_ask.1|10. dlga_dplmc_constable_recruit_amount_select dplmc_constable_recruit_confirm_ask.2|20. dlga_dplmc_constable_recruit_amount_select dplmc_constable_recruit_confirm_ask.3|30. dlga_dplmc_constable_recruit_amount_select dplmc_constable_recruit_confirm_ask.4|40. dlga_dplmc_constable_recruit_amount_select dplmc_constable_recruit_confirm_ask.5|50. dlga_dplmc_constable_recruit_confirm_ask dplmc_constable_recruit_confirm|Do you really want to recruit {s6} {s11} peasants? dlga_dplmc_constable_recruit_confirm dplmc_constable_pretalk|Yes. dlga_dplmc_constable_recruit_confirm dplmc_constable_pretalk.1|No. dlga_dplmc_constable_recruit_confirm dplmc_constable_pretalk.2|Yes, and repeat it. dlga_dplmc_constable_recruit_amount_select dplmc_constable_pretalk|None. dlga_dplmc_constable_recruits_and_training constable_guard_ask|I want you to hire some Household Guards. dlga_constable_guard_ask et_hhg_recruit|{s11}{s12} dlga_et_hhg_recruit et_hhg_recruit_confirm|5000 aurums. dlga_et_hhg_recruit et_hhg_recruit_confirm.1|10000 aurums. dlga_et_hhg_recruit et_hhg_recruit_confirm.2|20000 aurums. dlga_et_hhg_recruit dplmc_constable_pretalk|Forget it. dlga_et_hhg_recruit_confirm dplmc_constable_pretalk|Thank you {reg33?my Lady Sire}. {s11}. I will send you an informant when they are ready. Keep in mind they will gather in your court. dlga_dplmc_constable_recruits_and_training et_train_hhg|I want you to train my household troops. dlga_et_train_hhg dplmc_constable_pretalk|Of course {reg33?my Lady Sire}, but my hands are already full training your {s11}.^It will take approximately {reg0} more days. dlga_et_train_hhg et_train_hhg_choose_family|Very well, {reg33?my Lady Sire}. Which family do you wish to train? dlga_et_train_hhg_choose_family et_train_hhg_choose_proficiency_fail|The Commoners. (10,000 aurums) dlga_et_train_hhg_choose_family et_train_hhg_choose_proficiency|The Commoners. (10,000 aurums) dlga_et_train_hhg_choose_family et_train_hhg_choose_proficiency_fail.1|The Nobles. (20,000 aurums) dlga_et_train_hhg_choose_family et_train_hhg_choose_proficiency.1|The Nobles. (20,000 aurums) dlga_et_train_hhg_choose_family et_train_hhg_choose_proficiency_fail.2|The Royals. (30,000 aurums) dlga_et_train_hhg_choose_family et_train_hhg_choose_proficiency.2|The Royals. (30,000 aurums) dlga_et_train_hhg_choose_family dplmc_constable_pretalk|Forget it. dlga_et_train_hhg_choose_proficiency_fail et_train_hhg_choose_family|Very well, {reg33?my Lady Sire}. But unfortunately it doesn't seem like you have the funds for that. Is there another you would like to choose? dlga_et_train_hhg_choose_proficiency et_train_hhg_choose_proficiency2|Very well, {reg33?my Lady Sire}. In which proficiency do you wish to train them in? dlga_et_train_hhg_choose_proficiency2 et_train_hhg_finalize|One-Handed. dlga_et_train_hhg_choose_proficiency2 et_train_hhg_finalize.1|Two-Handed. dlga_et_train_hhg_choose_proficiency2 et_train_hhg_finalize.2|Polearms. dlga_et_train_hhg_choose_proficiency2 et_train_hhg_finalize.3|Archery. dlga_et_train_hhg_choose_proficiency2 et_train_hhg_finalize.4|Crossbows. dlga_et_train_hhg_choose_proficiency2 et_train_hhg_finalize.5|Throwing. dlga_et_train_hhg_choose_proficiency2 dplmc_constable_pretalk|Forget it. dlga_et_train_hhg_finalize et_train_hhg_finalized|Very well, {reg33?my Lady Sire}. I will begin training your {s11} which will take {s12}. Would you like me to begin? dlga_et_train_hhg_finalized dplmc_constable_pretalk|Yes. dlga_et_train_hhg_finalized dplmc_constable_pretalk.1|Forget it. dlga_dplmc_constable_recruits_and_training dplmc_constable_freelancer_mercs3|I want to recruit some freelancers. dlga_dplmc_constable_freelancer_mercs3 dplmc_constable_freelancer_mercs5|Of course! How many freelancers would you like me to recruit? Please remember we are expected to pay a convenience fee for having them delivered. dlga_dplmc_constable_freelancer_mercs3 close_window|No. Goodbye. dlga_dplmc_constable_freelancer_mercs5 dplmc_constable_freelancer_mercss_end_5|I would like to hire a freelancer recruit, upgrading into any Freelancer Guild troops (35 aurums). dlga_dplmc_constable_freelancer_mercs5 dplmc_constable_freelancer_mercss_end_5.1|I would like to hire a freelancer soldier, upgrading into freelancer dismounted knights (115 aurums). dlga_dplmc_constable_freelancer_mercs5 dplmc_constable_freelancer_mercss_end_5.2|I would like to hire a freelancer rider, upgrading into marshals (460 aurums). dlga_dplmc_constable_freelancer_mercs5 dplmc_constable_freelancer_mercss_end_5.3|I would like to hire a freelancer archer, upgrading into sharpshooters (115 aurums). dlga_dplmc_constable_freelancer_mercs5 dplmc_constable_freelancer_mercss_end_5.4|I would like to hire 5 freelancer recruits (35 aurums each). dlga_dplmc_constable_freelancer_mercs5 dplmc_constable_freelancer_mercss_end_5.5|I would like to hire 5 freelancer soldiers (115 aurums each). dlga_dplmc_constable_freelancer_mercs5 dplmc_constable_freelancer_mercss_end_5.6|I would like to hire 5 freelancer riders (460 aurums each). dlga_dplmc_constable_freelancer_mercs5 dplmc_constable_freelancer_mercss_end_5.7|I would like to hire 5 freelancer archers (115 aurums each). dlga_dplmc_constable_freelancer_mercs5 dplmc_constable_freelancer_mercss_end_5.8|I would like to hire 10 freelancer recruits (35 aurums each). dlga_dplmc_constable_freelancer_mercs5 dplmc_constable_freelancer_mercss_end_5.9|I would like to hire 10 freelancer soldiers (115 aurums each). dlga_dplmc_constable_freelancer_mercs5 dplmc_constable_freelancer_mercss_end_5.10|I would like to hire 10 freelancer riders (460 aurums each). dlga_dplmc_constable_freelancer_mercs5 dplmc_constable_freelancer_mercss_end_5.11|I would like to hire 10 freelancer archers (115 aurums each). dlga_dplmc_constable_freelancer_mercs5 dplmc_constable_freelancer_mercss_end_5.12|I would like to hire 25 freelancer recruits (35 aurums each). dlga_dplmc_constable_freelancer_mercs5 dplmc_constable_freelancer_mercss_end_5.13|I would like to hire 25 freelancer soldiers (115 aurums each). dlga_dplmc_constable_freelancer_mercs5 dplmc_constable_freelancer_mercss_end_5.14|I would like to hire 25 freelancer riders (460 aurums each). dlga_dplmc_constable_freelancer_mercs5 dplmc_constable_freelancer_mercss_end_5.15|I would like to hire 25 freelancer archers (115 aurums each). dlga_dplmc_constable_freelancer_mercs5 dplmc_constable_freelancer_mercss_end_5.16|I would like to hire 50 freelancer recruits (35 aurums each). dlga_dplmc_constable_freelancer_mercs5 dplmc_constable_freelancer_mercss_end_5.17|I would like to hire 50 freelancer soldiers (115 aurums each). dlga_dplmc_constable_freelancer_mercs5 dplmc_constable_freelancer_mercss_end_5.18|I would like to hire 50 freelancer riders (460 aurums each). dlga_dplmc_constable_freelancer_mercs5 dplmc_constable_freelancer_mercss_end_5.19|I would like to hire 50 freelancer archers (115 aurums each). dlga_dplmc_constable_freelancer_mercs5 dplmc_constable_pretalk|Never mind. dlga_dplmc_constable_freelancer_mercs5 dplmc_constable_pretalk.1|That is too expensive. dlga_dplmc_constable_freelancer_mercss_end_5 dplmc_constable_freelancer_mercss_end_6|Would you like me to recruit some more? dlga_dplmc_constable_freelancer_mercss_end_6 dplmc_constable_freelancer_mercs5|Perhaps... dlga_dplmc_constable_freelancer_mercss_end_6 dplmc_constable_pretalk|No, I've ran out of money. dlga_dplmc_constable_ingvar_mercs_2 dplmc_constable_pretalk|Is there something else you want? dlga_dplmc_constable_recruits_and_training dplmc_constable_ingvar_mercs|I want to recruit some of Ingvar's mercenaries. dlga_dplmc_constable_ingvar_mercs dplmc_constable_ingvar_mercs_2|Of course, my {reg33?Lady Lord}. Please allow me to send a request for what mercenaries he has available. dlga_dplmc_constable_recruits_and_training dplmc_constable_pretalk|I changed my mind. dlga_dplmc_constable_talk dplmc_constable_security_ask|Let's talk about patrols and troop movement. dlga_dplmc_constable_security_ask dplmc_constable_security|Of course. dlga_dplmc_constable_security dplmc_constable_move_troops|I want to move troops to another location. dlga_dplmc_constable_move_troops dplmc_constable_move_troops_location|Where do you want to move the troops? dlga_dplmc_constable_move_troops_location dplmc_constable_pretalk|Nowhere. dlga_dplmc_constable_move_troops_location_confirm_ask dplmc_constable_pretalk|You didn't choose any soldiers. Seems like you changed your mind. dlga_dplmc_constable_move_troops_location_confirm_ask dplmc_constable_move_troops_location_confirm|Do you really want to send the troops to {s9}? This will cost us {reg5} aurums. dlga_dplmc_constable_move_troops_location_confirm dplmc_constable_pretalk|Yes, withdraw from the treasury. dlga_dplmc_constable_move_troops_location_confirm dplmc_constable_pretalk.1|Yes, withdraw from my personal funds. dlga_dplmc_constable_move_troops_location_confirm dplmc_constable_pretalk.2|No. Let me check if we can afford that. dlga_dplmc_constable_security dplmc_constable_patrol_size_ask|I want to enlist a patrol. dlga_dplmc_constable_patrol_size_ask dplmc_constable_patrol_size|You can take troops from your garrison or enlist fresh troops. In the latter case you can enlist a small patrol for 10000 aurums, a medium patrol for 20000 aurums or a big patrol for 30000 aurums. You can also enlist a small elite patrol for 20000 aurums. We have to pay weekly wages for the soldiers so make sure you have enough money in the treasury. dlga_dplmc_constable_patrol_size_ask dplmc_constable_patrol_size.1|Currently there are no fresh troops available. We have to wait {reg0} days. But you can take troops from your garrison. dlga_dplmc_constable_patrol_size dplmc_constable_patrol_garrison|Take troops out of the garrison. dlga_dplmc_constable_patrol_garrison dplmc_constable_patrol_size|We do not have any troops in the garrison. dlga_dplmc_constable_patrol_garrison dplmc_constable_patrol_garrison_2|My {reg33?lady lord}, let's muster the patrol troops. dlga_dplmc_constable_patrol_garrison_2 dplmc_constable_pretalk|You didn't choose any soldiers. Seems like you changed your mind. dlga_dplmc_constable_patrol_garrison_2 dplmc_constable_patrol_garrison_location|Where do you want to send the patrol? dlga_dplmc_constable_patrol_garrison_confirm_ask dplmc_constable_pretalk|You didn't choose any soldiers. Seems like you changed your mind. dlga_dplmc_constable_patrol_garrison_confirm_ask dplmc_constable_patrol_garrison_confirm|Do you really want to send the patrol to {s9}? dlga_dplmc_constable_patrol_garrison_confirm dplmc_constable_pretalk|Yes. dlga_dplmc_constable_patrol_garrison_confirm dplmc_constable_pretalk.1|No. dlga_dplmc_constable_patrol_size dplmc_constable_patrol_location_ask|A small one. dlga_dplmc_constable_patrol_size dplmc_constable_patrol_location_ask.1|A medium one. dlga_dplmc_constable_patrol_size dplmc_constable_patrol_location_ask.2|A big one. dlga_dplmc_constable_patrol_size dplmc_constable_patrol_location_ask.3|Get the best troops around. dlga_dplmc_constable_patrol_size dplmc_constable_pretalk|None. dlga_dplmc_constable_patrol_location_ask dplmc_constable_patrol_location|Where do you want to send the patrol? dlga_dplmc_constable_patrol_location dplmc_constable_pretalk|Nowhere. dlga_dplmc_constable_patrol_confirm_ask dplmc_constable_patrol_confirm|Do you really want to send a {s8} patrol to {s9}? dlga_dplmc_constable_patrol_confirm dplmc_constable_pretalk|Yes, withdraw from the treasury. dlga_dplmc_constable_patrol_confirm dplmc_constable_pretalk.1|Yes, withdraw from my personal funds. dlga_dplmc_constable_patrol_confirm dplmc_constable_pretalk.2|Forget it. dlga_dplmc_constable_security dplmc_constable_patrol_change_ask|I want to change the target of a patrol. dlga_dplmc_constable_patrol_change_ask dplmc_constable_patrol_change|Which patrol should change the target? dlga_dplmc_constable_patrol_change et_send_to_all_patrols_to_patrol_ask|All of them. dlga_et_send_to_all_patrols_to_patrol_ask et_send_to_all_patrols_to_patrol_confirm|Where do you want to send it? dlga_et_send_to_all_patrols_to_patrol_confirm dplmc_constable_security_ask|Never mind. dlga_et_send_to_all_patrols_to_patrol_target_chosen et_send_to_all_patrols_to_patrol_target_confirm|As you wish, I will send a messenger to all patrols with new orders to patrol around {s6}. dlga_et_send_to_all_patrols_to_patrol_target_confirm dplmc_constable_security_ask|Thank you. dlga_et_send_to_all_patrols_to_patrol_target_confirm dplmc_constable_security_ask.1|Forget it. dlga_dplmc_constable_patrol_change dplmc_constable_security_ask|None. dlga_dplmc_constable_patrol_change_target_ask dplmc_constable_patrol_change_target|Where do you want to send it? dlga_dplmc_constable_patrol_change_target dplmc_constable_security_ask|Nowhere. dlga_dplmc_constable_patrol_change_target_confirm_ask dplmc_constable_patrol_change_target_confirm|As you wish, I will send a messenger carrying the orders to patrol {s6} to the {s5}. dlga_dplmc_constable_patrol_change_target_confirm dplmc_constable_security_ask|Thank you. dlga_dplmc_constable_patrol_change_target_confirm dplmc_constable_security_ask.1|Oh maybe not. dlga_dplmc_constable_security dplmc_constable_patrol_to_center_ask|I want a patrol to return to a center. dlga_dplmc_constable_patrol_to_center_ask dplmc_constable_patrol_to_center|Which patrol should move to a center? dlga_dplmc_constable_patrol_to_center et_send_to_all_patrols_to_center_ask|All of them. dlga_et_send_to_all_patrols_to_center_ask et_send_to_all_patrols_to_center_confirm|Where do you want to send it? dlga_et_send_to_all_patrols_to_center_confirm dplmc_constable_security_ask|Never mind. dlga_et_send_to_all_patrols_to_center_target_chosen et_send_to_all_patrols_to_center_target_confirm|As you wish, I will send a messenger to all patrols with new orders to return to {s5}. dlga_et_send_to_all_patrols_to_center_target_confirm dplmc_constable_security_ask|Thank you. dlga_et_send_to_all_patrols_to_center_target_confirm dplmc_constable_security_ask.1|Forget it. dlga_dplmc_constable_patrol_to_center dplmc_constable_security_ask|None. dlga_dplmc_constable_patrol_to_center_target_ask dplmc_constable_patrol_to_center_target|Where do you want to send it? dlga_dplmc_constable_patrol_to_center_target dplmc_constable_security_ask|Nowhere. dlga_dplmc_constable_patrol_change_to_center_confirm_ask dplmc_constable_patrol_to_center_confirm|As you wish, I will send a messenger carrying the orders to move to {s6} to the {s5}. dlga_dplmc_constable_patrol_to_center_confirm dplmc_constable_security_ask|Thank you. dlga_dplmc_constable_patrol_to_center_confirm dplmc_constable_security_ask.1|Oh maybe not. dlga_dplmc_constable_security dplmc_constable_patrol_disband_ask|I want to disband a patrol. dlga_dplmc_constable_patrol_disband_ask dplmc_constable_patrol_disband|Which patrol do you want to disband? dlga_dplmc_constable_patrol_disband dplmc_constable_pretalk|None. dlga_dplmc_constable_patrol_disband_confirm_ask dplmc_constable_patrol_disband_confirm|As you wish, I will send a messenger who will tell {s5} to disband. dlga_dplmc_constable_patrol_disband_confirm dplmc_constable_security_ask|Thank you. dlga_dplmc_constable_patrol_disband_confirm dplmc_constable_security_ask.1|No. dlga_dplmc_constable_security dplmc_constable_pretalk|Never mind. dlga_dplmc_constable_prisoner_talk dplmc_constable_prisoner_all2|Of course, {reg33?my Lady Sire}. I can help you sell your {reg1} {reg2?prisoners prisoner} for {reg0} aurums or you can choose which prisoners you would like to sell. dlga_dplmc_constable_prisoner_all2 dplmc_constable_pretalk|Let me take a look. dlga_dplmc_constable_prisoner_all2 dplmc_constable_pretalk.1|Sell them all. dlga_dplmc_constable_prisoner_all2 dplmc_constable_pretalk.2|Hmm, maybe not. dlga_dplmc_constable_talk et_prisoner_management2|Let's talk about prisoner management. dlga_et_prisoner_management2 et_prisoner_management|Of course, {reg33?my Lady Sire}. How can I help? dlga_et_prisoner_management dplmc_constable_prisoner_talk|I have some prisoners, can you sell them for me? dlga_et_prisoner_management dplmc_constable_gar_prisoners|I want you to sell all the prisoners in this garrison. dlga_et_prisoner_management dplmc_constable_gar_prisoners_all|I want you to sell all the prisoners in every garrison. dlga_et_prisoner_management dplmc_constable_talk_ask_prisoner|I want to release a prisoner. dlga_et_prisoner_management et_minister_ransom_demand_instead|I wish to demand a ransom. dlga_et_prisoner_management dplmc_constable_pretalk|Forget it. dlga_dplmc_constable_gar_prisoners et_prisoner_management|Of course, {reg33?my Lady Sire}. But according to our ledgers, we do not have any candidates for sale. dlga_dplmc_constable_gar_prisoners dplmc_constable_gar_prisoners2|Of course, {reg33?my Lady Sire}. According to our ledgers, we currently have {reg1} {reg2?prisoners prisoner} in this garrison's prison which can be sold off for a total of {reg0} aurums. dlga_dplmc_constable_gar_prisoners_all dplmc_constable_gar_prisoners_all2|Of course, {reg33?my Lady Sire}. According to our ledgers, we currently have {reg1} {reg2?prisoners prisoner} which can be sold off for a total of {reg0} aurums. dlga_dplmc_constable_gar_prisoners_all dplmc_constable_pretalk|Of course, {reg33?my Lady Sire}. But unfortunately, there aren't any prisoners to be sold. dlga_dplmc_constable_gar_prisoners2 dplmc_constable_pretalk|Yes, please sell them for me. dlga_dplmc_constable_gar_prisoners2 dplmc_constable_pretalk.1|Hmm, maybe not. dlga_dplmc_constable_gar_prisoners_all2 dplmc_constable_pretalk|Yes, please sell them for me. dlga_dplmc_constable_gar_prisoners_all2 dplmc_constable_pretalk.1|Hmm, maybe not. dlga_et_minister_ransom_demand_instead et_minister_ransom_demand_ransom|Yes, of course. Who would you like to ransom away? dlga_et_minister_ransom_demand_ransom et_minister_ransom_demand_ransom_chosen|{s10}. dlga_et_minister_ransom_demand_ransom dplmc_constable_pretalk|Never mind. dlga_et_minister_ransom_demand_ransom_chosen et_minister_ransom_demand_ransom_verify|Of course. We can make an immediate demand of {reg5} aurums. Would you like to continue? dlga_et_minister_ransom_demand_ransom_verify dplmc_constable_pretalk|Yes, let's go through with it. dlga_et_minister_ransom_demand_ransom_verify dplmc_constable_pretalk.1|Never mind. dlga_dplmc_constable_talk dplmc_constable_dismiss_confirm_ask|You are dismissed. dlga_dplmc_constable_dismiss_confirm_ask dplmc_constable_dismiss_confirm|Are you sure that you don't need me anymore? dlga_dplmc_constable_dismiss_confirm dplmc_constable_dismiss_confirm_yes|Yes I am. dlga_dplmc_constable_dismiss_confirm_yes close_window|As you wish. dlga_dplmc_constable_dismiss_confirm dplmc_constable_pretalk|No I am not. dlga_dplmc_constable_talk close_window|Thank you, I will come back to you later. dlga_start dplmc_chamberlain_talk|Yes, {reg33?my Lady Sire}? dlga_dplmc_chamberlain_pretalk dplmc_chamberlain_talk|Anything else, {reg33?my Lady Sire}? dlga_dplmc_chamberlain_talk dplmc_chamberlain_overview|Please give me a report about the financial affairs. dlga_dplmc_chamberlain_talk dplmc_chamberlain_treasury|Let us inspect the treasury. dlga_dplmc_chamberlain_treasury dplmc_chamberlain_treasury_action|There are currently {s4} aurums in the treasury of this fief and we have {s6} debts. What do you want to do? dlga_dplmc_chamberlain_treasury_action dplmc_chamberlain_pretalk|Thank you, let's talk about something else. dlga_dplmc_chamberlain_talk dplmc_chamberlain_status|Please give me a status report about the financial situation of a fief. dlga_dplmc_chamberlain_status dplmc_chamberlain_status_select_fief|About which fief do you like to be informed? dlga_dplmc_chamberlain_status_select_fief dplmc_chamberlain_pretalk|Never mind. dlga_dplmc_chamberlain_talk dplmc_chamberlain_tax|I wish to change the tax rate for a fief. dlga_dplmc_chamberlain_talk dplmc_collect_all_treasury|I wish to collect all of my funds. dlga_dplmc_collect_all_treasury dplmc_chamberlain_talk|As you wish. All of the funds from treasuries besides your court, and from owning any land, has been collected. Is there anything else? dlga_dplmc_chamberlain_tax dplmc_chamberlain_tax_select_center|For which fief? dlga_dplmc_chamberlain_tax_select_center dplmc_chamberlain_tax_change_all|All of them. dlga_dplmc_chamberlain_tax_change_all dplmc_chamberlain_tax_change_all2|How high do you want to set the tax rate? dlga_dplmc_chamberlain_tax_change_all2 dplmc_chamberlain_tax_change_all3|Very low. dlga_dplmc_chamberlain_tax_change_all2 dplmc_chamberlain_tax_change_all3.1|Low. dlga_dplmc_chamberlain_tax_change_all2 dplmc_chamberlain_tax_change_all3.2|Normal. dlga_dplmc_chamberlain_tax_change_all2 dplmc_chamberlain_tax_change_all3.3|High. dlga_dplmc_chamberlain_tax_change_all2 dplmc_chamberlain_tax_change_all3.4|Very High. dlga_dplmc_chamberlain_tax_change_all3 dplmc_chamberlain_pretalk|As you wish, {reg33?my Lady Sire}. dlga_dplmc_chamberlain_tax_select_center dplmc_chamberlain_pretalk|Never mind. dlga_dplmc_chamberlain_tax_ask_rate dplmc_chamberlain_tax_select_rate|How high do you want to set the tax rate for {s6}? dlga_dplmc_chamberlain_tax_select_rate dplmc_chamberlain_tax_selected|Very low. dlga_dplmc_chamberlain_tax_select_rate dplmc_chamberlain_tax_selected.1|Low. dlga_dplmc_chamberlain_tax_select_rate dplmc_chamberlain_tax_selected.2|Normal. dlga_dplmc_chamberlain_tax_select_rate dplmc_chamberlain_tax_selected.3|High. dlga_dplmc_chamberlain_tax_select_rate dplmc_chamberlain_tax_selected.4|Very High. dlga_dplmc_chamberlain_tax_selected dplmc_chamberlain_tax_select_center|Any other fiefs you wish to adjust? dlga_dplmc_chamberlain_tax_select_rate dplmc_chamberlain_pretalk|Never mind. dlga_dplmc_chamberlain_talk dplmc_chamberlain_manage_fiefs_build|I would like to manage fief improvements. dlga_dplmc_chamberlain_manage_fiefs_build dplmc_chamberlain_manage_fiefs_build_location|Where do you want to build an improvement? dlga_dplmc_chamberlain_manage_fiefs_buildnext dplmc_chamberlain_manage_fiefs_build_location|Where else do you want to build an improvement? dlga_dplmc_chamberlain_manage_fiefs_build_location et_chamberlain_build_improvement_all_village|All of my villages. dlga_dplmc_chamberlain_manage_fiefs_build_location dplmc_chamberlain_manage_fiefs_build_ask|{s2}. dlga_dplmc_chamberlain_manage_fiefs_build_location dplmc_chamberlain_pretalk|Nowhere. dlga_dplmc_chamberlain_manage_fiefs_build_ask dplmc_chamberlain_manage_fiefs_buildnext|{s19} You are currently building {s7}. The building will be completed after {reg8} day{reg9?s }. We have to wait until it's finished. dlga_dplmc_chamberlain_manage_fiefs_build_ask dplmc_chamberlain_manage_fiefs_build_ask2|{s19} What do you want to build? dlga_et_chamberlain_build_improvement_all_village et_chamberlain_build_improvement_select_a_village|Very well, {reg33?my Lady Sire}. We currently have {reg0} villages that are free for construction. Keep in mind that if the village already has the improvement or is already constructing an improvement, we will have to skip that village. dlga_et_chamberlain_build_improvement_all_village dplmc_chamberlain_pretalk|Of course, {reg33?my Lady Sire}. But unfortunately, there are no villages available for construction. dlga_et_chamberlain_build_improvement_select_a_village et_chamberlain_build_improvement_selected_a_village|Build a manor. dlga_et_chamberlain_build_improvement_select_a_village et_chamberlain_build_improvement_selected_a_village.1|Build a mill. dlga_et_chamberlain_build_improvement_select_a_village et_chamberlain_build_improvement_selected_a_village.2|Build a well. dlga_et_chamberlain_build_improvement_select_a_village et_chamberlain_build_improvement_selected_a_village.3|Build a well. dlga_et_chamberlain_build_improvement_select_a_village et_chamberlain_build_improvement_selected_a_village.4|Build a watch tower. dlga_et_chamberlain_build_improvement_select_a_village et_chamberlain_build_improvement_selected_a_village.5|Build a guard post. dlga_et_chamberlain_build_improvement_select_a_village et_chamberlain_build_improvement_selected_a_village.6|Build a school. dlga_et_chamberlain_build_improvement_select_a_village et_chamberlain_build_improvement_selected_a_village.7|Build an academy. (Requires School) dlga_et_chamberlain_build_improvement_select_a_village et_chamberlain_build_improvement_selected_a_village.8|Build a messenger post. dlga_et_chamberlain_build_improvement_select_a_village dplmc_chamberlain_pretalk|Forget it. dlga_et_chamberlain_build_improvement_selected_a_village et_chamberlain_build_improvement_confirmation|Are you sure that you want to build a {s4} for {reg5} in all of your villages? It will take {reg6} days. We currently have {reg7} aurums in the treasury. dlga_et_chamberlain_build_improvement_confirmation dplmc_chamberlain_manage_fiefs_buildnext|Yes, withdraw from the treasury. dlga_et_chamberlain_build_improvement_confirmation dplmc_chamberlain_manage_fiefs_buildnext.1|Yes, I will pay from my personal funds. dlga_et_chamberlain_build_improvement_confirmation dplmc_chamberlain_pretalk|No, I don't have the money. dlga_dplmc_chamberlain_manage_fiefs_build_ask2 dplmc_chamberlain_manage_fiefs_build_confirm_ask|Build a manor. dlga_dplmc_chamberlain_manage_fiefs_build_ask2 dplmc_chamberlain_manage_fiefs_build_confirm_ask.1|Build a mill. dlga_dplmc_chamberlain_manage_fiefs_build_ask2 dplmc_chamberlain_manage_fiefs_build_confirm_ask.2|Build a well. dlga_dplmc_chamberlain_manage_fiefs_build_ask2 dplmc_chamberlain_manage_fiefs_build_confirm_ask.3|Build a watch tower. dlga_dplmc_chamberlain_manage_fiefs_build_ask2 dplmc_chamberlain_manage_fiefs_build_confirm_ask.4|Build a guard post. dlga_dplmc_chamberlain_manage_fiefs_build_ask2 dplmc_chamberlain_manage_fiefs_build_confirm_ask.5|Build a school. dlga_dplmc_chamberlain_manage_fiefs_build_ask2 dplmc_chamberlain_manage_fiefs_build_confirm_ask.6|Build an academy. dlga_dplmc_chamberlain_manage_fiefs_build_ask2 dplmc_chamberlain_manage_fiefs_build_confirm_ask.7|Build a messenger post. dlga_dplmc_chamberlain_manage_fiefs_build_ask2 dplmc_chamberlain_manage_fiefs_build_confirm_ask.8|Build a prisoner tower. dlga_dplmc_chamberlain_manage_fiefs_build_ask2 dplmc_chamberlain_manage_fiefs_build_confirm_ask.9|Build a palisade. dlga_dplmc_chamberlain_manage_fiefs_build_ask2 dplmc_chamberlain_manage_fiefs_build_confirm_ask.10|Build a caltrops. dlga_dplmc_chamberlain_manage_fiefs_build_ask2 dplmc_chamberlain_manage_fiefs_build_confirm_ask.11|Build a guild hall. dlga_dplmc_chamberlain_manage_fiefs_build_ask2 dplmc_chamberlain_manage_fiefs_build_confirm_ask.12|Build a university. dlga_dplmc_chamberlain_manage_fiefs_build_ask2 dplmc_chamberlain_manage_fiefs_build_confirm_ask.13|Build a blacksmith forge. dlga_dplmc_chamberlain_manage_fiefs_build_ask2 dplmc_chamberlain_manage_fiefs_build_confirm_ask.14|Build a caravan escort. dlga_dplmc_chamberlain_manage_fiefs_build_ask2 dplmc_chamberlain_manage_fiefs_build_confirm_ask.15|Build a festival square. dlga_dplmc_chamberlain_manage_fiefs_build_ask2 dplmc_chamberlain_manage_fiefs_build_confirm_ask.16|Build a bookstore. dlga_dplmc_chamberlain_manage_fiefs_build_ask2 dplmc_chamberlain_manage_fiefs_build_confirm_ask.17|Build a mercenary guild. dlga_dplmc_chamberlain_manage_fiefs_build_ask2 dplmc_chamberlain_manage_fiefs_buildnext|Nothing. dlga_dplmc_chamberlain_manage_fiefs_build_confirm_ask dplmc_chamberlain_manage_fiefs_confirm|Are you sure that you want to build a {s4} for {reg5} in {s2}? It will take {reg6} days. We currently have {reg7} aurums in the treasury. dlga_dplmc_chamberlain_manage_fiefs_confirm dplmc_chamberlain_manage_fiefs_buildnext|Yes, withdraw from the treasury. dlga_dplmc_chamberlain_manage_fiefs_confirm dplmc_chamberlain_manage_fiefs_buildnext.1|Yes, withdraw from my personal funds. dlga_dplmc_chamberlain_manage_fiefs_confirm dplmc_chamberlain_manage_fiefs_buildnext.2|No, I don't have the money. dlga_dplmc_chamberlain_talk dplmc_chamberlain_pools_ask|I would like to manage the {reg0?household and secondary storage household}. dlga_dplmc_chamberlain_pools_ask dplmc_chamberlain_pools|What do you want to do? dlga_dplmc_chamberlain_pools dplmc_chamberlain_pretalk|I would like to manage the goods in secondary storage. dlga_dplmc_chamberlain_pools dplmc_chamberlain_item_pool|Let my companions take the items out of the item pool. dlga_dplmc_chamberlain_item_pool dplmc_chamberlain_item_pool_confirm|Are you sure you wish to do this? dlga_dplmc_chamberlain_item_pool_confirm dplmc_chamberlain_pretalk|Yes. dlga_dplmc_chamberlain_item_pool_confirm dplmc_chamberlain_pretalk.1|No, I changed my mind. dlga_dplmc_chamberlain_pools dplmc_chamberlain_pretalk.1|I would like to manage the household. dlga_dplmc_chamberlain_pools dplmc_chamberlain_pretalk.2|Never mind. dlga_dplmc_chamberlain_talk dplmc_et_chamberlain_caravan_upgrades|Can you purchase some upgrades for my personal trading wagon? dlga_dplmc_chamberlain_talk dplmc_chamberlain_dismiss_confirm_ask|You are dismissed. dlga_dplmc_chamberlain_dismiss_confirm_ask dplmc_chamberlain_dismiss_confirm|Are you sure that you want to handle all financial affairs by yourself? dlga_dplmc_chamberlain_dismiss_confirm dplmc_chamberlain_dismiss_confirm_yes|Yes I am. dlga_dplmc_chamberlain_dismiss_confirm dplmc_chamberlain_pretalk|No I am not. dlga_dplmc_chamberlain_dismiss_confirm_yes close_window|As you wish. Let's go through the documents and hand over your estate. dlga_dplmc_chamberlain_talk weeping_chamberlain1|I need you to find something for me. dlga_weeping_chamberlain1 weeping_chamberlain2|I require the help of a blacksmith, as this dagger is rusty and dirty. Please locate one for me. dlga_weeping_chamberlain2 weeping_chamberlain3|(You present Zolona's heirloom to him) dlga_weeping_chamberlain3 dplmc_chamberlain_pretalk|Of course, {reg33?my Lady Sire}. I will do my best to find someone who is willing to work on it. dlga_dplmc_chamberlain_talk weeping_chamberlain_progress1|What is the progress on my dagger? dlga_dplmc_chamberlain_talk weeping_chamberlain_noprogress1|What is the progress on my dagger? dlga_weeping_chamberlain_progress1 close_window|Unfortunately, I have not been able to find anyone who was willing to work on the dagger. Perhaps it would be better to ask a historian or scholar? My apologies, {reg33?my Lady Sire}. dlga_weeping_chamberlain_noprogress1 dplmc_chamberlain_pretalk|Unfortunately, I have not yet been able to find someone. Please be patient with me. dlga_dplmc_chamberlain_talk dplmc_et_collection_date_begin|I want to change the tax collection date. ({reg0} days) dlga_dplmc_et_collection_date_begin dplmc_et_collection_date_list|Of course, {reg33?my Lady Sire}. How soon do you wish for us to collect taxes? Please keep in mind that the sooner you collect it, the more likely we may lose money per collection. dlga_dplmc_et_collection_date_list dplmc_et_collection_date_chosen|Every Day. dlga_dplmc_et_collection_date_list dplmc_et_collection_date_chosen.1|Every 3 Days. dlga_dplmc_et_collection_date_list dplmc_et_collection_date_chosen.2|Every 5 Days. dlga_dplmc_et_collection_date_list dplmc_et_collection_date_chosen.3|Every Week. dlga_dplmc_et_collection_date_list dplmc_et_collection_date_chosen.4|Every 2 Weeks. dlga_dplmc_et_collection_date_chosen dplmc_chamberlain_talk|Very well, I will inform our messengers to collect taxes sooner than later. dlga_dplmc_et_collection_date_list dplmc_chamberlain_pretalk|Never mind. dlga_dplmc_chamberlain_talk close_window|Oh nothing, I just wanted to check the documents. dlga_dplmc_et_chamberlain_caravan_upgrades dplmc_et_chamberlain_caravan_upgrades_choices|Yes, of course {reg33?my Lady Sire}. What would you like? dlga_dplmc_et_chamberlain_caravan_upgrades_choices dplmc_et_chamberlain_caravan_upgrades_wheels|Improved Wheels (25,000 with 10,000 delivery cost) dlga_dplmc_et_chamberlain_caravan_upgrades_choices dplmc_et_chamberlain_caravan_upgrades_no_funds|Improved Wheels (25,000 with 10,000 delivery cost) dlga_dplmc_et_chamberlain_caravan_upgrades_choices dplmc_et_chamberlain_caravan_upgrades_suspension|Prototype Suspension System (25,000 with 10,000 delivery cost) dlga_dplmc_et_chamberlain_caravan_upgrades_choices dplmc_et_chamberlain_caravan_upgrades_no_funds.1|Prototype Suspension System (25,000 with 10,000 delivery cost) dlga_dplmc_et_chamberlain_caravan_upgrades_choices dplmc_et_chamberlain_caravan_upgrades_horses|The Best Horses (30,000 with 15,000 delivery cost) dlga_dplmc_et_chamberlain_caravan_upgrades_choices dplmc_et_chamberlain_caravan_upgrades_no_funds.2|The Best Horses (30,000 with 15,000 delivery cost) dlga_dplmc_et_chamberlain_caravan_upgrades_choices dplmc_chamberlain_pretalk|Never mind. dlga_dplmc_et_chamberlain_caravan_upgrades_no_funds dplmc_et_chamberlain_caravan_upgrades_choices|My apologies, {reg33?my Lady Sire}. It doesn't seem like you have the funds to purchase this item. Is there another you would like? dlga_dplmc_et_chamberlain_caravan_upgrades_wheels dplmc_chamberlain_pretalk|Yes, of course {reg33?my Lady Sire}. I will order for the immediate improvement of your wagon. dlga_dplmc_et_chamberlain_caravan_upgrades_suspension dplmc_chamberlain_pretalk|Yes, of course {reg33?my Lady Sire}. I will order for the immediate improvement of your wagon. dlga_dplmc_et_chamberlain_caravan_upgrades_horses dplmc_chamberlain_pretalk|Yes, of course {reg33?my Lady Sire}. I will order for the immediate improvement of your wagon.
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Dev Diary – March 2021(2020/03/18) Happy Holidays from Hinterland(2020/12/18) HESITANT PROSPECT Update Now Live(2020/12/07) Escape the Darkwalker — Event Update for Switch December Release(2020/11/09) ESCAPE THE DARKWALKER Now Live(2020/10/29) Dev Diary – October 2020(2020/10/15) True Survival Comes to Nintendo Switch(2020/09/17) Dev Diary – August 2020(2020/08/20) Will You Survive WINTER’S EMBRACE?(2020/06/29) The Long Dark returns to GeForce Now(2020/05/28) FEARLESS NAVIGATOR Update Now Live(2020/05/19) Dev Diary – May 2020(2020/05/01) Hinterland’s COVID-19 Social Distancing Fundraiser Raises $194,619 USD(2020/04/13) Social Distancing Fundraiser!(2020/03/23) Happy Holidays from Hinterland(2019/12/18) ERRANT PILGRIM Update Now Live(2019/12/09) Dev Diary – November 2019(2019/11/28) OCTOBER DEV DIARY – EPISODE THREE LAUNCH(2019/10/17) STEADFAST RANGER UPDATE NOW LIVE(2019/05/01) [UI] Fixed issue causing the Milton Water Tower icon to appear in the wrong location on the Map. [WINTERMUTE] Fixed issue causing players to spawn in the wrong location if they reloaded a game saved immediately after the first Bear encounter in Episode Two. [Survival Mode] Fixed issue causing a partially-crafted Survival Bow to be usable if it was picked up while a completed Bow was equipped. [All] Fixed issue causing audio for feeding Wolves to play even when the player wasn’t near one. [All] Fixed issue causing the Storm Lantern extinguish animation to play after death, if players fell off a high cliff while holding a lit Lantern. DEV DIARY – MARCH 2019(2019/06/03) EPISODES ONE AND TWO REDUX SURVIVAL MODE UPDATE(2018/12/13) Sandbox Alpha v.1.16 大型アップデート"RUGGED SENTINEL(厳格なる歩哨)"での変更点(2017/12/04) Sandbox Alpha v.423 大型アップデート"FAITHFUL CARTOGRAPHER(信頼の製図家)"での変更点(2017/06/08) Sandbox Alpha v.364 大型アップデート"RESOLUTE OUTFITTER(文明との決別)"での変更点(2016/12/19) Sandbox Alpha v.365での変更点(2016/9/28) Sandbox Alpha v.364 大型アップデート"VIGILANT TRESPASS(油断なき侵入)"での変更点(2016/9/23) Sandbox Alpha v.349 (2016/7/1) Sandbox Alpha v.348 (2016/6/25) Sandbox Alpha v.347 (2016/6/24) Sandbox Alpha v.346 大型アップデート"Penitent Scholar(悔恨の学習者)"での変更点 Sandbox Alpha v.338的變更點 Sandbox Alpha v.332的變更點 Sandbox Alpha v.327的變更點 Sandbox Alpha v.326的變更點 Sandbox Alpha v.325的變更點 Sandbox Alpha v.321的變更點 Sandbox Alpha v.302的變更點 Sandbox Alpha v.301的變更點 Sandbox Alpha v.289的變更點 Sandbox Alpha v.280的變更點 Sandbox Alpha v.271での変更点 Sandbox Alpha v.270での変更点 Sandbox Alpha v.265での変更点 Sandbox Alpha v.264での変更点 Sandbox Alpha v.258での変更点 Sandbox Alpha v.257での変更点 Sandbox Alpha v.256での変更点(意訳多め) Steam社群新聞「http //steamcommunity.com/app/305620/allnews/」 本頁面僅轉貼官方發佈之文字內容,未保留發佈之圖片與文字連結。 詳細內容請見官方公告頁面:「https //www.thelongdark.com/news/」 Dev Diary – March 2021(2020/03/18) +版本更新介紹 Dear community, It’s time for an update on Episode Four progress, which I’m sure is the topic at the top of all your minds right now. Episode Four Progress Blackrock Penitentiary The aurora illuminates Blackrock Penitentiary, Great Bear’s maximum security fortress and the main location in Episode Four. We’re at the stage of episode development where I’ve been able to complete a couple of full run-throughs of the entire episode from start to finish. This is an important stage as it shows us what we have as a contiguous experience (this is different from how we build and test during development, which is often more in chunks that are out of order), and therefore highlights what is working and what isn’t. When you can experience the full flow of the episode from start to finish, you can get a sense of the overall pacing, the relationship between narrative and gameplay, clarity around objectives and motivations, peaks and troughs in the player’s activities, and generally a sense of how the whole thing fits together. This is the period of episode development where we usually change (or remove) things that aren’t working, and add moments or content here and there where we feel the experience needs to be shored up a bit. It might be something as minor as a single line of dialogue or editing some objective text, all the way to cutting a section of a mission or adding an entirely new piece of narrative (as we did throughout Episodes One and Two when we released the “Redux” versions in 2019). In the specific case of Episode Four, this includes adding a new section of gameplay and a new mechanic we’re experimenting with. It’s a bit late in the process to be doing this, but we just feel the episode needs a bit more of a “punch” in some areas so we’re testing things out to see how they feel, and hopeful that we can make it all work and feel intriguing. In terms of overall progress, I can say that the episode environments themselves are mostly finished, apart from a few small areas that are getting completed right now. After that we’ll roll into the polish phase for environment content. All the cinematics are complete and have had multiple passes with full voice-over, so we’re now moving into the lighting phase on most of them, and audio (sound-effects and music) which is the last phase. We’re tightening up some objective text, adding collectibles here and there where they are needed, and layering some secondary “side mission” content to reward you players who like to explore off the beaten path a bit. We met Mathis in Carter Dam at the end of Episode Two, when he threatened Mackenzie within an inch of his life. Things have not improved for Mackenzie since then. The whole team has done a great job despite the challenges of COVID, but I’m particularly proud what the animation team has managed to pull off in Episode Four, despite not having access to our motion-capture equipment (due to COVID and it not being safe to travel to the studio). Instead, they used home-based capture suits and a lot of keyframed (i.e. hand-made) animation including for facial animation, which is a big departure from some of the time-saving tools and tech we were able to use for our Episode Three development. The narrative moments in Episode Four are some of the most complex we’ve produced yet in The Long Dark, many involving multiple characters with heavy acting beats, so seeing them turn out so well is a real testament to the team’s work ethic and creative problem-solving. We also hired our first lighting specialist at Hinterland for Episode Four, so you can expect the general quality of the lighting to improve significantly, both in terms of execution and how it’s used to highlight atmosphere and the sense of drama. We have at least a couple more months of production and then a testing and optimization phase, which could take a long time or be resolved quickly, depending on how things go. Being on the Switch now, and also continuing to support a low-spec on PC that goes back to our Early Access launch in 2014, means every major addition to the game introduces a lot of extra optimization and testing work. So, as per our usual studio policy with regards to release dates, I’m not going to guess at this point — we’ll share a date when we are closer to launch. But, we’re in the final stretch now. You can expect a teaser trailer and a date announcement before we launch; we aren’t planning a surprise launch. Just like everything in The Long Dark, there’s more to Blackrock than meets the eye. What Comes Next? With Episode Four development coming to a close, I’m finishing up the writing on Episode Five so the team can roll into that development. But, this also brings to mind a big question for Hinterland — with the end of WINTERMUTE in sight, what comes next for The Long Dark, and for our studio? This is obviously a lot on my mind lately, not only because I’ve been working on The Long Dark for nearly 8 years at this point, but because incubating new project ideas and building prototypes to prove those ideas is a time-consuming process. It’s important that these things have the space and resources they need in order to find success. The expectations around our work are a lot different in 2021 as compared to when we first launched The Long Dark in 2013. We’ve also learned a lot in the past years, become a stronger studio and better developers, and want to build more sophisticated and more meaningful experiences for our players. These things require time and resources. One of the gifts of The Long Dark is just how expansive it has the potential to be. The world and gameplay systems themselves are highly extensible, although we have run up against some technical limitations going back to decisions we made in the early years of the project — things we’d do differently if we were building something from scratch today, but things that we can’t really change at this point without tearing the entire game apart and rebuilding it. That would be time-consuming, expensive, and would delay a lot of other things we’d like to be doing. We’ve been hearing a lot from our players that you would like to see more content beyond WINTERMUTE and the free Survival updates and events we produce a few times a year. Given that we’ve never charged for content beyond the purchase price of the game, our revenue has come entirely from new sales of The Long Dark. We’re really fortunate that the game still has a vibrant audience and continues to sell really well for us, allowing us to cover our costs and make a tidy profit which we pour back into the business. But in thinking about new projects and how we’d like to build them, and how important it is to maintain our independence and avoid putting ourselves in a financial position as a studio where we lose that independence, we have to start weighing the future of The Long Dark against the future of the studio. To be clear — we are 100% committed to shipping Episode Five for all our players, as part of your game purchase. That’s a promise we made back when we did our Kickstarter in 2013, and that’s a promise we will deliver on. What I’m talking about here is what comes *beyond* Episode Five. Since so much of what we’ve done as a studio has been informed by what you’ve told us about what you hope for the game, we’d love to hear from you. We’ve set up a simple survey that will give us some idea of what you’d like us to do with The Long Dark after we finish Episode Five. There are also questions about what you’d like to see us do with Survival Mode, which while it can always be improved, has technically been complete for a while now. Please take a few minutes to review the survey and share your thoughts so we can take them into consideration as we plan our future. We aren’t committing to anything beyond Episode Five, but depending on how passionately you want us to keep expanding The Long Dark, and provided we can make it work from a business perspective, we are open to considering a variety of things. We love The Long Dark as much as anyone, and would love to see it continue to grow and flourish into the future. For us, it’s more than a game. For me, I still want to push forward and show that Hinterland is the industry leader in creating thoughtful survival experiences. Milestones We don’t tend to focus too much on these things publicly, but I’m really proud of what the team has made and it’s not often you get to celebrate these achievements, so I just wanted to share with you the exciting news that sales of The Long Dark have now surpassed 5-million units, with another 3.5-million active players coming to us through Xbox GamePass and the Epic Game Store (through the free give-away there at Christmas), bringing the total to over 8.5-million players to date. That is a shocking number to me, when I think back to the humble origins of The Long Dark (which was then called, simply, “Survival Story”) back on a whiteboard in my basement home office years and years ago. One of the most exciting things about this number is how international our audience is! We’ve been humbled and amazed at how popular our little Canadian survival experience has resonated with players around the world. Thank you for your support over the years, and we look forward to continuing to deliver delightful experiences to you in The Long Dark, and hopefully in other games in the future! For us, there is a joy in exploration in its many facets, and we are excited to continue sharing this journey with you. Onward! In any case, it’s back to Episode Four reviews for me! I hope this developer diary has been informative and answered some of the questions you have about our progress, and we hope you like the teaser content we’ve shared here. Expect more news about Episode Four in the coming months including a teaser trailer, episode name, and a release date. And please take some time to respond to our “Future of The Long Dark” survey. While we’ll always make our own decisions about what is best for the game and our business, we love to hear from you and feel privileged to have your participation in this virtuous feedback circle. Thanks for reading, and stay safe out there! – Raphael Happy Holidays from Hinterland(2020/12/18) +版本更新介紹 Dear community, 2020 has been a tough year. But we’re nearly through it. And in a year of a global pandemic, we were still able to ship two major updates to Survival Mode, two seasonal events, and launch the game on Nintendo Switch. We also made a ton of headway on Episode Four, which we’re excited to share with you in 2021. And in case you missed it, make sure you take a moment to try out the new content we added in our recent update, HESITANT PROSPECT. This is a good moment to remind you that the team will be off between December 21st and January 4th, and while we have some light support coverage during the holidays, we’ll mostly be resting up and enjoying time with our loved ones before we embark on our ambitious plans for 2021. We really appreciate all the support we’ve received from you throughout this year. We hope that The Long Dark brings you some seasonal comfort over the winter holidays, and we look forward to seeing you all back in January. On behalf of the team at Hinterland, we wish you a safe and enjoyable holiday season, and all the best wishes for 2021. – Raphael HESITANT PROSPECT Update Now Live(2020/12/07) +版本更新介紹 Hello Community, We’ve just updated The Long Dark to v1.89 (69558) — HESITANT PROSPECT. For a detailed breakdown of the new features and changes, please review the latest update video. CHANGELIST v1.89 [69558] HIGHLIGHTS New Region Ash Canyon New Challenge Mode Darkwalker New UI Region Selection Menu New Gear Items Crampons and the Technical Backup GENERAL FIXES [General] Fixed an issue that caused the game to hang when loading, while a third party overlay (IE Steam, Nvidia overlays) was active. [General] Fixed a potential hang that could occur when launching the game. [General] Post Unity 2019 upgrade optimization. [Audio] Fixed an issue that prevented wildlife audio from playing. GENERAL ART FIXES [Enviro] Fixed various floating or clipping objects found throughout the world. [Enviro] Fixed numerous areas Players could become stuck on terrain. [Enviro] Fixed misaligned texture on the Park Sign found in Milton. [Lighting] Optimized indoor light volumes to help remove seams in dark areas. USER INTERFACE [Map] Improved how icons are sorted when in close proximity on the Map. [Map] Added missing icon for the Mystery Lake, Carter Hydro Dam exit. [UI] New Region Selection Menu. [UI] Tuned the Crafting menu to approve the general quality of life. [UI] Update the States Menu to be more visually clear. [UI] Added more Loading Icons on the Load Screens. [UI] Localization pass and bug fixes. [UI] Improved the Russian description for the Hunted Part 2 badge. [UI] Fixed Gear items not appearing correctly when viewed Inspection mode, while the HUD is disabled. SURVIVAL MODE [General] Fixed an issue that could cause the Spray Glyph option to appear in Survival Mode games. WINTERMUTE [EP3] Fixed an issue that could cause the game to lock-up, when answering a phone call. CHALLENGE MODE [Darkwalker] Fixed the incorrect death message appearing when killed by natural causes. [Darkwalker] Fixed an issue that caused the Spray Paint cap to appear at an incorrect offset, when spraying a Glyph. [Darkwalker] Improved how the Darkwalker tracks the Player after transitioning to a new Region. [Darkwalker] Added ropes to some climbing points in Broken Railroad and Pleasant Valley. [Darkwalker] Fixed an issue that caused some localized Tool Tip text to be cut off. [Darkwalker] Added missing subtitles. [Darkwalker] Fixed an issue that prevented the audio stringer to play correctly, when the Darkwalker appears while inside an interior. [Darkwalker] Ward fires now go out once the ward has expired. [Darkwalker] Wards placed on the outside of an exterior now expire correctly, while inside. [Darkwalker] Interiors now prevent players from placing a ward fire while one is already active. [Darkwalker] No longer able to remove a banish glyph, once placed [Darkwalker] Fixed an error that would cause a dialog to appear in-game, if the player left, then returned to a region with an active ward fire. [Hunted Pt 2] Fixed an issue that would cause the Old Bear to disappear, if the player transitioned at a very specific point in the Old Bear’s animation. PS4 [Enviro] Fixed an issue that caused some waterfalls to appear black. KNOWN ISSUES [Xbox] Intro video can appear corrupted when playing with HDR enabled. This does not appear to impact any other part of the game. [All] Ash Canyon time explored is currently not tracked and does not appear in the journal. ### END OF RELEASE NOTES ### Escape the Darkwalker — Event Update for Switch December Release(2020/11/09) +版本更新介紹 Hello everyone, I’m sad to announce that after nearly two weeks of working with Nintendo on the release of our ESCAPE THE DARKWALKER event on Switch, I have decided to pull the plug on releasing it. Apart from not being able to get a clear sense of when the update will be able to go live, we’re concerned that supporting a second two-week Darkwalker event right now will risk the testing and release of the December Survival mode update. We just don’t have the development or testing bandwidth to support both these things simultaneously, now that the Switch version has been delayed for so long. I’m very sorry to all our Switch players — I’m sure this feels really unfair. We underestimated the complexity and timelines of releasing an event on Switch. In hindsight we should not have had our first update to a new platform also be a timed live event. We’re still figuring out what these Switch release timelines mean for our update plans moving forward, because we strive to release major updates on all platforms at the same time. We’ve always worked super hard to make sure all our players feel equally important, regardless of platform, and we know that the way we handled this event on Switch is not up to your expectations of us. I’m very sorry to have let you down. You are all important to us, and this is really not how we want our updates to go. To try to make it up to you, we’re going to prepare Darkwalker as a new standalone Challenge in the game, to be released along with the rest of our December update content, which includes a new region and a variety of other things. This way, anyone who missed the event, on any of our platforms and for any reason will still get the chance to play ESCAPE THE DARKWALKER, and unlock all the same content that was available during the live event. And anyone who already played the event will get to play the improved version in December, where we add a new phase that lets you actually banish the Darkwalker. Again, I’m very sorry to all our Switch players who are missing out on the event, but we hope the improved December version will be even more fun for you. Thank you for reading, and see you in December. – Raphael ESCAPE THE DARKWALKER Now Live(2020/10/29) +版本更新介紹 Something is hunting survivors in The Long Dark and it’s not just the game’s usual wildlife. Running from October 29th to November 12th The Long Dark players will be stalked by a mysterious entity in our latest Halloween Event ESCAPE THE DARKWALKER. As you’re playing the event feel free to talk about it and share your best survival times on our forums, or on social media using the hashtag #DARKWALKER. To help you survive for as long as possible in this event we’ve put together this information. Follow them and you may delay your death a little while longer. Starting Out Your character will begin near an abandoned camp where you’ll find an introductory collectible item along with supplies to start you out scattered around a burned out campfire. You have fifteen (15) minutes without being hunted by the Darkwalker to prepare yourself in any way that you wish. At the end of the fifteen minutes the Darkwalker will appear in the region and begin to hunt you. Surviving As with any game of The Long Dark you have to manage your cold, hunger, and other aspects of your Condition to ensure your survival. As the Darkwalker nears, your character will experience a series of disturbing effects that will make survival increasingly difficult. These effects mostly disappear as you get more distance from the Darkwalker. An inescapable Toxic Fog follows the Darkwalker spreading throughout the region you’re in threatening not only you, but also wildlife, and even your food supply. Your main defense is to spray-paint Glyphs which offer a couple of tools for dealing with the Darkwalker. Event Camps with green fire offer refuge from being hunted by the Darkwalker as well as vital information about what it is that’s hunting you, so be sure to search the Camps carefully. Game Over There are two badges to win during the Event. Players who manage to survive one hour will be awarded the Umbra Badge. Those that manage to find six of the ten diary pages from the EVENT CAMPS will win the Deadly Dreamer Badge. The Game Over screen will show the time survived plus your longest time survived, allowing you to share that with The Long Dark community. Post in on our forums, on social media, or elsewhere using the hashtag #DARKWALKER to show off your best times. We hope you have a frighteningly good time this Halloween in The Long Dark as you play Escape the Darkwalker. Let us know what you think of the event on our forums. To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio). Dev Diary – October 2020(2020/10/15) +版本更新介紹 Hello everyone, With the Switch launch behind us, I wanted to update you on our activities around THE LONG DARK for the remainder of this year. NEW EVENT ESCAPE THE DARKWALKER (October 29th – November 12th) This year’s Halloween event, ESCAPE THE DARKWALKER, is different from what we’ve done in the past. In broad strokes In an endless night, you are stalked by an invisible, malevolent entity bent on your destruction. Keep your distance from the entity for as long as you can. Once it closes in on you, you die. The only objective is to survive for as many real-time minutes as you can. You can’t hurt the Darkwalker, but you can slow it down. Using special spraypaint Glyphs, you can temporarily dispel or attract the entity. You can play in any region of the world, but you can only stay in a region for 30 real-time minutes (Note all timings are being tuned based on playtesting and may change before the event goes live) before toxic fog will appear. When the fog appears, you’ll have 5 real-time minutes to escape the region before you die. Once the fog takes hold, the region is impassible. A lot of your strategy will come down to where you travel and how far ahead you can plan your movements through the world. Since you can’t see the entity, you’ll have to count on what you can HEAR to stay alive. Listen for the entity’s cries, its footsteps, and how the spooky music builds as it approaches your location. You can run but you cannot hide! Walls won’t keep the Darkwalker out. So your success depends on the route you take through the world, and how you manage your sparse GLYPH resources. Why did we decide to switch up the traditional FOUR DAYS OF NIGHT formula? We took on your feedback about the last few iterations of our annual Four Days of Night Halloween event. One of the consistent things we heard was a sadness around missing the timed event for various reasons, or the fact that it was hard to get all the badges without playing every single day (I mean, we *want* people playing The Long Dark every day, but sometimes life gets in the way!). We also wanted to freshen things up this year and do something different that would perhaps embrace a bit of a stronger “horror” vibe than we normally would in the game. Halloween is a fun holiday and this gives us the opportunity to play around with ideas that might not make as much sense in core gameplay, but can provide a lot of suspenseful enjoyment for our players! ESCAPE THE DARKWALKER runs from October 29th to November 12th. Participating in the event earns you some special unlocks, including a new Custom Mode unlock Endless Night. DECEMBER SURVIVAL UPDATE We’re working on a new update to Survival mode, for a planned December release. This update will include a variety of UI improvements, some tuning changes, and two new gear items, but the highlight will be a new region ASH CANYON. We’ll release more details as we get closer to the update, but this piece of concept art might give you some ideas. EPISODE FOUR The team’s been working hard on Episode Four, and as I outlined in my last developer diary, we have delayed the episode until 2021 due to COVID. Look for an update on episode progress some time in January. HOLIDAY SHUTDOWN Just an early reminder that the whole Hinterland team takes an extended holiday between Christmas and New Year. We’ll share the dates closer to the holiday. During this period, support and test resources will be limited, so we appreciate your patience as it will take a little longer to respond to any reports you send through the Support Portal. We’re looking forward to seeing what you think about ESCAPE THE DARKWALKER. Get ready, and have fun with it. – Raphael True Survival Comes to Nintendo Switch(2020/09/17) +版本更新介紹 After a long slow-burn development process, we’re happy to announce that The Long Dark is now available on Nintendo Switch! For the first time ever, you can take The Long Dark with you wherever your own exploration takes you, with all of Great Bear Island in your hands and all the experiences contained in the WINTERMUTE Story Mode, as well as our award-winning Survival Mode. Whether you’re sitting at your desk, on your couch, or on the road searching for your next shelter, you’ll have the same innovative exploration-survival experience regardless of what platform you’re playing on. For more information on The Long Dark on Nintendo Switch, including the announcement trailer, please visit www.thelongdark.com/switch Keep in mind that your purchase of The Long Dark entitles you to all five episodes of WINTERMUTE (with Episodes One, Two, and Three currently available, and Episode Four around the corner; new episodes will be automatically unlocked as they become available), as well as regular bug fixes and updates to Survival Mode along the way. Head over to the Nintendo eShop and venture into the Quiet Apocalypse of The Long Dark! And if you’re a journalist or a streamer and are interested in giving The Long Dark a try on Switch, please contact us here. We hope you enjoy The Long Dark on Nintendo Switch! – The Hinterland Team Dev Diary – August 2020(2020/08/20) +版本更新介紹 Hello community, Apologies that it’s been a while since you last heard from me. 2020 has been a pretty tough year so far. I have a feeling that most of you will agree. The great news is that everyone at Hinterland continues to be healthy — no COVID! We’re thrilled about this. So that’s one really positive thing and I try to focus on that. We’re also happy that despite things being pretty upside down, we were still able to release our FEARLESS NAVIGATOR update, as well as run our WINTER’S EMBRACE event through July (which also added new content to the game). We shut down our physical studio back in March and everyone has been in lockdown since then. I remember at the beginning of this quarantine I found myself thinking, “Wow, think of how much I’ll be able to get done!”. Looking back at that time, I realize how naive that thought was. We’ve been spending a lot more time on Zoom calls, have been doing as many small things as we can to help make the team more comfortable and to keep morale high, and have adapted as well as possible to exclusively working from home. But I’m sure you can all appreciate that this is not a normal way of working. We typically depend a lot on in-person communication for relationship-building, planning, content reviews, and making clear progress towards common goals. Apart from being generally healthy and safe, which we’re grateful for, I think the team also feels a sense of malaise from being in lockdown for months on end. And while I believe the future is positive, I’d be lying if I said that this year has been “business as usual” for Hinterland as a team, or for our work on The Long Dark. Pretty recently we came to the conclusion that we don’t feel good about releasing Episode Four this year. We had originally hoped to have it ready for launch in December, but with everything that’s been going on, it’s just been tough to work very optimally. We’ve lost some momentum and some parts of our production have been slower than usual just because of not being able to work on things face-to-face, nevermind everyone is also juggling their personal situation at home whether it’s being alone all the time, or balancing parenting duties with work, or whatever new personal dynamic we find ourselves in. Everyone is still focused on the game, and we’re making progress every day, but I just don’t feel good about keeping the team locked to a December release because we don’t crunch at Hinterland and the only way to hit December is if we compromise on quality or scope. We don’t want that, and you don’t want that. So we aren’t going to do that. So we’re not shipping Episode Four this year. I’m really sorry about that. We wanted to let you know as soon as we decided to delay, rather than wait another few months. I hope you and your loved ones have all been healthy throughout this COVID pandemic. I hope that The Long Dark has been able to bring you some solace during these difficult times. We’re still here for you. Just fighting through “the long dark”, in our own way. I’ll send a more uplifting update within the next couple of months, with some more info on our planned activities throughout the rest of 2020, and into 2021. Thanks for reading, and stay safe out there. – Raphael PS A lot of you have been asking for news about the progress of the Nintendo Switch port of The Long Dark; we created a mailing list you can sign up to to be informed of news about it. Will You Survive WINTER’S EMBRACE?(2020/06/29) +版本更新介紹 Hello players, We’re excited to share our new month-long event in The Long Dark. Running from 10am Pacific on Monday June 29th, and lasting until July 31st at 10am PST, WINTER’S EMBRACE makes the harsh Winter environment of Great Bear Island even harsher, with Average world temperature is reduced by 10 degrees Celsius Interior temperatures are reduced by 10 degrees Celsius More frequent, and longer-lasting Blizzards And since Canada Day occurs during this Event (on July 1st) we’re also adding two new Canadian-themed Food items Maple Syrup Ketchup Chips Canadian Feast To celebrate your time in WINTER’S EMBRACE, we’ll unlock two badges for you if you accomplish the following tasks Canadian Feast Find and consume 25 bottles of Maple Syrup and 25 bags of Ketchup Chips across multiple saves while WINTER’S EMBRACE is active. Winter in July Survive 25 consecutive days across a single WINTER’s EMBRACE save, while the event is active. Canadian Feast Badge Winter s Embrace Badge Please note that you don’t have to accomplish both these tasks in the same game! As another nod to Canada Day, we’re also adding a Heritage Filter mode, inspired by old National Film Board TV and film content we grew up with in the 1970s and 1980s. This mode adds an old-school TV filter to the game world (but it does not affect the in-game user interface). And for film buffs out there, we’ve also added a Noir mode, which lets you experience The Long Dark or WINTERMUTE in a classic monochromatic filter. Both Filters can be applied from the Display settings. Maple Syrup, Ketchup Chips, and the new view filters (Heritage Noir) will persist in the game after WINTER’S EMBRACE ends, but you won’t be able to get the badges after July 31st at 10am PST, so we hope you’ll jump into the event and test your survival skills in the coldest The Long Dark has ever been! To join the event, make sure you have updated the game to the latest version, and select the WINTER’S EMBRACE item from the Main Menu. If you run into any issues, please contact us at hinterlandgames.com/support. menu art We hope you enjoy WINTER’S EMBRACE, and please feel free to share your survival stories with us in the Official Community, or on social media using the tags #thelongdark and #wintersembrace. – The Hinterland Team * THE LONG DARK v1.79 (63945) CHANGELIST Added WINTER’S EMBRACE Content Event. GENERAL FIXES [General] Added collision to the car’s hood, so the Battery can no longer be interacted with through a closed hood. GENERAL ART FIXES [Enviro] Fixed various floating or clipping objects found throughout the world. [Enviro] Fixed numerous areas where small chunks of rock appeared to unintentionally push through the snow. [Enviro] Fixed numerous areas Players could become stuck on terrain. [Enviro] Fixed issue that caused Backpacks to clip into objects they were placed against. [Enviro] When spray painting the hood of a truck, the decal will no longer clip through the snow. USER INTERFACE [UI] Fixed an issue that caused the Pleasant Valley’s Prepper Cache map icon to not appear on the map after discovery. [UI] Fixed an issue that caused an incorrect UI callout to appear after lighting a Match, and then opening and closing the Inventory. [UI] Fixed an issue that prevented Players from editing Rock Cache notes when using a controller. [UI] Fixed overlapping between Stamina UI and Spray Paint UI. [UI] FIxed an issue that caused Mysterious Signal Fire to appear twice when viewing Surveyed Locations in the Journal. [UI] FIxed an issue that caused the Map screens help to appear too low on the screen, cutting off text. ALL GAME MODES [Gameplay] Fixed an issue that caused clothing to become wet when left in the Trailers found next to the Cannery. [Gameplay] Spray Paint Cans weight and durability now decrease at the same rate when used. [Gameplay] Fixed an issue that prevented Timberwolves Pack Morale from being drained when using the Flashlight’s high beam. WINTERMUTE [WINTERMUTE] Timberwolves will now react to the Flashlight when appearing in WINTERMUTE. SURVIVAL MODE Fixed an issue that prevented feathers from spawning on carcasses after long amounts of time have passed. Removed duplicated polaroid found in the FM Shortwave Tower, in the Forlorn Muskeg region. ### END OF CHANGELIST ### The Long Dark returns to GeForce Now(2020/05/28) +版本更新介紹 I believe that creators must be the custodians of their own content, and that developers should be able to determine for themselves which platforms their games are experienced on. In fact, I strongly believe that the continued vibrancy of the independent games industry depends on us being masters of our own destiny. Back in March I decided to remove The Long Dark from NVIDIA’s GeForce NOW game streaming platform, as I disagreed with our game being incorporated into the service without our consent. We discussed our position with NVIDIA, which they respected. This week, NVIDIA announced they are shifting to an opt-in program for getting games onto GeForce NOW. This means developers now fully control whether or not their games appear on the platform. I’m thrilled to see NVIDIA move to this model as it’s best for everyone — for players, for the platform, and for the developers who create the games you love. Accessibility is important to us. GeForce NOW is a great service that offers players with low-spec or incompatible hardware the chance to play the games that might otherwise be out of reach, and we’re happy to announce that we’re bringing The Long Dark back to GeForce NOW, effective immediately. I applaud NVIDIA for embracing this opt-in approach, and for their support of independent creators like Hinterland. I also support any developers who choose, for their own reasons, to withhold their games from any platform, and I hope you will respect their decisions to do so as well. Developer choice is at the heart of a strong independent games industry. Sincerely, Raphael van Lierop Founder CEO Hinterland FEARLESS NAVIGATOR Update Now Live(2020/05/19) +版本更新介紹 ello Community, We’ve just updated The Long Dark to v1.76 (62505) — FEARLESS NAVIGATOR. For a detailed breakdown of the new features and changes, please review the latest Update video. Full Release Notes are available below. SURVIVAL MARKERS Find Spray Cans in the world. Leave markers identifying important survival information such as the location of supplies or dangerous places to avoid. These in-world indicators appear on your map so that you can find things back even days or weeks after you’ve left a region. ROCK CACHES Build a landmark to help you navigate, and create emergency supply caches along commonly travelled routes. Review your Caches in the Journal, and leave notes on what you’ve stored in them so you can find vital tools or resources in the future. VISTA SURVEYS Hard to find Polaroids in the world indicate locations that offer sweeping Vista views of a region. Get to those locations and Survey them to reveal the majority of a region’s map! IMPROVED CHARCOAL SURVEY The Charcoal Survey action now reveals an enhanced radius on the Map. Surveying from higher altitudes now increases how much of the Map is revealed. MAP JOURNAL IMPROVEMENTS Turn layers of information on and off in the Map. Locate and rename Rock Caches. Keep track of all Surveyed locations to know if you’ve found them all. Especially useful if you are hunting locations for the Faithful Cartographer achievement. TELEMETRY QUALITY OF LIFE New Autowalk accessibility feature ensures comfort for players with hand or wrist issues. New Opt-in Telemetry gathers gameplay data the development team will use to inform future balance and feature development efforts (Note Telemetry is defaulted to OFF and needs to be turned on in the Options Privacy settings.) …in addition to the dozens of general improvements listed below. * THE LONG DARK v1.76 (62505) CHANGELIST KNOWN ISSUES These are issues we’re currently tracking and will be addressing in an upcoming hotfix [UI] When viewing the Rock Cache Notes in your Journal, the scroll bar will not scroll. [UI] When viewing the Rock Cache Notes in your Journal, the edit button will appear, even if there are no notes to edit. [Audio] Sometimes during a blizzard, ambient wind sounds may become muted. Players on Mac may not be able to see Spray Paint markers on the map, when sprayed on the ground Players are unable to edit Rock Cache notes when playing with a controller GENERAL FIXES [General] Fixed stuttering when looking towards Wolves, while in Milton. [General] Fixed null exception that would occur when lighting the Pot Belly Stove. [General] Bear sound effects no longer play when a carcass is removed from the world. [General] Updated Steam Controller profile. [General] Fixed an issue that prevented Players from being able to save or load their game if the save contained invalid data. GENERAL ART FIXES [Enviro] Numerous optimizations to improve performance. [Enviro] Fixed numerous areas the player could become stuck in. [Enviro] Fixed numerous areas the player could get outside of the intended play area. [Enviro] Fixed numerous clipping and floating objects. [Enviro] Performed various optimizations to avoid texture popping. [Enviro] Added casting shadows to numerous trees. [Enviro] Improvements to item placement system to reduce frequency of out of reach items. [Enviro] Fixed many minor art bugs to improve general polish in Bleak Inlet region. [Enviro] Environment art polish to improve sight-lines between major visual landmarks in Bleak Inlet. [Enviro] Removed extra window outlines that could appear on Trailers. [Enviro] Fixed several instances of trees placed incorrectly in Coastal Highway. [Enviro] Fixed several instances of collision being incorrect on porches in the Milton townsite. USER INTERFACE [UI] Fixed an issue that caused icons on the Map to no longer populate, after mapping or discovering a large number of locations. [UI] Updated alignment on help text to make it consistent. [UI] Added missing Map icons found in the Town of Milton. [UI] Added missing Map icon hover text, when viewing the Derailment in the Ravine Crummy. [UI] Fixed missing UI elements when viewing notes, while the HUD is disabled. [UI] Fixed an incorrect tooltip found in Options- Display menu. [UI] Cooking UI now displays updated weight of items, instead of always showing the base weight. [UI] Added Audio options for selecting Headphones or Speakers. [UI] Fixed incorrectly named transitions areas on the Bleak Inlet Map. [UI] Updated labels on transition zones to be more consistent. [UI] When Crafting Tinder Plugs, the craft value will no longer appear as Rounds. [UI] Updated scroll bars to work consistently across all menus. [UI] Removed an extraneous line in the Skills menu. [Loc] Fixed multiple instances of overlapping Russian text. ALL GAME MODES [All Modes] Added Lost and Found boxes to all remaining scenes. [Gameplay] Players will no longer lose Stamina if they are holding shift, while lighting or extinguishing a Lantern. [Gameplay] Replaced the non-interactable stack of papers found on the Workbench, with an interactable version. [Gameplay] The Cooking Pot now provides the correct bonus when cooking meat. [Gameplay] Breaking down items will no longer cause nearby gear items to drop through the ground. [Gameplay] Updated the water in the Mine Tunnels to deal less cold damage. [Gameplay] Fixed bug where Revolver Bullet weight changed when added to your inventory. [Gameplay] Improved moving items to the Lost and Found box, if they have fallen outside of the world. WINTERMUTE FIXES [WINTERMUTE] Completing an Episode 1 or Episode 2 Side Missions now displays a completion message. [EPISODE THREE] Fixed an issue in the Mine exiting Pleasant Valley, where players would be repositioned after reloading a saved game. [EPISODE THREE] Added missing foley to the second part of the Mine Tremor cinematic. [EPISODE THREE] IDs are now removed from the Players inventory when completing the Fallen Star mission in Episode Three . [EPISODE THREE] Removed access to Timberwolf Mountain from Pleasant Valley. [EPISODE THREE] Fixed the spawn condition of the Revolver found in Molly’s basement. SURVIVAL MODE [Survival] Fixed incorrect spawn rate for the Prepper Cache found in Pleasant Valley. [Survival] All cabins now display smoke coming out of their chimney, when a fire is lit inside. [Survival] When sleeping, the save file screenshot will now occur after the player transitions from sleep, instead of during the transition. [Survival] Players can now place a Rifle on the gun rack found in the Hunting Lodge. [Survival] Cancelling while drinking Coffee will now award the appropriate amount of progress to the “Straight to the Heart” Feat. [Survival] Pre-Spawned campfires will no longer respawn, when loading a save where they were previously broken down. [Saves] Implemented a check to force the Aurora to be enabled on Survival Mode save files created prior to the Aurora being enabled. ### END OF CHANGELIST ### Dev Diary – May 2020(2020/05/01) +版本更新介紹 Hello everyone, I hope you’re all doing well in these strange times we find ourselves in. It’s time to update you on some of the goings-on at Hinterland these days. COVID-19 Like many of you, our entire team is currently in Lockdown. British Columbia was one of the earliest Canadian provinces to have verified cases of COVID-19, back in January, so we were pretty aggressive in shutting down the physical studio. We had everyone work from home for half of February, and then by the first week of March we decided to just shut it down for at least a few months (back then everyone was still thinking week-to-week and this was tricky for planning so we figured it would be less disruptive just to assume we’d all work from home for at least a few months). We’ve all been doing this for about eight weeks now so that “few months” is probably going to end up being a few months more than that. I don’t expect us to go back to working in the studio until the Fall or later. Even when it becomes safe to start slowly re-integrating into our “old lives” (as much as that will even be possible), our priority will continue to be ensuring our team is safe and protected. We won’t go back to work in the studio until we know we can ensure our staff will be safe. We’re pretty fortunate that our work can be done largely virtually, although we do miss sharing time together in our physical workspace. During pre-COVID times, everyone at Hinterland had the option to work from home a couple of days per week, so everyone was already well equipped with home offices and our internal communications and development tools were already set up to support working from home. As a result, this transition hasn’t been as disruptive for us as it has been for a lot of businesses. That said, I’d be lying if I said the lockdown situation hasn’t impacted the team or our production. We all suddenly find ourselves working from home, with our kids and families around us, worried about their safety, access to supplies, what school will look like this year, what it’ll look like next year, and how this global situation may change how we live and work together…potentially forever. We were able to add a counselling component to our employee benefits package, which gives the team access to professional support if they feel like they need to talk to someone. We also got everyone on the team an annual pass for MasterClass, and we’ve set up Zoom rooms for things like a Friday “Happy Hour” hangout. There’s been a lot more sharing around hobbies and personal interests and it’s been great to see how everyone has pulled together to support each other. We’ve been thinking about the world at large, and the disadvantaged people who are most affected by this situation. Earlier this month, we ran a fundraiser on Steam to raise money for the United Nations Foundation and the World Health Organization’s fight against the spread of COVID-19. We donated 100% of the proceeds from that sale (including the 30% platform cut) and managed to raise nearly $200,000 to put towards these global efforts. One of our core values is taking care of others, and we feel really fortunate to be able to harness the work we do — the creation of video games — into something that can make a positive contribution in this challenging world. It makes us feel a little less helpless, I guess. We’ve also been thinking a lot about you, our players. We know a lot of you are feeling trapped at home, and so we’ve been trying to keep you engaged by running various activities on our social channels, including game key give-aways, and suggestions for ways to make the most of Social Distancing. We’ve also been working on some new game content to keep you occupied. NEXT SURVIVAL UPDATE The team has been working on a Navigation-themed update to Survival Mode. Without spoiling things too much, I can tell you that it’s a suite of new features that will enhance the usefulness of the in-game Map, without sacrificing our current Landmark-based navigation paradigm. Also, the new features will all be optional, so any players who enjoy the game as it currently is can choose to ignore them. We’re also finally adding an Autowalk accessibility feature, as this has been requested by various players in our community who struggle to play the game without this functionality. The team is currently tracking towards a mid-May release for the next update. We’ll share more details as we get closer, so make sure you follow the studio accounts if you want to see those. As always, we’ll release a fully narrated update video along with the update launch, to help explain how some of the new features work. EPISODE FOUR The team has also been hard at work on Episode Four, since wrapping up the Episode Three launch at the end of last year. I spent the first couple of months of the year completing the outlines for Episodes Four and Five to make sure we wrap things up in a satisfying way, and also leave some questions for the future. Since I completed those, the team has been working on creating the Episode Four mission content and world assets since then. In Episode Four, we also take up some of the hints we laid out in Episode Three, and begin answering some of those questions and mysteries. One unexpected issue we’ve encountered due to the COVID situation is that we don’t currently have a good way to create our story content, like cinematic sequences or dialogue mode, as these depend on being able to get into the studio with our actors, record their performances, and then process those performances into data that we can then apply to the 3D characters. We’ve been working on some fallback plans to figure out how to do as much of this as we can while maintaining social distancing, but this will definitely put us behind schedule. We’re still aiming to get Episode Four out this year but we’re not committing to any specific dates at the moment, because we’re still trying to understand how this will impact our production schedule. In any case, we’ll keep you apprised of our general progress. For the time being, I’ve focused the team on what they need to do to stay healthy and to take care of themselves and their families, while doing the best to continue making progress towards our shared goals. Our plan is still based on delivering Episode Four in 2020, and we’ll continue to work towards that. MOD TOOLS As an update on this topic that’s popular amongst some people in our player community, we’ve created a small internal team to focus on carrying out our Mod Support/User Generated Content strategy for The Long Dark. We’ve also been working on a global strategy for the studio, so that the effort we put into mod support/UGC for The Long Dark extends into the future as well. The first step is to outline what we believe the right kind of modifications and user-created content types we can support with the game, as the engine (Unity) and the game itself were not really designed with Modding in mind. We’ve also begun to identify the tools and technology we’ll need to create to support this effort. When the time is right, we will present our plan and begin consulting with the community to learn more about what you would like to see out of our Mod Support efforts. While we may not be able to do everything you want, we’ll do our best. MAILBAG milton mailbag Many of you might have followed my (almost) weekly Milton Mailbag post in the official forums. Unfortunately, due to the weekly time commitment required (each Mailbag post typically took me 2-3 hours to put together), I wasn’t able to maintain regular updates as we were finalizing Episode Three, and I just haven’t been able to justify the time since then, for the relatively small number of people (around 1,000-1,500 per entry) who would read the posts. But, I still want to respond to questions and engage with you around The Long Dark — I just need to find a more efficient/effective way to do this. One option we are considering is switching this to a video format — essentially, I would put together a video (it would not be anything fancy, as I’d be recording it in my home office) on a monthly basis (more often if we’re able), where I respond to 3-5 community questions. I might not end up going into as much detail in this format, and I may not be able to respond to 20-30 questions each week, but I think this will be a pace and time commitment I can sustain. If any of you would like to see the Mailbag become a regular video segment on our YouTube channel, please let us know on social or in the forums. SWITCH VERSION Not much to say here. The game is pretty much ready to go, apart from performance. We’re still working on that, trying to hit a reliable 30 frames-per-second in all areas. XBOX GAME PASS We recently brought The Long Dark to Xbox Game Pass. This is an evolution of our ongoing relationship with Microsoft, going back to helping them launch the Game Preview program back in 2015. We’re excited to welcome a new generation of Xbox players into our community, and we look forward to learning more about the specific pros and cons of having a game inside a subscription service. While I have concerns about what this business model might mean for independent developers like Hinterland, Microsoft has been a great, respectful partner for us over the years and we’re excited to bring the game to a new audience while also gaining some key learnings we’ll need as we adapt to new industry business models in the future. To any Xbox Game Pass subscribers reading this dev diary right now — welcome! We hope you’ll stick around for the long term. Please join us in our Official Community, sit by the fire, and stay a while. ### That’s pretty much it for this instalment of my Dev Diary. Keep your eyes peeled for the May Survival Update. It should land in the second half of the month. Apart from that, if you want to stay abreast of the goings on at Hinterland, please feel free to sign up for our newsletter, join our Official Community, or follow our social channels. Thanks for reading, and enjoy the next update! – Raph Hinterland’s COVID-19 Social Distancing Fundraiser Raises $194,619 USD(2020/04/13) +版本更新介紹 We all have to do our part to fight the spread of COVID-19. To that end, we are proud to have raised $194,619 USD through our recent “Social Distancing Fundraiser” on Steam, to support the United Nations Foundation and the World Health Organization’s COVID-19 Solidarity Response Fund. “In the face of this global pandemic, we all have to do our part to support each other, and this is a time where game studios and the experiences we create can make a real difference in people’s lives”, said Raphael van Lierop, Hinterland Founder CEO. “We’re proud to be able to donate 100% of the revenue from this Fundraiser, and to join other world-leading brands in the fight against this terrible virus.” With the original pledge being for $100k USD, the fundraiser ended up raising $194,619 USD, the amount which Hinterland is donating 100% (including covering the 30% platform royalty) in order to maximize the impact. This infographic illustrates the breakdown of how donations are being allocated by the WHO so far. Hinterland’s contribution will help the WHO to understand how the virus spreads, provide patients the critical care they need, and also supports frontline workers with essential supplies and information. “We launched the COVID-19 Solidarity Response Fund seeking support for the World Health Organization’s life-saving global response,” said Elizabeth Cousens, President CEO of the UN Foundation. “We are thankful that donors big and small have answered that call. And, we are grateful to Hinterland for generously increasing their original donation to do even more good.” Our thanks goes to our community of players, and all those who bought The Long Dark to contribute to their crucial work to combat this pandemic. – The Hinterland Team Social Distancing Fundraiser!(2020/03/23) +版本更新介紹 We all have to do our part to help in the global fight against the spread of COVID-19. Hinterland is partnering with the United Nations Foundation to raise money for the World Health Organization’s COVID-19 response. For one week starting Tuesday, March 24th at 10AM Pacific, you can fight your own cabin fever by buying The Long Dark for 60% off during our special Social Distancing Fundraiser on Steam. All our revenue from the fundraiser goes directly to the United Nations Foundation’s COVID-19 Solidarity Response Fund for the World Health Organization. “This urgent moment calls for urgent global cooperation,” said Elizabeth Cousens, President CEO of the UN Foundation. “And we need everyone – across all sectors – to work together. I am grateful to Hinterland for contributing to the COVID-19 Solidarity Response Fund for the World Health Organization. Their donation will help make sure health workers on the frontlines have the tools they need to prevent, detect, and respond to this pandemic.” Please share news of this fundraiser amongst your network, as every dollar we raise will make a difference in the fight against this global pandemic. Thank you for your support. Please remember to stay safe during this time, practice social distancing, and wash your hands! We can get through this, together. Raphael van Lierop Founder/CEO Hinterland Happy Holidays from Hinterland(2019/12/18) +版本更新介紹 From everyone at Hinterland — we wish you a meaningful and relaxing time with friends and family as you celebrate the end of another year. 2019 has been a fantastic year for us, culminating in the recent releases of Episode Three CROSSROADS ELEGY for The Long Dark’s WINTERMUTE Story Mode, and our ERRANT PILGRIM update for the game’s Survival Mode. Now onto a new decade, 2020, and beyond! We are incredibly grateful for your continued support, and for the thoughtful interactions we get to have with our players through the official Hinterland community, our Twitter accounts [studio | game], as well as our other various communications channels. Please note that the team at Hinterland will be enjoying a holiday break from December 20th to January 3rd. You will still be able to reach us through our Support Portal, but please keep in mind responses may take a bit longer than usual over the holidays. In the meantime, please refer to the game’s Technical FAQ for a list of troubleshooting steps for common issues. All our best and happy holidays, – The Hinterland Team ERRANT PILGRIM Update Now Live(2019/12/09) +版本更新介紹 Hello Community, We’ve just updated The Long Dark to v1.64 [57505] — ERRANT PILGRIM. For a detailed breakdown of the new features and changes, please review this update video. Full Release Notes are available below. CHANGELIST v1.64 [57505] HIGHLIGHTS Added new Region Bleak Inlet Added new Challenge As the Dead Sleep Added new Feats Blizzard Walker, Expert Trapper, and Straight to the Heart Added new gameplay system Ammunition Workbench Added new gameplay system Gunsmithing Added new gameplay system Milling Machine Added new raw material Lead Added new raw material Stump Remover Added new raw material Dusting Sulfur Added new craftable item Gunpowder Added new craftable item Bullet(s) Added new craftable item Ammunition Added new Custom Mode setting to disable Birch Bark Tea crafting GENERAL ART FIXES [Enviro] Fixed numerous areas the player could become stuck in. [Enviro] Fixed numerous locations where the player could get outside of the intended play area. [Enviro] Fixed numerous clipping and floating objects. [Enviro] Increased the visible distance of lights during an Aurora Event. [Enviro] Fixed area in the Ravine that players could escape the map [Enviro] Fixed missing roof in Prepper Bunker [VFX] Adjusted interior light shafts that were too bright during mid-day [VFX] Fixed flames clipping through Barrels and Pot Belly Stoves USER INTERFACE FIXES [UI] Fixed an issue that caused the Revolver to display the incorrect weight when viewed in the Backpack. [UI] Fixed an issue that caused some Cooking HUD messages to appear too quickly. [UI] Blueprint Requirements now appear correctly during the first instance of viewing the Crafting Menu. [UI] Radial Menu can no longer appear overtop of other menus, such as the Backpack. [UI] Fixed the Revolver and the Distress Pistol Condition displaying as the value from the previously viewed item. WINTERMUTE FIXES [WINTERMUTE] Male survivor vocalization no longer plays when Astrid is attacked by Timberwolves. [WINTERMUTE] Timberwolves now react properly to Marine Flares. [WINTERMUTE] The Crummy in Broken Railroad now falls over correctly after the Old Bear pushes on it. [WINTERMUTE] Adjusted the rate that the Old Bear turns while in the cave. CHALLENGE MODES [Hopeless Rescue] The Distress Pistol can no longer spawn outside of the Timberwolf Mountain Crash Site. SURVIVAL MODE [Survival] Black screen no longer appears after being trampled by a Moose. [Survival] Fixed an issue that prevented the player from interacting with the Buffer Memory in Signal Hill. ALL GAME MODES General performance improvements across the game. [Animation] Improved animation for when a Wolf transitions to the hold ground AI state. [Audio] Aurora effects are no longer disabled when aiming. [Gameplay] Updated item placement range to better match interaction distance. [Gameplay] Updated wildlife pathfinding so they don’t bump into each other as often. [Gameplay] Updated Wildlife pathfinding to better handle passing through gates. [Gameplay] Fixed the missing highlight when moving Sticks in Placement Mode. [Gameplay] Adjusted depth Wildlife carcasses can sink into the snow. [Gameplay] Campfires no longer collide with Wildlife during placement mode [Gameplay] Fixed issue that caused Wolves to not eat some prey. ### END OF RELEASE NOTES ### Dev Diary – November 2019(2019/11/28) +版本更新介紹 Hello community, The last six weeks have been pretty busy, with launching Episode Three on October 22nd, supporting our annual Four Days of Night Halloween event, and finalizing our next big Survival Mode update. We said we’d do our best to deliver you one more big update before the end of the year, and I’m here to tease out a bit more information about what to expect in December. The next update is called ERRANT PILGRIM, and it features some new stuff we’re pretty excited about A new region. This will be our first region to feature a two-part environmental puzzle of sorts — in order to unlock the region’s full potential, you’ll need to access it from two different locations. There’s a new area with several industrial buildings, and this region will be the first to feature Timberwolves in Survival Mode. Watch out! A new challenge. We’ve taking inspiration from the community’s “Deadman” take on custom mode settings, and have created our own version as a standalone Challenge mode which, frankly, we think is the toughest experience we’ve ever made. Nobody in the office has been able to complete it yet. (Don’t worry, we’re exempting this new challenge from the Challenge Mastery achievement. We’re not monsters.) New gameplay systems. Without getting into too much detail at the moment, we’re introducing a few new gear items, tools, and systems that should help make late-game survival a little more viable for most players. You might get a hint from the piece of concept art included in this dev diary. New Feats. We haven’t shown the Feat system much love since we introduced it, so we’re adding three new Feats, to give you some gameplay objectives to work towards as handy new buffs for your Survival Mode games. New Survival Mode music. 10+ more minutes of brand new music, from Survival mode soundtrack composer, Sascha Dikiciyan. The Return of Fluffy. Hmm? Did I mention Timberwolves in Survival Mode? Relax. They’re only in the new region. (For now.) There are some other tidbits here and there, some quality of life updates, and of course, lots of bug fixes. We hope this next update comes just in time for you to fire up The Long Dark over the cold winter holiday, when it’s best appreciated! You can expect the next Survival Mode update to land around the middle of December, depending on how long it takes us to get things optimized and the bugs cleaned up. We’ll launch it with our customary update video, fully narrated by yours truly. Should be fun. Keep an eye open on our social channels as we’ll likely share more tidbits about the update leading up to its launch. As usual, this will be a free update for all current owners of The Long Dark, on Steam (where the game happens to currently be on Sale), Xbox One, PlayStation 4, and the other platforms we’re currently available on. This might also be a good moment to remind you to nominate The Long Dark in the Labour of Love category in the 2019 Steam Awards. Thanks for reading, and look for more bits of info over the next couple of weeks! – Raph OCTOBER DEV DIARY – EPISODE THREE LAUNCH(2019/10/17) +版本更新介紹 It’s been a long time coming, but Episode Three is just around the corner. At 6AM Pacific on Tuesday, October 22nd, you’ll all have the opportunity to jump in to CROSSROADS ELEGY, and learn more about the story of the Quiet Apocalypse. We’re very excited to share this new part of the story of Mackenzie and Astrid, the mysteries of the aurora, and what’s happening on Great Bear in the midst of this (potentially?) world-changing disaster. But before that, we have a few “housekeeping” things to update you on, so here goes! A NEW PERSPECTIVE episode 3 menu For those of you that have been following The Long Dark for years, you’ve known that our intention with WINTERMUTE, our story mode, has always been to show aspects of the story from each of our main characters’ points of view. Episodes One and Two were presented from Mackenzie’s viewpoint, and Episode Three picks up the story of Astrid after she and Mackenzie get separated in Milton at the opening of Episode One. We’re excited to be able to share part of Astrid’s story with you, and we know you’ll find her version of events just as compelling as Mackenzie’s. ALL EPISODES UNLOCKED Since you are playing as Astrid, you aren’t continuing your same playthrough or save from Episode Two. So, we decided to just unlock the three episodes for existing and new players, so that if people prefer, they can start by jumping directly into Astrid’s story in Episode Three, and then go back and play the first two Episodes. There may be some minor spoilers for the earlier episodes, but in general we think this flow can work. We still recommend new players go through the episodes in order, but this way you have the choice! LOST FOUND Lost and Found Box Historically, making significant changes to existing regions in the game has sometimes resulted in people losing stored items. Since we’ve just done a major overhaul of the Pleasant Valley region for Episode Three, we’ve implemented a new system designed to avoid us accidentally wiping out your hard-earned loot. The Lost Found box will appear any time we have changed a scene to the extent that your loot would have been deleted — we just respawn it all in the Lost Found box for you to grab it. You can only take things out of the Lost Found, not put things into it, and once you have emptied it, it disappears. THESE ARE NOT LOOT BOXES. These are just our way to safeguard your items in the event that a scene edit would have resulted in us deleting your stuff. CONSOLE VISUAL ENHANCEMENTS With the Episode Three update, we are also including our enhancements to the Xbox One X and PS4 Pro. These enhancements include HDR lighting (works on Xbox One X, XBox One S, PS4 Pro, PS4), and High Resolution support (4K on Xbox One X, 1440p on PS4 Pro). All versions of High Resolution support feature dynamic scaling. You’ll notice we’ve added a new calibration screen for HDR settings. Keep in mind that there is currently no standard implementation of HDR lighting so your results will depend heavily on the TV you are using. If you run into issues with these enhancements, please submit a ticket to our Support Portal www.hinterlandgames.com/support NO MORE 32-BIT CPU SUPPORT This shouldn’t affect 99% of our players, based on the statistics we pull from Steam’s hardware survey, but we have stopped supporting a 32-bit version of the game. This only matters if you are still running a 32-bit CPU, which would be fairly old by now. The main CPUs impacted by this would be • Intel Pentium 4E (released in 2004) • AMD K7 (released in 2004) • Intel Atom CPUs (released in 2013; mostly used for netbooks and tablets) So if you have a system that uses those CPUs, The Long Dark will no longer work for you. All our other builds have been 64-bit only for a while, so this switch to only supporting the 64-bit version of Windows for The Long Dark will result in some nice performance gains, and also helps eliminate some crashes that were only occurring because of the 32-bit support. FOUR DAYS OF NIGHT (4DON) We will be reprising our annual Four Days of Night Halloween event this year, starting at 10PM on October 27th (Pacific) and running to Nov 1st. Unfortunately, given our focus on shipping Episode Three, we weren’t able to add any new twists on last year’s formula, so the 2019 event is the same as 2018, but with updated Badges to reflect 2019 participation. DECEMBER SURVIVAL MODE UPDATE We’re still on track for a December Survival Mode update. We’ll share more details of what’s in that update after things have calmed down a bit. We expect to be pretty busy in the immediate aftermath of the Episode Three launch, so I’d like to give the Survival Mode update information its own room to breath. You can expect more details about it in November. * That’s pretty much it! We’ll be heads down doing support for Episode Three’s launch on October 22nd. We can’t wait to hear what you think about our latest work, and we look forward to hearing from you in the forums at www.hinterlandforums.com, and on our social media channels. And remember, if you run into any issues, please use our Support Portal at www.hinterlandgames.com/support to get help. We’re really excited for all of you to experience the next chapter in the WINTERMUTE story. Watch out for those Timberwolves! – Raphael STEADFAST RANGER UPDATE NOW LIVE(2019/05/01) +版本更新介紹 Hello community, We’ve just updated The Long Dark to v1.48 [47675] — STEADFAST RANGER. For a detailed breakdown of the new features and changes, please review this update video. Full Release Notes are available below. New! Revolver — A close-quarters defensive tool against hostile wildlife. New! Birch Bark Tea — A slow-gain condition restoration item brewed from a renewable natural resource. New! Energy Drink — Quick-shot Stamina and Fatigue boost, useful for getting yourself out of a variety of bad situations. New! Improvised Cloth Wraps — Stave off Frostbite on your Head and Hands with these basic wraps. Overhaul! Rifle Shooting Gameplay — Completely overhauled shooting and aiming mechanics for the Rifle and other ranged tools. Overhaul! Sprain System — Improved Sprain gameplay dynamics and first aid solutions. …and much more. You’ll find the complete changelist for the Update below. Please be aware there may be WINTERMUTE story spoilers in the changelist. If you encounter issues while playing The Long Dark please visit our Support Portal. To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter, and follow us on Twitter (studio | game). CHANGELIST v1.48 [47675] Known Crash • We are working with Unity to resolve a known, rare crash in the engine. This crash appears to only affect Windows and Mac players, although it may appear on other platforms. The crash seems to be a memory issue that is triggered by transitioning between scenes. We will release a fix for the crash as soon as we’re able to diagnose the root cause. In the mean time, we recommend you Save Often (in WINTERMUTE) or Rest Often (in Survival; Resting triggers a save). For more information, please refer to our Support Portal. General Fixes • General performance improvements across the game. • Upgraded to a new version of Unity, enabling widespread improvements across the game. • Fixed issue that restricted the game’s framerate to 120fps (on applicable systems). • Streamlined the information appearing in players’ session output logs, to aid with support queries. General Art • [Enviro] Numerous optimizations to improve performance. • [Enviro] Fixed numerous issues causing the player to become stuck in the terrain. • [Enviro] Fixed numerous issues allowing the player to get outside the intended play area. • [Enviro] Fixed numerous issues causing objects to clip and float in the world. • [Enviro] Fixed numerous issues causing stretched or missing textures. • [Enviro] Fixed issue causing lighting hotspots in the Bear Cave in WINTERMUTE Episode Two. • [Enviro] Updated LOD to reduce popping on buildings and cliffs. • [Enviro] Fixed issue causing hinges to appear on the same side for both exterior and interior doors. • [Enviro] Updated transition zone entrance from Mountain Town to Mystery Lake to be more visible to the player. • [Enviro] Updated flags to animate. • [Enviro] Fixed numerous issues causing unlit textures. • [Enviro] Fixed issue causing Cat Tails to appear out of alignment during their animation. • [Enviro] Fixed issue causing inverted snow textures on trees. • [Enviro] Updated numbers on lock boxes in the Milton Credit Union bank. User Interface • [UI] Updated “Disable HUD” setting to remove object labels (useful for game footage capture). • [UI] Updated various text localizations. • [UI] Fixed various overlapping UI elements in all languages • [UI] Fixed issue causing mission sub-objectives to overlap with the next line. • [UI] Fixed issue causing the “Archivist” badge to always appear as Complete. • [UI] Updated various missing subtitles. • [UI] Fixed issue causing a rounding error in Imperial Units when Melting snow. • [UI] Fixed issue causing incorrect scroll bar alignment on the Stats screen in the Journal. • [UI] Fixed issue causing the Scent Indicator to not always appear on the Status screen. • [UI] Fixed issue causing the Radial Menu to inconsistently show the correct number of Light Sources in the Backpack. • [UI] Fixed issue causing sub-objective text to overlap in certain Challenge Modes. • [UI] Fixed issues causing the Stone ammo counter to be missing from the HUD. [UI] Fixed issue causing the Milton Water Tower icon to appear in the wrong location on the Map. • [UI] Fixed issue where the player was unable to add potable Water to the Radial Menu after dropping the Water and drinking from it. • [UI] Added an Accessible Struggle option, allowing players to select between Tap to Win and Hold to Win options. • [UI] Updated the Weak Ice indicator. • [UI] Added a new Slope indicator to warn players when they are traversing slopes that are steep enough to cause Sprains. WINTERMUTE • [WINTERMUTE] Made several updates to the Bear Spear encounters in Episode Two, including adding a checkpoint and streamlining the final Cave encounter. • [WINTERMUTE] Polish pass on various cinematics and dialogues. • [WINTERMUTE] Updated tutorials to reflect gameplay modifications introduced in this update. • [WINTERMUTE] Fixed various issues with subtitle typos and timing. • [WINTERMUTE] Updated description for the side mission “Basics of Survival Find and harvest some medicinal flora native to Great Bear Island.” • [WINTERMUTE] Fixed issue causing the Milton Credit Union bank vault door to play a closing animation when reloading your game, if the player was standing in front. • [WINTERMUTE] Fixed issue causing a black screen to appear if a dialogue pop-up occurred during a cinematic. • [WINTERMUTE] Updated Medicinal Flora tutorial text with additional details for clarity. • [WINTERMUTE] Fixed script issue where the Carter Dam Control Room door cinematic wouldn’t play during The Wounded Trapper mission in Episode Two. • [WINTERMUTE] Fixed issue causing players to be pushed into another room when opening the vault door in the Milton Credit Union. • [WINTERMUTE] Numerous updates to Wildlife pathfinding. • [WINTERMUTE] Fixed issue causing Blueprints to disappear from the Journal between Episodes One and Two. This fix is retroactive and will resolve it for players already impacted by the issue. • [WINTERMUTE] Fixed issue causing players to become stuck in the floor if they loaded a game after saving it at the exact time the Milton Credit Union vault door was unlocked. • [WINTERMUTE] Fixed issue causing overlapping text when hovering over a mission objective on the Map. • [WINTERMUTE] Fixed issue causing Jeremiah to clip through his bed when reloading a save at the beginning of Episode Two. • [WINTERMUTE] Fixed issues that allowed players to get on top of the burnt Schoolhouse in Milton. • [WINTERMUTE] Fixed issue that kept the Bear Spear from appearing properly in the Journal after examining it. [WINTERMUTE] Fixed issue causing players to spawn in the wrong location if they reloaded a game saved immediately after the first Bear encounter in Episode Two. • [WINTERMUTE] Fixed issue causing players to spawn in the wrong location if they reloaded a game saved while falling from a rope. • [WINTERMUTE] Fixed issue causing mismatched values to appear for collected wood in the Journal, and when inspecting Grey Mother’s Firewood Bin. • [WINTERMUTE] Fixed issue causing Milton Knowledge Items in the Journal to update incorrectly. Survival Mode • [Custom Mode] Fixed issue causing certain combinations of Custom Mode settings to generate an invalid sharing code. • [Custom Mode] Fixed issue causing incorrect container loot to appear in Custom Mode. • [Survival Mode] Fixed issue where Forging actions were not being interrupted when the Forge ran out of fuel. [Survival Mode] Fixed issue causing a partially-crafted Survival Bow to be usable if it was picked up while a completed Bow was equipped. • [Survival Mode] Updated the Cold Fusion Feat description to properly reflect Air Temperature bonus. • [Survival Mode] Updated medicinal Tea so it now acts like a First Aid item if a treatable Affliction is present. Otherwise it will still work as a Food item. • [Survival Mode] Fixed issue where the Archery Skill Bonus was not applying reduced Arrow Condition loss correctly. • [Survival Mode] Fixed issue causing some lockers to display the “locked” icon incorrectly. Challenge Mode • [Hunted] Fixed issue causing the Old Bear to clip through trees when fleeing. • [Hunted] Updated Deer carcass placement. • [Archivist] Fixed issue causing the sub-objective to update incorrectly after collecting the Buffer Memory from the Milton Post Office. All Game Modes • [All] Fixed issue where the fade to black transition would not appear correctly when exiting to the Main Menu • [All] Fixed numerous pathing issues in the world due to missing nav mesh. • [All] Fixed issue where Water in the Backpack would be consumed when drinking Water from the Cooking Screen. [All] Fixed issue causing audio for feeding Wolves to play even when the player wasn’t near one. • [All] Fixed issue causing chimney smoke to be visible when no fire was active inside a house. • [All] Fixed issue causing ambient audio to cut off when entering a car. • [All] Fixed issue causing the player to limp incorrectly after holstering a weapon while suffering from a Sprained Ankle. [All] Fixed issue causing the Storm Lantern extinguish animation to play after death, if players fell off a high cliff while holding a lit Lantern. • [All] Fixed issue where the player was unable to extinguish a Storm Lantern if they opened the Radial Menu while placing it. • [All] Fixed issue where “Worn Thermal Underwear” appeared as “New Thermal Underwear” in the Backpack. • [All] Fixed issue that kept the player from fighting back during a Struggle if they were attacked while Repairing clothing. • [All] Fixed issue causing muffled dialogue VO after firing a Rifle indoors. • [All] Adjusted the amount on Condition decay on the Bedroll when it is left outside. • [All] Fixed issue where the Wolf growl audio was missing in some scenarios. • [All] Fixed issue causing absent wind audio when standing outside a cave entrance. • [All] Fixed issue where the screen could become blurry during Wolf Struggles. • [All] Added dialogue VO for quartering Wildlife. Xbox One-Specific Issues • [Xbox] Fixed issue where the game would no longer update information in the gamercard after resuming from standby. Steam-Specific Issues • [UI] Fixed issue where an incorrect mouse icon would appear when using left-handed mouse settings. • [UI] Added scrolling with the keyboard arrow keys for the Buffer Memory screen interfaces discovered in-game during an Aurora. • [General] Fixed issue causing graphical corruption when playing in OpenGL on an Nvidia GPU. ###END OF CHANGELIST### DEV DIARY – MARCH 2019(2019/06/03) +版本更新介紹 Hello community, The team’s been hard at work since the holidays, which we used to recover from finaling the massive December “Redux” release, and it’s time to update you on some of the things we’ve been doing in the meantime. Episode Three The team’s been working hard on Episode Three this year. We’d started work on it in 2018 and then put it aside to finish up Redux and work through all the tech and pipeline improvements we wanted to use for the remaining Episodes of WINTERMUTE. One of the first things we did after coming back from the holidays was re-evaluate our plans for Episode Three scope based on the lessons we’d learned from building and shipping Redux. A key lesson there was the importance of having enough gameplay and narrative content to “fill the space” of the game, to avoid the feeling of senseless backtracking or the world just feeling too empty, as it sometimes did in the 2017 Episode One and Two release. Building Redux provided a fresh perspective on how to better balance our narrative and survival experiences, as well as how to better write for narrative flow in our open-world survival experience. These key learnings let us review our plans for Episode Three to ensure we would hopefully avoid making some of the same mistakes we’d made in the original 2017 releases, which we weren’t super happy with (and nor were many of you). Based on how we feel Redux turned out, and how you also seem to feel about the improvements, we’re confident we’re on a much stronger path now. Building Redux also showed us that the “ideal length” for a WINTERMUTE episode is about 5-7 hours. This gives us enough time to present a few interesting story threads, some compelling open-world survival gameplay, and enough narrative momentum to keep the story moving. It’s also an amount of content that feels substantial — these aren’t throw-away one or two-hour experiences — but they are compact enough that you can finish them in a weekend if you like. In our original planning, we had considered building the episode around three major story “hubs”, each in a different region, but that episode would have ended up being larger than Episodes One and Two combined, and amount of content that just isn’t sustainable for our team size. Just the testing on an episode that big would be a hugely daunting task, nevermind populating it with enough interesting narrative and mission content to “fill the space”. The Redux knowledge has helped us focus Episode Three down to a tighter experience that takes place in a single region. Therefore, Episode Three is the story of Astrid’s survival after escaping Milton, and takes place entirely in Pleasant Valley. As you probably know, Pleasant Valley is a *huge* region, with a lot of scope for interesting environments and some great story moments. We’ve been updating the region to freshen it up for the story, while adding some new landmarks and locations that are introduced in Episode Three. I’m really excited about how it’s all coming together, particularly in how true to Astrid’s character and background the episode is. Communicating Future Release Dates As you know, hitting publicly announced release dates has never been our strong suit. As an independent studio without a huge marketing machine behind us, we count on our relationship with our community to be positive so that you’ll help us spread the word about the work we’re doing. We know we harm this relationship when we promise to deliver things to you and then, for whatever reason, they fail to happen. Unfortunately, project planning and game development as a whole is not an exact science, and while we are ready to work really hard to hit our goals, I’m not willing to crunch my team to do so. In order to be more fair to the community, and also more fair to the development team, I think the best approach for us is to refrain from offering any more public release dates. So, moving forward, we won’t publish release dates around any of our content, whether that be full Episodes or Survival Mode updates. We’ll keep working towards internal deadlines, of course, but we won’t share news on when we plan to ship updates until those updates are essentially finished. That way, when you hear a release date from us, you know it will happen. Splitting the Team One of the things we’ve been working towards this year, with the development team, is hiring enough people with the right skills to be able to create two separate teams — one to focus on Survival, and the other to focus on Story. We’ve made some great progress towards that goal and we’re getting very close to having all the people we need to accomplish that. Once we’re there, it’ll become easier for us to make consistent progress in both areas of the game, so that we can ensure a more steady supply of free Survival updates, as well as ensuring the Episodes get the resources they need. We still have a few positions to hire for to have full redundancy across both teams, but I’m hopeful we’ll get there within the next few months. If you know any great developers with experience crafting memorable and award-winning interactive experiences, please send them to our careers page! Survival Mode Update Last year, we put a ton of effort into Redux and solidifying our foundation for the future Episodes, so this year we’re working to get back on track with producing more frequent Survival Mode updates. To that end, we’re working on a bunch of new features and content for the 2019 Survival releases. As per my earlier point about release dates, we won’t be sharing any tentative release windows for the next Survival release, but I will say that we’ve already done a fair bit of work on the new systems and content that will comprise the core of the next free update. A few things we’re working on for the next Survival update include • Adding the Revolver to Survival Mode. • Overhaul of the aiming mechanics for the Rifle, Bow, etc., to do a better job of integrating. • Fatigue and the breathing cycle, and making aiming less frustrating. • Adding a new Food item. • Adding a new Clothing item. • Fixing the Sprains system. …and more! One feature I can confidently say *will not* be added in the next Survival update is the Bear Spear. This has turned out to be much more challenging to integrate well into the core Survival experience, so we’re taking a bit more time with it to make sure it’s a solid and promising addition to the Survival toolbox. It will eventually make its way into Survival mode, but it won’t be ready for the next update. And speaking of the Spear, we know that some of you [SPOILERS!] have been finding the Spear gameplay in Episode Two to be quite frustrating, particularly the last section in the Bear Cave, so we’re working on improving that. We’re also hard at work on a new Survival region, but that won’t be ready until (most likely) the update *after* the next one. As you know we always like to keep a few surprises in our back pocket, but everything will be outlined in detail in the traditional Update Video we launch on update day. If you aren’t already doing so, it’s not a bad idea to subscribe to the Hinterland YouTube channel so you get notified when the update video goes live. Motion-Capture Space In a previous dev diary I mentioned that we’d been able to get our hands on the motion-capture gear from Capcom Vancouver’s now closed dev studio. We’ve been using the equipment and we thought you might like to catch a glimpse of the current set-up; this image is from the camera test we did to check out 18 of the 36 cameras. Unfortunately, we don’t have enough space in our current studio to set up all the cameras, but we’re looking for some overflow space so that we can set up all 36. In the short term, we’re going to remove the built-in desks and set up the gear in-house so that the animation team can very quickly and easily iterate on narrative scenes or gameplay animation in support of our Survival and Story goals. The animators whipped up this simple little animation to show you how well it works — all told this took about an hour or so to shoot and integrate. It’s only a quick test and obviously not something we’d ever ship, but it’s fun as a proof of concept and, let’s face it, Jeremiah has some sweet moves worth sharing. Nintendo Switch Version We get a lot of questions about when The Long Dark will be brought to the Nintendo Switch. As you may know, we spent some time last year trying to get the game up and running on Switch devkits and ran into a lot of performance issues. The latest version of Unity — which we’ll be rolling out as part of our next Survival update — does offer some performance improvements (which should also make the Xbox and PlayStation versions of the game run more smoothly), but we still don’t find the Switch performance to be at an acceptable level yet. We’re going to keep working on it alongside our other priorities, but I want to set reasonable expectations around this — not every game can run well on the Switch, and if we’re not able to get The Long Dark running at a level of performance and visual quality that I’m happy with, we won’t be shipping it. All that said, I’m still hopeful that we can find solutions to the current issues, and we think The Long Dark would be really compelling on this portable platform, so we’re not giving up! Thanks for reading this update, and if you’d like to share your thoughts about the contents of this developer diary, I hope you’ll take a few seconds to join the official The Long Dark community, as well as following us on Twitter. If you haven’t already done so, and you’d like to be kept up to date on project announcements outside of general development updates — for example, sale events, new merchandise, and information about the studio — please consider signing up for the Hinterland Newsletter. And if you’re interested in more regular, bite-sized responses to community questions, make sure to check out the (almost) weekly Milton Mailbag. See you where we see you! – Raph EPISODES ONE AND TWO REDUX SURVIVAL MODE UPDATE(2018/12/13) +版本更新介紹 WINTERMUTE REDUX We’ve just released the completely overhauled versions of Episodes One and Two. This reflects over a year of effort to improve our Story Mode experience based on player feedback, and to strengthen the technical foundation of our game in anticipation of the remaining three episodes to complete WINTERMUTE, which will be unlocked as they are completed. The “Redux” represents thousands of fixes and improvements, as well as entirely new content. The number of changes are too numerous to list here. Generally, the changes are along the following themes • Narrative Presentation New dialogue mode; all story is now experienced in first-person; all dialogue is fully voiced and animated. All cinematic moments have been redone. • Narrative Content All dialogue has been re-written and re-recorded. While the high-level story arc of Episodes One and Two remains the same, many of the supporting details have changed. We’ve introduced new plot elements, new locations, a new introduction, and overall a general layer of presentation polish on narrative content. • Mission Structure We’ve opened up the mission structure; previously there were several plot elements or side mission content (ex. Jeremiah’s Survival School) missions that were prerequisites to progressing in the story. As much as possible, while maintaining a logical story flow, we’ve made the mission structure more flexible. Side content is properly optional now and can be accessed over time and in between key narrative moments. • Gameplay Improvements In addition to opening up the structure somewhat, we’ve also retuned many of the mission objectives to provide the right amount of challenge. We’ve worked to reduce the amount of backtracking that is required to complete missions (while maintaining the right amount of open-world exploration to keep things interesting). We’ve completely overhauled the Bear Hunt mission structure, integrating it more fully into Episode Two, adding new Bear Spear gameplay, and adding climactic new encounter to complete that story. We’ve also made improvements to how we present mission information to the player. And finally, we’ve retuned the Survival “needs” per Story Experiene (Green, Capable, Hardened) and increased the amount of ammunition (Rifle, Distress Pistol) available in the world. We hope you enjoy the “Redux” versions of Episodes One and Two. Please note that “Predux” (i.e. the previous version of the episodes) story saves are not compatible with Redux. If you have previously completed Episodes One and Two and you have no interest in experiencing the Redux versions, you will still be able to progress into Episode Three once it is unlocked in 2019. DECEMBER SURVIVAL MODE UPDATE The “Redux” game update includes some improvements to the game’s Survival Mode, notably • New Craftable Item Rabbitskin Hat. This completes the suite of craftable clothing options in the game. • New Health Buff Well Fed. If you avoid Starvation for 72 hours, you will get a buff to Condition and Carrying Capacity. The 72-hour timer gets reset every time you begin to Starve. • New Challenge Archivist. Scour Great Bear to collect the last memories contained in several Aurora-animated computers. Please note that the Bear Spear is currently a Story-mode only tool. It will be added to Survival Mode in a future update. As part of the Redux overhaul, we’ve also made the following changes to the User Interface • Revised the HUD condition indicators. The game also now defaults to an “Always On” HUD configuration, which can be changed in the Display settings. • Improved the Fire/Stove interaction interface, to clarify Firestarting, Fuel-Adding, Cooking, and Water production activities. This replaces the “direct placement” action from the Radial as the default, primary Fire/Stove interaction type, although we have also maintained the radial placement system for those who wish to use it. • General improvements to the Map, Objectives, and Knowledge areas of the Journal (for Story mode only). • Added new Load screens with gameplay and world information. …in addition to the dozens of general improvements listed in our patch notes. The Long Dark Updated to V1.41 [43925] – REDUX +更新詳細內容 WINTERMUTE REDUX We’ve just released the completely overhauled versions of Episodes One and Two. This reflects over a year of effort to improve our Story Mode experience based on player feedback, and to strengthen the technical foundation of our game in anticipation of the remaining three episodes to complete WINTERMUTE, which will be unlocked as they are completed. The “Redux” represents thousands of fixes and improvements, as well as entirely new content. The number of changes are too numerous to list here. Generally, the changes are along the following themes Narrative Presentation New dialogue mode; all story is now experienced in first-person; all dialogue is fully voiced and animated. All cinematic moments have been redone. Narrative Content All dialogue has been re-written and re-recorded. While the high-level story arc of Episodes One and Two remains the same, many of the supporting details have changed. We’ve introduced new plot elements, new locations, a new introduction, and overall a general layer of presentation polish on narrative content. Mission Structure We’ve opened up the mission structure; previously there were several plot elements or side mission content (ex. Jeremiah’s Survival School) missions that were prerequisites to progressing in the story. As much as possible, while maintaining a logical story flow, we’ve made the mission structure more flexible. Side content is properly optional now and can be accessed over time and in between key narrative moments. Gameplay Improvements In addition to opening up the structure somewhat, we’ve also retuned many of the mission objectives to provide the right amount of challenge. We’ve worked to reduce the amount of backtracking that is required to complete missions (while maintaining the right amount of open-world exploration to keep things interesting). We’ve completely overhauled the Bear Hunt mission structure, integrating it more fully into Episode Two, adding new Bear Spear gameplay, and adding climactic new encounter to complete that story. We’ve also made improvements to how we present mission information to the player. And finally, we’ve retuned the Survival “needs” per Story Experiene (Green, Capable, Hardened) and increased the amount of ammunition (Rifle, Distress Pistol) available in the world. We hope you enjoy the “Redux” versions of Episodes One and Two. Please note that “Predux” (i.e. the previous version of the episodes) story saves are not compatible with Redux. If you have previously completed Episodes One and Two and you have no interest in experiencing the Redux versions, you will still be able to progress into Episode Three once it is unlocked in 2019. DECEMBER SURVIVAL MODE UPDATE The “Redux” game update includes some improvements to the game’s Survival Mode, notably New Craftable Item Rabbitskin Hat. This completes the suite of craftable clothing options in the game. New Health Buff Well Fed. If you avoid Starvation for 72 hours, you will get a buff to Condition and Carrying Capacity. The 72-hour timer gets reset every time you begin to Starve. New Challenge Archivist. Scour Great Bear to collect the last memories contained in several Aurora-animated computers. Please note that the Bear Spear is currently a Story-mode only tool. It will be added to Survival Mode in a future update. As part of the Redux overhaul, we’ve also made the following changes to the User Interface Revised the HUD condition indicators. The game also now defaults to an “Always On” HUD configuration, which can be changed in the Display settings. Improved the Fire/Stove interaction interface, to clarify Firestarting, Fuel-Adding, Cooking, and Water production activities. This replaces the “direct placement” action from the Radial as the default, primary Fire/Stove interaction type, although we have also maintained the radial placement system for those who wish to use it. General improvements to the Map, Objectives, and Knowledge areas of the Journal (for Story mode only). Added new Load screens with gameplay and world information. ...in addition to the dozens of general improvements listed below. * THE LONG DARK v. 1.41 CHANGELIST KNOWN ISSUES Due to Unity issues, we are seeing lower than expected performance in some areas of the game on Xbox One and Xbox One S. We are investigating this issue and will release a fix ASAP. Xbox One X is not affected by this issue. There are some rendering issues when using the latest NVidia drivers on Linux. We are working on a solution. This issue does not affect AMD video cards. GENERAL FIXES General performance improvements across the game Widespread audio optimizations Upgraded to a new version of Unity, enabling widespread improvements across the game GENERAL ART FIXES [Enviro] Numerous optimizations to improve performance [Enviro] Fixed numerous areas the player could become stuck in [Enviro] Fixed numerous areas the player could get outside of the intended play area [Enviro] Fixed numerous clipping and floating objects [Enviro] Performed various optimizations to avoid texture popping [Enviro] Improved alignment on some power lines [Enviro] Updated many snow banks, rocks, and fauna [Enviro] Numerous environment improvements [Enviro] Improved Aurora visuals; reduced the visible banding effect [Enviro] Improved blood decal lifetime [Enviro] Improved waterfall splash effects appearance when dark [Enviro] Improved light flicker visuals during an Aurora event [Enviro] Update to many items to prevent floating after an object is broken down [Enviro] Improved decal sorting [Enviro] Improved grass reflections lighting for time of day [Enviro] Fixed many instances of grass clipping through trees and railway tracks [Broken Railroad] Fixed invisible rocks near Rope Climb [Broken Railroad] Fixed overlapping pipes and debris near the Maintenance Yard [Carter Dam] Fixed box clipping into wall [Mystery Lake] Fixed corpses spawning sunken into the ground [Coastal Highway] Fixed stretched snow textures around some cabins [Mystery Lake] Fixed visual artifacts in river terrain [Mountain Town] Fixed flickering textures on mountain near Milton [Mountain Town] Fixed missing texture on rocks near transition to Mystery Lake [Mountain Town] Fixed missing collison on the barn at Paradise Meadow Farms [Mountain Town] Fixed flickering textures on the cars outside of Milton [Mountain Town] Fixed player being able to clip through parts of the silo USER INTERFACE [Mac/PC/Linux] Fixed Xbox One menu buttons appearing for 1 frame when using a PS4 controller [PC/Mac/Linux] Fixed selection swapping back and forth when cursor placed between two buttons [UI] Improved the visibility of HUD button prompt when using a controller [UI] Improved Main Menu appearing off-center in 21 9 [UI] Fixed back button taking player to wrong screen when viewing a Note at the end of a Survival Game [UI] Fixed Reticle appearing over non-interactable cabinets [UI] Fixed alignment of UI when reading a note [UI] Fixed Online Messaging only showing only the latest announcement, instead of all new announcements [UI] Fixed Back button option being highlighted by mistake in certain scenarios [UI] Fixed player being unable to back out of Save/Load menu if it was empty WINTERMUTE FIXES [WINTERMUTE] Improved map markers to allow merging of critical information when multiple icons are at the same location [WINTERMUTE] Fixed frightened Wolves becoming aggressive after game is saved and loaded [WINTERMUTE] Fixed conditions that caused players to start Episode Two holding a lantern [WINTERMUTE] Fixed pelts not curing if partially cured when completing Episode One [WINTERMUTE] Added option to easily start Episode Two if the player quit after completing Episode One [WINTERMUTE] Fixed issue that caused audio to cut out when entering certain cars in Milton [WINTERMUTE] Fixed multiple sound effects playing when climbing rope breaks [WINTERMUTE] Fixed Neighbours Note clipping into ground [WINTERMUTE] Fixed deer carcass disappearing when loading an autosave [WINTERMUTE] Fixed Wolves not always fleeing from flares [WINTERMUTE] Fixed Wolves being able to attack players while in Dialogue Mode [WINTERMUTE] Fixed weather not restoring correctly when loading a game [WINTERMUTE] Improved accuracy of the Episode Completion stat [WINTERMUTE] Fixed issue that caused players to be pushed into another room when opening the vault door in the Bank [WINTERMUTE] Numerous wildlife pathfinding updates SURVIVAL MODE [Survival Mode] Fixed player being able to use weapons while afflicted with a sprained wrist by saving then reloading the game [Survival Mode] Fixed issue with mapping in Mountain Town on some legacy save files [Survival Mode] All bedrolls now use the same skill when repairing [Survival Mode] Prevented deer from fleeing to inaccessible areas in the Ravine transition [Survival Mode] Fixed items becoming lost under the Farmhouse in Pleasant Valley after a struggle [Survival Mode] Fixed animal sound effects playing when leaving Trapper’s Cabin [Survival Mode] Fixed issue where a cairn found in Coastal Highway could be found twice [Survival Mode] Fixed issue that could cause Rifles placed on racks to fall off when player exits the building [Survival Mode] Fixed Bear spawning in terrain in Mystery Lake ALL GAME MODES [All] General gameplay tuning across a variety of systems. [All] Improved aiming mechanics for thrown Stones, to make Rabbit Hunting a bit easier. [All] Retuned Wolf flee behaviour to react to being hit by a thrown Stone (probability is subject to Experience Mode). [PC/Mac/Linux] Fixed cinematic audio continuing to play when the game is minimized [All] Bear breath effect optimization [All] Male survivor can no longer be heard breathing when Survivor Voiceover is turned Off [All] Fixed players arms becoming stuck if entering a wolf struggle while holding a Flashlight [All] Decreased campfires placement size to avoid players trapping themselves [All] Fixed condition that could result in the the player becoming stuck when picking up a stunned Rabbit [All] Fixed exploit that allowed Encumbered players to travel uphills at regular speed by crouching and standing repeatedly [All] Fixed Cooking Pots sinking into cooking surfaces [All] Improved how items snap onto cooking surfaces [All] Fixed last Cartridge in a stack dropping as a box [All] Fixed Bows and Rifles floating above placed location [All] Fixed placed Campfires sinking slightly after player leaves area [All] Fixed “You are not thirsty” message appearing incorrectly when trying to drink soda or tea [All] Fixed player becoming stuck in animation if attacked by a wolf while reloading the Rifle [All] Fixed Distress Pistol becoming stuck in hand if the reload button was pressed rapidly [All] Fixed instances where subtitles could play when turned off [All] Fixed issue where the fade to black after wolf struggle hid the get up animation [All] Fixed unplugging the controller during movie a not pausing playback [All] Fixed Ropes becoming inaccessible if player saves and reloads while on a ledge [All] Adjusted Flashlight lighting effect [All] Player can no longer enter a door when a Struggle has been initiated [All] Improved wildlife pathfinding in Milton [All] Fixed issue that caused Aurora to not appear correctly when using OpenGL [All] Improved wildlife pathfinding in Paradise Meadows Farm [All] Fixed player being able to throw a Flare while opening a car trunk [All] Fixed flickering sky that could occur during wind storm [All] Fixed not being able to place a Campfire on concrete [All] Fixed unlocked lockers in Trapper’s Cabin requiring a pry bar to open CUSTOM EXPERIENCE SETTINGS [Custom Settings] Updated several description strings to reflect specific settings more accurately. [Custom Settings] Fixed "Struggle player strength bonus" option not working correctly [Custom Settings] Fixed "Struggle damage received modifier" option not working correctly [Custom Settings] Fixed “Stick, Branch, and Stone spawn frequency” always being set to high [Custom Settings] Fixed Hidden Caches in River Valley not appearing as empty in Custom Mode [Custom Settings] Fixed animals fleeing when Custom Mode set to Interloper mode [Custom Settings] Fixed Blizzard Frequency not working correctly [Custom Settings] Fixed Wildlife Respawn Frequency not working correctly [Custom Settings] Fixed Wolf Spawn Chance settings not matching intended preset [Custom Settings] Fixed Cabin Fever and Parasites being On when using the Pilgrim preset [Custom Settings] Fixed Medical Treatment voice over playing when Survivor Monologue was disabled [Custom Settings] Fixed Custom Experience options being unavailable until user scrolls to the bottom of the menu [Custom Settings] Fixed "Interrupt If Freezing Starts While Sleeping" option not taking effect PS4-ONLY FIXES [PS4] Fixed missing Bear breath [PS4] Improved stability when transitioning scenes [PS4] Optimized Aurora performance [PS4] Improved lighting performance [PS4] Fixed cursor not resetting to correct position [PS4] Improved visual effects on Flares when thrown XBOX-ONLY FIXES [Xbox] Fixed grass rotating to face the camera [Xbox] Improved performance when in the Whaling Station [Xbox] Improved performance during strong wind conditions [Xbox] Improved performance on breath effects STEAM-ONLY FIXES [Steam] Episode 2 now unlocked properly when player has the “ Leaving the Old World Behind” achievement ### END OF CHANGELIST ### Sandbox Alpha v.1.16 大型アップデート"RUGGED SENTINEL(厳格なる歩哨)"での変更点(2017/12/04) +ここを押すと表示 新要素 サバイバルモードにムース(ヘラジカ)を追加 怪我に「肋骨の骨折」が追加 Moose-Hide Cloakを追加 Moose-Hide Satchelを追加 ストーリーモードに登場する土地「ミルトン」がサバイバルモードで「Mountain Town」として登場 ストーリーモード「WINTERMUTE」の新セーブシステム 「WINTERMUTE」の新モード「Green Survivor」「Capable Survivor」「Hardened Survivor」 サバイバルモード用の新しいカスタムエクスペリエンスツールボックス 服が磨耗することで重量が変化 すべての地域に、オーロラ発生時に光る照明を追加 グラフィック テクスチャーのクリーンアップ パフォーマンス向上のためのグラフィック最適化 夜間に出る白息の不透明度を低下 沿岸のハイウェイの道路周辺を美化 プレザントバレーの町周辺を美化 「WINTERMUTE」のムービー中の、椅子のテクスチャーを追加 荒れ果てた湿原のクマ穴にある、空中に浮遊した骨を修正 Mountain Townの空中に浮遊した木を修正 すべての地域において太陽が東からのぼり、西に沈むよう変更 範囲外領域をクリーンアップ Sandbox Alpha v.423 大型アップデート"FAITHFUL CARTOGRAPHER(信頼の製図家)"での変更点(2017/06/08) +ここを押すと表示 UIの変更 雰囲気に会うように各画面やボタン、ゲージを変更8月に追加の調整を予定 キーコンフィグの改良 手根管症候群患者(小指以外が動かしにくい人?)に対応した セーブの仕様変更 詳細は今回アプデでは発表しない 木炭地図の追加 燃え尽きた焚き火から木炭を取り出すと地図が作成できるようになる 現在地の確認なども可能 動物死体の持ち運び 死体を切り分けて持ち運び、別の場所で解体することができるように ”におい”に関する変更 肉食動物が血(自分の出血や動物の血)のにおいにより反応しやすくなった においパラメータのゲージを追加した ライティング変更 8月に追加の調整を予定 主人公グラフィックの追加 ライフル、弓、信号銃、興奮剤、光源の使用時に手が表示されるように 燃えさしとトーチ投擲の追加 振り回す威嚇動作はオミットつまり以前の使用に戻った 石の投擲の追加 石を拾って兎狩りに使えるようになった石が当たったウサギは一時的に麻痺状態になる まれにだがオオカミを追い払うこともできる 格闘武器の選択機能の追加 応急処置の仕様変更 適当な処置用アイテムを自分で選択しなければならなくなった サルオガセが単体でも使用可能に(効果は感染症リスクのみ、止血はできない) メモリ・CPU負荷軽減のための最適化 グラフィックオプションの改良 解像度とサイズの選択肢が増えた PS4コントローラーへの対応 手帳でクラフトレシピを参照できるように 作業台や溶鉱炉なしで作れるものは手帳UIからもクラフトできるように8月に追加の調整を予定 直せていない不具合について チャレンジ「追われるものパート1」の冒頭で包帯が出ない 一部言語で時刻がうまく表示されない 一部のリナックスでのロードの不具合 バグ報告はこちらhttps //hinterlandgames.atlassian.net/projects/TLDP/issues/TLDP-2151?filter=allopenissues なお、正式版移行に際しての次回大型アプデは8月1日の予定 また、アップデートをするとセーブデータが消えます。 古いバーションのセーブがロードできるようになるかは不明(たぶんずっとできない)ですが、もし大事なデータであればバックアップをとることをおすすめします。 Sandbox Alpha v.364 大型アップデート"RESOLUTE OUTFITTER(文明との決別)"での変更点(2016/12/19) +ここを押すと表示 新エリア"FORLORN MUSKEG"(荒れ果てた湿地帯) 衣服アイテムのライティング変更 新衣服の大幅追加 熊革のコートなど 衣服アイテムの仕様調整 重ね着が可能に 衣服着用UIの新設 従来のインベントリメニューでは体感温度の確認、衣服の着脱ができなくなった 濡れ、凍結、乾燥の仕様変更? 衣服アイテムのステイタス追加 動きやすさ動きにくい服ではスタミナ上限値が大きく減少する 防水 防御力熊の襲撃や狼との戦闘の際のダメージが減少する 凍傷の追加 スタミナの仕様変更 走れる距離は短くなった 回復が早くなった スタミナを使った際の疲労への影響が小さくなった その他 焚き火の再点火能力の追加 デッキブラシの追加見た目は今までにあった灌木で、解体すると枝木になる 飲食時間の増加飲食後、ステータスゲージがフェードアウトするまで他の入力を受け付けなくなった Sandbox Alpha v.365での変更点(2016/9/28) +ここを押すと表示 フレアを振り回した際、音声が再生されない問題、およびプレイヤーの体力が低い場合は野生動物を追い払えない問題を修正。 ダブルクリックでアイテムを拾う際に、光源が手放される問題を修正。 傾いた自動車に入った際にカメラ視点がおかしくなる問題を修正。 シーンの移り変わりや、自動車から出る際のフェードアウト中にゲームを終了するとクラッシュする問題を修正。 日記をリネームするとクラッシュする場合がある問題を修正。 日記の編集中に死んでしまってもテキスト入力ができる問題を修正。 トイレが消失してしまう問題を修正。 アイテムやコンテナを見ている際のマッチ光源の問題を修正。 ランタンの燃料が不足していても、点火の音が鳴る問題を修正。 しゃがんでいる時に戦闘が発生した際の移動速度に関する問題を修正。 荒れ果てた岬の位置によるサウンドを最適化。 一般的な環境アートやオブジェクト修正。 Sandbox Alpha v.364 大型アップデート"VIGILANT TRESPASS(油断なき侵入)"での変更点(2016/9/23) +ここを押すと表示 新難易度「侵入者(INTERLOPER)」を追加 「追跡者」を上回る最高の難易度。詳細は難易度のページを参照。 新チャレンジモード「THE HUNT Part2(追われる者:パート2)」を追加 クマを見失わないよう追いかけるチャレンジモード。 「世界崩壊」システムを追加 サンドボックスモードは、時間が経つにつれて生きるのが難しい世界へと変わっていく。 プレイヤースキルが上がることによって、ゲームが簡単になってしまうことへの対策として実装された。 ゲーム内の日数が進むにつれて、徐々に気温、燃料調達などの環境が厳しくなっていく。 ファーストパーソン(プレイヤーの手)&移動中の表示や制約追加 光源を構えた際に、主人公の手が表示される。 歩いている間は画面に光源が映っているが、走っている間は光源が見えなくなるなど移動アクションに応じた動きも実装。 プレイヤーは、後方および真横に走ることができなくなった。 休憩&時間を進める際のインターフェース変更 区別が付きやすいよう、インターフェースを変更。 円形メニューのキャンプスキルから、時間を進めることもできる。 オオカミのおとりの効果を修正 おとりは、一定時間で「退却」するためにのみ有効。オオカミが無防備におとりを食べることはない。 肉類(魚、腸も含む)は、「おとりを置く」コマンドによって置かれる際、自動的に「もっとも臭いの強いもの(状態が悪いなど)」から順に選ばれる。 漂流物集め 海岸線に有用なアイテムが流れ着く場合がある。 ただし、薄氷に注意しなければ海に落ち、低体温症になったうえに衣類が濡れてしまう。 「アーチェリー」「裁縫」スキル追加 実績スロット サンドボックスの難易度に応じて、効果のある実績の数が制限される。 旅行者(EASY)は5つの実績まで、探索者(NORMAL)は4つまで…など。 その他の修正 スノーシェルターの効果を微修正。 LinuxユーザーがAlt+Tabを押した際にオーディオ設定が崩れないよう修正。 読み終わっていないスキル本を、燃料として燃やそうとした際に警告を表示。 ライフルの清掃によってライフルのスキルが上がらないよう修正。 魚を調理することによって、少量のランプオイルを得ることができる。 新言語 ポルトガル語、ブラジルポルトガル語、スペイン語、フィンランド語、オランダ語。 ミドルウェア更新 Unity、Wwise(オーディオエンジン)を更新。 Sandbox Alpha v.349 (2016/7/1) +ここを押すと表示 刃物研ぎや銃の清掃を中断すると、その後別のアクションを完了した際にクラッシュする問題を修正 フラッフィー(カーター水力発電ダム内の狼)が100%出現していたのを修正 狼関連の効果音が立体的に再生されないことがある問題を修正 読書UIにときどき関係ないボタンが表示されてしまう問題を修正 満タンのランタンに燃料を入れようとしたとき表示されるメッセージが他の文字と重なってしまう問題を修正 カーター水力発電ダムへ入った時、位置や向きがおかしくなる問題を修正 ハイバーニア鯨解体工場内にプレーヤーがはまって動けなくなるスポットがあったのを修正 シーンの切り替えを行うと乗り物の色が変わってしまう問題を修正 Trapper’s Cabin(狩猟小屋)内のいすを破壊すると、上にあったリュックが浮いたままになる問題を修正 Sandbox Alpha v.348 (2016/6/25) +ここを押すと表示 実績「Efficient Machine」の進捗%が更新されない問題を修正。 F8のスクリーンショットデバッグ情報が、画面に残り続けないよう修正 円形メニューからジャーナル(日記)を開いた際、意図しないスクロールがされてしまう問題を修正 塩味クラッカーの箱の大きさがおかしいまま固定される問題を修正 Sandbox Alpha v.347 (2016/6/24) +ここを押すと表示 ジャーナル(日記)と雪を溶かすUIにて、ゲームパッドでクラッシュが起こる問題を修正 プレイヤーが壊れたスノーシェルターを離れられなくなる問題を修正 プレイヤーがしゃがむと、オオカミが攻撃しない場合がある問題を修正 プレイヤーの着火レベルが3以上である場合は、火口がオプション(必ずしも不要)となることが分かりやすいよう、着火UIを修正 ラジオが乗っている棚等を分解した際、ラジオが浮いてしまう問題を修正 チャレンジモード「猛吹雪」のクリア目的を示したテキスト Linuxでの動作安定化(オープニングムービーを無効化する必要あり) Sandbox Alpha v.346 大型アップデート"Penitent Scholar(悔恨の学習者)"での変更点 +ここを押すと表示 新言語対応 フランス語、スウェーデン語、韓国語、中国語(繁体+簡体字)、日本語、トルコ語、ノルウェー語に対応。 ゲームプレイ 円形メニューから「スノーシェルター」が作成可能。シェルターは風と寒さを防ぐが、野生動物から身を守る効果はない。 基礎的な「サバイバルスキル」システム追加に伴い、いくつかのスキルを実装。ジャーナル(日記)からさらなる情報を参照可能。最初に実装したスキルは「着火」「調理」「剥ぎ取り」「釣り」「ライフル」 基礎的な「実績」システム追加に伴い、いくつかの実績を実装。「バッジ」メニューよりさらなる情報を参照可能。最初に実装した実績は「Book Smarts」「Cold Fusion」「Efficient Machine」「Fire Master」「Free Runner」「Snow Walker」 ゲーム中のどこかで、研究本を入手できる。研究に時間を費やすことによって、特殊なスキルを身につけることができる。 チャレンジモード「放浪者」を追加。指定された15箇所の場所で、3日ずつ生き延びる。 チャレンジモード「猛吹雪」を追加。30日以内に訪れる猛吹雪に備え、指定されたアイテムを蓄える。 基礎的な「年鑑機能」を追加。(猛吹雪チャレンジのために実装) 作業台でのクラフト、およびアイテムの修復は、暗闇では制限される。メニューからのシンプルなクラフトは、暗闇でも可能。 松明やフレアを振り回す行動は、「疲労」ではなく「スタミナ」を消費するよう修正。 家具や大枝などの物を解体したとき、手に入るアイテムは床に散乱するのではなく、自動的にバックパックに追加される。これによって、アイテムが手の届かない場所に埋もれてしまうバグが改善することが期待される。 オオカミがおかしな場所を歩いていることがあるバグを修正。 自動車の中で睡眠をとった際、寝袋の暖かさボーナスが考慮されるよう修正。 UI 新しいフォントを追加。 ブライトネス修正は、メインメニューからのみ可能。 オオカミとの戦闘中、一度に表示されるダメージイベントの表示数を減少。ただしダメージ自体が減るわけではないことに注意。 ジャーナル(日記)に「スキル」「年鑑」「目標」を追加。 スノーシェルターの「作成」「使用」「解体」UIを追加。 バッジと実績の画像を追加。 バッジ画面は、メインメニューおよびポーズメニューから選択可能。 スキル上昇、スキルアンロック、実績アンロックの告知を追加。 オーディオ スキル上昇、スキルアンロック、実績アンロック時の効果音を追加。 一般 プレイヤーがおかしな場所に落ちてしまうバグを検知した場合、安全な場所にワープするよう修正。 スクリーンショットキーは、ゲームパッドからマウス/キーボードに変更しなければいけない制限を解除。 非常に暗い場所でのカラーバランスを低減調整。 [ストリーム配信者向け] Altキーを押しながらTabキーを押すことなく、セカンドモニタにアクセスできるためのサポートを追加。(将来の修正プログラムでトグル化することに注意) Sandbox Alpha v.338的變更點 +展開 遊戲整體變更修正 [CRASH] Fixed Mac-specific crash when exiting interiors in Coastal Highway. [CRASH] Fixed rare crash on Windows at startup. [SAVING] Fixed issue with game not saving on some Unicode Windows systems. [SAVING] Fixed problem with starting the game in an interior in Pleasant Valley and not saving the state of that interior. [GAMEPLAY] 增進短跑時提升的體感溫度 [GAMEPLAY] 增加罹患幽閉症的風險值 [GAMEPLAY] 腸道寄生蟲病現在只會在追獵者模式罹患 [GAMEPLAY] 減少釣魚成功時釣線斷掉的機率 [GAMEPLAY] 修正體力值(疲勞度)的機制,使玩家能一覺至天明 [ART] 改善鎖有室內亮度,包含白天和夜晚亮度的新系統 [MISC.] 於顯示選項增加調整亮度的滑條 [BUG] 修正AI有時候在找路(徑)會出現瞬移的狀況 [BUG] 修正熊不會重生的問題 [BUG] 修正在感染腸道寄生蟲疾病時吃抗生素仍會出現抗生素按鈕問題 [BUG] 修正檢查放大鏡會造成螢幕顛倒的問題 [BUG] 修正濱海公路的兔子島不列入發現地點的問題 Sandbox Alpha v.332的變更點 +展開 遊戲整體變更修正 Fix for autosaves not working on some systems. Fixed issue with gear not decaying while in a specific container. Fixed issue with some gear sometimes getting smaller when removed from a container. Fixed issue that could cause large numbers of crows and crow feathers to spawn in specific locations. Fixed issue where Intestinal Parasites were affecting fatigue incorrectly. Fixed issue with Bears running too slowly. Fixed crash when unloading the Distress Pistol. Fixed Steam Controller issue that could accidentally trigger actions. Fixed issue with first person items remaining offscreen when Inventory exited with Tab. Fixed UI localized text overlap issues on HUD and journal. Added missing localization for “no afflictions” on radial. Fixed issue with AI sometimes spawning or despawning in view. Burned Brands can no longer be added to inventory by pressing Equip during inspection. Fixed problem with Save Journal option not appearing again after initial use Fixed problem with saving icon not showing up when saving a journal Fixed issue with equipped items not showing up in Examine UI Sandbox Alpha v.327的變更點 +展開 遊戲整體變更修正 Fixed issue where Cabin Fever couldn t be treated if it was triggered during a v.325 savegame. Fixed crash when trying to light the Torch from a fire. Fixed issue when healing Afflictions that require two pills when holding a bottle with only one pill remaining. Sandbox Alpha v.326的變更點 +展開 遊戲整體變更修正 Intestinal Parasites tuning (see above for details) Cabin Fever tuning (see above for details) Removed affliction indicator when player only has at-risk afflictions; this indicator still appears for "full" afflictions. Reishi Tea requirement reduced from 3 Reishi Mushrooms to 2 Fixed issue with multiple wolves spawning in Desolation Point cave Fixed issue that could allow rifles to spawn outside Trapper’s Cabin in the Hunted Challenge Fixed issue with shutters disappearing on some Lake Cabins Reduced Bedroll per-use Condition decay Changed R3 to Click RS in Controls options Sandbox Alpha v.325的變更點 +展開 遊戲整體變更修正 Fixed issue where some containers could be inactive when containing hides. Fixed issue with not being able to rebind the Forward key. Fixed issue with not being able to Rest while having the Sprain affliction. "移除沒有疲勞時用以渡過時間的選擇",現在可以選擇"休息"與"Pass Time(暫譯打發時間)"來渡過 Fixed issue with "Risk"-type afflictions preventing gradual Condition recovery. Sort items in inventory using the basic gear name (not the Condition descriptor). Fixed issue with player not being able to walk up steps to the deck of the Abandoned Harris Home. 修正當玩家用獵槍或弓箭射殺野生動物時沒有流血效果的問題 Fixed issue with controller disconnect screen appearing behind Challenge Mode game over UI. Fixed issue with reticule dot visible when holding the Distress Pistol. Sandbox Alpha v.321的變更點 +展開 遊戲整體變更修正 New! 生存儀板表的顯示變更在左下角且只顯示狀態 New! 增加挑戰模式 “Hunted, Part One”, and “Hopeless Rescue”. New! Emergency Stim gear item. Emergency stims added into various locations (also made available in older saves) and also available in some containers. New! 增加從營火等生火器具中可拿出Brand(暫譯燃燒中的木頭),原本的火把仍可靠製作獲得 New! 增加長時間待在室內有機會罹患Cabin Fever(暫譯幽閉症)的症狀 New! 增加食用狼肉和熊類有機會罹患Intestinal Parasites(暫譯腸道寄生蟲病)的疾病 New! 增加野狼會追蹤玩家的AI 熊以外的野生動物重生點變動 物品劣化機制變更修改物品劣化的時間刻度1000日以上為基準 所有布製品不管有無收納或穿戴在遊戲一開始時即開始劣化 食物的種類以及收納條件一樣影響劣化的程度(但無紀載開始遊戲時是否劣化),工具則與之前相同 移除火柴會劣化的機制 全區域可攀岩的場所追加攀岩點 死亡時可存取日誌,從初始畫面可選取,最多存取10個 食物和衣服劣化會依程度而有不同的名稱顯示 睡眠的條件變更,不疲勞時無法Rest(睡眠),但可選擇Pass time(打發時間) 增加新機制於健康狀態下睡眠後,起床不會造成不良狀態(不會造成像是脫水/過度飢餓...等的狀態) 增加在罹患失溫症狀之前會有警告提醒 增加更多的統計追蹤(包含新的症狀與疾病) 修改不同的光源物品揮舞時而減少的燃燒持續時間(發焰筒/火把/燃燒中的木頭) 修改發焰筒只能揮舞且無法投擲 野生動物的AI修改成會無視地板放置的火把與發焰筒 樹根變更為可採集3根樹枝 樹枝變更為可製作2個火種塞 短柄斧解體樹根的時間修正 修正揮舞的動作時機(只在點燃火時) 修改當部分物品狀態為0時從世界中消失的問題(但仍為無法使用) 修改營火或點火時被吹熄所需的風速增加 修改當被熊襲擊的動畫中不會減少健康度而是在動畫結束後才開始減少(但不適用於被野狼襲擊) 合併統計與日誌 變更部分物品可直接手工製作 營火的顯示狀態變更 In the Options screen, Key Bindings will now display a mouseover effect. 洞窟或野外封閉的空間增加防風的標示 Art,Animation,FX New! Added experimental First-Person presence for Wolf Struggles with Knife, Hatchet, and Prybar. New! First pass on colour grading. New! Added rim lighting effect for night-time lighting. It should be more possible to see the “edges” of snow banks and things on clear, moonlit nights, enhancing night-time navigation. Improved the Bear model and texture. Improved the Bear animations. Improved the Wolf animations. Updated the visual effects for Torches, Flares, Lanterns, and Brands, so that flames begin to “sputter” when you are running low on burn time. Added new Footprints system, which improves the footprint visuals as well as respects weather conditions; footprints will persist for a longer period of time, unless filled in by snow or high winds. (Future improvements to this system will be focused on enhanced Tracking gameplay.) Improved draw distance for falling snow. Updated the “light shafts” window effect to improve performance. Increased the visibility of blood drops, to aid with tracking wounded animals. Added blood splatter effect when player is injured by blood loss event (ex. during wolf struggle), when wildlife is hit, and when a carcass is harvested. Also, when hit, the first blood drops from a bleeding animal will be larger, to help the player determine the direction of the animal’s movement. 雜項變更修正 New! The game now supports Steam Cloud Saves for Windows, Mac and Linux. This means that you can continue to play your saved games across multiple systems (provided you are using the same Steam account). New! More graceful handling of corrupt or incompatible save games. Saves will be shown as corrupt or incompatible in the UI, allowing players to remove them and avoiding system crashes due to corrupted save files. New! All game sessions are now saved upon start, not at first Rest or interior/exterior transition. This should result in fewer “mysterious” save losses when players abandon games before they have been auto-saved. Improved Steam Controller support. All in-game actions can now be rebound using the steam controller configuration screen. Particle optimization now active for Windows. This should result in better performance of heavy snow and blizzard conditions for some players. Mac and Linux rendering now uses OpenGL 4.1, which should result in some performance improvements for players on those platforms. Added error handling for updating to default key-bindings due to the addition of new controls (ex. the new radial menu is bound to the Space Bar by default). Note that this error will only be seen if a newly added binding was already in use. The save icon now appears when saving the player profile. Added save file compression which results in smaller save files and faster cloud-save uploads. 音效變更修正 New! Added master volume slider. Added more general ambient and exploration music, and fixed some issues that were preventing ambient music from playing in certain circumstances. Fixed issues that were preventing desired gameplay speech from playing. As a result, you should hear more gameplay-relevant voice feedback from the survivor personae. Overhauled struggle audio for both Wolves (to account for new first-person presence) and for the Bear struggle (to make it more impressive). Footstep audio now differentiates between shoes, boots, and bare feet. 整體錯誤修正 We now display an error message if user tries to use a stove to start a fire but are missing all of the required items. Fixed issue where you could get stuck in an infinite cooking loop when using gamepad/controller. Fixed issue where you could get stuck in an infinite crafting loop. Fixed issue where you could quit the game in the middle of a save, which would result in corrupted save files. Fixed issue where worn-out tools could be used one extra time. Fixed Distress Pistol using wrong ammo icon on inventory screen. Fixed issue where the First Aid screen would not update if an affliction healed itself while the screen was open. Fixed a bug causing the player to holster the held item while cancelling item placement. Fixed issue where blood trails were only being left when wildlife was fleeing. 修正熊現在重生再洞窟(有熊的洞窟)之外而非重生在洞窟之中 Fix issue with items being left behind when transitioning scenes with item placement in progress Fixed issue with corpses getting re-oriented after loading a save. Fixed issue where players could add fuel to fires that had already blown out (the fire FX didn’t reflect this state). Fixed issue with camera sometimes crashing into geometry when placing a campfire. Fixed issue with being able to place snares too close to geometry, causing the snared rabbit to be inaccessible Fixed issue with Bear playing sleep animations after leaving the sleep AI state. Sandbox Alpha v.302的變更點 +展開 遊戲整體變更修正 修正某些地點物品會重生的問題 修正灰狼山某些貨櫃的門消失的問題 修正最長燃燒時間以秒為單位 修正信號彈可以透過存檔的方式來回收再使用 修正開啟舊存檔時磨刀/清槍技能為1的問題 Fixed menu navigation when LMB/RMB are bound to movement directions. Sandbox Alpha v.301的變更點 +展開 遊戲整體變更修正 修正灰狼山部分區域的洞窟使用低或中畫質時會消失的問題 Fixed issue with GPU over-usage when game not in focus. 修正玩家在攀岩時被攻擊而定住的問題 修正當玩家休息後野生動物重生在錯誤的位置上(如山邊緣的) 修正當玩家存檔時卡路里為0造成死亡的問題 Fixed issue with maximum fire duration stat being tracked when fires left burning in unloaded scenes, resulting in very long burn time stats. 修正當玩家從新遊戲開始世界探索的百分比的錯誤計算 Fixed issue with initial fade from black on main menu being stuck, if the player mashes buttons before main menu load. [Controller] Fixed issue where damage events were displayed when menu screens were open. Fixed issue with pain effects potentially turning blue when stacked together. 修正當玩家使用信號槍射擊標的時的動畫呈現 修正在料理食物時可以翻轉食物的問題 修正當玩家存放物品於收納箱時不正確的堆疊問題 增加預設的存檔標題,使其不會重複到(例如SANDBOS 1 2 3...) Gamepad B button now always cancels text input in Log. [Controller] We now display item Condition in the harvest section of the Examine screen. Fixed colour of text on the Crafting screen. 現在可使用WASD或方向鍵來瀏覽日誌 Sandbox Alpha v.289的變更點 +展開 遊戲整體變更修正 新增區域灰狼山 增加攀岩系統 增加信號槍 增加統計項目於選單 增加玩家日誌的追蹤地點(存檔點),狀態,允許玩家添加訊息 增加獵槍修理工具,用來維護獵槍 增加磨刀石,用來維護刀具 增加磨刀石和修理工具的物品配置點於沙盒模式,並且新增新的物品配置點已確保在舊記錄會配置 增加干擾獵槍準度的因素 增加體力值影響獵槍準度(晃動) 增加救生弓的預瞄準心 Added on-screen indicators for all types of damage. 增加部分釣魚小屋有半毀的門來遮蔽風 更新洞窟接連外頭溫度的變化,洞窟內溫度受到外面氣候影響而變化 增加新的死亡,Near Neath,區域音樂 增加新的指標於歡樂谷用以幫助指引到新區域灰狼山 更新風會影響樹,樹枝,草及香蒲的晃動 更新鹿的模組以及鹿屍體的模組 更新玩家狀態呈現只有在玩家開啟生存儀錶板時才會知道 更新衝刺的耐力值更明確,當玩家無法跑的時候會顯示其原因 Updated Location text labels. Updated the names of some of the “transition” regions, to give them a unique identity. Updated the Sandbox menu for improved usability. Updated Low Health screen effects to better communicate critical health status. 所有區域解鎖,玩家可於任一區域重新開始(不必在探索到才解鎖) 遊戲內容修正 修正當玩家生營火後會突然的燒死自己的問題(導致受傷禍死亡) 修正玩家可以透過掉落結冰湖面而重生在岩石內的問題 Fixed issue where one of each relevant raw material item would remain after crafting an item. 修正0卡路里的食物可以收回背包的問題 修正煤炭會重置在空中的問題 修正獵槍可以在瞄準狀態下重新裝填的問題 修正獵槍可以在瞄準狀態下重新裝填未完成後仍擊發的問題 修正獵槍可以瞄準在非瞄準框內的問題 Fixed issue with not being able to break down respawned Hardwood and Softwood Limbs Fixed issue with breakable objects respawning after being broken down outdoors. 修正低機率當靠近收割完成的動物屍體時有機會黑屏的問題 Fixed issue with getting kicked out of vehicle when trying to place objects. 修正捕獸圈可以在設置後仍能隨意搬動的問題 修正樹根/樹枝/limbs有時會不重生在應該有的位置 Fixed issue where animal corpses outdoors would thaw if the player was inside a sheltered location. 修正即席獵刀.即席斧頭.重鎚.撬棒無法清除冰釣口的問題 Fixed issue where Arrows would become very large when hitting certain surfaces. 呈現與效果修正 Fixed issue with mountains being rendered in front of chain-link fence in Pleasant Valley. Fixed issue where barrel smoke would be visible after re-equipping a holstered Rifle. [PC/Xbox] Fixed potential clipping of sun/moon above the line of the horizon. 控制端修正 Fixed issue where mouse could occasionally exit the active game window. Fixed issue where gamepad input was being received when game not in focus. Fixed issue with excessive GPU usage when game not in focus. 存檔系統修正 Fixed rare crash in old games when saved during certain Moon phases. Fixed issue where if the survivor had a sprained wrist, a where a weapon would be re-equipped after loading the game. [Xbox Only] Fixed issue where players could play without being signed in to an Xbox profile, which would result in losing game progress when the console was turned off. 成就修正 修正玩家需在室外渡過多一晚才能拿到成就夜行者(Night Walker)的問題 修正靈芝茶和玫瑰茶的使用無法拿到成就立足於大地之上(Living Off the Land)的問題 玩家介面修正 Fixed issue where the game could crash when opening cans in the Cooking UI. Fixed issue where it was not possible to Cancel Cooking or Opening Cans actions. Fixed issue where Crafting buttons were visible while Crafting action was underway. Fixed issue where a burned out Torch could still be used to start a fire. Fixed issue with LMB+RMB causing placed objects to blur and be placed in the air. Fixed issue where the Inventory action label for Matches displayed “Equip” instead of “Strike”, as they must be used from first-person view. Fixed issue where the Main Menu would occasionally fade out when on a secondary menu layer. 音效修正 Fixed issues where audio could become distorted or muted when using Alt-Tab. Fixed issue where wind audio could sometimes disappear in Desolation Point. Removed error noises when triggering boil water/melt snow. Fixed issue with torch audio continuing to loop after harvesting a lit torch. Fixed issue where Mouse adjustment sliders in the Options Menu would not trigger a sound. [Xbox Only] Fixed issue where audio could occasionally stutter for streaming sounds. Sandbox Alpha v.280的變更點 +展開 遊戲整體變更修正 從屋內外出時的讀取時間縮短30% 月量增加了光亮效果 星空變更為球面狀的投射方式並隨時間移動 修正潛行時行經地面有草的情況草會消失的問題 兔子皮在畫面上顯示的大小變小 物品使用時,閱覽的位置變更 修正燈塔的架子破壞時剪貼版會浮在空中的問題 簡易箭矢隨機配置在區域內 Fixed intermittent audio pauses/gaps [Xbox One] 遊戲內容修正 修正與野生動物近身戰鬥時獵槍會消失的問題 修正補獸圈設置後瞬間捕獲兔子的問題 修正補獸圈有時會無法回收的問題 調整神秘湖的野生動物重生時間以平衡其他區域 修正鐵絲網可以遮風的問題 修正持有的水扔棄在地板時,水瓶內的水會減少的問題 增加物品入手的時候(檢閱下),在只有微量的光源下仍可看到 變更荒涼角的洞窟在進入時鹿的屍體開始解凍,並且洞窟進入時屍體才生成的狀況做變更 烏鴉的羽毛掉落的機率上升 增加少量機率箭頭會生成在收銀機或工具箱內 家具破壞後的素材改成掉落在與玩家作用的點而不是原本家具的位置 存檔系統修正 修正車子的顏色重置在讀取紀錄的時後 修正存檔失敗造成舊的紀錄無法讀取的問題[只有在Xbox One]。 玩家介面修正 Updated Can Opening UI to use the cover-flow style, to make it more consistent with other selection UIs. 修正採集老人鬍地衣與香蒲時沒有跳出的閱覽畫面的問題 修正火把點燃的按鈕,因容易使用錯誤的點燃工具 變更修理後或修理工具選擇時,會回到解體/修理的頁面 增加在以燃油當著火劑時會顯示使用多少的燃油 Non-stackable Firestarting tools (ex. Firestriker) now show their Condition value, vs. simply saying “None”, in the Firestarting UI. 無法在採集中取消來控制採集的數量 Made some improvements to how we handle auto-repeat actions (ex. holding down a key or controller stick), which should help avoid accidental repetitions. 追加釣魚及休息時的情報以利時間掌控 生火後可以在營火或壁爐上看到剩餘的燃燒時間(指標移上去) コンテナ選択時並べ替え/フィルターアイコンが表示されない問題の修正[Xbox Oneのみ]。 暴風油燈或火把裝備的時候會在畫面上顯示圖標 修正治療症狀需要休息時間為0的時候即消失 Fixed issue where HUD condition icons were partially covered during time accelerated actions. Fixed issue with Inventory selection when dropping items from a stack while sorting by weight. 修正滑鼠油標重置(跳回中間)在使用急救物品時 修正物品閱覽時,獵槍不是從中心點迴轉的問題 Fixed issue where scrolling audio wouldn’t always play correctly, when scrolling through menu items. 變更火把(點燃)的狀態可以在生火的火口上顯示 修正修理時間短的時後沒有跳出進度條的問題 Fixed issue where smashing open a can from Feed Fire screen would return to Fuel tab, also added (Opened) tag to cans on Feed Fire screen. 燃料は所持品画面と給油画面に表示されるよう修正。 增加煮熟或加熱的物品會後會跳出顯示 Sandbox Alpha v.271での変更点 +展開 バグ修正 沿岸ハイウェイの廃坑に近づいた際にクラッシュすることがあるのを修正(XboxOneでは問題ありません) キャンプ管理事務所とプリーザント・バレー内の商店でクラッシュする問題の修正 屋外でのフレームレート改善(Xbox Oneのみ) 野生生物が残す足跡過多による速度の低下の修正(Xbox Oneのみ) 視点を変更した際、ライフルの狙いが安定しない問題の修正(Xbox Oneのみ、Steam版はv.270で修正済み) 霊芝茶に時々効果がないことがある問題の修正。(Xbox Oneのみ、Steam版はv.270で修正済み) Sandbox Alpha v.270での変更点 +展開 バグ修正他 Windowsシステムに寄る起動時のクラッシュを修正 「セーブデータの不整合」が正しく表示されない問題の修正。このメッセージを誤って受信した場合リーダーボードにスコアがアップロードされています。 以前の更新で行ったマウス感度の再調整 質感(QUALITY)が高(High)、最高(Ultra)向けのSSAO(遮蔽物を含めた光源計算/立体感の強調効果)を無効にするオプションの追加 マルチモニター使用時のFOV調整。以前はゲーム起動時のみチェックしていました。 古いセーブデータを読み込んだ際、置いてあるアイテムが複製される問題の修正。 古いセーブデータを読み込んだ際、車内(トランク、グローブボックス)のアイテムを失う問題の修正。 セーブロード時にコンテナ内のアイテムを失う可能性がある問題の修正。 いくつかの矢と鏃がマップ内に配置されるように変更。 即席斧で白樺、楓の苗木を採取できない問題の修正。 荒れ果てた岬(Desolation Point)の捕鯨船で動けなくなる問題の修正。 同じくマットのトラック近くの氷周辺で動けなくなる問題の修正。 プリーザントバレーのスキーターの尾根で動けなくなる問題の修正。 他のマップへ続く道の崩れたハイウェイ(Broken Highway)で動けなくなる問題の修正。 建物から屋外に出たときに天候が変わる問題の修正。 健康状態が低い状態での画面効果を変更。 ステータスバーのテキスト翻訳を修正。 画面に地名表示が残ってしまう問題の修正。 修理画面で必要な素材が全部赤文字で表示されているのを変更。現在は所持していない素材だけ赤文字で表示されます。 マフラー等の修繕に他の衣服と同様に裁縫道具が必要なように修正。 金庫のダイアルを回す際、矢印キーが使えなかった問題の修正。 ライフルで狙いながら視点変更した際に生じるラグを修正。 霊芝茶に効果がないことがある問題の修正。 Sandbox Alpha v.265での変更点 +展開 バグの修正 特定の室内に入った時クラッシュする可能性があった問題の修正。 特定の解像度でインターフェースの文字が小さく固定されてしまっていた問題の修正。 特定の解像度でインターフェースの一部をクリックできない問題の修正。 Sandbox Alpha v.264での変更点 +展開 追加要素・変更点 エリアの追加「Desolation Point(荒廃した土地)」 フィールド上の任意の点にアイテムが置けるようになりました。 溶鉱炉が追加され、鋳造が出来るようになりました。 新しいアイテムが追加されましたハンマー 即席のナイフ 即席の手斧 石炭 金鋸(原文には無い追加アイテム) 新しい場所を発見すると、画面上にテキストで表示されます。 HUDのテキストは、すべてアイコンで置き換えられました。 サバイバルパネルがステータス画面を含む新しいものになりました。 気象システムが一新され、天候のビジュアルが変わり、一定のパターンで天気が変わるようになりました。 風のシステムが変更され、現在の高度・位置・温度・時間帯に基づくようになりました。 新しいサウンドシステムにより、装備によって移動中の音が変わるようになりました。 PC/Macでのゲームパッド使用を幅広くサポートするようになりました。 ゲームチューニング&バグの修正 食料を分けて食べたときだけ食中毒になっていた問題の修正 Macで明るさの問題を修正しました。PCでの明るさと同じにしました。 アイテムのソートはアクティブな欄のみ反映されるようにしました。 アイテムの探索状態から直接水が飲めるようになりました。 焚き火等から松明を着火する際、他の選択肢が出ないように変更。 特定のコンテナで重量100%まで物が入れられない問題の修正 本のドロップ後重量が変わる問題の修正 戦闘及び着火オプションの操作キー変更が有効に 移動キーと同じキーでメニュー画面が操作出来るようになりました。 アイテム作成後、次のアイテム作成ボタンが反応するまでラグがあった問題の修正 動物からの剥ぎ取りで「コンディションが低すぎます」と言う紛らわしいテキストの修正 プレイヤーが目覚めたときセーブされるように変更 点火中の松明等が熱源になるように変更 音声がループする問題の修正 雪の上に落とす又は散乱したアイテムが、ランダムに雪に埋まるように変更 近くの火が消えたときに目覚めるのは、凍えているときのみに変更 何も着てないときは、服が破れるイベントが発生しないようになる(オオカミとの戦闘と思われる) 発炎筒を持っている時にオオカミのAIを変更しました。 アイテム作成中のアイテムの切り替えで通常と違った動作があるのを修正 アイテム作成時間が延びる問題を修正 [XBOX ONEのみ]光源のずれを修正 戦闘時のダメージ補正の変更(ハンマー・即席のナイフ・即席の手斧の追加とその他修正) 氷に釣りの穴を開ける際に起こるアイテム劣化の低下 ハンマーと鉄梃で釣りの穴を開けられるように変更 鉄梃の耐久度増加 動物の剥ぎ取り時間の変更 建物の道具入れにツールボックスが入っている可能性の増加 ハンマーで家具等を壊せるように Sandbox Alpha v.258での変更点 +展開 バグ修正他 長期間生存時、非常に稀なケースで生存時間が計上されないバグの修正 特定の解像度で、ボタンが干渉する問題の修正 オプション設定での視点変更操作の反転が反映されないバグの修正 夜の雪の明度を低減 氷の下に落ちて自動セーブされた後、ロードすると構築された世界の外に出てしまう問題の修正 地面に設置してあるコンテナが元の位置に戻らなかった問題の修正(?) 確認ダイアログの表示時、下部ユーザーインターフェースへの入力が処理されてしまう問題の修正 オオカミが放浪者(Pilgrim/イージーモード)で襲いかかってくるバグの修正 オオカミと戯れる時に出血効果が乗っていなかった問題の修正 オオカミのプレイヤー足音の検知範囲を拡大 屋内オブジェクト内のアイテム生成時、屋内の状態がリセットされる問題の修正(Xbox Oneのみ) Sandbox Alpha v.257での変更点 +展開 バグ修正他 オオカミを倒した後、まれに攻撃し続けるバグの修正 低体温症はプレイヤーが『非常に寒い(Freezing)』状態で無い限り、徐々に回復するように修正 単一の感染症リスクから複数の感染症にかかるバグを修正 複数の感染症リスクが適切に治療出来なかった問題の修正(?) アイテム点検時に画面が動かなくなり、閲覧終了時にクラッシュする問題の修正 非常に古いプロファイル(旧バージョンのセーブデータまたは設定ファイル?)を読み込んだ時にクラッシュする問題の修正 格納場所から所持品へ単発の弾薬を移動させた際、消失してしまう問題の修正 一本の松明から焚き火と松明作成を延々繰り返せる問題の修正 初期化後設定メニューから戻った時、設定したスライダーが初期化されない問題の修正 放浪者(Pilgrim)の説明でのタイプミスを修正 OBSとXsplitの互換性の修正[PCユーザーのみ] 以下の変更はPC/Macのプレイヤーにのみ適用され、Xbox Oneについては次の修正に含まれます 最初に修繕(Repair)画面が表示された時に修繕ボタンが表示されない問題の修正 アイテムの点検画面またはホットキーから完成していない弓(?)が点検メニューやホットキーから装備出来てしまう問題の修正 オオカミがミステリー湖の脱線列車内のプレイヤーを攻撃出来てしまう問題の修正 Sandbox Alpha v.256での変更点(意訳多め) +展開 薪の収集方法を『サバイバルパネルからコマンド実行』から『直接拾う』仕組みに変更屋内のオブジェクト(椅子、箱、カーテン等)も解体することで、廃材や布等を手に入れることが出来るようになりました。 屋外での焚き火のシステムを更新焚き火の熱量を上げるために燃料を追加する必要ができました。 放浪者(イージー)旅行者(ノーマル)モードではどんな状態の火でも、冷却におけるステータスの低下を阻止します(ただし温まるには火の温度が外気温を超える必要があります) 追跡者(ハード)モードでは、温める前に火の温度が外気温を超える必要があります。 狼との戦闘方法を変更操作方法とインターフェースを簡素化し、力をためる必要が無くなりました。 応急処置システムを更新インターフェースを変更し、タイプごとの症状を分かり易くしました。 並びに、手首捻挫、裂傷/あざ、低体温症などの症状を追加しました。 移動モーションを変更し、『走る』から『全力疾走』に変更スタミナ制を導入し『走る』から『全力疾走』に変わり制限が付きました。 ゲージは時間経過で回復します。 全力疾走時は疲労値が上昇しやすくなります。 代わりに徒歩のスピードが少し上がっています。 物理的なオブジェクトが確実に風や雪を防ぐように変更その状態が分かるように画面左下に『盾と風のアイコン』で知らせてくれます。 上記(盾と風)防風アイコンほか、冷え、あたたかいなどのHUDテキストを置き換え防風アイコンが表示されている場所なら、焚き火が風の影響を受けません。(ただし風向きも変わりやすいので注意して下さい) コントローラーでの移動時、間違って押してしまうしゃがんでしまう事故を防ぐためにしゃがむをLBボタンに変更伴ってボタンのマッピングを変更、ソートはLS押しになりました。 野生生物、温度、場所、時間などで異なる鳥の鳴き声を追加鳥の鳴き方で捕食者の存在を知ることが出来ます。 1500以上の効果音を追加風で起こる金属などが立てる音などで人工建造物を識別することが出来るはずです。 キャンプファイヤー、松明、発煙筒、ランタンなどの画面効果と効果音を更新着火時徐々に火が強くなる音、水を湧かす時に泡立ちが細かくなる等、よりリアリティを感じるようになっています。 雪のビジュアルが天候や風の状態で変わるように変更 何らかのアクションが取れるオブジェクト以外、照準(画面中心の点)がフェードアウトするよう変更 バグの修正 『HUD非表示のスクリーンショット(F10)』が確実に動作するように修正 魚の重量を正しく保存、復元するように修正 野生生物関連の音が歪んでしまうバグの修正 洞穴内で焚き火が出来ないことがある問題の修正 二つの基本的なベッドでの暖かさボーナスの調整? 壊れたライフル/弓の装備ボタンを削除 コントローラの操作をしやすくするためスティック入力の遊びを調整 夜の樹木の白いアウトラインを修正 実績『Exploration Game(探索ゲーム)』が取得出来ないことがあるバグの修正 矢が圧縮される問題の修正(新しい矢の作成時、既存の矢の状態に引きずられてしまう問題の修正) 桃缶が調理後、適正に熱を失うように修正 所持品画面で小数点以下2桁まで重さを表示するようにUIを変更 ランタンを解体時、別のランタンを持っていればそちらに燃料を移せるように変更 ランタン給油時、キャンセルした時のゲージの進捗に応じて給油するように変更 [Xbox版のみ]プロファイルが一つのみの場合はそれを自動で選択 [Xbox版のみ]二つ目の有線コントローラを使用しているときに応答しなくなる問題を修正 [Xbox版のみ]コントローラの切断を検出し適切に処理
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CheckIO Mineの問題和訳 問題ページのうち, 問題の前提となる小話は訳してません. また各問題ページ下部にある「Precondition」は「前提条件」のため訳しません(数値の範囲などだけなので). Skew-symmetric matrix Flatten a list Call to Home Pattern Recognition Cipher map Buildings visibility Painting Wall Palindromic Palindrome Magic Square Mathematically Lucky Tickets Periodic Table Skew-symmetric matrix Discover if a square matrix is skew-symmetric. In mathematics, particularly in linear algebra, a skew-symmetric matrix(also known as an antisymmetric or antimetric) is a square matrix A whose transpose is also its negative. This means it satisfies the equation A = −A^T. If the entry in the i-th row and j-th column is aij, i.e. A = (aij) then the symmetric condition becomes aij = −aji. You should determine whether the specified square matrix is skew-symmetric or not. You can find more details on Skew-symmetric matrices on its Wikipedia page. Input A square matrix as a list of lists with integers. Output If the matrix is skew-symmetric or not as a boolean. How it is used Skew-symmetric matrices can be useful for the cross product, an operation in mathematics used in the calculation of movement of forces. Matrixes are basis for the linear algebra and vector graphics. 訳 数学のとりわけ線形代数において, 歪対称行列(反対称行列とも知られる)とは正方行列Aが自身の転置の-1倍と等しいものを言う. これはA = -A^Tという方程式を意味する. i行目とj列目の要素a_ijは, 条件から, a_ij = -a_jiとなる. あなたは正方行列が歪対称行列かどうかを判定する. 歪対称行列について詳しくはWikipediaを参照のこと. 入力 リストのリストで表現された正方行列, 要素は整数 出力 歪対称行列かどうか, boolean 備考 歪対称行列はクロス積(外積), 力の移動の計算などの操作でよく使われる. 行列は線形代数とベクタグラフィックスの基礎である. Flatten a list Make out Nicola s nested list and tweet how you did it. Nicola likes to categorize all sorts of things. He categorized a series of numbers and as the result of his efforts, a simple sequence of numbers became a deeply-nested list. Sophia and Stephan don t really understand his organization and need to figure out what it all means. They need your help to understand Nikolas crazy list. There is a list which contains integers or other nested lists which may contain yet more lists and integers which then… you get the idea. You should put all of the integer values into one flat list. The order should be as it was in the original list with string representation from left to right. We need to hide this program from Nikola by keeping it small and easy to hide. Because of this, your code should be shorter than 140 characters (with whitespaces). Input data A nested list with integers. Output data The one-dimensional list with integers. How it is used This concept is useful for parsing and analyzing files with complex structures and the task challenges your creativity in writing short code. 訳 ニコラはあらゆる物事を分類するのが好きだ. 彼はいくつかのシリーズを分類した結果, 単純なシーケンスは深くネストしたリストになった. ソフィアとステファンは彼の構成を理解できず, どのような意図があるかもわからなかった. 彼らはニコラのクレイジーなリストを理解するためにあなたの助けを必要としている. 整数または複数のネストしたリストがありあなたはアイデアを得ている. あなたは全ての整数を1つの平たんなリストにしなければならない. 順序は元のリストの左から右にたどったものとする. 私たちはこの問題をニコラから隠す必要がある. このため, あなたのコードは140文字以内(ホワイトスペースを含む)にしなければならない. 入力 ネストしたリスト 出力 1次元のリスト 備考 このコンセプトは複雑な構造のファイルを解析, 分析するのに使われたる. またこのタスクはあなたの創造性に対する挑戦である. Call to Home So-phie phone home. 1Nicola believes that Sophia calls to Home too much and her phone bill is much too expensive. He took the bills for Sophia s calls from the last few days and wants to calculate how much it costs. The bill is represented as an array with information about the calls. Help Nicola to calculate the cost for each of Sophia calls. Each call is represented as a string with date, time and duration of the call in seconds in the follow format "YYYY-MM-DD hh mm ss duration" The date and time in this information are the start of the call. Space-Time Communications Co. has several rules on how to calculate the cost of calls First 100 (one hundred) minutes in one day are priced at 1 coin per minute; After 100 minutes in one day, each minute costs 2 coins per minute; All calls are rounded up to the nearest minute. For example 59 sec ≈ 1 min, 61 sec ≈ 2 min; Calls count on the day when they began. For example if a call was started 2014-01-01 23 59 59, then it counted to 2014-01-01; For example 2014-01-01 01 12 13 181 2014-01-02 20 11 10 600 2014-01-03 01 12 13 6009 2014-01-03 12 13 55 200 First day -- 181s≈4m -- 4 coins; Second day -- 600s=10m -- 10 coins; Third day -- 6009s≈101m + 200s≈4m -- 100 + 5 * 2 = 110 coins; Total -- 124 coins. Input Information about calls as a tuple of strings. Output The total cost as an integer. How it is used This mission will teach you how to parse and analyse various types data. Sometimes you don t need the full data and should single out only important fragments. 訳 ニコラはソフィアが何度も電話してくるため, 彼女の電話代が高額だと確信しています. 彼はここ数日のソフィアの電話代を取り, そのコストを計算したい. 請求書は電話の情報を伴った配列で表現される. ニコラがソフィアの電話代のそれぞれのコストを計算するのを手助けする. それぞれの電話は日, 時間, 通話時間(秒)を含んだ文字列で表現され, 以下のフォーマットに従う. "YYYY-MM-DD hh mm ss 通話時間" 日付と時間は電話の開始時の情報である. スペースタイムコミュニケーションズ会社は通話のコスト計算にいくつかのルールを決めている. 1日のうち最初の100分は1分あたり1コイン それ以降の100分は, 1分あたり2コイン 全ての通話時間は最も近い分に切り上げる. たとえば59秒は1分で, 61秒は2分だ. 通話は開始した日から数える. たとえばもし通話が2014-01-01 23 59 59から始まったなら, それは2014-01-01として数える. たとえば 2014-01-01 01 12 13 181 2014-01-02 20 11 10 600 2014-01-03 01 12 13 6009 2014-01-03 12 13 55 200 初日 181秒≈4分 4コイン 2日目 600秒=10分 10コイン 3日目 6009秒≈101分 + 200秒≈4分 100 + 5 * 2 = 100コイン 合計 124コイン 入力 文字列のタプルとして通話に関する情報. 出力 合計コストを整数で. 備考 このミッションはあなたに様々な種類のデータの解析と分析について教える. 時々あなたは完全なデータを必要とせずに, 情報の重要な一部だけを選び出すだろう. Pattern Recognition Teach the robot’s drones to recognize basic patterns and flag them. To explore new islands and areas Sophia uses automated drones. But she gets tired looking at the monitors all the time. Sophia wants to learn the drones to recognize some basic patterns and mark them for review. The drones have a simple optical monochromatic image capturing system. With it an image can be represented as a binary matrix. You should write a program to search a binary matrix (a pattern) within another binary matrix (an image). The recognition process consists of scanning the image matrix row by row (horizontal scanning) and when a pattern is located on the image, the program must mark this pattern. To mark a located pattern change 1 to 3 and 0 to 2. The result will be the image matrix with the located patterns marked. The patterns in the image matrix are not crossed, because you should immediately mark the pattern. Input Two arguments. A pattern as a list of lists and an image as a list of lists. Output The marked image as a matrix as a list of list. How it is used As we can see in the first paragraph, this task is simple monochromatic pattern recognition. You can take a monochrome image and find various subimages inside such as the alien spaceships in the Galaxy Game ;-) 訳 新しい島を探索するためにソフィアは自動操縦ドローンを使う. しかし彼女は毎時間モニターを見るのに飽きた. ソフィアはレビューのためにドローンに単純な認識とマーク付けをさせることを学びたい. ドローンはモノクロ写真を撮影するシステムを持っている. このとき画像は二進数の行列として表現される. あなたはバイナリ行列(画像)の中から, バイナリ行列(パターン)を検索するプログラムを書く. 認識処理は画像を走査(水平スキャン)によって構成され, パターンが画像の中で見つかると, プログラムはこのパターンをマークする. パターンが一致する箇所のバイナリを0なら2に, 1なら3にすることでマーキングする. 結果はパターンがマーキングされた画像になる. 画像内のパターンは交わらない. 入力 2つの引数. パターンとしてのリストのリスト, 画像としてのリストのリスト. 出力 リストのリストとしてマークされた画像。 備考 最初のパラグラフで見たように, このタスクは単純なモノクロ画像認識である. あなたはモノクロ画像を得, 銀河のゲーム内のエイリアンの宇宙船のように内部の様々なサブイメージを見つけることができる. Cipher map Write a cipher program to encode a secret password. Help Sofia write a decrypter for the passwords that Nikola will encrypt through the cipher map. A cipher grille is a 4×4 square of paper with four windows cut out. Placing the grille on a paper sheet of the same size, the encoder writes down the first four symbols of his password inside the windows (see fig. below). After that, the encoder turns the grille 90 degrees clockwise. The symbols written earlier become hidden under the grille and clean paper appears inside the windows. The encoder then writes down the next four symbols of the password in the windows and turns the grille 90 degrees again. Then, they write down the following four symbols and turns the grille once more. Lastly, they write down the final four symbols of the password. Without the same cipher grille, it is difficult to discern the password from the resulting square comprised of 16 symbols. Thus, the encoder can be confident that no hooligan will easily gain access to the locked door. Write a module that enables the robots to easily recall their passwords through codes when they return home. The cipher grille and the ciphered password are represented as an array (tuple) of strings. Input A cipher grille and a ciphered password as a tuples of strings. Output The password as a string. How it is used Here you can learn how to work with 2D arrays. You also get to learn about the ancient Grille Cipher, a technique of encoding messages which has been used for half a millenium. The earliest known description of the grille cipher comes from the Italian mathematician, Girolamo Cardano in 1550. 訳 ソフィアがパスワードを解読するを手助けをしよう. そのパスワードはニコラが暗号化マップで暗号化したものだ. 暗号化格子は4×4の平方の紙で, 4つの窓が切り取られている. 同じサイズの紙に格子を置くと, エンコーダは窓の中にある彼のパスワードの最初の4つのシンボルを書きとめる(下記図参照). その後, エンコーダの格子を時計回りに90度回転させる. 前のシンボルは格子の下に隠れ, 窓の中には別のシンボルが現れる. エンコーダは窓の中にあるパスワードの次の4つのシンボルを書きとめ, 再び格子を90度回転させる. そして, 更に4つのシンボルを書きとめ, 更に回転させる. 最後に, パスワードの4つのシンボルを書きとめる. 同じ暗号化格子がなければ, 16のシンボルから構成される正方形のパスワードを識別することは困難である. したがって, エンコーダがよそ者がロックされたドアを容易に開けられないことを確信している. ロボットが家に帰ってくるときに簡単なコードを通してパスワードを思い出すのを可能にするためのモジュールを書こう. 暗号化格子と暗号化されたパスワードは文字列の配列(タプル)として表現される. 入力 暗号化格子と暗号化されたパスワードを文字列のタプルとして. 出力 パスワードを文字列で. 備考 ここであなたは2次元配列の操作方法を学ぶことができる. 古代の格子暗号, 500年前に使用された符号化メッセージの技術について学ぶことができる. 最も古く知られる格子暗号の記述はイタリアの数学者で, 1550年のジェロラモ・カルダーノだ. Buildings visibility Determinate how many of the buildings are visible from the area just south of where we set up base. The robots have requested your help setting up a new base on the island. They need you to define the visibility of a building from a specific direction, in this case, south. To help you out, you have been given a map of the buildings in the complex. The map is an orthogonal projection of each of the buildings onto a horizontal plane. It is oriented on a rectangular coordinate system so that the positive x-axis points east and the positive y-axis points north. No two buildings in the map overlap or touch. Each of the buildings have perfectly rectangular sides and are aligned from north to south and from east to west. The map is a list of buildings. Every building is presented as the list with coordinate of south-west corner, coordinate of north-east corner and height - [Xsw, Ysw, Xne, Yne, height]. We need to determinate how many of the buildings are visible from the area just south of the base (excluding the angle of vision, just using projection.) See the illustration below. Input A list of lists with buildings coordinates and heights. The coordinates are integers. The heights are integers or floats. Output The quantity of visible buildings, an integer. How it is used Image recognition systems. 訳 島で新しい基地を作るために, ロボットはあなたの助けを必要としている. ロボットは特定の方向から建物の視界を決めるためにあなたを必要とする. このケースでは南である. あなたを助けるために, あなたに複雑な建物のマップが与えられる. マップはそれぞれの建物の水平面への正投影である(俯瞰図). これは正を東とするx軸と正を北とするy軸の座標からなる. 2つの建物はマップの中で重ならない. それぞれの建物は完全な四角で, 北から南, 東から西に整列している. マップは建物のリストでもある. それぞれの建物は南西角の座標と北東角の座標と高さのリスト, [Xsw, Ysw, Xne, Yne, height]で表さられる. 私たちは基地の南からの視界に映る建物の数を数える必要がある(視野角などは除く, 平面だけを使う). 詳しくは下のイラストの通りだ. 入力 建物の座標と高さを含むリストの律祖. 座標は整数で, 高さは整数か浮動小数点. 出力 視認可能な建物の数, 整数. 備考 画像認識システムだ. Painting Wall How many times do you have to paint a wall? Nicola has built a simple robot for painting of the wall. The wall is marked at each meter and the robot has a list of painting operations. Each operation describes which part of wall it needs to paint as a range from place to place, inclusively. For example the operation [1, 5] means to paint the sections from 1 to 5 meters including sections 1 and 5. Operations are executed in the order they are placed in the list of operations. If the range of various operations are overlapped, then they must be counted once. Stephan has prepared a list of operations, but we need to check it before the robot executes its painting plan. You are given the number of meters on the walls which need painting, (the painted zones can be separated by non painted parts) and the list of operations prepared by Stephan, you should determine the number of operations from this list required to paint the designated length of the wall. If it s impossible to paint that length with the given operations, then return -1. Input Two arguments. The required length of the wall that should be painted, as integer. The second is a list of the operations that contains the range (inclusive) as a list of two integers. Output The minimum number of operations. If you cannot paint enough of the length with the given operations, return -1. Hint To handle the beginning-end of the list, you could try running a binary search. How it is used This skillset is often used in computer simulations. 訳 ニコラは壁を塗るために単純なロボットを組み立てた. 壁はメートルごとに区切られており, ロボットは塗装操作のリストを持っている. それぞれの操作は塗装を必要とする場所から場所への範囲として記述される. たとえば, [1, 5]という操作はセクション1と5を含む1から5mを塗装することを意味する. 操作はリストの順序に実行される. 様々な操作の範囲が重なっているときは, ただ1回だけカウントすべきである. ステファンは操作のリストを用意するが, 私たちはロボットは塗装計画を実行する前に, チェックする必要がある. あなたにはステファンが用意した操作のリストと塗装に必要な壁の長さ(塗装エリアは塗装されない箇所で区切られる)の数が与えられる. あなたは壁の長さが示された, 塗装が必要なリストの操作の数から決定する. 与えられた操作が実行不可能な長さの場合, -1を返す. 入力 2つの引数. 塗装するのに必要な壁の長さと, 2つの整数からなる塗装範囲を含んだ操作のリストのリスト. 出力 操作の最小階数. 不可能な場合は-1. ヒント リストの開始から終わりまでの操作をするために, あなたは二分探索に挑むことができる. 備考 このスキルセットはコンピュータシミュレーションでしばしば使われる. Palindromic Palindrome Can you write a palindromic program with a function that checks for palindromes? Write a palindromic program with a checkio(s) function that checks whether s (a string) is a palindrome. For this task, using "#" is forbidden. You can use other methods for the function s definition (for example a lambda). The test will try to run the function "checkio" from your code. The example of the palindromic code checkio=lambda x x#x x adbmal=oikcehc However, in your code, you can not use "#". Input A text as a string. Output Palindrome or not as a boolean. How it is used This task is a challenge in creativity and is designed to show you the hidden depths of programming languages. 訳 回文sかどうかを判定する回帰性のあるcheckio(s)関数を書こう. このタスクのために, # を使うことは禁じる. あなたは関数の定義のために他のメソッドを使うことができる(たとえばラムダ式など). テストはあなたのコードからcheckio関数を実行しようとする. 回帰性のあるコードの例をあげよう. checkio=lambda x x#x x adbmal=oikcehc ただしあなたのコードでは"#"は使用禁止だ. 入力 文字列としてテキスト 出力 回文かどうか, boolean 備考 このタスクはあなたの創造力への挑戦であり, プログラミング言語の隠された深層をあなたに見せるだろう. Magic Square Use your skills to finish an incomplete magic square. In mathematics a magic square is an arrangement of numbers (integers in our case) in a square grid, where the numbers in each row, each column and the numbers in the forward and backward main diagonals, all sum up to the same number. You have been given an incomplete magic square (with a size from 3 to 5). With your coding skills, you must finish the square. It must be a normal magic square and contain integers from 1 to n^2 without repeating. The square is presented as a list of lists with integers. Zero is used to mark an empty cell. You should return a completed magic square. The task may have multiple solutions. You can read more about the about Magic Squares on Wikipedia. Input A partially filled magic square as a list of lists with integers. Output The completed magic square as a list of lists with integers. How it is used This is a constraint satisfaction problem. It s used not only for solving puzzles, but also for planning and resource allocation in city planning, construction and just about everywhere else. 訳 数学の魔方陣とは, 正方形のグリッドに整数を配置するもので, ここで数字は行, 列, 並びに対角線の和が全て同じ値になるように配置しなければならない. あなたには不完全な3x3~5x5の魔方陣が与えられる. あなたのコーディングスキルを使えば, 魔方陣を完成させられるはずだ. 普通の魔方陣は重複なしに1からn^2までの整数を含む. 魔方陣は整数を含んだリストのリストとして表現される. ゼロは空のセルのマークとして使われる. あなたは完全な魔方陣を返す. このタスクは多重解を持つこともある. 魔方陣について詳しくはWikipediaにて. 入力 不完全な魔方陣, リストのリストとして表現される 出力 完全な魔法陣, リストのリストとして 備考 これは制約付き問題である. パズルを解くときだけでなく, 都市計画のリソース制限計画などでも使われる. Mathematically Lucky Tickets Determine whether a 6-digit number on a ticket is mathematically ‘lucky’ or not. The "Mathematically lucky tickets" concept is similar to the idea of the Russian "Lucky tickets". It refers to the old public transport tickets that had 6-digit numbers printed on them. You are given a ticket number and the combination of its digits can become a mathematical expression by following these rules. 1. The digits of the number can be split into groups of numbers. 2. You cannot change the order of groups or digits. 3. Each group is treated as a one integer number. (1 and 2 would become 12, etc.) 4. Operational signs (+, -, * and /) are placed between the groups. 5. Parenthesis are placed around subexpressions to eliminate any ambiguity in the evaluation order. For example * 238756 - (2 * (38 + ((7 + 5) * 6))) * 000859 - (0 + (00 + (8 + (5 + 9)))) * 561403 - (5 * (6 + (1 + (40 / 3)))) The ticket is considered mathematically lucky if no combination of its digits evaluates to 100. For example * 000000 is obviously lucky, no matter which combination you construct it always evaluates to zero, * 707409 and 561709 are also lucky because they cannot evaluate to 100 * 595347 is not lucky (5 + ((9 * 5) + (3 + 47))) = 100 * 593347 is not lucky (5 + ((9 / (3 / 34)) - 7)) = 100 * 271353 is not lucky (2 - (7 * (((1 / 3) - 5) * 3))) = 100 The combination has to evaluate to 100 exactly to be counted as unlucky. Fractions can occur in intermediate calculations (like in above examples for 593347 and 271353) but the result must be an integer. Task Given a 6-digit number of the ticket, the program should determine whether it is mathematically lucky or not. Input 6 digits as a string. Output Is it mathematically lucky or not as a boolean. How it is used This is a nice game to improve mind-calculation skills. If you have coder or math-geek friends, then you can give them this as a challenge. Who’s code will check digits faster than the others? After solving this task you will have the skills to cheat! ;-) "数学的ラッキーチケット"のコンセプトは, ロシアの"ラッキーチケット"のアイデアと似ている. それは古い公共交通のチケットで, チケットには6桁の数字が印刷されていた. あなたにはチケットの数字と, いくつかのルールに従ったそれぞれの桁を数式が与えられる. 1. 数字の桁は数字のグループとして分離することができる. 2. あなたは数字のグループの順序を変えることはできない. 3. それぞれのグループは1つの数字として扱かわれる(1と2からなるグループは12として扱う). 4. 演算記号(+, -, *, /)はグループの間におかれる. 5. 丸括弧は順序評価のあいまさをなくすために, 部分式の周りに置かれる. たとえば, * 238756 - (2 * (38 + ((7 + 5) * 6))) * 000859 - (0 + (00 + (8 + (5 + 9)))) * 561403 - (5 * (6 + (1 + (40 / 3)))) チケットの数字の桁の計算結果が100にならないものを, 数学的にラッキーとする. たとえば, * 000000 は明らかにラッキーだ, 0はどういう組み合わせでも0だ, * 707409 と 561709 は100になる組み合わせがないのでラッキーだ * 595347 はラッキーではない (5 + ((9 * 5) + (3 + 47))) = 100 * 593347 はラッキーではない (5 + ((9 / (3 / 34)) - 7)) = 100 * 271353 はラッキーではない (2 - (7 * (((1 / 3) - 5) * 3))) = 100 100と評価された組み合わせは確実にアンラッキーとしてカウントされる. 分数は計算の途中に発生する(593347や271353など)が, 結果は整数となる. タスク チケットの6桁の数字が与えられる, その数字が数学的ラッキーかどうかを判定するプログラムを作成せよ. 入力 6桁の数字を文字列として 出力 数学的ラッキーかどうかをbooleanで 備考 これは計算スキルと改良するよいゲームである. あなたにコーダーか, 数学オタクの友達がいるなら, 彼らに挑戦としてこの問題を教えよう. 誰よりも早くチェックできるコードを書くのは誰か? このタスクを解いたあとならあなたにはチートのためのスキルがある! ;-) Periodic Table Hacking the Periodic Table of Elements, because ‘why not’?
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Market Scenario The worldwide Banking As A Service Market was anticipated to account for a CAGR of ~25.4% in the forecast period of 2021to 2027. When talking about Banking as a Service (BaaS), it is considered the end-to-end procedure that allows the third parties and financial technology companies to build banking services based on the financial services and infrastructure. Global banking as a service market growth is driving due to the rising usage of financial services like professional counseling, banking, mutual funds, wealth management, stock exchange, insurance, tax/audit consultation, treasury/debt instruments, portfolio management, and capital restructuring across the world. However, banking as a service market growth might experience restraints due to the high cost of adoption for banking as a service technology among various industries. The present market has involved some of the major key players such as PayPal, Green Dot Corporation, Square, SolarisbankAG and others across the world, which is helping the market for banking as a service to thrive in the forecast period. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/10717 Competitive Outlook The global banking as a service market is characterized by the presence of several regional and local providers. Some of the key players in the global market are Twilio Inc. (US), Braintree (US), BOKU (US), Coinbase Global Inc., Dwolla (US), Zettle (Sweden), Fidor Bank (Germany), GoCardless (UK), Gemalto (Netherlands), Intuit (US), Square Inc. (US), PayPal (US), Prosper Inc. (US), Solaris Bank (Germany), and Moven (US). Segmentation As per the banking as a service market analysis, the market has been classified based on organization size, type, and application. Based on the organizational size segment, the market for banking as a service has been segmented into small and medium enterprises and large enterprises. Among all, the large enterprise segment is estimated to hold the largest market share during the review time frame. On the basis of type segment, the current market has been segregated into Cloud-based Bank-as-a-Service and API-based Bank-as-a-Service. In terms of the application segment, banking as a service has been divided into NBFC, government, and banks. Of these, the bank segment is projected to generate the highest CAGR and register the largest market share in the research period. The neo-banks is projected to generate the second largest market share as it serves their potential customers. Regional Analysis Regionally, the global banking as a service market has studied various regions like South America, Asia-Pacific, North America, the Middle East Africa, Europe, and the rest of the world. Among all, the European market is estimated to hold the highest CAGR in the review period because of the presence of FinTech companies, the increasing demand for financial services, and the rise in the utilization of advanced technologies in the region. Also, this region is registered to be the fastest-growing market in the analysis period. The European regional market for banking as a service covered some important countries like France, the UK, Italy, Germany and others. All these countries have higher use of digital payment systems, financial services, and online banking, enhancing regional market growth. As per the report of Management International Conference 2019, internet banking is used by approximately 51% of adult Europeans. Also, this percentage is growing continuously year by year. Industry News In May 2021, the prominent digital transformation solutions provider for lending and banking known as Q2 had declared its partnership with Moven. This partnership has aimed to provide digital transformation solutions for the lending and banking sectors. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/banking-as-a-service-market-10717 Table of Contents 1Executive Summary 2Scope of the Report 2.1Market Definition 2.2Scope of the Study 2.2.1Research objectives 2.2.2Assumptions Limitations 2.3Markets Structure Continued…. View Similar Report** https //ict268262635.wordpress.com/2022/04/06/voice-assistant-market-major-application-third-party-usage-micro-market-pricing-analysis-and-geographical-analysis-forecast-to-2030/ B2B Telecommunication Market https //www.scutify.com/articles/2022-04-12-b2b-telecommunication-market-analysis--geographic-growth-opportunities-for-it-security-and-data- Cash Management System Market https //market-research-future.tribe.so/post/cash-management-system-market-size-receives-a-rapid-boost-in-economy-due-to--625d5382d24f49591bd3befb Learning Management System Market By Application (Corporate, Academics), by Deployment (Cloud, On-Premise), by Service (Administration, Performance Management, Content Management, Communication Collaboration) About Market Research Future At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research Consulting Services. 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クエストについて 躓いた人のために牛乳汲み 吟遊詩人 シドクエストシドクスが死ぬ間際の入力 アインブロック研究所の認証手続き シドクスクエスト時の研究所の認証手続き The Sign第一部 第三部 鍵盤クエスト 異世界 生命倫理のクイズの答え 知恵の王の指輪 二つの種族 Z団クエスト 恋人クエスト 会議のおとも 歴史学者(ゲオルグの呪い) 毒薬クエスト 通行証(友達クエスト第1部) 乗り越えられなかった運命(友達クエスト第2部) ヘリオンクエスト 運命のカラス スパイ疑惑 クジラ島をたずねて 大統領クエスト exp変動クエストについてソースを確認してみた 便利なURL集iRO wiki Quest 飛行船追加の数合わせゲーム フィゲルの薬(ビンゴゲームシート作成) クエストについて ひめゆり鯖ではクエスト経験値倍率が10倍(リニューアル前は100倍)です。 クエストで貰える経験値を有効活用して転生しましょう。 注意する点は、クエストで貰える経験値が最大で次のレベルの99%までしか貰えないということ。 (Lv89で経験値200Mを貰えるクエストをしても、Lv90の99%くらいにしかならない) 1つクエストをして経験値が90%台になったら、少し狩りをしてレベルを上げて、またクエスト、というふうにするのが効率的です。 経験値順クエスト/ROクエスト案内所 一部、時間帯指定のクエストがありますが、ひめゆり鯖は現在(2010/09/01時点)、時刻が10分遅れています。 例えば18時開始のイベントの場合、実際には18時10分にならないと開始できません。 躓いた人のために 牛乳汲み 間違っているところを見つけて正しい歌詞を入力する。 正しい歌詞 Brr~Brrbrr~Boobooboo~ Brrrrrr~Booboo~Boorrboo~ Booruboorubrr~Rrrrboo~ Rrrr~Booboorrrr~Boobooru~ Boobooboo~Rururu~Booruboorub~ Boo!B~Boo~ 吟遊詩人 曲名 歌手? 改詞者 At One, I Fall in Love Minty Errende Kino Kitty シドクエスト シドクスが死ぬ間際の入力 Yumir s Heart アインブロック研究所の認証手続き You give me no choice. I guess it s time for me to reveal my secret... fReeDoM eCstAcy JoUrnaLiSm ArMpit DisCoverY hEaDaChE MoonbeAmS jUsTiCE I m the King of all Weirdos! Now you know of my true power. Obey~! 0uNflAPPaBLe LoVaBLe SeCreTs AnD BoWLiNg aGaINST tHe KarMA of YoUtH belief love luck grimace sweat rush folktale rodimus optimus bumblebee LiGhTsPeEd RiGhT SPEed leFT TURn RiGhT BuRn OrIGInAL GaNgSteR SmACk By the power of p-po-poi-po-poi-poin-poing GOD-POING. I NEVER LOSE! uNflAPPaBLe LoVaBLe SeCreTs AnD BoWLiNg aGaINST tHe KarMA of YoUtH ...silence. quiet benevolence... soul mate... wonder. enigma... cloud. opeN,Open!op3n.openOpen0p3nOpEn0pen`open 0Pen open?open!111OPENSESAME burrdingdingdilidingdingphoohudaambandoorabambarambambamburanbamding burapaphurarlandreamduranbatuhiwooikabamturubamdingding シドクスクエスト時の研究所の認証手続き [パターン1] burrdingdingdilidingdingphoohudaambandoorabambarambambamburanbamding burapaphurarlandreamduranbatuhiwooikabamturubamdingding [パターン2] ...silence. quiet benevolence... soul mate... wonder. enigma... cloud. opeN,Open!op3n.openOpen0p3nOpEn0pen`open 0Pen open?open!111OPENSESAME [パターン3] Coboman no chikara-yumei na chikara-daiookii na chikara da ze! COBO ON hfjdkeldjsieldjshfjdjeiskdlefvbd [パターン4] belief love luck grimace sweat rush folktale rodimus optimus bumblebee LiGhTsPeEd RiGhT SPEed LeFT TURn RiGhT BuRn OrIGInAL GaNgSteR SmACk [パターン5] By the power of p-po-poi-po-poi-poin-poing GOD-POING. I NEVER LOSE! uNflAPPaBLe LoVaBLe SeCreTs AnD BoWLiNg aGaINST tHe KarMA of YoUtH [パターン6] You give me no choice. I guess it s time for me to reveal my secret... fReeDoM eCstAcy JoUrnaLiSm ArMpIt DisCoverY hEaDaChE MoonbeAmS jUsTiCE [パターン7] I m the King of All Weirdos! Now you know of my true power. Obey~! 0uNflAPPaBLe LoVaBLe SeCreTs AnD BoWLiNg aGaINST tHe KarMA of YoUtH The Sign 第一部 ガーナへの答え Explore the island Find a way out Stay put Wait for the case to get solved Save the world ダイウへの答え Yes, I do I hate people who do that I can’t destroy such beauty Yes, of course! Yes ヨルニムへの答え Red Gemstone ジスクリエへの返答 Oh gosh, it’s Jesqurienne Stuck-up chick アロンのクイズの答え(この内10問がランダムに出題される)Choose the monster that is a different size than the others. (大きさの違うモンスターは?) Giant Whisper / Marin / Cornutus / Kobold Archer Choose the item that is necessary for a Blacksmith to create a Gladius. (ブラックスミスがグラディウスを作るのに必要な材料は?) Sapphire / Zircon / Topaz / Cursed Ruby Choose the monster on which the mage skill,”Stone Curse”, is ineffective. (ストーンカースが通じないモンスターは?) Elder Willow / Evil Druid / Magnolia / Marc Choose the Job class that cannot equip Silk Robe. (シルクローブを着ることが出来ない職業は?) Swordman / Merchant / Hunter / Mage Choose the building that is the closest to the Item Upgrade Place in Yuno. (ジュノー精錬所に一番近いのは?) Tavern / Monster Library / Tool Shop / Weapon Shop Choose the NPC that looks different than all others. (次の中で同じ外見じゃないのは?) Prontera Hollengrhen / Prontera Doll Merchant / Izlude Meat Merchant / Morroc Tool Dealer Which NPC is not relevant to the Blacksmith Job Quest? (ブラックスミス転職と関係ない人は?) Baisulitst / Wickebine / Barcardi / Krongast What is the city closest to Turtle Island? (タートルアイランドが一番近い都市は?) Al De Baran / Alberta / Comodo / Izlude Which monster would receive the most damage from a Fire Property Dagger? (火属性が一番有効なモンスターは?) Dagger Goblin / Mace Goblin / Morningstar Goblin / Hammer Goblin What is the Bunny Band’s DEF and its added ability? (ウサギのヘアバンドの防御と能力値は?) 1 LUK + 2 / 1 LUK + 5 / 2 LUK + 2 / 2 LUK + 5 Choose the monster that is a different type than the others. (種族の違うモンスターは?) Penomena / Hatii / Pest / Explosion Choose the item that cannot be equipped by Novice class characters. (次の中でノービスが装備できないものは?) Funeral Hat / Shackles / Wooden Mail / Pantie Choose the level requirement for entering the PvP room. (PVP室に入室できるレベルは?) 30 / 31 / 32 / 33 Choose the Property that is unrelated to the Mage’s Bolt type skills. (ボルト系でマジシャンが取得できないのは?) Water / Earth / Fire / Wind Choose the correct name of the ruler of the Rune-Midgard Kingdom. (ミッドガッツ王国の国王の名前は?) Tristan III / Tristram III / Tristar III / Trust III Which item is not relevant to the creation of a counteragent? (中和剤を作るとき必要のない材料は?) Karvodailnirol / Detrimindexta / Alcohol What is the correct weight for 1 Empty Bottle? (空きビンの重量は?) 1 / 2 / 3 Choose the monster which does not drop the ‘Yggdrasil Leaf’ item. (イグドラシルの葉をドロップしないモンスターは?) Marduk / Baphomet Jr. / Angeling / Wanderer Choose the correct DEF for the Indian Filet item. (インディアンのヘアバンドの防御値は?) 0 / 1 / 2 / 3 Choose the skill related to the Priest’s B.S. Sacramenti from the ones displayed in the list. (プリーストのスキル聖体降福と関係のあるスキルは?) Lex Divina / Gloria / Recovery / Sanctuary Three thousand one hundred two added to five hundred, plus four, divided by 6 equals… ((3102+500+4)/6=?) 600 / 601 / 602 Choose the Hunter’s Trap skill which does not inflict Property Damage. (次のトラップでダメージを与えないものは?) Claymore Trap / Freezing Trap / Shockwave Trap / Land Mine Four thousand five hundred sixty divided by four, divided by two, plus three is equal to… ((((4560/4)/2)+3)=?) 573 / 574 / 575 / 576 Choose the prefix or suffix that is incorrectly matched with his Monster Card name. (カード装着後の名前が間違っているのは?) Hornet Card - Martyr / Requiem - Chaos / Wormtail - Clever / Golem - Immortal Fifty-one multiplied by fifteen, divided by three, plus five is equal to…? ((((51×15)/3)+5)=?) 250 / 255 / 260 / 265 Choose the material that is not related to the creation of a Condensed White Potion. (ホワイトスリムポーションを作るのに必要のない材料は?) Medicine Bowl / Witch Starsand / Empty Bottle / Empty Potion Bottle コモドのカジノ2Fにいる変な男(ディアリース)には、19:00~21:00の間に話しかけないとクエストが進まない 第三部 セリンへの答え Sure, go ahead Sure, let’s do it 次の三番目の答えによってルートが分岐するので要注意 Sure, why not? ← 指輪有りルートへ Why should I help them? ← 指輪無しルートへ 鍵盤クエスト アルレグの詩Mountain sunset to the west Where the purple dusk falls Surrounded by beautiful melody You become the key that ignores its master 異世界 時空の裂け目でチンピラを倒すところ 日本では[試験官]を探して倒すだけですが、海外版なので15分で40匹?倒さなければ進みません。 又、ここのチンピラは高freeに設定されているようなので、魔法・クリティカル・高Dex、もしくは他の人に手伝ってもらって挑みましょう。 生命倫理のクイズの答え Q1 Vaporize Q2 Embryo Q3 Homunculus Resurrection 知恵の王の指輪 妖精と木の巨人の言葉は以下を入力する。1行ずつ入力すること。 妖精 TKANTLFDMS TNAHRDNJSDMFH WLSGHKWND 木の巨人 CJFDI QKATOS DLFMADMS.. 二つの種族 [巨大な木の根]は調べるのではなく、ワープポイントの脇で自動会話 Z団クエスト ローグギルド(コモドフィールド07)にいるマリーベルへの暗号 The dawn is yet to come. ソグラト砂漠17で入力する暗号 Weii arr prowd Z G gna Aynoen hwo sspotp uys wlil eb kckide on htier ssa! 恋人クエスト カーラに石炭(Coal)を渡した後、 入力ウィンドウが出るので「Clitzer」と入力。 会議のおとも セルザンには遠くから話しかけたのではクエストが進まない 必ず側まで行き、自動会話を発生させること 釣りポイントは(74,135) ぼろぼろな書類(Messy File)が出るまで何度も挑戦すること ヒューにアイテムを渡した後は、かなりしつこく何度も話しかけないと こぎれいな書類(Neat Report)を渡してもらえない 歴史学者(ゲオルグの呪い) ミョルニール山脈01 4回の入力(カロモプの詩)The great serpent swallowed the sea. The eagle of the rainbow swallowed the serpent. Then the eagle built its nest. A nest upon the swallowed sea. 毒薬クエスト 毒薬王との会話 Ask about the poem.を選択 問題がAs I lay looking up at the moonlight. In this first line, what word should be in [ ]?の時の解答 in bed frost Wistful Separation As I lay in bed looking up at the moonlight 再度会話する Ask about his hometown.→Just listen.(その後の会話が即終了の場合は、何度もこの流れを繰り返す) 再度会話する Ask about his situation.→I don t know, but how did it go? 再度会話する Ask about use of Poison.を選択 爆竹のNPCに人物の名前を入力 Song Zhi Du 通行証(友達クエスト第1部) Hopeless bastard! You re still a stubborn jerk! You owe me at least 3 lunches! Not to mention an apology! But who cares what you think?! I m so goddamn happy without you! 乗り越えられなかった運命(友達クエスト第2部) カッティングシュエルとの会話での入力 Bruspetti Lighthalzen Freya s Spring ラセルレンとの会話での入力 Freya s Spring ヘリオンクエスト プロンテラ野菜商人のそばで入れる単語 BINGO プロンテラ道具屋内で入れる数字 3847147298 弓手村大仏への答え I won t kill, but I ll find a way to live! ゲフェンタワー頂上エノーズへの答え Monster Life in the Geffen Area ゲフェン北シュウンへの答え Valaskjalf 運命のカラス 本の名前 The Crow of the Fate 作家名 Oliver Hilpert 洞窟村の住人への答え Eva スパイ疑惑 各種解説サイトでは、モロク南東端にあるモロク別棟地下牢(283,64)にいるゼスに 話しかけるとなっているが、ひめゆりではゼスはモロク南西端(53,87)にいる。 クリーグはすぐ側の建物(100,71)内の右奥の部屋(79,163)にいる。 クジラ島をたずねて イワノフの船は看板に書いてある以下の時間帯しか出向できない 0 00~3 00 6 00~9 00 12 00~15 00 18 00~21 00 大統領クエスト リヒタルゼンフィールド02で倒れているザルジアへの答え Kafra Corporation レッケンベン本社の文書保管庫のパスワード 738495 書類検索機にいれる検索ワード shinokas exp変動クエストについてソースを確認してみた 公式フォーラムより転載(公式フォーラム) 工場(Factory Quest) BaseLv98まで、よって取得不可 シドクス事件(Murder Quest) BeseLv99まで、よって取得不可 恋人(Lovers Quest) 2回ともBaseLv98まで、よって取得不可 生態研究所(Cursed Spirit Quest) その他(else)に該当するので取得可能 通行証・友達クエスト1部(Friendship Quest) BaseLv90より上に該当するので取得可能 友達クエスト2部(Bruspetti Quest) BaseLv90より上に該当するので取得可能 王位継承(Successor to the Throne Quest) その他(else)に該当するので取得可能 (ただしBaseLv80以下と同じ扱いになる模様?300k(*100)取得) 不運のエメラルド(Unlucky Emerald Quest) その他(else)に該当するので紫箱を取得 毒薬(Poison King Quest) BaseLv90より上に該当するので取得可能 婚約者(Ayothaya Ring Quest) BaseLv90より上に該当するので取得可能 便利なURL集 iRO wiki Quest [http //irowiki.org/wiki/Quests] 飛行船追加の数合わせゲーム [http //choobs.org/number.php] フィゲルの薬(ビンゴゲームシート作成) [http //rokaketo.michikusa.jp/bingo/bingo.html]