#📢development

1 messages · Page 2 of 1

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#

654a405 Adjusted psi drugs defense values so it matches... - Grokitach
f2985e6 Boosted telepat res of drugs to match the new s... - Grokitach
607be6d Reduced psy health regen of boosters to match t... - Grokitach
1b9d7f9 Artefacts do not regen psy health over time any... - Grokitach
46bc006 Other psy protection drugs defense value adjust... - Grokitach

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gray swift
# shell heart

that is since I made Pistol AP rounds use 15 AP heads instead of 30 for crafting + new feature of white stashes to spawn AP heads and especially pistol AP heads by packs of 10 to 20, SMGs were getting so powerful that rifles were becoming optional even

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gray swift
# shell heart

basically you get x1.6 more parts when disassembling ammo (0.40 to 0.65)

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gray swift
#

These changes do the following:

  • Armor is now based on 3 groups : head, upper body and lower body
  • The damage multiplier is still depending on the body part that is hit. However the armor is the same value for all bones within one of the 3 group. Meaning full auto the upper body with rounds hitting right arm, left arm, right hand and torso will all result in upper body group armor degradation instead of per body part armor degradation.
  • AP was reduced by a flat 0.70 multiplier in order to keep about the same TTK. This should only boost consistency of body full auto without affecting TTK too much hopefully.
  • Headshot AP bonus restored and applied to eye, eyelid, jaw and neck, but not to head (helmet). This should prevent too much headshot armor tanking because of the flat 0.70 multiplier while keeping the skill check of hitting the face instead of the top of the head. If this doesn't work well, I'll apply the 0.70 multiplier only to lower and upper groups. This overall still makes headshot piercing a bit harder to pull off, so overall it should fix the "headshot one kill with FMJ rounds EZPZ" situation without delving too much in the headshot sponge territory.
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gray swift
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So what happens with this? If you kill a stalker from a friendly faction, be it aggressive or friendly, you loose 200 goodwill with the stalker faction and 200 reputation. This should prevent stuff like "I'm a Loner and both Freedom and Duty love me while I am killing both Freedom and Duty equally". This should also prevent the "I kill allies for loot" etc.

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gray swift
# shell heart

This change might be controversial, but it prevents the player circumventing the NPCs ballistic protection by dishing absurd concussion damage using very high damage rounds to the head (think shotgun slugs to nosorog helmet). My main target was solving the issue of shotgun slugs headshot spam to big armors, but it also makes 0 sense that an HP 5.45 deals 1.5 more concussion than a 5.45 FMJ, so this solves that as well. Damage reduction is per ammo, so this gives enough room for individual rounds balacing. It also solves the Hydroshock spam again exo users, which will pair well with the .45 FMJ penetration and damage buff.

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gray swift
# shell heart

This should prevent the faction that you are annihilating on a daily basis to become your friend through disguise and questing. -5 goodwill per enemy kill. This should also be fun to watch Monolith and Sin animosity rise up as you go down to -4000 kekleo . Same for bandits as Loner.

I want the player to think before pulling the trigger instead of being a murder hobo simulator

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gray swift
# shell heart

that's only because newcomers don't even know there's a minimap

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gray swift
# shell heart

No more "can't click shit" in the crafting UI because you pressed Escape while hovering a craft ingredient. The crafting UI will never be blocked ever again.

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These changes can be a bit controversial, but it should hopefully counter the super easy money farm at Rostok

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gray swift
# shell heart

Changed the annoying and impossible to complete "collect bear detectors and artefact container" Skinflit task to "bring lots of 5.45 HP rounds, army medkit and cocaine to infiltrate Rostok" mission

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gray swift
# shell heart

This should avoid the annoying mandatory swamp trips to buy medications.

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gray swift
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I'm reducing the amout of medications buyable at Sid to compensate for the price reduction.

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gray swift
# shell heart

yeah I was way too excited and copy pasted the wrong version of the file to Git kekw

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gray swift
#

Some changes I'm bringing to tasks completion: finishing a task for a faction will reduce the goodwill of their mortal enemy faction by the same amount:

+Duty | -Freedom -Mercenaries -Bandits
+Freedom | -Duty
+Loners | -Bandits -Renegades -Mercenaries
+Mercenaries | -Loners -Duty
+Bandits | -Loners -ClearSky -Duty -Ecologists
+ClearSky | -Renegades -Bandits
+Renegades | -Clear Sky -Loners

This WON'T FOLLOW DYNAMIC FACTION RELATIONS > But GAMMA isn't meant to support this feature anyway.

This will bring choices to make. Befriending Duty might make the north map harder because the Freedom base will be your enemy. You can always disguise anyways.

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gray swift
# shell heart

here are the changes. It only concerns most dynamic tasks. Might edit map specific tasks later

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gray swift
#

Btw I fixed the Artefacts resistances displayed values in inventory that were changing based on the game difficulty which could lead to “why do you have only X defence from artefacts”

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gray swift
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All the new addons added:

+341- Extra Level Transitions Rostok Garbage Yantar Facing Fix - Qball
-340- Black Market (Buyable Gear) - SalamanderAnder & nox
+339- XM4 Rifle - KeatonB_08
+338- Soulslike Gamemode - Jabbers
+337- QoL Bundle - Utjan
+336- Item UI Improvements - Utjan
+335- Auto-Stacking Items - Zatura
+334- Defended Lab X10 - Shen
+333- Fixed Artefacts Colision and Visuals - KronQ and Longreed
+332- QoL Patch to Tweak_Breeki's RF Receiver Hidden Packages - Cookbook
+331- Barrier Defense Task Emission Fix - Catspaw
+330- Personal Adjustable Waypoint - Catspaw
+329- Fair Fast Travel - Catspaw
+328- Higher Rank NPCs Headlight Disabled - KraizerX
+327- Semi Radiant AI - xcvb
+326- Miserable Axe and Sledgehammer Retexture - Reconboi
+325- Alternative Cats - KynesPeace
+324- Alternative Fleshes - KynesPeace
+323- Alternative Boars - KynesPeace
+322- Tactical Torch Reanimation - Skywhyz
+321- 9a91 Reanimation - SeDzhiMol
+320- PP2000 Remodel & Reanimation - SeDzhiMol
+319- Vihr Reanimation - SeDzhiMol
+318- BAS Saiga Reanimation - Synd1cate
+317- SPAS12 Reanimation & Remodel Addons - Firebreath
+316- SPAS12 Reanimation & Remodel - Firebreath
+315- SVU Reanimation & Remodel - BarryBogs
+G_FLAT's Gavrilenko Tasks Fix
+G_FLAT's Indirect Parts Favoriter

#

+Added Bert's Vector Reanimation to GAMMA Large Files (update will be needed)
+Cr3pis textures and icons fixes to GAMMA Large Files

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gray swift
# shell heart

Guide fast travel is a new system from FFT don't worry. It's your regular fast travel, but more expensive. The main purpose is to help you moving out bases. The backpack fast travel is the cheapest one. Regular fast travel price is mid. Fast travel is now unlimited (no more waiting) but got overall more expensive. So I think it should accomodate more players and actually be a nice money sink later to navigate between south and north while avoiding Red Forest if you don't want to go there, while making the fat overweighted fast travel to move bases still available and actually easier to use (right click > Guide Fast Travel > done)

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gray swift
# shell heart

The reasoning behind this is because of the new mechanics rewarding more ammo parts than before. This makes the 12ga buckshot waaaay too easy to simply stack up to infinite numbers. Meanwhile the .45 hydro got a bit underwhelming compared to .357 in pistol slots, and UMP Hydro was way to expensive to be a thing. With that change I hope that the shotguns aren’t de facto the go to solution to end mutants and that more possibilities are viable. This should prompt the player to spend a bit more money on buckshots instead of crafting them en masse from destroying inexpensive rounds. It also makes sense in a way that buckshots require more powder than a pistol round. This also makes 20x70 a bit more easy to sustain compared to buckshot, hence motivating people to maybe repair the 4 rounder toz106, or even later in 0.9.2 update, new 20x70 shotguns variants

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gray swift
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So yeah currently we have an issue where WE CAN'T DEAL ANY DAMAGE

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and this comes out of nowhere

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fucking perfect, happiest man in the world

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gray swift
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^This fixes the no damage issue

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gray swift
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gray swift
# shell heart

hopefully this should avoid scripts stacking their code updates at the same time creating potential stutters at regular intervals

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gray swift
# shell heart

This is intended to be very very rare and it will be needed because the meta will shift to full auto more and more considering the recent and upcoming changes

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gray swift
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I added a silencer model to the Coonan. It uses a .45 silencer for the time being (same model as other colts).

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gray swift
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The idea here is to make the north a bit more hard and more random. There could be trios of controllers, although it should be very rare. Something to use your .338 Lapua on.

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gray swift
# shell heart

Momopate made Perk Based Artefacts fully compatible with Actor Damage Balancer and the Grok Ballistics Overhaul (the gamma specific scripts that handles all the damage system of the game). FUCKIN A' !

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gray swift
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# shell heart

the issue was only during 0.9.1 development, 0.9 wasn't affected

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gray swift
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The Reshade made other effects to not work, but they aren’t used by any preset

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gray swift
# shell heart

This should ensure that the south gets more populated at the start. But when you get the psy helmet, the zone population will start shifting to the north. The only issue is that getting the psy helmet > completting MM > Rushing the North will have a mostly empty north, but it should start getting filled rather quick.

This will also make the life of players getting the helmet early and grinding south to do MM a bit harder, because the south will progressively get less populated

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If the effect isn't strong enough, I'll edit south spawns to make sure that less stuff is spawned south as soon as the Miracle machine is disabled.

With all the changes it should make the south and north populated properly "when it should". Getting the south after the barrier has fallen might seem a bit barren, but that's more or less logical.

The previous stuff set to make the NPCs move north once the barrier has fallen never really worked in the first place so I have to come up with an alternative, more efficient, system

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gray swift
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Waiting for approval of Tacticool scopes reupload on moddb / or waiting for jaymorrow to fix his addon archive before uploading the new patch to live branch.....

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gray swift
# shell heart

if everything works correctly, even current saves with the task where you have to wait should retroactively get the helmet as soon as they talk to sakharov, people that didn't got the task should have the new dialogue, better highlighting the role of the helmet etc

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gray swift
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I can confirm that Sakharov changes work 🙂

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Now I always find weird that you can ask the professor day 1 about going to the north x) but since it's locked behind Miracle Machine completin, this ensures you get proper psy protection which takes some time atleast

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gray swift
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gray swift
# shell heart

After testing i think alternating between a long and a short delay between each spawn will work much better to keep artefact hunting constant and engaging while avoiding the jarring back to back to back spawns

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gray swift
# shell heart

Don’t worry there are loads of 5.56 to come later > start of 2024 for 0.9.2

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gray swift
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Gunslinger gun I overlooked

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gray swift
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I hate having two systems doing the same shit, now everything is inside the workbench

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gray swift
# shell heart

Yeah I would prefer some more modern lever action carabine model as well, but these are still in use nowadays so I don’t see a problem really. The model might get replaced at some point let’s see.

Making 357 more useful is really good imo.

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gray swift
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Only existing saves pelt are maxed at 100%. Can't really fix it, not really a problem

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gray swift
# shell heart

Remade the FOV Tricks system. Now it's perfect, and customisable in MCM: Free Zoom power, ADS Zoom Power, Pistol base ADS, and you have custom weapon zoom as well. Next step is to make the custom weapon zoom as a separate script that modders will be able to patch

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# shell heart

Now it even supports the Adjustable Scope FOV addon (while you ADS Hold Shift and then press - or + to move the ADS HUD FOV position)

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gray swift
# shell heart

Awesome work by @modest pond to fix all the small inconsistencies with Weapon Sounds (reloads not properly timed, etc) + all the sound comments etc. Top quality thumbsup

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# shell heart

Awesome new draw animations by @old pollen for the M4 Butcher using existing animation from TheShinyHaxorus đź’š

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gray swift
# shell heart

AP is also increased by silencers + it supports integrated silencers guns (9x39 rifles, VSSK, DVL...)

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gray swift
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gray swift
#

So yeah, I'm finally adding those, took my sweet time to extract just these 3 guns from 2022 BAS, I'm not interested in the rest (too tacticool for me). Very high quality guns though, finally some nice PKP and PKM !

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gray swift
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I wanted to buff PKM rounds, since now they can't use 7.62x54r AP anymore. But damn, the damages and pen are really good already. it's basically better than 7.62x51 FMJ in every aspect, but you have 100 rounds in the mag and full auto with little recoil using upgraded PKP. Even mutants die easily.

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gray swift
# shell heart

so it does teleport mutants that are not moving for a while (verified that it doesn't teleport mutants in their normal behavior). Hopefully it will unstuck the running on place ones, couldn't find some to test

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gray swift
# shell heart

This was due to the new launcher code that handles addons without gamedata folders, failing to check the addon path correctly for addons with folders containing [ or ] and thus failing the install of these folders, it's now fixed in the new launcher code

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gray swift
#

Actually I'll keep RD9x39 and change its mag model to a 30 rounders

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I'll keep AS VAL pure :o) (no laser no nothing)

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I feel like tacticool AS VAL are really lame while the RD-9x39 is a bit more iconic / different, only issue is the canted sight imo but it's easy to remove if I find it too tacticool one day

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bit of adjusment needed still for the 30 rounders - workin on it

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The main issue is that alongside AS VAL Reanimation, VAL Tac looks like a downgrade animation wise x)

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gray swift
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Finished reworking that fucking RD 9x39 (who ever worked on it was an amateur holy damn)... Better Grenade launcher reload animation, no more ejection system clipping through the gun, removed the canted sight since the laser aim at the exact same position, 30 rounders mag model that doesn't clip through the hand or the gun during reloading.

But all the fuckers using UGP won't have the fix since I guess UGP overwrites the BAS files ? I just wasted 3 days for nothing most probably since the gun animations still aren't that great but atleast it's bearable

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Still have few little fixes to do before pushing the patch + new installer, not sure I’ll have time this weekend to finish everything

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gray swift
# shell heart

Might bring the silencer later as a none upgrade, just adding the silencer sounds bugged a lot and I don't understand why the fuck, so there you go. I only affects newly spawned Winchester, already upgraded ones will keep the KZRP silencer if they already upgraded, no crash apparently, that's a huge surprise for me, aka you cannot edit guns upgrades themselves without crashing, BUT you can completely change the guns upgrade scheme without crashing (it will just affect newly spawned guns only, thats all)

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gray swift
# shell heart

Just a small error, I thought it was overwriting GAMMA's Optimised World Models, but it doesn't, so both will be enabled

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gray swift
# shell heart

GAMMA 1.0 Believers, but no, it's not. I still have to start working on 0.9.2 features, but the next update is gonna add the basis of new guns already that I promised for 0.9.2

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gray swift
# shell heart

I need to make it mcm enabled or disabled because I guess people who don’t want to play with artefacts at all will ask me “I don’t want to have the slow bip happening all the time !!”

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Even though they can simply don’t equip a detector in their slot

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gray swift
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Don't get your hopes up, it just fixed dev2 branch so that I can resume development and testing of the new features

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Many things are remaining untested and can't be pushed to main branch just yet

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gray swift
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wait before updating

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gray swift
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This is one of the last piece of puzzle: this basically splits parts into A B C D tiers and makes them use Repair kits and Cleaning Kits outside tuns the same way as they are repaired in guns.

The only issue is that once the parts are in a gun, it uses the gun type. AKA some Type C guns actually use some Type A parts. You can “cheese” in a way by repairing type A parts outside the gun with Type A kits and then move them in the Type C gun. I can live with this tbh. Consider it “advanced repair skills”.

This makes the guns oils, ramrods, etc useless. Guns repairs just only use Cleaning Kits and Repair Kits now. Much easier to get into. Oils etc will be used as crafting materials

All of this will be optional (one mod to remove to revert to the current way of repair)

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What’s left to do is removing the condition bar of the weapons when they are equipped. And adding the weapon cleaning kits in the guns details.

No really big changes for experienced players tbh, just consistency and less complex / busy repairs.

Also now you’ll care about your parts rather than your gun condition.

This will also fix the reward issues for the guns quests

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gray swift
# shell heart

This is just visual, condition is set to 85% atm. Will make it MCM most likely (from 10% to 100%, I don’t think anyone will pick 10% but you never know)

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