terça-feira, 2 de abril de 2019

Game 322: Nemesis (1981)

Hey, it was a bare-bones era.
      
Nemesis
United States
SuperSoft (developer and publisher)
Released in 1981 for CP/M
Date Started: 24 March 2019
Date Ended: 24 March 2019
Total Hours: 4
Difficulty: Moderate (3/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)

In 1977, the innovative first-person dungeon crawler Oubliette appeared on the PLATO mainframe system at the University of Illinois at Urbana-Champaign. Two students, aspiring programmers, became convinced of its commercial potential. Taking various elements from the game, they reprogrammed it for the microcomputer and released their version in 1981, offering no credit or acknowledgement to the Oubliette authors. The game was a smash hit and launched a dynasty of sequels and imitators, influencing the genre down to the present day.

The last sentence makes it clear that the above paragraph was about Wizardry, but take it out and you also have a description of Nemesis, one of a very small number of RPGs released for the CP/M operating system. The CP/M was a popular OS for Intel 8086 and 8088 computers in the 1970s, and based on most accounts, it would have been the OS of choice for the new IBM-PC if some issues hadn't arisen over a non-disclosure agreement, leaving the door open for Microsoft to sell IBM on PC-DOS, which ironically took some of its elements from CP/M. If things had gone another way, Nemesis might have been one of the first RPGs for a booming OS rather than one that died the same year.
         
A mix of D&D, Tolkien, and Donaldson in the race list was an early clue.
        
Like Wizardry, Nemesis isn't an exact copy, and has plenty of its own innovations, so we shouldn't go too far in making accusations of plagiarism and such. In fact, in making their adaptation, the authors--Michael A. Pagels and Michael Q. Hiller--changed enough of the elements (in particular getting rid of the 3-D interface) that I might not have noticed the association. What tipped me off was the use of "ur-vile" (from Stephen Donaldson's Thomas Covenant series) as a character class. I knew I'd seen that before, searched my blog, and came up with my entry on Oubliette. From there, I noticed that the list of races for the two games were exactly the same, in the same order, excepting the replacement of "Eldar Elf" with "Grey Elf." Then I got hold of the game manual and noted that the address for SuperSoft was a post office box in Champaign.

Getting the game running was no picnic. The only reliable CP/M emulator that I could find (Simeon Cran's MicroFast) was for DOS, which put me in the weird position of running an emulator within an emulator. The game then requires you to create a configuration file for the terminal you're using before you can run it. It has configurations programmed for numerous terminals, but none of them seemed to overlap with the various options offered by MicroFast. Actually, one did--the D.E.C. VT-52--but I overlooked it for a while, wasted a lot of time trying to define my own terminal type, and nearly gave up before I figured it out.

Nemesis is necessarily dumbed-down from Oubliette. Microcomputers of 1981 had nothing like the resources of the PLATO mainframe. Oubliette's explorable "town" level with numerous shops, inns, and so forth was (like in Wizardry) turned into a menu town. Instead of a party, a single character adventures alone. Combat is rendered considerably easier as a consequence.

But the basic rules, logistics, and statistics come directly from Oubliette, which itself drew heavily from Dungeons & Dragons and a few other sources. Character creation has you choose first from 15 races: human, elf, dwarf, half-dwarf, half-elf, hobbit, orc, uruk-hai, ogre (misspelled "orge"), pixie, goblin, hobgoblin, kobold, ur-vile, and grey elf. The game then randomly rolls for your strength, intelligence, wisdom, charisma, constitution, dexterity, gold, and (weirdly enough) sex. The rolls are modified by your race choice. You also choose an alignment from lawful, neutral, or chaotic, which was also used by Oubliette but goes back to original D&D.
       
Choosing a class after rolling attributes.
      
You can re-roll as many times as you want before accepting the character, at which point you choose from a list of available classes, with those that don't meet your minimum attributes filtered out. There are 15 classes, and they again match Oubliette's list in names and order, except for the substitution of "rogue" for thief and "featheror" for courtesan. Nemesis's full list is cleric, demondim, featheror, hirebrand, mage, minstrel, ninja, paladin, raver, peasant, ranger, rogue, sage, samurai, and valkyrie. After a few false starts with boilerplate characters (e.g., an ogre hirebrand), I decided to aim for a "minstrel" because it amused me to think of a blackfaced adventurer pratfalling his way through a dungeon while belting a tune about his mammy down in Alabamy.

The menu town has an armory for buying and selling weapons and armor, a hospital, an inn, and Archives. Hospitals and inns both let you restore hit points. Hospitals cost money but heal you a lot faster (in game days) than inns, which has implications for your longevity. The Archives is where you go to pay money to have unknown items identified. New characters have no equipment, but they also have so little gold that you usually can't buy anything. Even a "pointed stick" costs over 100 gold pieces. So you enter the dungeon and take a chance with your hands.
        
Visiting the store. I have no idea why I'd need a hanky, brick, or beenie.

Visiting the hospital after a rough dungeon trip.
          
Gameplay consists mostly of wandering the 21 x 23 dungeon levels, picking up equipment as you find it, and killing monsters as they attack you. The items you find almost immediately outclass what's available in the store, so you mostly use gold for healing and identifying items in the archives. You want to stay near the entrance until you gain a few levels and extra hit points; although combat is relatively easy on Level 1, the game still features permadeath, and you can always get unlucky.

The dungeon is rendered in roguelike fashion, with ASCII characters representing the walls and doors, rather than in the 3D graphical fashion of Oubliette. It's possible that the developers were exposed to Rogue but equally possible that they came up with the idea independently. In addition to stairs, players can encounter chutes and pits to lower levels, teleporters, anti-magic rooms, anti-cleric rooms, "melee rooms" (every square has a combat), and special treasure rooms. You maneuver with the URLD keys.
        
Making my way through the dungeon. The character is a flashing underscore, so don't ask me to find it on this static shot.
         
Combat is drawn largely unchanged from Oubliette. When you encounter an enemy party, you're taken to a separate screen where you can see your own statistics and inventory and the enemy groups that you face. Your options are only (F)ight, (C)leric spell, (M)age spell, and (U)se a special item. There is no fleeing or parrying. Even worse, the point of most of the character classes is nullified, as the authors failed to adapt any of their special abilities. Courtesans/"featherors" and minstrels can no longer charm enemies; rogues and ninjas can't hide; clerics cannot dispel undead; paladins cannot lay on hands. There is a suggestion that some of these abilities were intended for a sequel.
        
I believe the primary party I'm fighting is orcs, but I caught this in the process of refreshing the screen. Two mediums (priestly classes) have joined the battle.
        
Other monsters may appear to join a battle in progress. As you kill them, you see your experience and gold increase. Leveling happens when you leave the dungeon, and it's accompanied by increases in maximum health and spell points.

Nemesis offers 55 different monster types, and all of them appear in Oubliette with a few exceptions, and those exceptions are all simple substitutions. For instance, Oubliette's giant spider and giant ant become "huge spider" and "large ant" in Nemesis. Oubliette has a lot more monsters than Nemesis; those that didn't make the cut tend to be the higher-level monsters like dragons, medusas, and advanced spellcasters, and I suspect that the Nemesis authors didn't know how, or didn't have the space, to program those enemies' special attacks.
            
The game's town. Oubliette had stores, hospitals, and inns, but I think the Archives are original to this game.
         
There is some overlap in the games' spells, but on the other hand, the 13 mage spells and 11 cleric spells offered by Nemesis are common enough that they could have come from anywhere. Nemesis doesn't require you to know a spell code name to cast its spells. They are separated into travel spells ("Light," "Protect," "Levitate") and combat spells ("Damage," "Sleep," "Fireball"), and each depletes a number of magic points from the character's pool.

There's no main quest or winning condition in Nemesis. The manual encourages you to set your own goals, such as a certain experience level or treasure level. Survival isn't very hard if you can live past Level 0 and if you play conservatively, for instance returning to the surface when you've lost half your health. The game earns only a 12 in my GIMLET, with no element rising above a 2. It is particularly hurt by the lack of any backstory, NPCs, or quests (all 0).
          
Ironically, one of the monster types that the game did not adapt from Oubliette was dragons.
        
The manual indicates that Nemesis II was already under development when Nemesis shipped. The creators intended to bring multi-user capabilities to the sequel. Players were invited to join the "Nemesis User Group," which met at Hiller's residence, to test the new adventure. Alas, it was never finished.

Pagels, Hiller, and SuperSoft issued at least two other products: a multi-player science fiction game called StarJump and a dungeon level and character editor called Nemesis Dungeon Master. The latter came with the edition of Nemesis that I downloaded, but it must have been a late addition because the manual doesn't mention it at all.
           
The Nemesis Dungeon Master character editor.
        
On a Google Group about a year ago, Pagels indicated that he and Hiller "had a great time writing this game, and it helped pay for grad school." Neither continued in the gaming industry. I reached out to both for comments but didn't get a response.

If we ever get hold of OrbQuest (1981), we may have a challenger, but until then, I'm willing to call Nemesis the best CRPG issued for the CP/M operating system. I'm glad we had a chance to check it out.


PUBG Moblie 0.11.5 Update

After the 0.11.0 update, PUBG Corp. has planned to release the very next update i.e. 0.11.5. This post will introduce players with the new features available in this update.

Recently, the 0.11.0 update was launched in PUBG mobile. This update basically included the Survive till dawn or the PUBG Zombie mode. Some updates including Riot shield and others were also planned to release in this update but they were postponed as the 0.11.0 update had a big size (about 1.7 GB) and it was exerting a lot of pressure.

        So returning to topic, PUBG update 0.11.5 will include the following features. 

1. G36C (Gun) : 
                             
                           It is an assault rifle gun requiring 5.56 mm ammo. This gun was planned to release in Season 5 but unfortunately, it was skipped and now it is planned in the next update. You can watch the video to learn more about it.


pubg gun
G36C gun


2. Tukshai (Vehicle) :

                          The next PUBG update includes an auto-rickshaw, Auto-rickshaw is a vehicle mainly found in Asian countries. This vehicle will be available only in Sanhok map. It can carry up to 3 players. Click here to know more about it.


Pubg mobile new vehicle
Tukshai

3. Canted Sight (Attachment) :

                         It is a secondary attachment that allows the player to quickly switch between the 1x Canted sight and the other scope used. It is already launched in PUBG PC, Xbox and PS4. To know more about Canted sight you can visit my post about it.

4. Skorpion (Gun) : 

                       It is a full-auto weapon pistol that works on 9mm ammo. Its capacity can be increased from default 20 rounds to 40 rounds using a standard extended magazine. It can be switched from single fire to full auto. The only disadvantage is that it has lower per bullet damage than other pistols.


Pubg mobile new gun
Skorpion


5. Royale Pass Season 6 :

                      As we know the Season 5 of PUBG will end on 18 March 2019. This new season will bring new emodes. Also, many new outfits will be available including Joker and Harley quuen outfits. These two outfits were actually planned before the beginning of Season 4 but it was included in that season. So now there is a hope of getting it in Season 5. 
                                     Excluding these some more features may be added in the future. You can click here to know more PUBG upcoming updates.


Pubg new season 6
RP Season 6



Release date : 


It is expected that this 0.11.5 update will be released between 18-20 March 2019. there is no strong proof that this date is accurate but since season 5 will end on 18 March so there is a chance of releasing season 6bor this PUBG update between the mentioned date.

It is expected that this 0.11.5 update will be released between 18-20 March 2019. Though it is not officially declared or announced but since Season 5 will end on 18 March, so the new season or season 5 release date comes out to be between 18-20 March 2019.

              
Which of the above features will be more interesting and enjoyable to play? Let us know in the comment section below.

segunda-feira, 1 de abril de 2019

The 3 R's Of Wargaming

Reassess, Reorganize, Rebase.

Its only been a couple of years since I popped my 54's off their 1" washers and reorganized the 8 single figure units into units of 2x3 figure bases.


Shouldn't take long to make that right for the older units. Bringing the newer 6 man units up to scratch will only take a little longer.

sexta-feira, 29 de março de 2019

14 Highest Paying URL Shortener: Best URL Shortener to Earn Money

  1. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  2. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  3. Cut-win

    Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  4. Oke.io

    Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
    Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.
    • The payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-20%
    • Payout options-PayPal, Payza, Bitcoin and Skrill
    • Payment time-daily

  5. Clk.sh

    Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  6. BIT-URL

    It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  7. Shrinkearn.com

    Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
    Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.
    • The payout for 1000 views- up to $20
    • Minimum payout-$1
    • Referral commission-25%
    • Payment methods-PayPal
    • Payment date-10th day of every month

  8. Short.pe

    Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  9. Ouo.io

    Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  10. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  11. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  12. Adf.ly

    Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  13. Linkrex.net

    Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  14. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

Nibbles & Kiwi

The early days in Kanto were tough. I didn't have enough money to survive on my own for long. What little money I did have I spent on food, lodging and a meager collection of Pokéballs. Aside from my companion, Rascal, that's all I had. Even though I had a Pokédex on loan from Professor Oak, I was still a long way off from building the Sanctuary and filling it with Pokémon from all over the world. I remained in good spirits, but I had to make some tough financial decisions. I knew that Pokémon trainers dealt primarily in PokéDollars which were universally accepted, but in order to earn some I'd need to find other trainers interested in competitive battling for prize money. Losing was not an option, because the risk of losing money to another trainer would doom the entire adventure. Winning a competitive match certainly meant bolstering my team, so while I waited patiently for the Viridian Pokémon Gym to reopen its doors to the public, I set out to capture new companions.
Rascal was really thriving due to our training. He had grown much stronger from our first encounter in the fields beyond Pallet. His progress filled me with confidence. West of Viridian City in the foothills of the Indigo Plateau, we encountered an aggressive, little Nidoran. As absurd as it may seem, I think the Nidoran was weaker than Rascal when Professor Oak and I first caught him. He was puny and feeble, but he made up for it in sheer enthusiasm. I named that little fellow Nibbles and we began training as soon as he was rested. Nibbles was always eager to train and never shied from a challenge.
Now, I do recall the Pokédex made the distinction that Nibbles was male. I remember clearly because I pondered this several times throughout my journey in Kanto. Pokémon gender at the time was nothing more than hypothetical conjecture. There was no definitive study on the subject, and Professor Oak's Pokédex entry on the Nidoran species compiled by me and other contemporary Pallet Town trainers would spark a more conclusive investigation in the near future. I used the computer in the Viridian Pokémon Center to email Professor Oak several times about Nibble and the Pokédex entry. He requested I find a female variant of the species, but in all my searching of Kanto that year, I was never able to capture one. The closest I came to a female Nidoran was in trainer battles which collected a good amount of data, but unfortunately not as much as I'd be collecting on Pokémon directly in my care.


Training Nibbles was a lot of work. In those early days, he was pretty useless in a battle. We relied heavily on Rascal to teach him how to handle himself and get him ready for competitive battling in the future. Some days we were out in the south training against wild Rattata and Pidgey. On other days we made our way into the shadow of Indigo Plateau to the west and were fighting Rattata and other Nidoran. Eventually, Nibble's aggressive and enthusiastic nature paid off and he was able to protect me from all the wild Pokémon we encountered. He was ready, but unfortunately the gym was still closed. So we ventured to the north side of Viridian City for the first time to see what we could find, capture and study there.
On Route 2, Nibbles pinned down a Pidgey which I expertly captured. Kiwi was a welcome addition to the team. Kiwi was the strongest wild Pokémon we'd subdued so far, possibly stronger than both Rascal and Nibbles combined when I first met them. This made him a lot easier to train. He was able to steadily hold his own against wild Pokémon right away. The four of us continued to train around Viridian City until my two weeks worth of paid lodging expired. At that point, it was time to move on. There were no trainers to fight in Viridian City and I had given up on the gym reopening in time to rescue me from my financial crisis. I would have to take the team north through the forest to Pewter City and hope the competitive Pokémon scene was better.
I packed my meager supplies into my backpack and headed out the north gate. I would have been well on my way down Route 2 toward the Viridian Forest, except I had happened to overhear a conversation between two children. They noticed the Pokéballs holstered to my backpack and began excitedly chatting. They found it coincidental that I happened to be leaving just as a new trainer was arriving. I casually approached the children, trying to pretend I wasn't eavesdropping, but soon was crouched down beside them. With wide and eager eyes and perhaps a hint of desperation in my tone, I asked them where I could find this new trainer in town.
They began jumping up and down in excitement, asking if we were going to battle. Laughing, I told them it would be up to the other trainer, but I was hoping to challenge him. The next thing I remember, all three of us were rushing through the city streets toward Route 22. My heart was pumping at the thought of my first trainer battle. My finances were completely forgotten, too. My brain was a complete blur. The only thing I could think about was the challenge and the thrill. Despite building and training my team for two weeks, I really wasn't prepared for what we would find on the road to Indigo Plateau.

Current Team:
Attacks in Blue are recently learned.

Expanding Target API Level Requirements In 2019

Posted by Edward Cunningham, Android Security & Privacy Team

In a previous blog we described how API behavior changes advance the security and privacy protections of Android, and include user experience improvements that prevent apps from accidentally overusing resources like battery and memory.

Since November 2018, all app updates on Google Play have been required to target API level 26 (Android 8.0) or higher. Thanks to the efforts of thousands of app developers, Android users now enjoy more apps using modern APIs than ever before, bringing significant security and privacy benefits. For example, during 2018 over 150,000 apps added support for runtime permissions, giving users granular control over the data they share.

Today we're providing more information about the Google Play requirements for 2019, and announcing some changes that affect apps distributed via other stores.

Google Play requirements for 2019

In order to provide users with the best Android experience possible, the Google Play Console will continue to require that apps target a recent API level:

  • August 2019: New apps are required to target API level 28 (Android 9) or higher.
  • November 2019: Updates to existing apps are required to target API level 28 or higher.

Existing apps that are not receiving updates are unaffected and can continue to be downloaded from the Play Store. Apps can still use any minSdkVersion, so there is no change to your ability to build apps for older Android versions.

For a list of changes introduced in Android 9 Pie, check out our page on behavior changes for apps targeting API level 28+.

Apps distributed via other stores

Targeting a recent API level is valuable regardless of how an app is distributed. In China, major app stores from Huawei, OPPO, Vivo, Xiaomi, Baidu, Alibaba, and Tencent will be requiring that apps target API level 26 (Android 8.0) or higher in 2019. We expect many others to introduce similar requirements – an important step to improve the security of the app ecosystem.

Over 95% of spyware we detect outside of the Play Store intentionally targets API level 22 or lower, avoiding runtime permissions even when installed on recent Android versions. To protect users from malware, and support this ecosystem initiative, Google Play Protect will warn users when they attempt to install APKs from any source that do not target a recent API level:

  • August 2019: New apps will receive warnings during installation if they do not target API level 26 or higher.
  • November 2019: New versions of existing apps will receive warnings during installation if they do not target API level 26 or higher.
  • 2020 onwards: The target API level requirement will advance annually.

These Play Protect warnings will show only if the app's targetSdkVersion is lower than the device API level. For example, a user with a device running Android 6.0 (Marshmallow) will be warned when installing any new APK that targets API level 22 or lower. Users with devices running Android 8.0 (Oreo) or higher will be warned when installing any new APK that targets API level 25 or lower.

Prior to August, Play Protect will start showing these warnings on devices with Developer options enabled to give advance notice to developers of apps outside of the Play Store. To ensure compatibility across all Android versions, developers should make sure that new versions of any apps target API level 26+.

Existing apps that have been released (via any distribution channel) and are not receiving updates will be unaffected – users will not be warned when installing them.

Getting started

For advice on how to change your app's target API level, take a look at the migration guide and this talk from I/O 2018: Migrate your existing app to target Android Oreo and above.

We're extremely grateful to the Android developers worldwide who have already updated their apps to deliver security improvements for their users. We look forward to making great progress together in 2019.

DE: New FAQ And Updated Lists!

New FAQ and updated lists.

Ho ho ho, a day after I blog about competitive play and Dark Eldar's place in the meta, GW drops a huge FAQ that extends to all armies and changes the way we play the game.

You can find all the good jazz right here, but I'll sum up the main highlights of how this changes the way I build my armies going forward.  Funny enough, DE didn't change all that much and it was really those other armies out there that got a big calibration.

Here are the big highlights from the FAQ:
  • Smite spam is now harder to cast
  • Character targeting changed so other characters can't block targeting
  • Battalions and Brigades now generate +5 CPs and +12 CPs!
  • You only get one kind of Ignore save wounds
  • Various point changes (increase to CW units and Dark Reapers)
  • You cannot have more than 3 datasheets in a 2K game except troops and transports
  • Soups got hit so you can't mix as hard, you just have to read it
  • Reserves also changed so first turn alphas are not as devastating

There's a lot of changes here the directly affects competitive play, but my favorite change of all is probably the rule of 3.  Not being able to spam is really awesome of the game's health.  The soup changes also make it so you can't just bring the most powerful units of all different books into a single detachment and that's awesome.  The only one I'm not too sure about is the fact that Battalions and Brigades generate so much CP now.  While I can understand GW's intention here to fix the more elite armies limited CPs, this benefits everyone.  This means that IG CP batteries with their cheap ass Brigades are in season.. even more so than they were before.  Lastly, the changes to Reserves alpha striking is not created equal with all the armies out there.  Some are much more effective than others, but other armies are made better when these kind of assaults are part of their strategic repertoire.

With that said, the only thing I'm really bummed out about is the fact that the Farseer, Warlock, and Spiritseer went up in price.  I was actually in the middle of writing out a list last night, but now that the FAQ has dropped, I'm going to update all the lists I'm using in one go!

Here they are:

Kabal of the Black Rose
1999 // 10 CP

Obsidian Rose Bat +5 CP

HQ:
Archon, Agonizer, Blaster, PGL = 94
Archon, Agonizer, Blaster, PGL = 94

TROOP:
10x Warriors, 2x Blaster, SC = 104
10x Warriors, 2x Blaster, SC = 104
10x Warriors, 2x Blaster, SC = 104
10x Warriors, 2x Blaster, SC = 104

+++

Black Heart Spear +1 CP

HQ:
Archon, Agonizer, Blaster = 91
Warlord: Cunning, Living Muse

TROOP:
7x Warriors, Blaster, BP = 69

PARTY BUS:
Raider, Dark Lance = 85
Raider, Dark Lance = 85
Raider, Dark Lance = 85
Raider, Dark Lance = 85
Raider, Dark Lance = 85

HEAVY:
Ravager, 3x Dissies = 125
Ravager, 3x Dissies = 125
Ravager, 3x Dissies = 125

+++

Black Heart Wing +1 CP

FLYER:
Razorwing, 2x Dark Lance = 145
Razorwing, 2x Dark Lance = 145
Razorwing, 2x Dark Lance = 145

>>>
Firepower:
11 Dark Lances at BS3+
9 Dissies at BS3+
9 Blasters at BS3+
3 Blasters at BS2+
3 Razorwing Missiles at BS3+
4 Splinter Cannons at BS3+
40 Splinter Rifles at BS3+

This my pure DE Kabal list combining the range power that is Obsidian Rose with the resilience of Black Heart.  I call this my Kabal of the Black Rose and it has been undefeated since the Codex came out.  A lot of firepower, a lot of pain.

Alaitoc Black Spear
2000 // 10 CP

Alaitoc Bat +5 CP

HQ:
Farseer Skyrunner = 135
Doom, Mind War

Warlock = 55
Protect/Jinx

TROOP:
5x Rangers = 60
5x Rangers = 60
5x Rangers = 60

+++

Alaitoc Wing +1 CP

FLYER:
Hemlock Wraithfighter = 210
Jinx

Hemlock Wraithfighter = 210
Jinx

Crimson Hunter Exarch, 2x Bright Lance = 175

+++

Black Heart Spear +1 CP

HQ:
Archon, Huskblade, Blaster = 93
Cunning, Living Muse

TROOP:
10x Warriors, 2x Blasters, SC = 104
Raider, Dark Lance = 85
189

10x Warriors, 2x Blasters, SC = 104
Raider, Dark Lance = 85
189

10x Warriors, 2x Blasters, SC = 104
Raider, Dark Lance = 85
189

HEAVY:
Ravager, 3x Dissies = 125
Ravager, 3x Dissies = 125
Ravager, 3x Dissies = 125

>>>

Firepower:
9 Disintegrators at BS3+
3 Dark Lances at BS3+
2 Bright Lances at BS2+
1 Pulse Laser at BS2+
6 Blasters at BS3+
1 Blaster at BS2+
3 Splinter Cannons at BS3+
4 Heavy D-Sycthes at Auto
21 Splinter Rifles at BS3+
15 Ranger Long Rifle at BS3+

This is my current DE + CW list and I think it's actually pretty decent.  I used it once so far and the combination of Doom/Jinx with DE firepower is just insane.  With the loss of so many lances, having the Crimson Hunter in the army actually helps a lot.

Black Skull Strife
2000 // 14 CP

Flayed Skull Bat +5 CP

HQ:
Archon, Agonizer, Blaster = 91
Archon, Agonizer, Blaster = 91

PARTY BOATS:
Raider, Dark Lance = 85
Raider, Dark Lance = 85
Raider, Dark Lance = 85
Raider, Dark Lance = 85
Raider, Dark Lance = 85

TROOP:
10x Warriors, 2x Blaster, SCannon = 104
10x Warriors, 2x Blaster, SCannon = 104
10x Warriors, 2x Blaster, SCannon = 104

FLYER:
Razorwing, 2x Dark Lance = 145
Razorwing, 2x Dark Lance = 145

+++

Black Heart Spear +1 CP

HQ:
Archon, Huskblade, Blaster = 93
Warlord: Hatred Eternal, Djin Blade

HEAVY:
Ravager, 3x Dinsintegrator = 125
Ravager, 3x Dinsintegrator = 125
Ravager, 3x Dinsintegrator = 125

+++

Strife Bat +5 CP

HQ:
Succubus, Agonizer = 54
Blood Dancer, Whip

Succubus, Agonizer = 54

TROOP:
8x Wyches, Agonizer, Shardnet, BP = 83
8x Wyches, Agonizer, Shardnet, BP = 83
5x Wyches, Agonizer, Shardnet = 49

>>>

Firepower:
9 Disintegrators at BS3+
9 Dark Lances at BS3+
6 Blasters at BS3+
3 Blasters at BS2+
2 Razorwing Missiles at BS3+
3 Splinter Cannons at BS3+
25 Splinter Rifles at BS3+

This is my close-combat list with double Bats and a Black Heart Spear.  This list gives me some great killy units with my Blood Dancer Succubus and Hatred Eternal Archon.  I can also choose to go with more re-rolls with Living Muse and Cunning, but I think I'm going to use this for now because I want to be able to play CC armies occasionally.  I still stand by what I said before in previous posts:  Cults are our best CP battery (especially now with the Bat CP buffs).  Gotta go fast!