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When the Viking Conquest goes on sale, buy it just for the story alone, but a developer who releases a DLC in this state should not be supported until the bugs get fixed. Buy With Fire & Sword or Napoleonic Wars instead, they run smooth, there is a ton of new items, and the story(at least in Fire&Sword) is also really interesting. Yes, the developers fixed a lot of major bugs, but there is still a lot of them. To conclude, I can not recommend this game at full price, not in this state. Why could not they put the same amount of work into the weaponry. It's just a shame, because it looks like they put a lot of effort into designing the map, and the villages which look great. There is barely any armour to choose between, and by this point, I don't even know if there are any two-handed weapons in the game. I remember when Fire&Sword came out, they've added a ton of new items. What surprised me the most is the small amount of items added to the game. I've only seen Vikings invade Britain once, in a scripted section of the story mode, but other than that nothing. The lords will just attend ceremonies and do other stuff, but never invade anyone. There is no Viking Conquest, the whole concept of the game is undermined by awful AI. You will never see lords leaving Norway to invade Britain, because of the horrible AI. I know that a lot of people want to buy this to play multiplayer, just because of the setting, but don't. At launch the multiplayer was a buggy mess also, which made the multiplayer dead as a result. And also, don't buy this for multiplayer, stick to Warband. The game is full of bugs, sometimes in-battle mode, you will be spawned under ground, unable to do anything. You know that something is wrong when M&B is lagging on GTX770. They did fix the constant crashing, but you will still experience the horrible lag in the campaign map. Week after release, the game was crashing constantly(go to the Steam forums, and look how many posts about constant crashing were made). I have got to say that this DLC is not in finished state, it's not. Now that we talked a little bit about the story, let's move on to the technical side of things. To sum up the story, it's interesting, it has intriguing plot twists and interesting characters. I can honestly say that they have captured the feel of Dark Age Britain perfectly with historical and random events, even historical characters which is really great if you are a history buff. The dialogue has changed dramatically, it's much better than in previous M&B games, there a ton of new lines and choices which help you immerse into the semi-historically accurate world. At first, I thought the story is going to be the generic "I got a princess, go find her." but, no. You wake up the next day, and your goal is to find your mother and kill the Viking who captured her. He destroys your boat, captures your crew, your mother and that's it. And this is where the story starts, while sailing, you get attacked by a feared Viking, whose name I don't recall. After completing the dull tutorial, and talking to some people on the boat, you sail into the sea. I hope that Tale World is going to fix that in the upcoming M&B Bannerlord. I was kind of expecting that, don't get me wrong the combat in M&B was always fun, but it was also clumsy as hell. The first thing I've noticed is how clumsy everything feels, the boat controls are very not responsive, and overall a pain in the ass to control. Ok, so after completing making your character, you are thrown in into the tutorial level which will introduce you to the new sailing mechanic, and basic combat. They've also added the option to pick a religion, nationality, and personality which is really nice. As always, you start off by choosing your ''path'', was your father a respected viking, or just a regular henchman? It's your choice, and this will affect how people will treat you at the beginning of the game. The question is, how's the gameplay? Mount & Blade games have always offered more freedom than your average RPG, and this has not changed with Viking Conquest. The DLC does bring higher quality textures, but the overall look has not changed, which is not necessarily a bad thing. To start off, no, the game still looks atrocious. It was made by the creators of a very popular mod called "Brytenwalda". It was made by Mount & Blade: Warband - Viking Conquest is the lastest, and probably the last DLC for a beloved RPG Mount & Blade: Warband. Mount & Blade: Warband - Viking Conquest is the lastest, and probably the last DLC for a beloved RPG Mount & Blade: Warband. The bard is about as useful as any prancing ninny with a bachelor’s in music education can be. But there are some character classes in Rogue Legacy 2 I just can’t get to grips with. It’s like doing one of those skill runs in a 2D Castlevania where you have to equip whatever you find or randomize weapons every five minutes like you accidentally drank a potion of Tourette’s syndrome. So I like how dying means rolling a new character with different attacks and abilities. It’s the difference between randomizing the contents of a bag of crisps and randomizing which bodily orifice you’re inserting them into. Your procedural game design lesson of the day is that rearranging the level layout doesn’t matter for shit if the primary gameplay loop doesn’t change. Still, at least fallen lords with back problems are more interesting to fight than just big versions of standard enemies which were the boss fights in Rogue Legacy 1, even if it’d be nice to take a break from the fucking Soulsy shit one of these days and play a game about, I dunno, deflecting nuggets of unsolicited information about the sex lives of four grotesquely wealthy middle-aged women. A plot that seems to be themed around tragedy and hubris and is tonally at odds with the surface level gameplay where we might be playing as a character with clown disease who can double jump from the power of their earth-shattering farts. Why the fuck would you say Sex and the Ci – I don’t know! You caught me on the spot! So now the environments are all grand cathedrals, ruined towns and magic libraries, the boss fights are all against tortured fallen lords with severe back problems, and there’s a rather convoluted plot running behind everything that we piece together from random document finds. Er… Sex and the City? What? No! Dark Souls! It’s gone a bit Dark Soulsy on us like 90% of high profile indie games these days. Rogue Legacy 2 is basically the same game with more bits and bobs and better design and smooth cartoony hand-animated artwork that never trundles across the eyeballs like a caterpillar in spiked running shoes.Īlthough since the first game it’s taken some influence from – go on, have a guess. Rogue Legacy 1 was all in pixel art and kept doing that thing where they’d double the size of a pixel art enemy to make a boss version and it looked like absolute crunchy sweetcorn buttholes. Although note that I said I “liked” Rogue Legacy 1, past tense, and I say that because Rogue Legacy 2 is going right next to Left 4 Dead 2 and Hand of Fate 2 on my “sequels that mean we don’t need the original anymore” shelf. I like a challenge, but I think I liked it a lot more before every bloody indie game decided it was their duty to take turns making sure my bollocks are never un-swollen, and Rogue Legacy instead just throwing cups of cold piss in my face is a refreshing break. The permanent upgrading made it pretty easygoing as Roguelikes go. I’m all about 2D Castlevania-style platformers, I love swinging around a sword so big it clips through a wall and hits a floating medusa head on the other side in an absolute debasement of physics. But don’t mistake my tone: I really liked Rogue Legacy 1. The only roguelike thing about it is that the castle procedurally regenerates with each attempt like the board of directors at a doomed startup. Also since the definition of “roguelike” these days is about as much to do with the original Rogue as a pig holding a fish in its mouth has to do with Yoko Ono, all your upgrades and progress through the castle’s sequence of boss fights is kept permanently. Every time you die you switch to controlling the next heir in your family bloodline, meaning presumably that each attempt takes place decades apart so it’s weird none of the NPCs ever age or move somewhere else and the surrounding world never invents flying cars no matter how many generations go through the meat grinder of my shitty dodge reflexes but we’re probably not supposed to point this out. Not to be confused with Rouge Legacy, which is the biopic of the man who had the idea to put tits in Sonic the Hedgehog, Rogue Legacy is, funnily enough, a Legacy Roguelike. I’ve been playing Rogue Legacy 2, which last week triumphantly produced the stained bedsheet representing its graduation from girlhood innocence. It’s been like showing a roomful of ten year old schoolkids that one video about periods and watching as one by one the innocence fades from their eyes. Transcriptīlimey, a lot of shit’s been popping off of Early Access lately. We have a merch store as well! Visit the store for brand new ZP merch. Want to watch Zero Punctuation ad-free? Sign-up for The Escapist + today and support your favorite content creators! This week in Zero Punctuation, Yahtzee reviews Rogue Legacy 2.įor more major games Yahtz has reviewed lately, check out Teardown, 13 Sentinels: Aegis Rim, Weird West, Tunic, Stranger of Paradise: Final Fantasy Origin, and Elden Ring. All exotic Hermès bags are created in strict compliance with CITES. The functionality of this Herms bag makes it well suited for travel or for use as a casual day bag. All Kelly bags are made from the finest leathers like Togo, Chevre, Epsom, and Clemence, while some exotic Kelly bags are made of skins like lizard, ostrich, and crocodile. This Herms bag comes in four sizes: 16 cm (formerly TPM), 29 cm (formerly PM), 33 cm (formerly GM), and 40 cm (formerly TGM). 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It is interesting that restic, while being the second fastest, consumed far more CPU times than the elapsed real times, which is bad for the user case where users want to keep the backup tool running in the background to minimize the interference with other tasks. Here are the elapsed real times (in seconds) as reported by the time command, with the user CPU times and system CPU times in the parentheses:Ĭlearly Duplicacy was the winner by a comfortable margin. Details can be found in linux-backup-test.sh.īackups were all saved to a storage directory on the same hard disk as the code base, to eliminate the performance variations introduced by different implementation of networked or cloud storage backends. The code base is then moved forward to these commits one by one to emulate incremental changes. After the initial backup was finished, other commits were chosen such that they were about one month apart. To test incremental backup, a random commit on July 2016 was selected, and the entire code base is rolled back to that commit. Its size is 1.76 GB with about 58K files, so it is a relatively small repository consisting of small files, but it represents a popular use case where a backup tool runs alongside a version control program such as git to frequently save changes made between checkins. The first dataset is the Linux code base mostly because it is the largest github repository that we could find and it has frequent commits (good for testing incremental backups). Enabled by -e repokey-blake2 which is only available in 1.1.0+ Backing up the Linux code base It was set it to 1MB to match that of restic The chunk size in Duplicacy is configurable with the default being 4MB. The following table lists several important configuration parameters or algorithms that may have significant impact on the overall performance. SetupĪll tests were performed on a Mac mini 2012 model running macOS Sierra (10.12.3), with a 2.3 GHZ Intel i7 4-core processor and 16 GB memory. Therefore, results presented here should not be viewed as conclusive until they are independently confirmed by other people. It is highly possible that configurations for other tools may not be optimal. DisclaimerĪs the developer of Duplicacy, I have little first-hand experience with other tools, other than setting them up and running for these experiments for the first time for this performance study. Contribution Guide, Module READMEs, Wiki Docs etc.To benchmark the performance and storage efficiency of 4 backup tools, Duplicacy, restic, Attic, and duplicity, using datasets that are publicly available. Updated relevant and associated documentation (e.g.ValidateMcCloud (Base validation in Azure China Cloud).ValidateAzCloud (Base validation in Azure Cloud).Updated one or more of the following tests (if required).Performed testing and provided evidence.Ensured my code/branch is up-to-date with the latest changes in the main branch.(ALZ Bicep Core Team Only) Associated it with relevant ADO Items.Associated it with relevant GitHub Issues.bicep file/s I am adding/editing are using the latest API version possible Read the Contribution Guide and ensured this PR is compliant with the guide.Replace this with any testing evidence to show that your Pull Request works/fixes as described and planned (include screenshots, if appropriate). This PR changes/updates the document urls to the latest source of information.It updates the reference links from - to This PR fixes/adds/changes/removes This PR has updates to the references in the documentation. 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We’ve seen all the requests for an update on console development, and we understand this isn’t the news everyone’s looking for – but we want to address it and reassure we are still working on it with our partners! We’ve worked with a number of different developers to try and address this, and have made some progress – but we’re still not confident enough to say when it might be ready. Our last update was that the console version was suffering from serious performance issues with 3-4 players together in some scenarios and we felt it couldn’t be released to the public in that state. Last year we shared a number of updates about Starbound’s Xbox console version, which we’d been showing at public events and felt was nearly ready. This is a great chance to try Starbound if you’re an Xbox Games Pass subscriber – and we’re so pleased to have it join the great collection of titles available! It’s a fantastic value at only $9.99 a month and you’ll also gain access to over 100+ wonderful games (aside from our very own Wargroove, we also recommend checking out Carto, Ape Out and Frostpunk). For right now a console version is delayed while we continue to work on technical solutions to optimize large groups in multiplayer, and we’ll keep supporting the PC version ( 1.4 is available to beta test right now on Steam).We’ve got some exciting news! Starbound will be releasing December 8th on Xbox Games Pass for PC!! This version is PC only, and identical to other PC versions with the new additions of Xbox achievements, and the ability to invite and join friends through your Xbox Live network. We’d hoped to have better news to share in this update – and we’re sorry we’d waited so long to deliver it. Outside that the game is ready, but it’s a make or break issue and we can’t introduce Starbound to consoles with current performance. We’ve got some very experienced programmers who think it’s achievable and are working on it – but we don’t want to give any assurances until we’ve tested it. We’ve spent the past few months working with some new outside porting partners to try and further optimize the game performance. We don’t want to limit the number of players or remove features to address the problem – that would mean releasing the game in a ‘less complete’ state and wasn’t a solution we were comfortable with. With four or more players together we’d still encounter some stuttering and frame drops. We worked to optimize and redesign a number of systems specifically to optimize the performance in multiplayer, but ultimately after months of work it still wasn’t enough to get the game up to our standards. Late in development while evaluating the game we identified performance issues when playing with four or more players together, but still felt confident we could address them to have it release ready. 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Determining the Cisco IOS XE Software Release The following example shows the output of the command for a device that is running Cisco IOS Software Release 15.5(2)T1 and has an installed image name of C2951-UNIVERSALK9-M: Router> show versionĬisco IOS Software, C2951 Software (C2951-UNIVERSALK9-M), Version 15.5(2)T1, RELEASE SOFTWARE (fc1)Ĭopyright (c) 1986-2015 by Cisco Systems, Inc.Ĭompiled Mon 22-Jun-15 09:32 by prod_rel_teamįor information about the naming and numbering conventions for Cisco IOS Software releases, see the Cisco IOS and NX-OS Software Reference Guide. Some Cisco devices do not support the show version command or may provide different output. The banner also displays the installed image name in parentheses, followed by the Cisco IOS Software release number and release name. If the device is running Cisco IOS Software, the system banner displays text similar to Cisco Internetwork Operating System Software or Cisco IOS Software. To determine which Cisco IOS Software release is running on a device, administrators can log in to the device, use the show version command in the CLI, and then refer to the system banner that appears. Determining the Cisco IOS Software Release The following examples show the output of the show vstack config command on Cisco Catalyst Switches that are configured as Smart Install clients: switch1# show vstack config Role: Client (SmartInstall enabled) An output of Role: Clientand Oper Mode: Enabled or Role: Client (SmartInstall enabled) from the show vstack configcommand confirms that the feature is enabled on the device. To determine whether a device is configured with the Smart Install client feature enabled, use the show vstack config privileged EXEC command on the Smart Install client. Determining Whether the Smart Install Client Feature Is Enabled Switches that are running releases earlier than Cisco IOS Software Release 12.2(52)SE are not capable of running Smart Install, but they can be Smart Install clients if they support the archive download-sw privileged EXEC command. Smart Install client functionality is enabled by default on Cisco IOS switches on software releases that have not been updated to address Cisco bug ID CSCvd36820. Cisco devices that are configured as a Smart Install director are not affected by this vulnerability.įor information about which Cisco IOS and IOS XE Software releases are vulnerable, see the Fixed Software section of this advisory. Only Smart Install client switches are affected by the vulnerability that is described in this advisory. This vulnerability affects Cisco devices that are running a vulnerable release of Cisco IOS or IOS XE Software and have the Smart Install client feature enabled. For a complete list of the advisories and links to them, see Cisco Event Response: March 2018 Semiannual Cisco IOS and IOS XE Software Security Advisory Bundled Publication. This advisory is part of the March 28, 2018, release of the Cisco IOS and IOS XE Software Security Advisory Bundled Publication, which includes 20 Cisco Security Advisories that describe 22 vulnerabilities. This advisory is available at the following link: There are no workarounds that address this vulnerability. Causing an indefinite loop on the affected device that triggers a watchdog crashĬisco has released software updates that address this vulnerability.Allowing the attacker to execute arbitrary code on the device.A successful exploit could allow the attacker to cause a buffer overflow on the affected device, which could have the following impacts: An attacker could exploit this vulnerability by sending a crafted Smart Install message to an affected device on TCP port 4786. 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