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Download El color surgido del espacil. Preface You've just finished another long game session on Destiny. You return to the Tower, decrypt engrams, dismantle most of their contents, clear out your Postmaster, and vault one or two remaining items. You and your fireteam all do the Soulja Boy dance next to a New Light player that has no idea what's going on, and then a few friends say goodnight before transmatting into thin air as the sun sets behind the Traveler. This track is probably playing. You and the Titan you've been playing Destiny with since 2014 both take a few moments before signing off to do what you've always done at the end of a session: You walk over to the railings of the Tower, and look fondly down at the Last City, its twinkling lights nestled warmly beneath the Traveler and the night sky. You've wanted to go down there, to walk the streets and visit the people, for so long. Guardians are fighting on Earth and beyond, sure, but you just wish you could see the faces of those you're fighting for. At least, this is something I've always thought about, and I know I'm not alone. The following concept was born out of a desire for Bungie to take a Season's worth of time to simply focus on some quality of life updates that the game may need. Since such a thing would be focused on the player and community, themed names like 'Season of the Guardian' or 'Season of The Tower' got me to thinking, and lead me to realize that something like that could actually be so much more. Instead of a focus on new destinations, a raid or other complex activities, the selling point of this proposed season is 'Redefining what a Social Space can be'. I've done my best to outline the following to fit within the contexts of what a Season of content in Destiny feels like, and how it might fit realistically into the narrative, as outlined in Luke Smith's Director's Cut. Namely, how this Season acts as a follow up a previous Season, and how may it lead into the next, with an evolving community effort and repeatable activity to help punctuate a concise block of lore (keeping in mind the experiences already outlined in the Red War campaign) and all wrapped up into one new experience for the players. Plus, admittedly, a healthy amount of wishful thinking. Just to provide some perspective, at the time of writing this, Season of the Dawn is beginning to wrap up. The Corridors of Time have closed, Saint-14 has just given the player his blessing to use his old weapon, Bastion, and Saint is falling in love with The City all over again. The lore has for a while been hinting at a resurgence in Fallen activity, with characters like Eramis (and Mithrax) vying for control of what's left of the Eliksni. Additionally, players were recently reminded of Saint-14's vehement hatred of the Fallen, when rescuing him from the House of Rain via the Sundial. Lastly, the next couple seasons are still officially [Redacted] (though if you've been following the datamines, next season is all but confirmed, so let's just pretend it's not for the sake of this post haha). And, obviously, Bungie has already been working on content for the next few seasons, so for the purposes of this concept, and just as an example, I'm going to treat this as a follow up to Season of the Dawn, since narratively it would fit well, though I imagine it might work nicely almost anywhere in the future as well. I'll be linking to concept art and other media throughout to help illustrate my ideas where I can (and to keep you, o' reader mine, entertained as you read through the long post). Without further ado, I propose, The Season of the City _________________________________________________________ Narrative Introduction During Season of Dawn we helped save Saint-14, and he returned to the Tower to slowly acclimate to life within a City that had grown far beyond anything he had ever imagined. He walked among streets larger than he'd remembered, fuller with life than he ever could have hoped; and he rediscovered what it means to be a Guardian, in an age where conflict has been closer to home than ever before. Now, with a rejuvenated relationship with the people of the Last City, Saint suggests you go down into the bustling and busy streets to mingle and meet with the citizens who's lives you guard each and every day. So, finally, during a rare moment of peace and tranquility, you decide to allow yourself the opportunity to let down your guard, and take him up on the advice. The beautiful white stone avenues are nothing like you remember them from the Red War. There's been ample time for structures to be rebuilt, and for flowers to be replanted. It's as alive as ever. You make your way into the heart of the district, and there, beneath a beautiful central gazebo, you're surprised to see a familiar face. Suraya Hawthorne is there to greet you. She welcomes you warmly, if a little sheepishly, and tells you it finally felt like it was time to return home. Sharing stories of her upbringing in the City under the care of her adoptive fathers Devrim and Marc; Hawthorne explains how she used to feel trapped within the walls, and how all of that's changed now that she's lived on both sides of the divide. She's seen the good Guardians can do first hand, and offers to be your liaison with the City's populace. With a description of the district, suggestions on people to meet, and a couple recommendations on where you might find a place to cash in an expired ramen coupon, she sets you loose to explore. She simply asks you check back in after you've made the rounds. Giving Louis a gentle pat, she tries to play it off casually, but her smile tells you she's got something up her sleeve. _________________________________________________________ City Social Space Overview The district is populated with crowds of NPCs going about their daily schedule, and soon other Guardians begin to arrive as well, inspired by your actions and just as eager to explore the twists and turns of the City. Walking through the streets for your first time, you're wide-eyed as you take in the sights. Bazaar Gorgeously vibrant tents and vendors of various professions are setting up their stalls for a day at the market, selling goods and wares unique to their individual trades. Gatherers sell assorted herbs and produce, as well as a variety of Planetary Materials to buy or trade. Smiths offer a collection of Upgrade Materials and Weapon Parts for the aspiring warrior with Glimmer to burn. Curio Shops tempt passersby with a selection of Consumables that promise to dazzle and delight. Weavers, while no Eva Levante, display their silks and Shaders proudly, as well as take commissions for homemade Ornaments to adorn your armor with the humble trappings and threads used throughout the Last City. And, to accommodate the colorful tapestry of cultural backgrounds, Currency Exchange services can be found at a nearby Treasury. You have a feeling you'll be back here for a topsy-turvy item-trading errand of some sort one day. Tavern Normally only serving patrons at night, the moody establishment is in full swing to welcome the influx of Guardians. Screens display thrilling Crucible matches and daring Sparrow Races for patrons eager to put their Glimmer where their mouth is, as well as tabletop minigames. In the corner, apart from all the rabble, a grizzled Hunter Vendor leans into a booth, his table sprawled with worn out maps. Guardians with a hankering for loot can purchase Cache Maps leading to valuable gear. The hooded rogue smirks, runs his fingers through his beard and warns you these aren't the participation trophies that the Cabal Emperor once offered you. You'll need to channel your inner-most Hunter instincts to decipher the maps' secrets, ranging from riddles to sketches of nearby landmarks. On your way out, the bartender advertises their infamous Guardian-Only Libations, promising mysterious flavors and effects that only immortals would dare partake. You think to yourself that these buffs (and/or debuffs) might allow you special access to secrets or easter eggs within the City later on, and make a mental note to return once night falls. Library Open all hours, the Fu'An Library is home to a wealth of information on our solar system, those that reside within it, and things beyond it. Here you can walk the many aisles of texts, and browse databases on a wide range of topics, from dissertations on Eliksni Politics to the entire collected works of Prose and Poetry by Fenchurch Everis. Old Grimoire and Lore Books from your own collection can be read here as well, committed from ink to page for safe keeping and posterity. Reclining in a cozy nook within the glow of a warm fireplace, a studious Warlock Vendor strokes the fur of a rare white tiger while musing on the mathematics of reality. His dark silk coat and tasteful pipe punctuate his personality with a flair for the dramatic. He welcomes you to assist him with his many studies, promising that any who can help complete his respective Field Research assignments will be rewarded with new Lore entries, matching the topic in question. Weapons Range Only manned and operational during the day, this facility allows Guardians to test their arms and armaments against transmutable mannequins that can be programmed to simulate a spectrum of enemy archetypes, as well as provide representations of Crucible Opponents, in order for gunslingers to test their mettle against any foe. Supervising the facility (and boasting the Range Record) is a Titan Vendor. She's proudly mastered every weapon archetype, and as such has taken up an interest in experimental weapon frames. After a quick conversation, she offers to sell you specialized components in the hopes that you might fine tune each to their limit, before returning them to her in the form of an Arms Day order. The Titan eagerly awaits the return of this once widely-celebrated occasion, including weapons from foundries we've yet to see. Before you move on, you decide to give the gallery a whirl, accessing your Vault at a nearby terminal before putting some rounds down range. There are a few names left on the list Hawthorne gave you, but you smile and shake your head as you realize they're three names you know well. _________________________________________________________ Faction Rally Returns Executor Hideo, Arach Jalaal and Lakshmi-2 have recently relocated into the City proper, in an effort to both widen their influence and expand their operations. Now well-established in various corners of the district, pledges of loyalty have begun to roll in and rivalries once again reemerge, rife with espionage and competitive banter. Each seek your support, but not one to be easily swayed, you make a point to ask them their motivations. Some intel, it seems, has become common knowledge between all three factions. Without going into specifics just yet, each leader warns of a possible looming conflict, yet all carry differing ideologies concerning a solution: New Monarchy, always putting their faith in the strength of humanity, is primarily focused on preparing relief efforts, stockpiling rations, and acquiring supplies for the coming storm. With patience and care, Hideo assures you the City can survive whatever this threat may muster. Dead Orbit is tired of being right. This City, this planet, is a target on the backs of all who live here. Preparing for the worst, and with learnings from the Red War, Jalaal has begun amassing another fleet, and a squadron of Hawks he hopes he'll never have to use to evacuate a burning Last City. Future War Cult knows exactly what this threat will bring. They've seen it. Lakshmi is well aware of where and when the conflict will take place, and is already working on preparing defenses and countermeasures, so that when the day comes, work can be done to end the battle before it becomes a war. Promising to give you all the details once you join up, the Faction Leaders explain how every Guardian can assist them with their goals. Once your allegiance has been pledged, your Representation will make all the difference in the world, as everywhere you go and everything you do, your loyalty will be recognized, with the most challenging activities providing the greatest accolades. Once you help provide your chosen Faction with enough Representation, your standing with them will increase, widening the possible rewards you may earn in the future. With a deeper understanding of what's at stake, you contemplate the choices before you, aware that soon you'll be called to serve yet again, and potentially even spy on other factions if necessary. Back alley deals can solve just as much as a decisive victory on the battlefield, from within in the right circles. _________________________________________________________ Home Sweet Home Having finished your introductory tour of the Last City, you follow up with Hawthorne, per her request. Beneath the gazebo, you both marvel at the beauty of this lovely district, and its many interesting inhabitants. She shares more memories of her childhood living here, but now that she's matured and widened her perspective, admits there's much more to this City than she could fully appreciate in her youth. Then, her mischievous smile returned, and she shares one more interesting tidbit about her adolescence within these walls. Beneath your very feet, Hawthorne tells you, is a network of old tunnels and catacombs she once utilized to navigate the City when Marc and Devrim's curfews proved to be a little too strict for her rebellious spirit. Originally designed for maintenance and storage during the City's formative years, they've since fallen into neglect, though Suraya suspects that they may still prove useful. She gives you a key to a nearby gated entranceway. After descending a flight of stone steps into the undercroft of the district, you follow the winding catacombs until you reach a sort of central chamber. It's a large space, with a variety of archways, pillars, and rooms, yet completely empty; save for one item, hung with care on the largest wall: Your Clan Banner. You're moved by the gesture and, after a cursory look around, return to Hawthorne to thank her. Happy to see you've found her gift, she dives into the details. Firstly, she assures you that just because she's moved down into the City doesn't mean that she'll be shrugging her responsibilities as Clan Steward; far from it! In fact, Hawthorne is looking to expand your Clan experience, and you'll have a direct hand in its assembly. Clan Hideout Suraya explains that over time, and with enough contributions of experience, Glimmer and materials from you and your fellow clan members, you'll be able to fix up her old Hideout. The personal Clan Banner you carry with you will track your progress; clearing out and removing old, broken crates and repairing collapsed passages is just the start. Eventually, you'll begin decorating the space with furnishings, upgrading amenities and systems such as a Vault terminal and a Clan Leaderboard, and notably, adorning walls with trophies of your Clan's feats and accomplishments. It'll make for a great shared project amongst your chosen family, and act as a refuge that only your closest allies will have access to; the other Guardians above will be none the wiser. Finally, Hawthorne changes her tone from excitement to fondness, and hands you a second key. Instructing you to return to the catacombs, she says she'll radio you when you've found the right spot. You descend once more and follow the tunnels; this time through the Clan Hideout, past various passages to other parts of the district, and down a path that eventually leads to a new stairway up to the surface. With Hawthorne's key in hand, you open the doorway. She chimes in over your comms, and welcomes you to her old house, long vacant. Player Home Hawthorne explains that between Devrim and Marc taking up a permanent residence in the EDZ, and herself having left the City years ago and now living elsewhere, her childhood home had simply been collecting dust. Suraya speaks dearly of the old property, but entrusts it to you now, one of her closest friends. She insists that with enough patience and care, the home will serve as a cozy personal space for you to call your own. You take a look around and see its potential. A cozy bed might keep you rested after each visit, helping you to keep your experience in the field sharp. A simple Vault terminal for your equipment. Space for sentimental mementos of your storied past; you spy a good spot on a shelf for your old Gatelord's Eye, and a wall mount for Khvostov, for starters. Before leaving the room, you spot an old mirror, and catch a glimpse of yourself. Once you get a minute, you plan to finally take a stab at changing up your appearance. Lastly, you take a flight of stairs up to a cozy rooftop patio, with a beautiful view of the City. You could get used to this. Just as you contemplate settling in, an emergency alert blares into your comms. Commander Zavala and the Faction Leaders have spotted a Fallen raiding party just a few miles outside the City's walls. it's a relatively small force, but with such a prominent Guardian so close by, they ask you to assist in the skirmish. _________________________________________________________ City Defense Activity After a short jumpship ride to the City's outer perimeter, you fall in alongside fellow Guardians, assisted by armed Frames and the Wall's defensive cannons. During a brief window of time before the any enemy scouts arrive, you're given an opportunity to shore up various defenses along the different possible lanes of attack. Before too long, however, you're alerted that the first wave of Fallen have arrived. The handful of Guardians prove more than enough to beat them back, but they're soon joined by additional waves, each increasing in size and difficulty. With one final push, a Fallen General fights viciously, but is ultimately defeated. Reports from the Vanguard confirm that the remaining forces are in retreat. As thanks for your direct involvement, the Faction Leaders transmat you samples of their weaponry, and stress you pledge yourself to one of their causes; as these attacks are theorized to be only the beginning. Between trustworthy Vanguard Scouts, Faction Intelligence, and data recovered from the General's corpse, it's all but confirmed that Eramis, an infamous contender in what remains of Eliksni house unification efforts, is coordinating a brutal war of attrition, poised to slowly wear down the City's defenses over the course of the next few weeks with repeat attacks on what could be more than a daily basis. Such a specific plan of attack is one the Vanguard hasn't quite ever had to attend with, thus they'll be looking to the Factions to provide assistance in the form of arms, armor, supplies, and contingency plans. The City's walls aren't invulnerable, and it's possible that they may become damaged and crumble over the course of the month, should these repeated attacks fail to cease. But Zavala assures you that nothing like the Red War will ever happen again, so long as the City can stay strong and hold out for the as long as it takes to defeat Eramis. As you wrap up, the Faction Leaders give you their parting statements, imploring you to directly involve yourself with their unique campaigns. At the end of the next skirmish, and those that follow, your chosen Faction will reward you with variations on the items you've already earned via your current Representation level. What's more, whichever faction has the most Representation at the end of any given week will seek to recruit more to their cause by debuting unique weapons for direct acquisition (though members of that faction can expect a healthy discount). By the time Eramis' final contingent of troops assaults the City's ever-weakening defenses, the Faction with the most accumulated Representation will be approved by the Vanguard to put their massive amounts of resources into practice, ultimately determining the way in which the City's population is best protected. Lakshmi-2 issues one final warning. The results of this conflict are ever in flux, but one thing is certain; she's seen that there will be casualties. Final Deaths. This will be the equivalent of the Twilight Gap of our time, and true to form, a small triumph born from the grim circumstances; a weapon, forged in kind by the armor of the dead, wreathed in flame and distant howls of defiance. Having gotten to know the names and faces of the many citizens of the City personally, you feel more a conviction than ever to ensure their safety, and take personal stakes in the conflict, vying to do everything you can to help the Last Safe City stay that way. _________________________________________________________ Conclusion The stage is set. The pieces are in motion, and the stakes and pacing of the season have been made clear to you. There's sure to be hidden secrets and impactful revelations along the way, but until Eramis' forces' next attack, you'll live a little fuller, learn to love the people of the Last City, grow stronger with your Clan, and closer with yourself. You know who you're fighting for. And when all is said and done, the City will be all the more thankful that you considered yourself a true part of it. _________________________________________________________ Phew! Well there you have it! If you read this all the way to the end, thank you so much. Hopefully the music and concept art dispersed throughout made the read more bearable! This was the product of days on end of lots of brainstorming and inspiration (and motivation), and ultimately I know much of this is not realistic for Bungie to create for one Season's worth of content. That said, though, I hope that the ideas expressed above can find their way into the game in some form or another, but at least in my dreams they can all exist together in one, overarching experience. At the very least, it was a fun concept to think through. In the past few days as I've been writing this up (and throughout the years as well, obviously), I've seen many posts made regarding desires for some of these general ideas to be included in the game, and reading those posts only fueled me to finish this even faster for those people! 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RimWorld version 1. 1, a major update from version 1. 0, is now available for public testing and modding on Steam’s unstable beta branch. That’s right everyone – RimWorld is done, but that doesn’t mean we’re done with it! You can find a full change log for this update at the bottom of this post. This update will be released to the default branch soon; we’ve placed it on the unstable branch now to get in some final testing and to smooth out the transition for mods. If you want to help test, right-click RimWorld in your Steam library list, click Properties, then select the ‘betas’ tab. Select ‘unstable’ from the drop-down list. Note that this version is unstable and might break. We will be carefully watching for critical bugs and fixing them! If you find anything, please post about it on the Ludeon bugs forum. About compatibility: If you’re playing without mods: You’ll be able to update and continue playing on the new version without interruption. If you’re playing with mods: Simple data-only mods, like new hairstyles, will probably work on the new version without changes. Complex mods will break. If you’re using complex mods, I recommend that you set your Steam branch to version-1. 0. Then, set it back to default after your mods have been updated in a few weeks. Anyone can keep playing on version 1. 0 as long as they wish, using the version-1. 0 branch. For modders: We did a lot of work before 1. 0 and in this version to make updating as painless as possible. There’s a guide to updating mods to 1. 1 included in the game files, called The excellent modder Brrainz has also written a separate online guide here – thanks to him! You can also get live help with modding on the RimWorld Discord server. The game now includes a system for handling multi-version mods, so there is no need to make multiple Workshop items or break old mod uploads by updating them in-place. (Mods which gain support for 1. 1 will log an error message in version 1. 0, but this error is harmless. ) Big thanks to Oskar Potocki for donating his Vanilla Animals mod to become part of the core game. New features UI now looks sharp at UI scales over 1. Great for 4K monitors. New Quests tab provides information about available, active, and historical quests. Added a new data-driven quests generation and management system. This should make it straightforward for modders and us to add or change quests without programming. UI now uses colored text to highlight important words like character names, places, and rewards. Improved the mod management interface and code. Mods now have a global package ID which lets them refer to each other. Mods can now define other mods they must be loaded after or before. Added a tool to automatically sort the mod list. Mods can now define other mods that they depend on. Shortcuts allow the player to easily download required mods. Mods can now define other mods that they are incompatible with. The interface will warn players about incompatibilities. Added loading screen tips. These are short bits of text helping the player understand an obscure aspect of the game. They’re displayed during loading. Loading screen now displays present and active expansions and mods. Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance. Added recon armor, a lighter variant of marine armor. Added EMP launcher weapon. It fires EMP grenades a long distance. Added smoke launcher weapon. It fires smoke grenades a long distance. Added smoke grenadier enemy. Added a planet population slider to the planet generation parameters. Added animals: Bison, donkey, duck, goat, goose, guinea pig, horse, sheep. Added ‘tortured artist’ trait. The character has a permanent mood debuff, but gets art inspirations from low mood. Added a bunch of new backstories across multiple categories. Added heatstroke alert for colonists and tame animals. Added taming inspiration, which makes the next tame attempt very likely to succeed. Added fertility overlay, which shows terrain fertility in an easy-to-see way. Added terrain affordance overlay, which shows where you can build what in an easy-to-see way. Added barricades, which are like sandbags, but can be constructed of metal, wood, or stone. Changed sandbags to be constructed of textile stuff instead of steel. Added portable self-powered comms console for tribal player scenario. Added an option to choose which kinds of letters pause the game. Added recipes to burn entire stacks of drugs at once. Added wooden hand and wooden foot. Added a variety of new tribal backstories. Added a letter to the player when a colonist is kidnapped, noting that there will be chances to get them back. Added asexual trait. Bisexual trait is no longer hidden. Context menu now shows icons next to each option depending on what’s being chosen. E. g. When choosing a building material, see icons for the material. When choosing a drug to administer, see icons for the drugs. And so on. Info cards can now include hyperlinks to other info cards. This is used in various places. For example, the info card for animals (and people) links to the type of meat and leather you can get from them. Info card for plants links to what you harvest from them. Info card for surgeries links to each ingredient. Info card for buildings links to the building materials. Info card now visually displays the object being inspected. Added weapon biocoding, which makes a weapon only usable by one individual. For modders, added, a file included with each version from now on with notes on what they might need to update to keep their mod working. Added Greek language localzation created by some wonderful volunteers. Adjustments The game now uses an incremental garbage collector, which should remove the periodic frame hitches that would appear when a lot of memory was allocated and released. However, note that there is still a cost to memory allocations, so modders should still try to reduce allocation wherever possible. Optimizations to many systems. Performance should be significantly better, especially in complex game situations with many pawns. Faction icons are now differentiated by shape as well as color, to help out colorblind players. Redesigned how the underground mineral scanner works. Instead of showing all minerals on the map instantly, it can be worked at by a pawn, who will periodically find new mineral patches. This can go on forever, so minerals are never exhausted. Split tribe into two factions, the gentle tribe (naturally neutral) and fierce tribe (naturally hostile). Redesigned the system for generating ruined buildings on map start to make much more varied and interesting ruins. Prisoner tab now shows slave price, recruitment chance, potential faction relation gain upon release, and information about the last recruiter and their impacting. Added new body impact visual effects for when a creature gets hit by a projectile. Added ‘pawn lost’ thought that happens when a pawn is kidnapped or abandoned by their caravan. Downed pawns can now be loaded into transport pods like prisoners. Added confirmation dialog before attacking friendly factions. Added ‘allow refueling’ toggle to torch, campfire and passive cooler. Pawns now really like the pawn who rescued them. Added toggle refuel allow command to pod launcher, wood generator, chemfuel generator, fueled smithy and fueled stove. Added an explanatory letter telling players how to get advanced components for the fabrication bench. Added skill descriptions to combat log text. Added an arrow that points at the UI during the tutorial. Added scar pain feedback and reworked how scar pain works. Scars are now assigned an easy-to-understand pain category instead of an obscure number. Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Trade interface now shows the next restock time for settlements. Added mood boost when prisoner released. Open caskets now look different from closed ones. Brawler trait disallows shooting passion. Colonists attending a party gain recreation value. Player can now inspect the contents of cryptosleep caskets on a new tab. Stomach is no longer a vital organ. Changed animal rescue radius from 30 to 75. Info card for surgeries now shows the chance of death upon failure. Info card shows max hit points factor for materials. Interface now reports the chance of a successful arrest before you try to make it. Insect hives slowly heal over the course of days. Reworked how traits and work disables are laid out in the Bio tab for greater space efficiency. Changed caravan reform to be allowed with sleeping hostiles on site. Changed sites to stop and reset forced exit timer when enemies start a battle (for awakening mechanoids and hidden ambushes). Reworked the world site system to allow easier combination of different site parts, and to feed things back to the player more flexibly. Added the ability for world sites to have unknown parts. Rebalanced sleeping sickness. Rebalanced mechanoid bodypart coverages Changed rare thrumbo incident to send from 2 to 6 thrumbos. Adjusted a lot of text to use a colon instead of brackets, and to consistent use a capital after colon. Ashes from burned plants and buildings now survive rain and disappear after 10-15 days. They’re also visually larger. Trade price improvement from negotiator is now reported on the trade screen. Tattered apparel and unhappy nudity alerts now shows how many are affected. Changed and fixed some hotkeys. Smelting, burning and destruction review. Plate armor is now smeltable, except for wooden plate armor which is burnable. Wooden club also is burnable now and the metallic variants are smeltable. Apparels from hyperweave or devilstrand can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt. Placing turrets now shows min and max range, not just max range. IEDs now explode when bullets hit them. Pawns no longer engage in recreational acitivites when injured, unless the activity can be done in bed. Bridges now only support light buildings. The terrain requirements for building walls now depends on what they’re built from. This means stone walls can’t be built on bridges any more. Pawns now sometimes take the family name of their partner upon marriage. Dementia now causes slow skill losses. Rework stock generation for all trader and settlement types. Factions tab display changed for clarity; enemy relations are shown with icons. Bio tab now displays faction icons. History messages tab layout reworked – tooltip replaced with a pane on the right side that displays the letter. Credits now list the memory of colonists who died. Anasthetic now wears off slowly instead of all at once. The person will be drowsy for some time. Nimble pawns are now better at avoiding traps. Increased the selection limit up to 200. Combined the stats ArtSpeed, TailoringSpeed and SmeltingSpeed into UnskilledLaborSpeed and renamed UnskilledLaborSpeed to GeneralLaborSpeed. Renamed sculptor’s table to art bench since it’s not just for sculptures any more. Localization data is now packed into a single file per language, which massively reduces the number of files in an install of the game and speeds up various file operations. Many other balance changes, code improvements, optimizations, and adjustments. Fixes Fix: Explosions from missed projectiles landing in wall cells could hit things on the other side of the wall. Fix: Enemy settlements could generate with floors on water. Fix: Nutrition eaten per day readout when forming a caravan would be affected by the current hunger level. Fix: Manhunting animals could attack doors without seeing anyone going through them. Fix: Corpses wouldn’t create corpse bile. Fix: Colonists could play horseshoes from a different room. Fix: Prisoner’s food restrictions were ignored when the food came from the warden’s inventory. Fix: Duplicate context menu options on campfire when producing psychite tea. Fix: Can’t give a rescued addict their drug without angering their faction. Fix: Goodwill change during siege does not end attack. Fix: Blind guy won’t use recreation. Fix: Jawless animals can still haul. Fix: Prisoner gets mood debuff when colonist euthanized. Fix: Wind turbines register no wind during windy storm. Fix: Shelves have no path cost and description doesn’t state they hide beauty of things inside of them. Fix: No mood penalty for giving bonded animal as a gift if sent by transport pod. Fix: Pawns with one-arm and alcohol withdrawal are unable to manipulate anything at all. Fix: Pawn with alcohol-induced brain damage are doomed to die. Fix: Uninstalling a trap does not properly roll the chance to trigger the trap. Fix: Wild animals spawn in sealed underground spaces. Fix: Pregnant animal is also viewed as sick one (since pregnancy affects its capacities), so it sells for less than one with no health conditions. Fix: No forced departure countdown for caravan if there are sleeping mechanoids. Fix: Luciferium wont remove Frail. Now, lucifierum can remove all chronic health conditions. Fix: Even if campfire runs out of fuel during cooking, cooking continues. Fix: Raiders keep attacking walls forever after their group flees. Fix: Crashed ship parts that land on bridges are instantly destroyed. Fix: Duplicate context menu options when opening cryptosleep casket. Fix: Butchering rotted animal yields fresh meat even if it rots during the job. Fix: Lag spikes on animal birth in endgame. Fix: Storyteller choice resets when you reopen the storyteller config page. Fix: When placing a cooler, the system ignores blueprints and building frames. Fix: The ‘restore default settings’ tool exits game without saving. Fix: If your only colony is on an island, the endgame quest to journey to the ship never occurs. Fix: Rain and Snow weather overlay textures replaced with blank rectangles in old colonies due to loss of floating-point precision. Fix: Age displayed differently in trade screen and on colonist. Fix: Animals that are wandering won’t follow area restrictions. Fix: Hopper and vitals monitor rotate in the opposite direction from other buildings. Fix: Can’t restrict ambrosia in food restrictions. Fix: Administered beer does not provide nutrition. Fix: Steadfast and iron-willed traits effects’ are clamped to a small effect. Fix: When a colonist dies while being rescued, others get no negative thoughts. Fix: For the ‘drag a character from left behind to selected’ tutorial instruction, it allows you to drag a character anywhere at all, even just within ‘left behind’. It should only accept dragging from left behind to selected. Fix: It’s possible to land in any biome in the tutorial by selecting a landing site, going to the character creation screen, then going back to select a different landing site. Fix: Insects can be tamed and hunted after their hives are destroyed. Fix: Preferred character list not working correctly. Fix: Power conduit graphic does not display properly on top of grave. Fix: Change colonist schedule to ‘sleep’ instantly ends the food binge mental state. Fix: Selecting several beds causes a major performance drop. Fix: Manhunter pack incident not working on high wealth or difficulty. Fix: Can see things in undiscovered cells if they peek around the edge of the fog. Fix: Arrested wild man don’t use nutrient despenser and can’t receive food. Fix: Military commissar backstory missing Social bonus. Fix: Allies can sometimes push player pawns out of cover during combat. Fix: ‘Run in background’ being disabled can make the game stop loading when in the background. Fix: Player can start with pets his pawns can’t keep tame. Fix: Escape ship letter mentions raiders even in peaceful difficulty, where they are not present. Many other fixes. Source:.

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This movie struck a clear balance of what i would expect from an adaptation.
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This is a great start of the year and I'm slapping a 10 to this movie just because the effort to make it faithful to Lovecraft.

Download el color surgido del espacio y. TL;DR: Buy a better PC Kappa EDIT: Corrections courtesy of /u/Splintert, many thanks to him! Greetings, fellow cheek dividers and cheeki breekis! I've seen a lot of players struggling to maximize their framerate in this game, even with pretty beastly rigs. I've helped a few, but I think a guide on how to get the best performance out of your machine (especially in the current beta versions of EFT, which are not very optimized) would be appreciated by everyone. Let's get into it. DISCLAIMER: Use any and all of these tweaks at your own risk. If you don't know what you're doing, or are even a bit unsure, ask someone who does know. Don't ruin your $1000 PC because you were too proud to admit you didn't even know how to go into the BIOS! Caveat: I only have AMD systems, so unfortunately for Intel and nVIDIA users, I won't have many tips specific to your hardware - however, general tips (and there will be many) will apply to you as well. Test System Configurations System 1 - Average Tier: CPU: AMD FX-8350 Black Edition (4 cores, 8 threads) @ 4. 0 GHz (underclocked from 4. 2 GHz and undervolted from ~1. 45 V to ~1. 3 V) GPU: AMD Radeon HD 7870 GHz Edition (2 GB GDDR5 VRAM, 1200 MHz VRAM clock, 1000 MHz GPU clock) RAM: Corsair 32 GB (4x8 GB) DDR3 1333 MHz (XMP enabled: 1666 MHz) [16 GB would have near-identical performance] PSU: 1000 W, 80+ Gold (Corsair) Storage: 500 GB generic SSD (SATA) Monitor: Generic 1680x1050 @ 60 Hz System 2 - Above Average Tier: CPU: AMD Ryzen 5 3600 (6 cores, 12 threads) @ 4. 2 GHz (stock core configuration, Infinity Fabric (memory controller) overclocked to 1600 MHz to match RAM) GPU: AMD RX 5700 XT Sapphire Pulse (8 GB GDDR6 VRAM, 1750 MHz VRAM clock, 1815 MHz GPU clock) RAM: 16 GB (2x8 GB) DDR4 3200 MHz (XMP enabled: 3200 MHz, CL 14) PSU: 1000 W, 80+ Gold (Corsair) Storage: 250 GB Samsung 970 EVO PRO SSD (NVME M. 2) Monitor: LG-24GL600F-B 1920x1080 @ 144 Hz Monitoring/Performance Logging Tools The "fps 1" and "fps 2" command. Use the "~" key to open the console, then type the command to enable it. Type "fps 0" to disable. Radeon Performance Overlay (default shortcut: CTRL+SHIFT+O) [nVidia GeForce Experience has a similar in-game overlay] CPU-Z and Ryzen Master (for CPU activity monitoring and tweaking) [Also Ryzen DRAM Calculator for RAM tweaking] [Intel does not have an equivalent to Ryzen Master, but CPU-Z is generic] MSI Afterburner and RivaTuner Statistics Server (RTSS) (for GPU activity monitoring and manual fan curve adjustment) Note: Monitoring applications that require low-level system access (i. e. need to read your hardware sensors) are sometimes identified by BattleEye as potentially dangerous applications, and will be forcefully shut down when you launch the game. This is not an application that is disallowed by BSG, and your access to the game will not be revoked (the "b" word cannot be uttered here) - it will just be closed when you launch the game, and you will have to re-launch it after you open the game. There is a workaround for this with MSI Afterburner - under Enable low-level hardware access interface, change this to "kernel mode". Then MSI Afterburner/RTSS will work ingame no issues. (thanks, /u/Splintert! ) Pre-game settings and tips Update! Make sure you're running the latest Windows version, and ensure that your BIOS, chipset drivers, sound drivers, GPU drivers, Monitor drivers and peripheral (mouse/keyboard/headphones etc) drivers are installed. 1. 1) When installing a new GPU driver, make sure to fully uninstall any older driver. This is called a " clean install ", and can sometimes be an option in the driver installation menu. If it's not, make sure to manually uninstall the older driver. Use DDU (Display Driver Uninstaller) for this - the fully manual way is also possible, but much slower (reboot in safe mode, uninstall, reboot in safe mode, install, reboot in normal mode). 2) Ensure that your PSU can handle the total power draw of your system hardware. A 350 W PSU is probably not enough. A 500 W one would be the minimum, with 750+ W being preferrable (the less power that is drawn from the PSU, the more efficient it is, unless if you draw less than half of its max rated wattage). 2. 1) Ensure that your motherboard VRMs (the chips/capacitors/mosfets that handle power delivery to the CPU) are adequate for the CPU you are using. The cheaper (and older) your motherboard (in comparison to the age of the CPU), the more likely it is that your CPU is not adequately powered by the motherboard. Heavy in-game stutters (that happen at semi-regular intervals, different from the stutters the game gets because of optimization issues) are a tell-tale sign of VRM overheating that results in the CPU being underclocked heavily. I personally had this problem with System #1, which is why I underclocked and undervolted the CPU. Once I did that, the stutters I mentioned before disappeared completely. That said, do not mess with your CPU settings if you don't know what you are doing! 3) Ensure your RAM DIMMs (if you have more than 1) are set in a dual-channel configuration (meaning that the DIMMs should be installed in alternating slots on the motherboard, if it has more than 2 slots). 3. 1) Ensure that your RAM has its best rated XMP (Extreme Memory Profile, essentially RAM overclocking) enabled. It is very often that I see people having bought very fast RAM, but without the XMP enabled, it is much, much slower than advertised. This is because the default (JEDEC) profile of the RAM maxes out at 2400 MHz - so if the RAM vendor advertises a speed over that, you need to enable the XMP, or your RAM will not be utilized to its max potential. Here's a nice guide by Corsair on how to overclock your RAM. All that said, make sure not to enable an XMP that is above what your vendor has rated the DIMMs for. That can cause all sorts of issues. If you're unsure, either don't mess with it, or ask someone who knows! 3. 2) [ Ryzen-specific] Ryzen processors like fast RAM a lot, much more than Intel processors (that's not to say fast RAM is bad for Intel CPUs, of course - quite the contrary). To utilize the fast ram as efficiently as possible, the memory controller of the system (the chip that handles read and write operations of the RAM) must be running at a speed that's as close as possible to the speed of the RAM. If it's slower, some of the potential of the RAM is wasted. If it's faster, the controller is overstressed for no reason. The memory controller was located on the motherboard on older systems, but the Ryzen processors have it integrated on the CPU - it's known as the "Infinity Fabric" (henceforth "IF"). To make sure that your IF uses your RAM to the max, its speed (in MHz) should be equal to half of the max speed of your RAM, in MHz. So, if you have two DIMMs of DDR4 3200 MHz RAM, half of that is 1600 MHz. Ensure that your IF is running at 1600 MHz, and you're golden. You can see the IF clockspeed in Ryzen Master, in the "Fabric Clock" field. If your RAM is running at 3200 MHz max, then the IF should clock up to 1600 MHz on its own with no action required. If not, or if your RAM is faster, you'll need to manually tweak it. You can do this in Ryzen Master. Here's a guide by AMD. 4) Ensure that your system is properly ventilated, free of dust/obstructions, and does not thermally throttle. If your system performs well for a while after startup but then loses a lot of performance, or if it does better in the winter than in the summer, then you're likely a victim of thermal throttling. PC components cannot handle extreme amounts of heat, but they generate a lot of it. If it is not dissipated in a timely fashion, performance degrades heavily - the system might even perform an emergency shutdown to prevent thermal damage to the sensitive electronics. Generally, if the system is clean of dust, free of obstructions (i. no large objects in front of air intakes), and its fans are running properly, you should have no problems. Otherwise, amend these issues. Check CPU and GPU temperatures with MSI Afterburner (link above). 5) Your hardware should be set to "Maximum Performance" mode in the Windows Power settings. Go to "Power Options", and see which power plan is enabled. Make sure to click the "Show additional plans" option, if it's available. Enable either the "High Performance" plan or the "AMD Ryzen High Performance" [ Ryzen-specific] plan. If this setting isn't enabled, your components will draw less power, so the system will be more power-efficient. However, it will also not be able to perform as well as it could. Note that a higher power draw results in more heat generated, so make sure point #4 is taken care of first. 6) Disable background applications that might be using the CPU and/or GPU before playing EFT. Use the Task Manager to check which apps might be "misbehaving" in this way, and either disable or uninstall them. Antivirus software are notorious hogs of the CPU, so create an exception in your antivirus for EFT, so it's not monitored in real-time by your antivirus. 7) Make sure the game is installed on a Solid-State Drive, if you have one. If you don't, go buy one. Seriously, this makes a big difference - not just for EFT, but for general PC usage. Buy one! 8) Clearing the game cache or verifying the integrity of the game's files can occasionally fix some issues. You can do this from the game launcher. At the top right, under your username, there is an arrow. Click that, and you'll get a menu. There, you can find the "Integrity Check" and "Clear Cache" options. Use them if you are experiencing an error you can't seem to get past. 8. 1) On the subject of the game launcher, if you experience a bug, make sure to submit a bug report through the launcher. The devs can't test all system configurations, so bugs will get through quality testing all the time. Get screenshots, record videos, type out an explanation, submit the log files, do everything you can to help the devs isolate and repair the issue. Making a Reddit post might help, or it might not. Submitting a bug report will help, however. 9) Go to the installation path of Escape from Tarkov (right-click the launcher and hit "Open File Location", then from there go to the "Battlestate Games" folder, then into the "Escape From Tarkov" folder), find the game's executable (), right-click and go to properties, then go to the compatibility tab. Enable the "Disable Fullscreen Optimizations" option. Then, hit the "Change high DPI settings" button, and in the new window that appears, enable the "Override high DPI scaling" option. These two settings can prevent some stuttering and other problems in EFT. 10) As a final tweak, you can try setting the game to run in "Above Normal" priority in the Task Manager. Open the Task Manager while the game is running, and go to the "Details" tab. Find "" and right click. In the drop-down menu, go to "Set Priority" and select "Above Normal". Confirm when prompted. Graphics Settings General: In EFT, switching some graphical settings to "low" (or anything other than "max") might actually reduce performance. Here's how that works. The engine implicitly assumes that your CPU is good enough, but that your GPU might not be. So, if you reduce a graphics setting too much, then it's sent to the CPU rather than the GPU for processing. But because the game is not optimized, and doesn't make use of multiple cores/threads effectively, you're actually bottlenecking your system by switching the load to the CPU even more! To make it even more clear, your CPU is already stressed a lot (because most of the load is on one of its cores, so that core gets used to the max), and if you change graphical settings to low (because you think that'll improve framerate), those graphical details (i. shadows) are then processed by the CPU rather than the GPU, because the engine thinks "oh, this guy switched shadows to low, his GPU must suck. Send the shadows to the CPU for processing! ". So, counter-intuitively, decreasing graphical fidelity worsens performance (in some cases)! NOTE 1: A common "issue" in EFT is that scoping in causes FPS drops. Scoping in (with magnified optics) will always cause an FPS drop of around 20 FPS (your experience may vary), because the game renders the image in the optic separately from outside - so it renders everything twice. This is called "picture-in-picture" rendering. This cannot be avoided, unfortunately... NOTE 2: Offline performance is ALWAYS worse than on-line. That is because your PC runs the server and plays on it as well. Online, you only have to worry about playing - the server is elsewhere. So don't be discouraged! Your online performance will be better. This issue is also exacerbated if you enable AI. To test your true performance, go online! Legend: I'll be using a specific notation here, to indicate the estimated impact of increasing each setting on your CPU, GPU and FPS. I'll use this notation: [CPU++ | GPU_ | FPS+], where "++" means "greatly increases", "_" means "no change" (or extremely minor change), and "+" means "slightly increases". Simiarly, "--" means "greatly decreases", and "-" means slightly decreases. For CPU and GPU, we're referring to usage, and for FPS we're referring to Frames Per Second gained (+) or lost (-). Let's now tackle all in-game settings in order (in the Graphics settings menu). I'll also offer a brief description of what each setting does, if not immediately obvious from its name: Screen Resolution [CPU_ | GPU++ | FPS-]: I recommend using the native resolution of your display (most typically: 720p, 1080p, 1440p). This setting has a high GPU impact, but is essential for spotting enemies. The lower your resolution, the more pixelated the image. So, at longer ranges, you won't be able to spot enemies at all. And, as mentioned in the "general" section, increasing GPU load is actually beneficial for game performance (if you don't overdo it! ). Screen Mode [??? ]: This isn't a setting that "increases" or "decreases", strictly speaking. However, prefer the "Fullscreen" option, as it uses the least system resources, and as such provides the best framerate. Note that there is a bug (haven't experienced it personally, but I know it exists) where the Screen Mode is "Fullscreen", but the game actually runs as "Borderless Fullscreen". This is bad, because this mode actually uses way more resources, and as such, an FPS loss is incurred. To ensure this is not the case, ALT+TAB back to the desktop. If you see the EFT window minimizing to the tray, then you're on true "Fullscreen". If not, then you're on "Borderless Fullscreen". If the latter happens, simply re-select "Fullscreen" in the menu, and hit "SAVE". Aspect Ratio [??? ]: Nothing to tweak here, this simply determines which resolutions are available. The default should be ok, but if you can't find the Screen Resolution you want, check the Aspect Ratio, and see if you're on "16:9" or something else. All the resolutions I've listed above are under "16:9". Vsync [CPU_ | GPU++ | FPS--]: Here's a good one. Always disable this. What vsync does, briefly, is that it prevents screen tearing. The EFT implementation of this, however, is not very good right now. Disable this, and enable other vsync options in your graphics card options. Both AMD and nVIDIA GPU software offer vsync options, and they both also offer enhanced vsync ( Freesync and GSync), although they require a compatible monitor. Note: If your computer is powerful enough, enabling vsync in the in-game options, and disabling it from your GPU settings may remove the FPS limiter for the game, allowing you to get more than 120 FPS (which is the max in the in-game settings). This appears to be an engine bug, so don't count on it working - but it is a possiblity. Overall Graphics Quality [CPU++ | GPU++ | FPS--]: This is a very coarse adjustment of all graphics options simultaneously. We're going to be customizing everything by hand, so don't bother with this. Texture Quality [CPU_ | GPU++ | FPS_ or -]: Textures are the images projected on all in-game objects, giving them their actual apperance - otherwise everthing would be one solid color. The " blue grass " bug some of you might have encountered is a failure to render (display) the grass texture (and so you see the default blue appearence). This is a setting that you should adjust to match your GPU. Here's a rough guide: - Potato-tier: GPU VRAM 1 GB -> Low (can you even play EFT with that GPU? ) - Low-tier: GPU VRAM 2 GB -> Medium (might also be able to use High+Texture Streaming, but don't count on it) - Average-tier: GPU VRAM 4 GB -> High (if problems are encountered, use High+Texture Streaming) - Good-tier: GPU VRAM 6 GB -> High (if problems are encountered, use High+Texture Streaming) - God-tier: GPU VRAM 8 GB -> High "High+Texture Streaming" is the same as "High", only a bit more efficient with using GPU VRAM. However, it can cause "pop-in" of the textures (i. a texture is very low-resolution one moment, then high-resolution the next). Use it if your GPU VRAM is 2 GB or more, and is completely maxed out. I've found EFT to never use more than 6 GB of VRAM, so if you've got that much or more, "High" is your clear best option. Otherwise, scale down as necessary. Shadows Quality [CPU-- | GPU++ | FPS+]: This is a very tricky setting. As I've stated in the "general" section, some settings switch over to being CPU-rendered rather than GPU-rendered if you tweak them to "low". Shadows is one of these. Max this out as much as possible. Most GPUs should be able to handle "High" shadows. Check which one is the best by recording FPS changes when using each setting, then set to the one with the highest FPS gains. Object LOD Quality [CPU+ | GPU+ | FPS-]: This controls how many distant objects are rendered on your screen. If you've ever seen a box/crate/bucket or whatever disappear from view if you move far enough away, this is why. In general, if you max this out, objects still disappear when you're far away, so you'll always run the risk of shooting at an enemy (player models always render) while they're behind an object that is invisible to you. As such, always keep this at its lowest setting, to minimize system load. Overall Visibility [CPU_ | GPU_ | FPS_]: I believe this is equivalent to the "Draw Distance" setting of many other games (i. controls the maximum render distance). That said, I've noted minimal impact from this setting. I'd keep it at around 1000-1500. Shadow Visibility [CPU_ | GPU+ | FPS-]: This controls the radius of the lighting "sphere" around the player, inside which lights and shadows are correctly rendered. Unfortunately, even though this looks the best when maxed out, it also means that shadows reach much further away for you, allowing enemies to hide in them more effectively. As such, and considering the fact that it does have a system impact, I'd keep this at the minimum setting, or around the half-way mark (100) if you want your game to look as good as it can without giving up too much in terms of firefight advantage. Antialiasing [CPU+ | GPU++ | FPS-]: Antialiasing, or "AA", is a technique that attempts to reduce jagged edges in 3D rendered images. EFT supports the following AA algorithms: Fast Approximate AA (FXAA) and Temporal AA (TAA). The best performing one out of these is TAA, so enable that one. Use the normal setting (not the "TAA High") unless if your GPU is around RTX 2060 / RX 5700 performance or more, in which case you should use "TAA High". Do note that TAA generates visual artifacts near the edges of moving objects, so you might not like the look of it. In that case, FXAA gives good visual clarity, but with a bit more of a system impact. Resampling [CPU_ | GPU++ | FPS--]: Resampling asks your system to render an image at a different resolution than the one you've selected to render at. You can sub-sample (i. render at a lower resolution), or super-sample (i. render at a higher resolution). If you sub-sample, you lose visual fidelity (essentially you've decreased the resolution), but you gain performance. If you super-sample, you gain visual fidelity (essentially increasing resolution, also rendering AA less necessary), but greatly impact system performance. Unless if your system is in the top 1% of PCs, I'd use "1x off" (if you do have a beast PC, try "2x supersampling"). Sub-sampling (i. 0. 75x) is to be used if you are struggling to get a good framerate, and reducing the resolution helps. Instead of reducing the resolution (and losing visual fidelity in the main menu), try keeping the resolution at max, but sub-sampling. In this way, the in-game resolution will be decreased (and so you may get more frames), but the menus will still look ok when you're not in-raid (thanks for the correction, /u/Splintert! ) HBAO [CPU_ | GPU+ | FPS-]: Horizon-Based Ambient Occlusion essentially increases lighting realism. It doesn't have too much of a system impact. If you're already struggling, keep this off - it doesn't have too much of a visual impact. If you aren't struggling, max it out. SSR [CPU_ | GPU+ | FPS-]: Screen-Space Reflection does what it says on the box - it makes reflective surfaces reflect world entities. If you enable it and go to the Interchange puddles underneath the overpass-in-construction, for example, you'll see the concrete pillars and sky being reflected in the water. This has a slight system impact, but adds a lot to the realism of the game. I'd enable this unless if you're struggling with frames. Gameplay-wise, it makes no difference - so feel free to disable it if you want every last frame. Anisotropic Filtering [CPU_ | GPU_ | FPS_]: This simply dynamically changes the resolution of textures, so that they "blend" a bit better. It has a minimal system impact, so feel free to adjust it as you'd like. Even for low-end systems, I recommend keeping this at "on" or "per texture". Sharpness [CPU_ | GPU_ | FPS_]: This increases the visual sharpness of each frame (think about how the image changes when you use painkillers - that's an increase in image sharpness). This has no impact in system performance, so adjust to your personal preference. Lobby FPS Limit [??? ]: Max this out. It's the maximum FPS in the menu. No system impact in-game. Game FPS Limit [CPU_ | GPU_ | FPS_]: This puts a cap on the in-game framerate. It's usually a good idea to put a cap, so that you don't overstress the GPU. I'd recommend setting the cap to be the same as the refresh rate of your monitor, or the highest value available (if your monitor has a very high refresh rate, i. 144 Hz or more). Z-Blur [CPU+ | GPU+ | FPS-]: This makes anything that's not the focal point (i. background) look blurry. It's also known (afaik) as Depth of Field. This is relatively system-intensive, doesn't really add anything to the scene, and can be detrimental to gameplay. Chromatic Aberration [CPU+ | GPU+ | FPS-]: This is a post-processing effect that adds colorful visual artifacts to the scene where appropriate. Noise [CPU+ | GPU+ | FPS-]: This is a post-processing effect that adds visual noise to a scene (think static on a TV). Grass Shadows [CPU++ | GPU++ | FPS---------]: This allows blades of grass to cast shadows. It absolutely wrecks system performance, and although it looks very nice, is not really worth enabling. Game Settings Head Bobbing [??? ]: Set this as low as it will go. It makes the camera move around when the character is in motion. It can cause motion sickness if set too high, and also makes it harder to see distant objects (like enemies waiting to clap you, for example). Field of View (FOV) [CPU+ | GPU+ | FPS-]: Set this to at least 67. FOV in EFT is not horizontal (left-to-right), but vertical (top-to-bottom). 67 vertical FOV is equivalent to about 100 horizontal FOV. Here's a calculator. You want at least 67 FOV because that prevents eye-relief issues with certain scopes. Eye-relief is the black circle that can appear on the inside of a scope, obstructing your view. However, do note that the higher the FOV, the more "zoomed out" everything will appear. With minimum FOV, everything appears "zoomed in". This makes it easier to spot distant enemies and aim at them, but it shows you less of the map (essentially you have a smaller "window"). Note that increasing the FOV will increase system impact. Automatic RAM cleaner: Enable this if you have 8 GB of system RAM or less (can you even play with less? ). I've found EFT to use up a max of 10 GB of RAM (max at Reserve, then Interchange, and occasionally Shoreline). If you only have 8 GB, you might not even be able to play some of the more demanding maps (i. Reserve). Enabling the RAM cleaner allows for more efficient use of the RAM, minimizing the impact of your lack of memory. Use only the physical cores: This is a complicated one to explain. Essentially, modern CPUs can run multiple processes simultaneously on each core. This is called "multithreading" or "hyperthreading". As such, each available process "thread" is essentially an extra core. However, the CPU has a certain number of actual, physical cores, each of which has either 1 or 2 threads. The 2nd thread, if available, does not correspond to a physical core, but a virtual one. If EFT runs on a thread tied to a virtual core, it can underperform. Enabling this option should prevent this possibility, although the setting is finnicky at best, and sometimes does nothing at all. To ensure it is enabled on each game restart, simply go to the "Game" menu and make sure the setting is on, then hit "SAVE" (regardless of whether you changed something or not). This should force the setting on. To validate, go to the Task Manager while the game is running, find in the "Details" tab, right click and select "Set Affinity". If your CPU has hyperthreading/simultaneous multithreading, then you should see some CPUs deselected. If that's not the case, the setting is not running correctly, and you have to do this manually. Unfortunately, this is way beyond the scope of this guide. If you're tech savvy, you should be able to find info on this and fix it. If not, you shouldn't be tweaking this stuff in the first place. Concluding Remarks: Well, that's all folks! This should help you squeeze every last frame out of your machine. Of course, there are infinite different configurations possible with PCs, so you can get an infinite number of problems. This guide can't guarantee you good performance, but if you're not a victim of a fringe performance bug, you should be able to improve your FPS in EFT. If you have any questions, or if you spot any errors in the guide, please let me know!

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