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  2. For dedicated OSRS gold players, Ironman mode is a challenging solo experience. It pushes players to rely solely on their own skills, without any outside help or access to the Grand Exchange. Ironman requires careful resource management, patience, and mastery of the game mechanics. However, for players seeking an even tougher experience, the introduction of Team Ironman mode has upped the ante by adding the challenge of teamwork to the mix. In Team Ironman, groups of 2 to 5 players join forces, creating a shared Ironman account where they must progress as a team. While the restrictions from traditional Ironman—no trading with other players or using the Grand Exchange—still apply, team members can trade resources and collaborate on skills and quests amongst themselves. This mode blends self-sufficiency with the need for coordination, as success depends not only on individual skill but also on how well the team works together. "Team Ironman mode brings a whole new level of self-sufficiency," says Alex, a seasoned OSRS player. "You need a deep understanding of the game mechanics, but you also have to sync up with your teammates to make the most of your efforts. It’s a real test of communication and teamwork." To create a Team Ironman account, all players must start from scratch on fresh OSRS accounts. Existing Ironman characters cannot be converted into Team Ironman, and every player must begin together from the Tutorial Island. Whether you want to purchase RuneScape gold, buy OSRS gold, or fast-track upgrades, RSgoldfast has you covered. Once the team is formed, they can trade freely within the group, share responsibilities for skills, and coordinate their efforts for quests and boss fights. However, if a player decides to leave the team, their progress becomes locked, and they cannot join another Team Ironman group. For those seeking an even higher level of difficulty, teams can choose Hardcore Ironman mode. In this version, a single death results in the permanent loss of the account. The added pressure means that a mistake by any team member could spell the end for the entire team’s progress. "Hardcore Team Ironman is the ultimate challenge," says Sarah, a veteran Hardcore Ironman player. "Not only do you have to navigate the game toughest content, but you also need to keep your team alive. It’s intense because every decision matters—you’re not just responsible for yourself but for your whole team." Despite the high difficulty, Team Ironman has become a popular mode in OSRS, drawing in players who relish the challenge of overcoming the game toughest obstacles together. Streamers and content creators have embraced the mode, sharing videos of their team adventures, highlighting the strategic thinking and coordination required for success. "Playing in a team forces you to approach the game in a completely different way," says Tom, an experienced Ironman player. "In solo Ironman, you’re self-sufficient, working at your own pace. But in Team Ironman, you’re constantly coordinating tasks and making decisions that benefit the entire group. It brings a social dynamic to the game that makes every victory feel even more rewarding." However, the mode isn’t without its challenges. Teams face not only the in-game obstacles but also the potential for disbandment due to real-life commitments, burnout, or disagreements among members. Unlike other modes, there’s no option to replace a departing teammate, so the success of the team hinges on maintaining strong morale and cohesion. "Losing a team member is devastating," says Alex. "You’ve spent so much time building shared resources and making progress as a group. Starting over is brutal, which is why teamwork and communication are crucial." Even with these difficulties, the OSRS community has rallied around Team Ironman, forming online groups and forums to share strategies, offer advice, and celebrate accomplishments. Discord servers and subreddits have sprung up, creating spaces where teams can discuss their progress and support each other through the game many challenges. For hardcore OSRS players, Team Ironman represents the pinnacle of the Ironman experience. It pushes both individual skill and group coordination to their limits, offering a deeply rewarding experience for those willing to take on the challenge. As Sarah puts it, "It’s not just about surviving the grind—it’s about keeping your team together and reaching new heights together. That’s what makes it so exciting." In the world of OSRS, where perseverance and strategy are everything, Team Ironman provides a unique test of both skill and camaraderie, making it an unforgettable experience for the most determined adventurers.Play smarter, not harder - get buy RS gold with RSgoldfast now and enjoy the game your way!
  3. With the highly anticipated release of Diablo 4 Season 8 and the new "Vessel of Hatred" DLC, Blizzard is introducing a host of new features, including fan-favorite characters like Mephisto and Diablo 4 gold the fresh Spiritborn class. Yet, amid the buzz, one standout addition has the potential to redefine the game multiplayer experience: the Party Finder. Since Diablo 4 launch, its cooperative mode has largely been underutilized, with most players opting for solo play. However, with Party Finder on the way, Blizzard may finally unlock the full potential of Diablo co-op play, bringing new life to multiplayer and fostering a stronger community. The Challenge of Co-op in Diablo 4 Despite Diablo 4 design encouraging team play, multiplayer engagement has lagged, with estimates suggesting that 85% of players prefer solo adventures. Many have cited the lack of a streamlined, user-friendly group-finding system as a key reason why co-op hasn't flourished. Party Finder aims to change that by offering players an intuitive way to form and join groups based on shared interests, location, and playstyle—whether they’re casual players or achievement-seekers. How Party Finder Works The Party Finder tool is designed to be easy to use, giving players multiple ways to connect with others for co-op play. Here’s how it works: Map Integration: Players can search for parties within specific regions or dungeons directly on the game map. In-Game Menu: A dedicated Party Finder tab allows players to browse and join groups. Emote Wheel: Players can use the emote wheel to signal that they’re looking for teammates, encouraging spontaneous co-op. Once in the Party Finder, players can filter their search by criteria like activity type, playstyle, and zone, making it easier to find groups that match their preferences. This level of customization could attract more players to multiplayer, especially those who previously avoided it due to the challenges of finding compatible groups. Blizzard Push to Enhance Co-op Play Introducing Party Finder in Season 8 highlights Blizzard commitment to creating a more engaging multiplayer experience. Season 8 also brings numerous updates, such as new class abilities, a 90-tier Battle Pass, and the ominous Nahantu map in the Vessel of Hatred DLC. These updates aim to deepen the multiplayer experience, making it more dynamic and encouraging players to team up for challenges like world bosses, endgame dungeons, and large-scale raids. Blizzard has clearly been listening to player feedback about the difficulties of finding groups, and Party Finder could be their answer. By simplifying group formation, Blizzard hopes to inspire more teamwork and unlock a richer co-op experience. Diablo 4 Season 8: A Turning Point for Multiplayer? While Party Finder is a promising addition, its success will depend on how smoothly it works in practice. If executed well, this feature could transform Diablo 4 multiplayer, building a more active and engaged co-op community. Coupled with the new content in Season 8, such as the Vessel of Hatred DLC, it could also help revitalize the player base, encouraging both new and returning fans to dive into the game cooperative elements. As Diablo 4 enters its second year, Season 8 marks a critical turning point for the game, especially in multiplayer. If Party Finder lives up to its promise, Diablo 4 could shift from a primarily solo experience to a thriving, community-driven co-op adventure. With expanded ways to connect and exciting new content on the horizon, the future of Diablo 4 multiplayer looks brighter than ever.In Diablo 4, buy Diablo IV Items can help players upgrade and upgrade equipment faster. mmoexp welcomes players to come to buy, online 24/7, with the best service attitude.
  4. Today
  5. Amazon Games has once again captured the attention of the gaming community with the latest update for New World coins, version 1.1.0. This substantial content update not only revives the beloved Halloween-themed Nightveil Hallow event but also addresses numerous bugs and optimizes gameplay. As part of the ongoing "Season of Opportunities," this update reinforces New World reputation as one of the leading exploratory MMOs available today. One of the most exciting aspects of update 1.1.0 is the return of the Nightveil Hallow event. This seasonal celebration injects a festive atmosphere into the game, allowing players to immerse themselves in the spirit of Halloween. During this event, players can expect themed quests, exclusive rewards, and unique challenges that add a layer of excitement to the New World experience. The Nightveil Hallow event is not just about aesthetics; it also introduces a variety of activities that encourage players to explore the rich lore of Aeternum. Players can engage in pumpkin carving, collect spooky items, and face off against Halloween-themed enemies. These elements not only enhance gameplay but also foster a sense of community as players band together to tackle challenges and share in the festivities. In addition to the festive content, update 1.1.0 addresses a myriad of bugs that have been affecting gameplay. Amazon Games has been attentive to player feedback, and this update reflects their commitment to creating a smoother and more enjoyable experience. Common issues, such as glitches in quests, performance hiccups, and combat-related bugs, have been prioritized for resolution. Moreover, the update includes various quality-of-life improvements. These enhancements aim to streamline gameplay mechanics, making navigation, crafting, and combat more intuitive. Players can expect a noticeable difference in how the game feels, contributing to an overall more polished experience. The release of update 1.1.0 coincides with New World ongoing "Season of Opportunities." This season is designed to provide players with new challenges, rewards, and experiences that expand the game horizons. Players can participate in seasonal activities, which range from PvE missions to PvP engagements. Each activity is crafted to encourage exploration and teamwork, aligning with the game core philosophy of adventure and camaraderie. The "Season of Opportunities" also introduces new gear and cosmetics that players can earn through participation in various events. This not only adds a fresh layer of customization but also incentivizes players to engage with the game systems more deeply. As New World continues to evolve, the release of update 1.1.0 sets the stage for further developments. Players are eager to see what new content and features will be introduced in future updates, especially as the developers have hinted at additional seasonal events and expansions. The ongoing commitment to improving the game, coupled with engaging seasonal content, positions New World as a dynamic and evolving MMO. Whether you’re a seasoned veteran or a newcomer to Aeternum, there’s always something new to discover. Update 1.1.0 marks a significant milestone for New World, revitalizing the game with the return of the Nightveil Hallow event and addressing long-standing bugs. The ongoing "Season of Opportunities" promises to keep the momentum going, offering players a variety of new experiences and rewards. As the gaming community rallies around this update, New World solidifies its place as one of the premier exploratory MMOs on the market. With the promise of continued improvements and engaging content, the future looks bright for New World. Whether you’re delving into the eerie vibes of Nightveil Hallow or exploring the vast landscapes of Aeternum, this update is sure to enhance your adventure in this enchanting world. Purchase reliable cheap New World coins from MMOexp now and experience the thrill of trading and crafting!
  6. Yesterday
  7. Last week
  8. Can you please PM me list of the items? We can find sometime to review it and get it fixed.
  9. The bot does not stand exactly at the center of the goal. The distance from the goal to the wall is less than 64, but the distance from the bot to the wall is greater than 64. I fixed the problem now and commited it to the SVN.
  10. Good afternoon, There's a specific spot of a TRIPMINE that does not work in 1944 Nordwind 2, next to the Allied CP, with bot stuck in a loop; while I can myself put them there: The distance to the wall is correct (made a custom command to call ETUtil.CheckTripminePosition from the goal position to make sure) Map download link: https://fearless-assassins.com/files/file/2690-1944-nordwind-21-1944_nordwind21pk3-and-waypoints/?do=download&r=13200&confirm=1&t=1&csrfKey=bbb23202fbabcff8052b2c0883131733 Attached waypoints -> Only CP and this TRIPMINE are available to Allies OnMapLoad -> CP has a higher priority to be built 1st, because the TRIPMINE is inside the build trigger of it; could that be the issue? What is the issue here? Thank you in advance 1944_nordwind2 - TRIPMINE at CP test waypoints.zip
  11. This project has been inactive for 10 years. Are developers still alive ? The problem is that there are many bugs in silEnT mod. Nobody can fix the bugs if the source code is not available.
  12. Earlier
  13. Priorities of ROUTE goals were ignored. It will be fixed in the next Omni-bot version, or you can build it now from GitHub. The 1944_nordwind map automatically changes spawns just after a player joins the game, so you have to add yield() before ChangeSpawnPoint.
  14. Good morning, In 1944 Nordwind, I saw bots spawning at Warehouse (so Warehouse Door destroyed) wrongly following a route for BUILD_Tank once the Tank is past the Depot area Same if spawning at Axis Spawn When the Tank is damaged, there's Util.ForceRouting on I wrongly wrote the Util.ExcludeClass in Tank_Past_Depot_Area, fixed it locally From: Util.ExcludeClass( "ROUTE_Hill3", CLASS.ENGINEER ); To: Util.ExcludeClass( "ROUTE_Hill3", 0, CLASS.ENGINEER ); When typing /bot sag 3 1 0 (3 to avoid the rendering), I can see the priorities are good for Engis: 0, as expected I've edited the routes to only have the ones involving ROUTE_Hill3 available to ease testing/monitoring The Axis Engis still go through that route note, which has a 0 priority for their class Thus the question: is the route node priority taken into account in the routing processing? Or only its team availability? My goal here is to have it disabled for BUILD_Tank mainly; I could re-affect the routing tables to have it restricted only to that goal and not all Axis BUILD, but I think it's good and simple enough to just affect the priority of the route node for the Engi class ^^" (Allies don't have that route node in their routing) Map download link: https://wolffiles.de/filebase/ET/Maps/1944_nordwind.zip --- Side note: In the same context, I've scripted OnBotJoin so that Axis bots select the Warehouse spawn, then there's a spawn split function that shouldn't change it Added prints before the 3 possible calls to ChangeSpawnPoint, they correctly select spawn 4 But they still spawn at Axis Spawn, number 2 I suspect the fact spawns are quite broken on that map to be the culprit Or I've written some mistake I can't catch --- Thank you
  15. TraceLine does not hit anything at the beginning of the game because the construction materials are not there until the path is destroyed. But you can set entity name instead of trace: /bot goal_setproperty entityname axispath1_toi
  16. Good evening, I'm porting the work done on 1944 Huertgen Forest Final to the Final 2 version For the BUILD_Axis_North_Path, I had to go through the custom BUILD goal setup; trace is good as far as I can see, looks the same as Glider's Assault Ramp for instance But the Axis Engi bot supposed to do it does not go for it (right role, available, reachable, rendered green) To reproduce: 5 grenades to destroy the Axis North Path on the wood logs, and just add one Axis bot (it will automatically be DEFENDER1, and its highest available goal is the North Path) Attached the waypoints Map download link: https://wolffiles.de/filebase/ET/Maps/1944_Huertgen_Final211.zip Using recently compiled DLL from GitHub repo What's wrong? ^^" Thank you in advance Regards 1944 Huertgen Forest (Final 2) - Axis North Path issue.zip
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  18. If you're grinding Ultimate Team in EA FC 26 and looking to earn season points (SP) as fast as possible during the Team of the Season (TOTS) promo, you're not alone. With stacked cards like 96-rated Ribéry and TOTS Pepe available right now, the race is on to hit Season Pass milestones and unlock premium rewards before the event ends. This guide walks you through every efficient method available to rack up SP quickly in FC 26, whether you're playing Ultimate Team, Career Mode, Clubs, or diving into Club Rush matches. Whether you're using the free season pass or you've bought the Premium version Fut 26 Coins, we'll help you reach those high-tier rewards like tradeable 83+ x7 packs, elite TOTS players, and bonus coins. Let's break it all down and help you skyrocket to level 30 in no time. Why Season Points Matter More Than Ever in FC 26 EA has turned up the heat this year with the introduction of a Premium Season Pass, offering higher-tier rewards for players willing to invest. While it's caused some controversy among the community, there's no denying that if you want to maximize your TOTS grind, earning season points fast is key. Fortunately, EA has made earning SP more accessible through a mix of game modes and objectives. From quick-friendly matches to manager career save files, there are hundreds—if not thousands—of SP just waiting to be claimed. Start with the Basics: Daily Objectives (250+ SP Daily) First things first—check your Daily Objectives in Ultimate Team. One easy method to farm 250 SP per day is to simply score two goals in any Ultimate Team mode. This includes friendlies, so you can link up with a friend, knock out the objective quickly, and repeat daily. Pro tip: Set up a quick friendly match, score two, and have your friend back out. You can do this in under two minutes. Over a few days, the SP adds up fast. Weekly Objectives: Easy Wins and High Returns (1,600+ SP) The Weekly Objective Groups are where SP starts ramping up. By completing dailies for three days, you'll bank 750 SP. Add in 200 SP from completing three Squad Building Challenges (SBCs) and another 200 SP for scoring six goals. Playing and winning games adds even more. Here's a quick breakdown: Complete daily objectives 3 times: 750 SP Complete 3 SBCs: 200 SP Score 6 goals: 200 SP Play 8 games and win 6: 400 SP Win 3 Rush matches: 150 SP Total Weekly SP from Ultimate Team: 1,600 SP With the Premium Season Pass, that alone gets you close to Level 3. Extra Boost: Promo Packs With SP Every week, EA drops Season Packs in the store that grant bonus SP alongside players and consumables. For example, some 50K coin packs include 1,000 SP per pack and can be purchased twice. If you're sitting on coins and want to speed up progress, this is one of the fastest ways to gain ground. Always read the pack description—it will clearly say if SP is included. Don't Forget Seasonal Objectives (1,300+ SP) Tucked away in the objectives menu, Seasonal Objectives are often overlooked. Simply hit L2 (or the equivalent on your system) and browse through objectives that reward you just for playing. Here's what's up for grabs: Play 10 games in Career Mode, Clubs, or UT: 200 SP Play 15 games: 200 SP Score 6 goals: 200 SP Score 12 goals: 200 SP Score 18 goals: 200 SP You can do these in Squad Battles on Beginner difficulty or in friendlies. It's super efficient and nets you 1,300 SP with minimal effort. Career Mode Objectives: Fast SP in Manager Mode (1,500+ SP) Yes, even Manager Career Mode gives out SP now. It's as simple as playing full matches on the same save file. Play 1 full game: 250 SP Play 3 full games: 250 SP Play 5 full games: 250 SP Play 7 full games: 750 SP This gives you a total of 1,500 SP, and it's a peaceful break from sweaty FUT matches. Player Career Objectives: More SP, Less Stress (1,500 SP) If you enjoy Player Career Mode, you'll love the SP opportunities here too. Play 3 full games: 250 SP Play 6 full games: 250 SP Score a hat-trick in one game: 500 SP Complete 10 match objectives: 500 SP You can knock these out in a couple of sessions and walk away with another 1,500 SP toward your Season Pass. Club Rush and Clubs Mode: Don't Sleep on These (1,500 SP+) Club-based game modes offer another surprisingly rich source of SP. Whether you're into Clubs or Club Rush, there are multiple objectives here to complete. Here's a sample of Club Rush rewards: Score 3 goals in a Club Rush match: 100 SP Play 2 Club Rush matches: 150 SP Play 6 Club League matches: 150 SP Win 6 Club games: 150 SP Assist 5 goals: 150 SP Score 9 goals: 150 SP Make 25 tackles: 250 SP Altogether, this adds up to over 1,500 SP. For defenders or midfielders, tailor your virtual pro build toward tackles and assists to fly through these quickly. Total SP Available Right Now: Over 7,850 Let's tally everything up from all modes on Day 1 of the new season: Ultimate Team Dailies/Weeklies: 1,850 SP Seasonal Objectives: 1,300 SP Manager Career Mode: 1,500 SP Player Career Mode: 1,500 SP Clubs & Club Rush: 1,500 SP Season Packs (2x 1,000 SP): 2,000 SP Grand Total: ~9,650 SP What Can You Unlock with 10,000 SP? Hitting Level 10+ in the Season Pass this early means serious rewards: Tradeable 83+ x7 Pack 94-rated Dre Merino or Feldkamp Bonus Coin Packs Player Picks and more At Level 20, you receive 10,000 SP as a reward, which can propel you all the way to Level 30. That makes early grinding even more rewarding. Keep Track with FUTBIN and Plan Ahead To stay on top of your SP grind, use sites like FUTBIN.com. They list every active objective and update them as new challenges go live. It's a fantastic tool for managing your grind and making sure you don't miss out on limited-time objectives. What's Coming Next? EA usually releases new objectives every Friday during TOTS. Expect: A new TOTS Cup or Rush Event Player objectives with bonus SP More promo packs with guaranteed SP Possibly flashback or themed TOTS objectives Weekly Rush objectives always refresh and usually include 300–500 SP, so check in on Friday and start early. Final Thoughts: Is It Worth It? If you're chasing the best cards FC 26 has to offer, grinding SP during TOTS is absolutely worth it—especially with how generous the objectives are across all modes. Whether you're going free-to-play or grabbing the Premium Season Pass EA FC Coins for sale, the amount of content available at launch makes it easy to earn big with just a bit of strategy and dedication. With almost 10,000 SP available right now and more on the way, there's never been a better time to start the grind.
  19. Madden 26 is already generating major buzz across the community - not just for its gameplay refinements and new mechanics, but for the Golden Tickets that are beginning to surface. For those not in the know, Golden Tickets are essentially the Madden equivalent of genie wishes - players get to create their dream card Madden 26 coins, fine-tuning stats, abilities, and even positions. This year, the freedom given to Golden Ticket creators is unprecedented, and one creator has taken full advantage by building one of the most outrageous cards we've ever seen: Dewand Jones, Wide Receiver. Yes, you read that right. The 6'8", 375-pound offensive tackle Dewand Jones is now a Wide Receiver. Let's break down the thought process behind this mammoth decision, what makes this Golden Ticket the ultimate chaos agent in Madden 26, and why this card might just be one of the most fun - and broken - in franchise history. A New Era of Golden Tickets In past versions of Madden, Golden Tickets were somewhat restricted when it came to player positions. If a player had an alternate position, like a Randy Moss at cornerback, that was your only option. Not anymore. Madden 26 introduces true positional freedom. If a player is in the game, you can slap them anywhere - as long as you're holding the Golden Ticket. This opens up wild opportunities for creativity, and the creator here knew exactly what to do with that freedom: create the most overpowered, meme-worthy, and utterly game-breaking wide receiver possible. That vision came to life in the form of Dewand Jones, the Cleveland Browns behemoth, known more for pancaking defenders than route running. But that's exactly the kind of innovation that Golden Tickets were made for. Why Dewand Jones? The creator, a die-hard Browns fan, wanted to stay loyal to their team while pushing the boundaries of what's possible in Madden. The goal? Make something new and memorable. We've seen the same names - Lamar Jackson, Calvin Johnson, Bo Jackson - recycled year after year. But Dewand Jones at wideout? That's next-level thinking. The original plan considered other Browns players like Myles Garrett and David Njoku. Garrett was ruled out because someone else was already working on a running back version of him. Njoku as a safety was on the table, but it didn't carry the same insane fun factor as the mountain that is Dewand Jones playing WR. The Stats That Matter (Sort Of) When you look at a 99 overall card, stats become less important. Most are maxed out or close to it, so the real difference lies in abilities and animations. That said, the following attributes were hand-picked and boosted: Speed Change of Direction Spin Move Short Route Running Medium Route Running The reason behind the Spin Move stat upgrade is particularly clever. Madden's spin animation isn't necessarily tied to size - we've seen big players like Mike Tolbert spin with ease while some taller wideouts feel like trucks. So, by giving Dewand Jones a high spin rating and adding the Spin Cycle ability, this card becomes a literal freight train that can spin through defenders. X-Factors and Abilities: The Real Juice What truly makes a Golden Ticket special is the ability stack, and this Dewand Jones WR is stacked to the heavens. Built-In X-Factor: Double Me - Great for jump balls, but more importantly, it breaks press coverage. That means you can't bottleneck this monster. Once he gets going, you're in trouble. Built-In Abilities: Spin Cycle - As mentioned, huge for a big man. You've seen Munoz and Too Tall Jones spin before. Now Dewand can, too. Tank - One of the best run-after-catch abilities in Madden. Combined with Jones' size, this makes him nearly impossible to take down on first contact. Discounted Ability Buckets (0 AP): Vanguard - Pancake blocking on every lead block. Yes, on a receiver. Angry Runs - Not the best X-Factor, but adds flavor. Perfect for a steamrolling WR. 1 AP Abilities: YAC 'Em Up - In case you want to go with Vanguard and still add another layer of brokenness to the after-catch potential. Optional Utility Ability: Short In Elite - Gives near guaranteed separation on short routes. Feels like mini Route Technician and makes this big guy shifty in the slot. With this loadout, Dewand Jones isn't just a gimmick. He's arguably the best wide receiver in Madden 26, especially if you run a Browns-themed team or just want to completely break your opponent's defensive gameplan.Why This Card Stands Out Let's face it: Madden can feel repetitive year after year. Golden Tickets offer a break from that cycle - a way to inject fresh fun into the game. This card is everything a Golden Ticket should be: Unique - No one's ever seen Dewand Jones at WR before. Effective - Between his size, spin, and abilities, this card will actually dominate. Theme Team Friendly - Fits into Browns squads, but good enough for any team build. It's also just hilarious. Imagine throwing a screen pass and watching a 6'8", 375-pounder spin, stiff-arm, and bulldoze his way 40 yards down the sideline. That's the kind of gameplay that keeps Madden fun. The Thought Behind the Build What makes this build even more commendable is the thoughtfulness behind it. This wasn't just "throw big man at WR and call it a day." Every decision had intent: Dewand Jones > Njoku or Garrett: Because of originality and ceiling for fun. X-Factors: Chosen specifically to counter the current meta (press man defense, avalanche users). Card Art: Picked the "Season of Boom LTD" look just to make it pop - even if EA doesn't give Jones an AKA version. It's rare to see a balance of creativity, theme team loyalty Madden nfl 26 coins, and competitive effectiveness all in one Golden Ticket. But this one nails all three. The Big Question: Will It Be Obtainable? Of course, the one downside with Golden Tickets is availability. We've seen in past Maddens how difficult or expensive these cards can be to obtain. The creator even admits that part of the excitement is tempered by the fear that this card may not be easily accessible to the average player. But that's part of the magic. Knowing this card is out there adds excitement to packs, to the market, and to every gameplay video featuring it. Final Thoughts This Dewand Jones WR card is not just a statement - it's a revolution. It embodies the potential of what Golden Tickets can be in Madden 26: boundary-pushing, wild, community-driven fun.
  20. RuneScape, whether you're deep into the late-game grind or casually slaying mobs for fun, is packed with layers of systems, stats, and obscure mechanics that most players completely miss. Some of these can impact your gameplay in huge ways-like how fast your character moves across maps or whether your reforged gear is trash-tier or actually usable. So today, we're breaking down ten lesser-known mechanics and quality-of-life tips in RuneScape that the game doesn't clearly explain but can seriously improve your experience. 1. Heavier Armor Slows You Down-Literally Ever wonder why some characters just seem to move faster than yours, even if you're using the same route and not overburdened with loot? That's because RuneScape applies a movement speed penalty based on your gear weight. Scroll down to the very bottom of your character sheet OSRS gold, and you'll find a "Movement Speed Modifier" stat. Wearing heavier plate armor can drop your movement speed to 14%, while something like chainmail bumps it up to 15.2%. Go for light armor, and you'll be zooming at around 16.4%. It's not just armor. Shields, too, have a direct impact. A tower shield might drop your movement speed significantly, while a tiny buckler might have zero penalty. For classes like Amazon or Ritualist who benefit from mobility, this can make a massive difference in leveling efficiency. It's subtle, but those small percentage shifts add up across hours of gameplay. 2. Map Bookmarks: Your New Best Friend If you're deep into the endgame mapping stage, you've probably overlooked one of the handiest features: bookmarks. Top-left of your map interface, you can right-click any location and "Add Bookmark." This is especially useful when skipping areas like citadels, or if you're farming a specific side of the map for boss nodes or corruption points. Instead of scrolling endlessly or retracing your path, just click the bookmark and go. Use labels like Stone #1, Citadel Skip, or Boss Farm Route to keep your runs clean and organized. 3. Delirium Shard Progression-A Hidden Crafting Tree Delirium shards are one of those resources you collect passively but never quite understand until someone spells it out. Here's the breakdown: Ire → Guild → Greed → Paranoia You can reforge three lower-tier shards into the next tier up. For example, three Ires become one Guild, three Guilds become one Greed, and so on. It's a structured progression tree-but nowhere in-game does it tell you this. There's no popup, no tooltip, no crafting log. Unless a player clues you in, you might hoard low-tier shards forever, never realizing you could craft your way toward better loot and modifiers. 4. Essence Reforging: The Wild West of Crafting Unlike Delirium shards, essences follow no logical upgrade path. Reforging three Essences of Body might randomly give you an Essence of Flame. It's completely arbitrary and doesn't follow a consistent pattern. There's no tier system or essence tree. If you're looking for specific affixes or crafting materials, essence reforging is just a gamble-pure RNG. That inconsistency is something to keep in mind if you're planning your builds around specific modifiers. 5. Reforging and Item Level Pitfalls Here's something you'll wish you knew earlier: item level matters when reforging, and the lowest level item always dictates the outcome. Say you're reforging a level 2, 7, and 79 ring. You'd expect the result to inherit the highest item level, right? Wrong. The result will be a level 2 item. That's right-the lowest one rules them all. For best results, reforge items of similar levels. If you're trying to craft a high-end spear, don't mix it with a low-level drop just because it's the same type. Always hold Alt to view item levels before reforging. This simple habit can save you from accidentally crafting endgame trash. 6. Instance Resetting via Control + Left Click Want to farm a zone repeatedly without waiting for resets or logging out? Just Control + Left Click the area on the waypoint map to open a new instance. For example, in Infested Barren or Jungle Ruins, you can hunt for a vendor selling valuable items. Once you've shopped, Control + Left Click the zone again to create a fresh instance-with a reset vendor and new loot table. This works wonders for XP farming zones like Drowned City, where mob density is high and monster difficulty is low. It's an efficient way to repeatedly farm the same spot without downtime. 7. Advanced Stash Search Filters If your stash is overflowing with gear and you're hunting for that one perfect item, use advanced search operators to filter by specific stats. To search for items with both Energy Shield and Max Life, open GooseFeed, type in energy, close it. Then add maximum life. The results will show items that match both. Want either stat? Use the vertical bar |, which acts as an OR operator: energy shield | max life | chaos resistance This works not only in your stash but also with vendors. Filter items directly while browsing their inventories to save time and spot key gear upgrades instantly. 8. Using Vendor Filters for Specific Stats You can apply those same filters in the vendor window. If you're mid-campaign and looking for strength-boosting gear with mobility perks, just enter: strength and move This will show only items that grant strength and movement speed. Useful when checking boots for run speed or chests for stat requirements. Once you've got your preferred string, reuse it each time you interact with a vendor to optimize your upgrades. 9. Support Gems Not Appearing? Uncheck Recommended Gems This might be the most frustrating "bug" for new players-but it's not a bug at all. When you click on a skill gem (like Explosive Grenade) and try to pair it with a support gem, sometimes it seems like nothing fits. The reason? The "Show Recommended Gems" filter is enabled. Uncheck that box and suddenly a whole new list of compatible gems appears. If your build guide recommends a combo you can't see, this is likely why. It's such a common oversight that it deserves its own shout-out. 10. Final Thoughts: Share Your Hidden Knowledge One of the most magical aspects of RuneScape isn't just the world or the lore-it's the community-driven knowledge. Many of these tips came not from official guides or tooltips, but from players experimenting, observing, and sharing. So, if you've got a game-changing tip-something that seems obvious now but you had to learn the hard way-share it. Whether it's a way to cheese bosses, organize your inventory better, or create the perfect leveling build, you never know who you'll help. TL;DR – Quick Tips Recap Heavy gear slows you down. Check your movement speed modifier! Use map bookmarks for easier navigation in endgame content. Delirium shards follow a hidden tier tree. Reforge up for better rewards. Essence reforging is RNG. Don't expect upgrades. Item level in reforging defaults to the lowest RS gold. Check before you combine. Control + Left Click zones to reset instances and farm faster. Advanced stash filters help you find gear with specific stat combos. Vendor filters can show gear with your desired stats-live! Uncheck "Show Recommended Gems" if support gems aren't showing up. If you're diving into builds like Tactician or Amazon, or just exploring the many layers of endgame systems, these tips will give you an edge and smooth out your journey. Happy adventuring!
  21. Jó tudni, hogy még van magyar van itt ET-vel játszol? Vagy mit szeretnél?
  22. You have to use paththrough navigation. Then in the navigate function you can stop the bot: this.Goto(this.Bot.GetPosition());
  23. Good evening, I'm trying to manage spawning to avoid bots bottle-necking the single and narrow exit of a spawn... I had a first try at it in 1944 Nordwind, that I thought working well enough Now copying and tweaking it in 1944 Huertgen showed bots don't obey MoveTowards their own position, unlike when using Goto in navigational path through or goal Map download link: https://wolffiles.de/filebase/ET/Maps/1944_huertgen_forest.zip Should I replace the region trigger by a large waypoint covering the spawn hut with a path through, or is MoveTowards wrongly used or not working in some cases? Should I create a custom high-priority goal (like the one you made for me years ago, goal_stopbots), and give it/remove it from bots through the algo? You'll find below a sample code; I've added a print which shows bots just go further and further away from their target position, to the point they're still managed by the algo even though they're outside the spawn... Breaking the closest bot calculation The sleep before releasing the mutual exclusion is given a high value to ease the observation (originally 0.75) Attached in a ZIP gm+way (one named waypoint used to position the spawn exit for distance calculation) global Map = { Debug = 1, // Please set to zero before distributing your script // Avoid spawn exit bottleneck // Only care about bots... // Class/weapon not taken into account (aka heavy weaps slowing down first movements) tank_spawn = { Name = "tank_spawn", TriggerOnClass = CLASS.ANYPLAYER, closestBot, mutex = false, botList = {}, OnEnter = function( ent ) { bot = Util.IsBot( ent ); if ( !bot ) { return; } Map.tank_spawn.botList[ bot ] = 1; // Immediately capture current bot position // If we use GetPosition in the loops, the position is modified because the bot moves... botPos = bot.GetPosition(); // Little sleep to let all spawning bots be listed sleep ( .1 ); while ( bot && bot.Health > 0 && Map.tank_spawn.mutex ) { // Don't move until it's your turn to enter the mutex bot.MoveTowards( botPos, 8 ); Map.PrintBotPos( bot, botPos ); yield(); } Map.tank_spawn.mutex = true; // Determine the closest bot from the exit, remove it from the list, make it go, sleep a bit, free the mutex, exit // If the current bot isn't the one, free the mutex and loop until it's the case... Map.tank_spawn.closestBot = Map.DetermineClosestBot( Map.tank_spawn.botList ); if ( bot && bot.Health > 0 && bot.Name != Map.tank_spawn.closestBot.Name ) { //Util.MapDebugPrint( "Freeing mutex because not " + bot.Name + Util.DebugColorString + "'s turn", true ); Map.tank_spawn.mutex = false; while ( bot && bot.Health > 0 && bot.Name != Map.tank_spawn.closestBot.Name ) { // Don't move until it's your turn to move out bot.MoveTowards( botPos, 8 ); Map.PrintBotPos( bot, botPos ); yield(); } // Now the current bot is the closest bot, take back the mutex Map.tank_spawn.mutex = true; } if ( bot ) { Map.tank_spawn.botList[ bot ] = null; } // Only look for the next closest bot if the one we just cleared wasn't the last of the list... botCount = 0; foreach ( dont_overwrite_bot_var_here and val in Map.tank_spawn.botList ) { if ( !dont_overwrite_bot_var_here || dont_overwrite_bot_var_here.Health <= 0 ) { val = 0; continue; } if ( val == 1 ) { botCount += 1; } } if ( botCount > 0 ) { //Util.MapDebugPrint( ToString( botCount ) + " remaining, looking for the next one...", true ); Map.tank_spawn.closestBot = Map.DetermineClosestBot( Map.tank_spawn.botList ); } Util.MapDebugPrint( "Exiting mutex as it is " + bot.Name + Util.DebugColorString + "'s turn", true ); // Let the bot move a bit towards the exit before allowing the next one to move sleep( 2 ); Map.tank_spawn.mutex = false; }, OnExit = function( ent ) { // As we don't wait for the bot to surely exit the spawn // (we just leave a bit of time between each bot, so they follow each other in single line), // no need for OnExit (botList filled and cleared exclusively in OnEnter) } }, PrintBotPos = function( bot, targetPos ) { //Util.MapDebugPrint( bot.Name + Util.DebugColorString + "'s position -> " + ToString( bot.GetPosition() ), true ); Util.MapDebugPrint( bot.Name + Util.DebugColorString + "'s distance to its target position -> " + ToString( DistanceBetween( bot.GetPosition(), targetPos ) ), true ); }, DetermineClosestBot = function( list ) { closestBot; dist = 500; foreach ( bot and val in list ) { if ( !bot || bot.Health <= 0 ) { val = 0; continue; } // Disconnected or dead meanwhile if ( val != 1 ) { continue; } currentDist = DistanceBetween( bot.GetPosition(), Map.tankSpawnExitPos ); if ( currentDist < dist ) { closestBot = bot; dist = currentDist; } } //Util.MapDebugPrint( "Closest bot: " + closestBot.Name + Util.DebugColorString + " (" + ToString( dist ) + ")", true ); return closestBot; } }; global OnMapLoad = function() { // Move self in front of the Tank Spawn pos = Vec3( 2739, -3910, 260 ); wtPos = pos /*+ Vec3( 0, 0, 64 )*/; // ExecCommand( format( "wt %s %s %s", ToString( wtPos.x ), ToString( wtPos.y ), ToString( wtPos.z ) ) ); // Just realised I only have this signature locally // Grab the exit position only once, then reuse it wpTable = {}; w = Wp.GetWaypointByName( "tank_spawn_exit", wpTable ); Map.tankSpawnExitPos = wpTable.position; // Register the trigger OnTriggerRegion( AABB( 2607.125, -4437.875, 193.125, 2912.875, -4127.813, 267.125 ), Map.tank_spawn ); Util.MapDebugPrint( "OnMapLoad", true ); }; 1944_huertgen_tank_spawn_exit_management_sample.zip
  24. Extra case: if a bot is about to throw a grenade at the same time the target is destroyed, it will change facing (because going for an other goal I guess), and the grenade will get thrown somewhere between these 2 facings ^^" I believe it should still throw the grenade at the dead target, to avoid wrongly throwing it (and avoid killing mates), since leaning does not cancel the throw unlike panzer
  25. If there's already something to save charge for PLANT, it's perfect! My main concern was the selfkill/teamkill, but that probably happened while going for building CP then; but the spot where that issue happens and the CP location are far enough to replenish the charge Thank you for the 3 possibilities ^^
  26. Engineers don't fire garand grenades when they are going to PLANT goals. Do you need to disable it for BUILD goals too ? Maybe I could add a new optional property to the BUILD goal which would be used for objectives that need a lot of charge. If you want to disable grenades in some narrow corridors, you can create a region trigger and use function ETUtil.DisableRifleNade. Function WeaponTable.SetWeaponAvailability can be used to set weapons for team/class, but it's not possible to set a weapon for a role. If you want to change weapons manually in triggers, you should set Map.DontSelectWeapons=true. That will solve the problem of spawn self killing, but it completely disables weapon selection globally for all bots.
  27. Good morning, I use roles to split bots between an east front and a west one On the west one, I'd like the Engineers to use a Thompson instead of a Garand, so that the charge isn't consumed by firing grenades instead of planting dynamite or building neutral CP for new spawn... oh, and also avoid blowing itself and sometimes teammates up that way due to narrow corridors, which neutralises the offensive heh Once a specific trigger occurs, that enforcement turns useless, because new spawn and no more roles needed I thought first of OnBotJoin, but bots don't have a role yet (I guess that's to allow the waypointer to have full control on role management before the role manager goes through to take care of it, which sounds perfect to me) So I've made a region trigger on the spawn, setting the TriggerOnClass on Engi to save a condition inside the OnEnter table; the name of the trigger is later used to delete it upon the 'specific trigger' It works well until OB sometimes wants to switch the weapon of the Engi mid-game: it makes the Engi get stuck in a spawn/selfkill loop for weapon switching, if I understand what I witnessed correctly Am I making a correct assertion here, or is it something different? How can I work around that issue? I'm kind-of going for temporary weapon prioritisation depending on team/role/class, to sum the thingy Thank you
  28. This is not a goal. It's a paththrough navigation. It is executed when a bot goes through that waypoint. Bots visit that location because there is DEFEND goal. If you want to change priority or make it class specific, you can set it on the DEFEND goal.
  29. Good Evening! In the Goldrus.gm file is a navigation script what called rnadehall. I would like to ask can I set priority of this goal? If yes how to do it? An other question about this goal: this goal is visited by BOT automatically if spamnades is true or BOT will visit in case only if he go to somewhere and this goal is on your path? Finally I would like to ask this goal can be set class specific? (for example to engineers only) Thank You for reading and special thanks for the helping answers!
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