Game Night: Getting Self-Consciously Old-School With Geneforge 2

Spiderweb Software is a largely one-person Seattle studio run by Jeff Vogel, who describes himself as American indie games’ “Crazy Old Uncle in the Attic.” Vogel has made a living for almost 30 years through making his own particular style of fantasy CRPGs. They weren’t that retro when he started, but they definitely were by 1998. Then he just kept making them.

Vogel’s latest release is Geneforge 2: Infestation, a crowdfunded remaster of a 2003 game. It’s a dense, sprawling turn-based CRPG set in a memorably twisted fantasy world, which plays almost exactly like it used to. GF2, then and now, requires you to keep notes, read absolutely everything, save compulsively, and occasionally get merked by a threat that you could not possibly have anticipated.

I’d imagine that when you hear “remastered Western PC RPG from 2003,” you already know whether you want to play it or not. Either you grew up slamming your hand in this particular car door, and you associate that pain with better days, or you didn’t and you want nothing to do with this. If you’re in the latter category, I can’t blame you, but Geneforge is an indie cult classic for a couple of different reasons, and there’s actually a lot here for a modern audience.

In the Geneforge series, human society is dominated by the Shapers, a society of magic-users who have the ability to create and mold new forms of life. Their conjured servants serve humanity as bodyguards, weapons, beasts of burden, or handheld tools.

In GF2, you’re an apprentice Shaper who’s been sent to the failed colony of Drypeak to figure out what’s gone wrong. The Shapers wanted to terraform a barren mountain valley into a thriving city, but the project’s gone dark.

When you and your mentor arrive, Drypeak is barely clinging to life. One of its overseers is visibly incompetent and the other is missing, presumed dead. Worse, many of the areas outside the city are under siege by hostile “rogues”: Shaper creatures that aren’t under anyone’s direct control.

Your mentor proceeds to drop much of the investigation directly in your lap. After its introductory levels, GF2 sets you loose in Drypeak to explore in any direction you like, collect quests, cozy up to various factions, and eventually decide the fate of the region.

GF2 plays out as a choice-based, open-world RPG, where you’ve only got one character under your permanent control. However, as a Shaper, all 3 available classes have the option to create guardian monsters as permanent bodyguards. This does lower your available Essence rating, which also fuels your spells, but lets you flood the zone with expendable meat shields. On the other hand, you can name them, which goes a long way towards creating an attachment; I was surprised how fast I got attached to my fire-breathing snake buddy once I named him Dave.

Like most of Spiderweb’s games – Vogel himself will tell you that his games look like crap – no one’s going to accuse GF2 of visual splendor. The remaster has overhauled the graphics and UI, but now you’re zoomed so far out from the action that it’s often difficult to tell what’s going on. Finding loot on the ground in front of you requires a pixel hunt, and I’ve often had to roam around for a couple of minutes to figure out why I’m still in combat.

Instead, you’re playing GF2 for the worldbuilding, tactical depth, and challenge. Vogel often comes off like a fantasy novelist who got knocked off course when he learned how to code, and GF2 is a further exploration of one of his weirder settings. If you’re looking for an interesting Western fantasy premise that isn’t simply warmed-over Tolkien, Geneforge’s homemade monsters, living weapons, slowly evolving slave-golem underclass, and ethically compromised wizards have you covered.

GF2 has a couple of different difficulty settings for accessibility, but also has an odd overall power curve. The map’s wide open almost from the start of the game, but you don’t have to get that far away from Drypeak before you start running into monsters that are a little too tough for you to handle.

You can’t grind your way past those challenges, either. The first few levels come easily in GF2, but after that, you start getting increasingly less experience from simple fights. Items can give you a big leg up in several early fights, but money’s surprisingly scarce.

Don’t be surprised if you have a couple of false starts, or if you end up stuck after the first few hours. That’s all part of the experience. GF2 is part of a rich tradition of western RPGs that require a certain amount of trial and error before you can get through them with any degree of confidence. It’s easy to pick up, but even early on, many encounters have a couple of unpleasant surprises for you.

I cut my teeth on games like Geneforge 2, so there’s more nostalgia than frustration in the overall experience. Playing it reminds me of just how many quality-of-life bonuses have crept into modern games, like quest markers or in-game hints, and how I take them for granted until I go back and play something that doesn’t have them.

It does look like garbage, though, and I can imagine GF2 would wear out its welcome a lot faster if you aren’t going into it with your rose-colored glasses on. It’s a niche product with a niche appeal. If you’re looking for something that defies a lot of the time-worn fantasy cliches, however, there’s a lot in Geneforge 2 to chew on.

Every Pokémon Evolution That’s Just the First One but Angrier

From a Pokémon’s perspective, life is bleak. Either humanity exploits your unique ability for their own bidding, or you become a pawn in some 10-year-old hero’s life changing journey. Existence is pain, and the developers of Pokémon make that clear with deliberate artistic choices. While evolution seems beneficial, behind the eyes we can see the rage being repressed from borderline animal abuse. This is a list of Pokémon evolutions that are just the first one but angrier.

 

Poliwhirl → Poliwrath

Poliwhirl grew fists and immediately delved into physical violence. What was once wide-eyed wonder evolved into a creatine-addicted alpha male who’s currently bulking. Shoulder day again? Maybe try therapy.

 

Fletchling → Fletchinder

The only thing lazier than making a Pokémon’s evolution angrier is making the Pokémon’s features pointier. “How do we visually convey Fletching’s progress in its life-cycle? Triangles, baby!”

Grimer → Muk

Grimer emits an unbridled joy that can only be experienced by a sentient mass of slime. Never has a Pokémon been this elated to simply be alive. The horror doesn’t truly set in until it realizes everything in its snail trail dies. Muk knows it is a walking cancer, unable to touch or be touched, unable to love or be loved, it squishes and sloshes its way through life resenting its very own consciousness.

Diglett → Dugtrio

How the fuck does this work? It’s just three of them now? Do they share a consciousness? Do they agree with each other’s core values? I’d be pissed too if there were two other me that I was suddenly responsible for. On the other hand we could start a kickass band.

 

Blitzle → Zebstrika

Sometimes a Pokémon’s anger is rooted in watching its world descend into chaos. Whether it be Team Rocket, Aqua, Magma, Galactic, Plasma, Flare, Yell, Star or Skull, there will always be evil in the world perpetuated by the mistreatment of Pokémon.

 

Mankey → Primeape

Mankey got a Prime sponsorship and is set to fight Evander Holyfeild before Logan Paul matches up against Mike Tyson.

Omanyte → Omastar

Omanyte fell into the wrong crowd. The once wide-eyed innocent cephalopode has gone off the deep end. Grappling with the fact that its existence is rooted in scientific endeavors has tormented its mind, sending the cute little guy down a spiral (get it?) of existentialism.

 

Krabby → Kingler

On occasion, the lack of creativity in the base product leads to an uninspired sequel. Krabby is a unique Pokémon with all the qualities and characteristics of a crab. So naturally, Kingler is a unique Pokémon that has all the qualities and characteristics of a bigger, angrier crab.

 

Cubone → Marowak

Cubone is a precious little orphan baby wearing the skull of its dead mother. That traumatic backstory perfectly translates to Morwak’s John Wick-esque passion for vengeance. If Detective Pikachu can be a successful Pokémon movie, then so can a brutal action-drama about Marowak hunting down its mother’s assassin.

 

Sandile → Krokorok

If a Pokémon could be a little stinker, it’d be Krokorok. Like a toddler who has just learned a temper tantrum can get them what they want, Krokorok will “Nu-uh!” its way to five more minutes until bedtime.

Koffing → Weezing

 

As a result of endlessly inhaling its own toxic fumes, a smaller, mutated Koffing begins to grow out of the back of Weezing’s head. Less like a Pokémon evolution and more like a James Wan horror movie.

 

Shinx → Luxio

After changing schools, Shinx got a new haircut and a new attitude. Much like a middle child in a family, the middle stage of a three-stage evolution family feels skipped over and forgotten. They often develop rebellious traits like angry eyes and pointy features all in the hope of becoming relevant. Nobody ever says middle evolutions are their favorite mainly for the fact that they aren’t as cute as the first one or as cool as the third. That’s some super villain origin story shit right there.

 

Ditto → Muk

How, in the original 151 Pokémon, can the developers think, “Let’s make a third pile of purple goo.”

Dishonorable Mentions

There’s always the other side of the coin, and to be honest, I don’t want this list to be a total bummer. These are the Pokémon evolutions that are just the first ones but happier.

Voltorb → Electrode

Voltorb is a jaded, pessimistic Pokémon sick and tired of being confused for a PokéBall. Was the PokéBall designed to mock Voltorb, or is spherical electric-type an ingredient in the Pokémon capturing technology? Thankfully, Electrode grows out of the recognizable red and white aesthetic in exchange for a more sophisticated white and red.

Chansey → Blissey

Chansey puts everyone else before itself. Painstakingly working with Nurse Joy in Poké Centers all across the region to keep the Pokémon of the world from ever dying. What could bring this selfless Pokémon even more joy than it already has? A head to toe Queer Eye makeover complete with a new hairstyle and completely overhauled wardrobe. Slay queen! You deserve it.

Bidoof → Bibarel

Some Pokémon seem too sentient for their own good. Are they capable of complex thought? Are they aware of the oppression instigated by the human race? On the contrary, there’s Bidoof. This empty-headed little dipshit could be entertained by a rock. Bibarel continues this feebleminded evolutionary line without a care in the world. We could learn from these airheaded beavers, enjoy the simple things in life.

 

WWE Backlash 2024 Card: Every Bout On The Massive Show

WWE Backlash 2024 is set to take place this Saturday, but what is the card for the first Premium Live Event since WrestleMania 40?

Two world title matches will be taking place on the card, with both Damian Priest and Cody Rhodes defending the World Heavyweight Championship and WWE Championship respectively for the first time on a PLE since ‘Mania.

Read More: WWE Backlash 2024 UK Time: BST Start Time Revealed

What is the WWE Backlash 2024 card?

As of writing, the card for Backlash France is as follows:

  • World Heavyweight Championship Match: Damian Priest (c) vs. Jey Uso –
  • Undisputed WWE Universal Championship Match: Cody Rhodes (c) vs AJ Styles
  • WWE Women’s Championship Match: Bayley (c) vs Tiffany Stratton vs Naomi
  • WWE Women’s Tag Team Championship Match: Kabuki Warriors (Asuka and Kairi Sane) (c) vs. Bianca Belair and Jade Cargill
  • Kevin Owens and Randy Orton vs. The Bloodline (Solo Sikoa and Tama Tonga)

As of writing, only five matches have been confirmed for the card, although more may well be added on SmackDown later today.

How can I watch WWE Backlash in the US?

Fans in the United States will be able to watch all of the action live via the Peacock streaming service. WWE has been part of Peacock for some time, and you can subscribe to the service for as little as $4.99 per month.

Peacock costs $6 a month for an ads-included version of the service. Premium Plus, the ad-free version, costs $12 monthly, which means that you won’t miss any of the action from any WWE event on there.

How can I watch WWE Backlash outside the US?

Fans who are outside of the United States will be able to watch Backlash 2024 live if they are subscribed to the WWE Network.

A subscription to the Network works out at £9.99 per month, and it gives you access to the majority of the company’s back catalogue as well as events from brands such as WCW and ECW.

Read More – WWE Superstar “Does Not Care” About CM Punk Returning

Hard Drive Does Pro Wrestling News?

We’ll be covering all of the action from WrestleMania weekend, so make sure that you keep checking back for everything you need to know!

Make sure you check out more of the content we have via our Minus World section and if you want to see more pro wrestling or combat sports you can check out my site FightFans!

Read More – WWE News: John Cena Makes Big Reveal About Feud With The Rock

WWE Backlash 2024 UK Time: BST Start Time Revealed

WWE Backlash 2024 is the next Premium Live Event to take place following WrestleMania 40, but what is the UK start time of the show?

The event will be taking place from Paris, France, so the start time of the show will be vastly different than what fans in the UK and Europe are used to in the early hours of the morning.

What time is WWE Backlash 2024?

WWE Backlash 2024 is set to start at 6pm UK time/BST time, meaning that fans in the United Kingdom can watch the full show and not have to go to bed at 4 in the morning like usual!

Fans in the United States will be able to watch all of the action live via the Peacock streaming service. WWE has been part of Peacock for some time, and you can subscribe to the service for as little as $4.99 per month.

Peacock costs $6 a month for an ads-included version of the service. Premium Plus, the ad-free version, costs $12 monthly, which means that you won’t miss any of the action from any WWE event on there.

Fans who are outside of the United States will be able to watch Stand and Deliver live if they are subscribed to the WWE Network. A subscription to the Network works out at £9.99 per month, and it gives you access to the majority of the company’s back catalogue as well as events from brands such as WCW and ECW.

Read More – WWE Superstar “Does Not Care” About CM Punk Returning

Hard Drive Does Pro Wrestling News?

We’ll be covering all of the action from WrestleMania weekend, so make sure that you keep checking back for everything you need to know!

Make sure you check out more of the content we have via our Minus World section and if you want to see more pro wrestling or combat sports you can check out my site FightFans!

Read More – WWE News: John Cena Makes Big Reveal About Feud With The Rock

Gamer’s Driver’s License Clarifies He Will Not Donate Face to Teabaggers After Death

Highway Shoulder – Dead gamer Josh Cummings’ Driver’s License reportedly notes that he will not donate his face to a teabagger in need should he die, which he just did, reports confirm.

“I just find it a bit selfish,” David Rhineheart, a first responder on the scene, said. “That’s a perfectly good face that a gamer could use to really celebrate the kill but no, he won’t let it happen.”

“I mean the steering wheel went straight through his chest, there’s no safe revive happening, just let it happen man,” he added.

According to police, the driver’s license also gave strict instructions for the dead gamer to have a viking funeral at the location of his death and for his loot to be split amongst his teammates.

“Yeah, we’re not doing any of that,” Rhineheart said. “He had some old torn up sweatshirt and a couple bucks on him, we just put it in the trash.”

The decision to not donate his face to those on the county’s teabag waitlist left some families with little hope their loved ones would ever receive a face in time.

“My little Jimmy, he’s been waiting for years,” Samantha Klein, 46, said. “All of his friends have a face to celebrate on. The county says there are others who need it more but he’s waited a long time. The system does not work for Gamers. Something has to be done.”

According to medical experts many on the wait list will likely never get a chance to teabag.

“Honestly, if you don’t go out there and earn it, you probably won’t get it,” Tara Bradley, head of Standford’s biology department, said. “My team and I have been waiting to get some fresh faces for a teabagging study for years and nothing. I think we’ll just have to start doorcamping like those bastards at MIT.”

At press time sources confirmed Cummings had lost his fight in the gulag and was sent straight to hell.

The Isle Update Patch Notes May 3

 

UPDATED May 3

 

 

Patch 0.14.28.61 now available!

Hey Islanders,
Thank you to everyone who participated in our recent hordetest, we're now pushing our latest build to the Evrima Public Branch! As mentioned in an earlier Discord announcement, for this patch, we'll be experimenting with a new server variant based on feedback gathered from our recent Hordetest. These servers will support higher playercounts of 150 without AI, and are based in both NA and EU regions. Initially there will only be two servers of this extra type available, but we will spin up additional servers of this variant as necessary and will remain available for as long as player interest dictates.
Please note; Our regular 100 slot AI enabled servers will still be available alongside the experimental ones.
Additionally, here's an example Game.ini for server owners to utilize the latest server functionality.
[/Script/TheIsle.TIGameStateBase]
AdminsSteamIDs="Admin steam ID here"
AdminsSteamIDs="Admin steam ID here"
WhitelistIDs="White list steam ID here" - needs to be enabled in the GameSession below, keep this empty if whitelist is disabled
WhitelistIDs="White list steam ID here"
AllowedClasses=Dryosaurus - List of all enabled classes - can also be managed in Admin Panel in real time
AllowedClasses=Hypsilophodon
AllowedClasses=Pachycephalosaurus
AllowedClasses=Stegosaurus
AllowedClasses=Tenontosaurus
AllowedClasses=Carnotaurus
AllowedClasses=Ceratosaurus
AllowedClasses=Deinosuchus
AllowedClasses=Omniraptor
AllowedClasses=Pteranodon
AllowedClasses=Troodon
AllowedClasses=Beipiaosaurus
AllowedClasses=Gallimimus
AllowedClasses=Dilophosaurus
AllowedClasses=Herrerasaurus
[/Script/TheIsle.TIGameSession]
ServerName="Server name here"
MaxPlayerCount=100
bQueueEnabled=true
bServerPassword=false
ServerPassword="password here"
bRconEnabled=true
RconPassword="password here"
bServerDynamicWeather=true
ServerDayLengthMinutes=45 - Set in minutes
ServerNightLengthMinutes=20 - Set in minutes
bServerWhitelist=false - Add whitelist steam ids in GameStateBase section above
bEnableGlobalChat=false
bSpawnAI=true
AISpawnInterval=40 - Set in seconds (how frequente it checks to Spawn new AIs)
DisallowedAIClasses=Compsognathus - Add the names of each AI class that should be disabled, one line for each
DisallowedAIClasses=Pterodactylus
bEnableMigration=true
MaxMigrationTime=5400 - Set in seconds - how frequent migration zones change
GrowthMultiplier=1 - Universal multiplier for growth, putting this number too high will stop it to work (stay below ~40)
[/Script/Engine.GameSession]
MaxPlayers=100

 

0.14.28.61

 

Additions:

  • - Added DLSS (NVidia) and FSR (AMD)
  • - Added Skin Creator to the Main Menu
  • - Added Previous and Next buttons for generated skins
  • - Re-enabled aerial directional attacks for troodon and omniraptor
  • - Added Global Chat as a server option (Disabled by default)
  • - Added Growth Multiplier as a server option
  • - Added customization for disabling specific AI to server options
  • - Added AI Density as a server option
  • - Added new /unstuck chat command (has a 90 minute cooldown, can´t be used near other players)
  • - Damage now cancels eat/drink
  • - New breath sounds for small animals
  • - Setup separate medium and small crouch footstep sounds
  • - Re-enabled interactive foliage since UE5 update (Enable/Disable available in settings)
  • - Re-enabled low option for shadows
  • - Added juvenile AI
  • - Added new opacity check for smaller animals to see around themselves in grass
  • - Added Ceratosaurus Manual Vomit
  • - Added new Dryo primary attack sound
  • - Added Pattern C to some species (more to come)

 

Enhancements:

  • - Updated basic attack cooldowns
  • - Adjusted some spawn zone sizes and added a couple more zones for Deinosuchus/Beipiaosaurus
  • - Prevented rain drops from being visible underwater when breaking the surface of watersources
  • - Updated bucking cost math to take into account juvenile pouncers
  • - Map updates and fixes
  • - Improved corpse physics visual and performance
  • - Improved weather lighting during certain weather conditions
  • - Reduced chance for certain weather conditions
  • - Dilophosaurus hallucinations can now be used against AI
  • - Troodon idle camera has been raised
  • - Various VFX improvements
  • - Deinosuchus lunge ability can now drag bigger targets if they are swimming
  • - AI behavior improvements
  • - Increased camera lock angle (total 90º) for when eating/drinking
  • - Moved Deinosuchus spawners to water only
  • - Scavenger AI no longer appear instantly when a corpse is created
  • - Updated carnivore diets
  • - Improvements to spectator mode
  • - Several sounds/music volume improvements
  • - Bees now play the pulse audio for large and small targets
  • - Made schooling fish smaller when caught by beipi
  • - Herbivores/omnivores can now scent while moving
  • - Players can now scent when carrying objects
  • - Adjustments to pounce to avoid various issues with slopes and camera pitch angle
  • - Allow Pounce to work when attacking back of target
  • - Adjustments to Fall damage
  • - Made thrashing a corpse easier to trigger
  • - Made "Perfect Diet" UI status to only showing up if Tier 6
  • - Various improvements to when eye shine shows on an animal
  • - Imported new pachy trot animations
  • - Increased pachy trot speed
  • - Increased herrerasaurus drop attack hit size
  • - Pounce adjustment to avoid latency issues when a nearby target is already hit
  • - Adjusted mouse sensitivty min/max to better range
  • - Allow juveniles to also see diets listed for migration zone
  • - Increased omniraptor and troodon leg health
  • - Held food will now be dropped during the pachycephalosaurus ram instead of blocking the ability
  • - Reduced volume of open sound in profile menu
  • - Underwater NV should now function more consistently
  • - Adjustments to AI spawn rate
  • - Disabled Humans
  • - Adjusted the trot and sprint steps non spatialised radius for small dinosaurs
  • - Adjusted ceratosaurus manual vomit to deplete only 20% of hunger/thirst and nutrients
  • - Removed seeing unnecessary hints when underwater
  • - Gave Herrera underwater Night Vision
  • - Reduced stormy weather volume
  • - Rendering updates for performance
  • - Chat performance improvements
  • - Grazing hint will now only display when hunger is below 20%

 

Fixes:

  • - Organs should now despawn
  • - Constant fog should no longer exist
  • - Fixed an issue where issuing a manual ban would kick the last player who joined
  • - Juvenile deinosuchus can now grab schooling fish
  • - Fixes to corpse interactions near water
  • - Fixed nutrient slots not filling for juveniles during certain conditions
  • - Fixed deinosuchus corpse thrash not working in water
  • - Fixed issue that caused players to sometimes spawn in a tree or rock
  • - Fixed AI corpses despawning too soon
  • - Fixed impact animations sometimes not playing for all clients
  • - Fixed ceratosaurus threaten call sometimes getting cutoff.
  • - Fixed walk/crouch footstep audio sometimes playing footstep trot audio
  • - Fixed charge damage not being reset
  • - Setting weather with the admin panel will no longer cause undesired abrupt weather changes
  • - Fixed juvenile dilophosaurus grab montage repeating
  • - Fixed water splash sometimes not triggering
  • - Fixed lunge shake slide
  • - Fixed random footstep in Hypsi slide
  • - Fixed audio issues with deinosuchus juvenile lunge body impact
  • - Fix to Physics Door replication when a new player appears
  • - Fixed effects on rabbit burrows
  • - Removed holes in the ceiba tree
  • - Fixed pteranodon snapping towards walls when holding RMB while jumping
  • - Fixed beipiaosaurus underwater directional attack animation
  • - Fixed camera rotation with UI open
  • - Ptera no longer uses stamina when aerial diving
  • - Fixed stamina consumption at certain water depths
  • - Fixed pteranodon running takeoff not working
  • - Fixed courting when flying/falling/jumping
  • - Fixed boars sometimes ignoring targets they can detect
  • - Fixed AI sometimes spawning under map
  • - Fixed pounce recovery causing some animal AI to begin sliding
  • - Fixes to chicken sound attenuation
  • - Fixed deinosuchus lunge sound attenuation
  • - Fixed collision with the watchtower mesh
  • - Fixed turtle making noise when killed by pounce then dragged
  • - Fixed recoil animation not playing when lunged if too close
  • - Fixed herrerasaurus fall damage
  • - Fixed deinosuchus rotation while thrashing a corpse
  • - Fixed pteranodon animation going from crash recovery to crash landed
  • - Fixed effects not requiring a game restart when changed
  • - Fixed F6 toggling gameplay settings
  • - Fixed incorrect attentuation for various animal idles
  • - Fixed scalability settings not properly setting
  • - Fixed a check with interactable objects so players no longer have move away and reposition to update
  • - Fix to some audio sounding off centre
  • - Fixed fish dying due to lack of oxygen
  • - Fixed bones not giving nutrients to ceratosaurus
  • - Fixed diet screen UI not showing herrerasaurus and dilophosaurus
  • - Fixed an issue when dragging organs
  • - Fixed getting stuck in hatch animation
  • - Fixed an issue with skeleton physics
  • - Fix to organs disappearing and appearing again after swallow
  • - Fixed fast moving clouds
  • - Fixed AI dying from dehydration or starvation
  • - Fixed moving scent animations
  • - Fixed hatchling pachycephalosaurus attract vocal using incorrect sounds
  • - Fixed being unable to scent while carrying something
  • - Fixed gore sometimes becoming stuck to the character's face after interaction
  • - Fixed underwater night vision post process not respecting the river water line
  • - Fixed Goat AI pinned/swimming/idle animations
  • - Fixed dilophosaurus crouch animation
  • - Fixed Tenontosaurus 180 directional attack vocal playing twice
  • - Fixed deinosuchus underwater vision range not properly scaling with growth
  • - Fixed lunged players not losing oxygen properly
  • - Fixed server crash caused by courting
  • - Fixed an issue causing the Day/Night Cycle to speed up
  • - Fixed herrerasaurus fall damage scale (reduced)
  • - Fixed some AI movement issues
  • - Fixed hypsi blind not cleaning off automatically

 

Those are the patch notes on May 3 for The Isle.

Wordle Today 1049 May 3 2024

Wordle can be an unforgiving puzzle sometimes, and you can often come so close to ending a long winning streak. So, for your convenience, here are some hints as well as the answer for the Wordle today May 3.

We present Wordle clues here in a variety of ways to gently help you along, but if you just want the answer straight, spoilers be damned,  then scroll all the way down to the section titled Today’s Wordle Answer.

 

Already May 4 at your location? Try our Wordle answer page for that day instead!

 

Wordle Hint Today 1049 May 3, 2024

Here’s a hint with the meaning of today’s Wordle answer

 

A dense black hardwood, native to South Asia. It is known for its deep, rich black color and smooth texture, making it highly valued for woodworking and decorative purposes.

 

 

Wordle Hint Today Fifth Letter

The fifth letter for the Wordle answer today is:

 

“Y”

 

 

Wordle Hint Today Fourth Letter

The fourth letter for the Wordle answer today is:

 

“N”

 

 

Wordle Hint Today Third Letter

The third letter for the Wordle answer today is:

 

“O”

 

 

Wordle Hint Today Second Letter

The second letter for the Wordle answer today is:

 

“B”

 

 

Wordle Hint Today First Letter

The first letter for the Wordle answer today is:

 

“E”

 

 

Today’s Wordle Answer

And finally, here is the Wordle answer today. While this is your last chance to turn back, don’t feel bad about having to look it up.

Sometimes you have just one last chance to solve the puzzle, but three different letters that could viably fit into that last remaining square. At other times the word is so obscure, you just would not have gotten it without having in-depth knowledge about some oddly specific subject.

That’s no reason to lose a streak you have kept going for 1002 days straight! So here goes nothing:

 

3…

 

 

2…

 

 

1…

 

 

The Wordle answer today is “EBONY”

 

 

Previous Wordle Answers With Their Definitions

 

Wordle #1048 For May 2, 2024

SLICE

As a noun: refers to a thin, flat piece or portion of something, especially food.

As a verb: to cut something into thin, flat pieces using a knife or other cutting tool.

 

Wordle #1047 For May 1, 2024

DIARY

A personal record or journal in which an individual regularly writes down their thoughts, experiences, feelings, and reflections. It serves as a private space for self-expression and introspection.

 

Wordle #1046 For April 30, 2024

PROWL

A verb that means to move around quietly and stealthily, especially with the intention of hunting or stalking prey. It implies moving cautiously and quietly, often with the intent to remain unnoticed.

 

Wordle #1045 For April 29, 2024

CRAFT

The activity or hobby of making things by hand. Also, objects that are made by hand, often with traditional methods and techniques. These items are typically unique and may involve specialized skills. For example, pottery, knitting, and woodworking.

 

Wordle #1044 For April 28, 2024

PRUNE

To trim or cut away unnecessary or unwanted parts of something, such as branches from a tree or unnecessary details from a document. A common practice in gardening to promote healthy growth and shape plants.

 

Wordle #1043 For April 27, 2024

GLEAM

As a noun: a brief flash or beam of light, often suggesting brightness or a sparkling quality.

As a verb: to shine brightly, emit flashes of light, or reflect light in a bright, sparkling manner.

 

Wordle #1042 For April 26, 2024

VAPID

Lacking liveliness, animation, or interest; dull or tedious. It often describes something that is uninteresting, insipid, or without substance.

 

Wordle #1041 For April 25, 2024

INTRO

The opening or beginning segment of something, like a speech, a book, a movie, or a piece of music.

 

Wordle #1040 For April 24, 2024

OVERT

Done or shown openly; plainly or readily apparent, not secret or hidden; the opposite of covert.

Content Warning List Of All Enemies

The viral videogame hit about achieving virality, Content Warning, has a bevy of monsters to capture footage of, or die to, if you’re not cautious. While their true names have been unknown thus far, an enterprising player on Steam rifled through the game’s files and extracted both that and their renders for all of us to see.

We have them all listed here, as well as a description of their moveset, and some tactics to use against them. As stated by the user:

Names are also from the game files

Note that this guide is a work-in-progress. Watch this space for more.

UPDATED May 2

 

 

Content Warning How To Increase Views

 

Angler

Status Unknown.

 

Big Slap

This giant of an adversary poses the literal biggest threat of all monsters in the Old World. First he charges, then he slaps, and if not a one-hit kill, it will be pretty close to death for the victim. Run. Hide. That’s all you can do.

 

Bombs

This legless humanoid has massive mitts to compensate, and uses them to toss bombs at spotted SpookTubers. They also have suicidal tendencies and will leap at you if in close proximity, before self-detonating. With both a slow move speed and attack speed, this one is relatively easy to evade.

 

Barnacle Ball

This weird little ball of barnacles for legs is deceptively dangerous. While not much to look at, it has three distinct attack types: a deadly melee attack that can kill in three hits; a ranged spit at out of reach or distant targets that can disorient them; and a whirlwind that suctions everyone who’s caught in the vortex towards it, where the melee attack is then deployed simultaneously. Avoid this one in any way possible, but remember that the ranged attack can still reach out and touch even if you’re perched up high somewhere. The only way to escape the vortex is to use the environment as hard cover.

 

Dog

This four-legged machine will fire a hail of bullets at you and your buddies. Take cover, and try to evade its scanner while putting some distance between you. Once a target is caught in the red scanning beam, it will focus on them before spinning up their gun. Being as low slung as they are, it’s entirely possible to leap over their heads.

 

Ear

A skeletal humanoid with nothing but an ear for a head. Lopes around on all fours, and grabs SpookTubers to damage them. Shrug them off, and yell at them to scare Ear away. Ear is paradoxically drawn to sounds, even the lowest of them, but can also be chased off with loud noises. While you could avoid them by being ultra-stealthy, that’s pointless given how little damage they can do.

 

Eye Guy

Essentially a non-threat, EyeGuy won’t be aggravated into attacking you if you can avoid beaming it with your lights, even the camera light. Capture footage from as far as possible and be on your way. If you do engage it, then expect to die in 6-8 hits. Easily escaped by simply sprinting away from it.

 

Flicker

If there’s a monster worse than Big Slap, this would be it. Flicker has a Medusa like effect on any SpookTubers caught looking at it, as in instantaneous death. Avoid this fate by being vigilant: if the screen flickers red briefly, that means a Flicker is in proximity. Quickly turn and face a blank wall. As long as you don’t witness it materializing and shuffling around, you’ll be fine. If you do see it though, don’t even bother looking away: you’re already dead. You just don’t know it yet.

 

Ghost

Status Unknown.

 

Knifo

Would be cute if it was Halloween, but it isn’t, and this one’s not a sweet child either. You’ll hear the distinct giggling just in time to see it leap at the nearest target; five strikes and you’re dead. A bum-rush type of enemy, do your best to dodge the stabbing, for as long as possible. Eventually it will just fade away, after a maximum of 30 seconds. Can number anywhere between one and five.

 

Jello

This gelatinous blob is going to rush you and envelope you, to carry you off for a meal, no doubt. Your only option is to dodge as quickly as you can. Use corners and stairs, if you can. While contact itself won’t kill you, Jello is going to drag you towards monsters that will.

 

Larva

This centipede-looking crawler is deceptively slow. Slithering cautiously at first, it will dash and grab a Spooktuber before hurling them away for half their health. Worse, if there’s a team mate nearby, then can expect to find the victim hurled at them instead, dealing damage to both players. Your best bet is to get your footage and skedaddle. If someone does get caught, just let it happen instead of getting close: better one of you takes the hit, than two of you needing a hug from the Hugger afterwards.

 

Mouth

This goofy little cookie-head with a wide mouth is a screamer. Victims will be deafened by Mouthe for the remainder of the session, meaning they won’t be able to hear voice comms from team mates. Not much of a threat overall, and easily shooed away by a group of at least two Spooktubers.

 

Slurper

Half-Life players will recognize the Barnacle rope anywhere. The Slurper dangles the rope down similarly and will reel in and consume anyone unfortunate to get too close. SpookTubers captured by a Jello will suffer a similar fate as they are dragged to the nearest Slurper. Try hurling (hold Throw to charge) a throwaway item at them if they capture a team mate, to force it to release your buddy.

 

Slurper Hand

Status Unknown. Can spawn between one and five at a time.

 

Snatcho

This fella tends to slink around the shadows, waiting on the opportunity to lunge out and carry off one of you into the darkness. Light is its bane, so send it scampering with the camera, flares, or flashlights. Can appear alone or up to five at a time.

 

Spider

Spider does what spiders do. Fires webby balls which pop open into actual sticky webs on impact. Once prey has been captured in its web, it will begin biting. Each bite can take about a quarter of a SpookTuber’s health. Don’t think, just run away.

 

Content Warning Arachnophobia Mode

 

Toolkit Fan

Status Unknown.

 

Toolkit Hammer

Status Unknown.

 

Toolkit Iron

Status Unknown.

 

Toolkit Vaccuum

Status Unknown.

 

Toolkit Whisk

This toolhead will barrel right at you in a beeline, and makes an awful noise which is good for detection purposes. Easy to evade by simply side-stepping it. It can take half your health if it gets you. Try luring it into walls to stun it, or perhaps even lasers; that will make for good content! Can spawn between one and three at a time.

 

Weeping

This sentient medieval torture device will only move when not being looked at directly. SpookTubers that are grabbed will be imprisoned within Weeping. Team mates can set you free by solving the captcha (Catchya) on the tablet that Weeping hands out. If you’re alone when it gets you, that’s that. Easily avoided, just keep them in your eyeline as you sidle past them and onwards. Between one and two of them can appear at a time.

 

Zombie

These little creepers are slow but grabby and can spawn between three and five at a time. Sheer numbers can overrun you, so just stay a few steps ahead of them and you’ll be fine. Eventually they’ll forget all about you.

 

Content Warning List Of All Items

 

Those are all 23 current monsters in Content Warning. Only time will tell if we see more of these creeps in future updates.

FOREWARNED Update Patch Notes May 2

Fresh out of Early Access, FOREWARNED is an Egyptology-theme co-op horror survival game. Since its April 25 full release, FOREWARNED has had a number of patches and those notes are compiled below, in descending order, from latest to oldest:

UPDATED May 2

 

 

Hotfix (v1.08) May 2

 

Fixes:

  • Fixed an AI pathfinding issue on the new tomb variation
  • Fixed an issue in which player vision could remain blurred after focusing on a readable page
  • Fixed an issue in which the librarian's hitbox could remain active at the Library Puzzle's entrance

 

 

Hotfix (v1.07) April 29

 

Changes

  • Improved blue lever spawn location selection for tomb variation #6

 

Fixes:

  • Fixed an issue in which books could no longer be picked up once placed in the Library puzzle
  • Fixed an issue in which books could overlap inside the same bookshelf slot in the Library puzzle
  • Fixed a potential issue in which the ushabti chest would not lower for all players after the Constellation puzzle was solved
  • Fixed an issue where the Circular Rune puzzle was able to be solved before the spike ceiling's descent
  • Fixed an issue in which the Animal Memory puzzle's audio played off-center for one of the buttons
  • Fixed a physics issue with drawers in the lobby area

 

 

Hotfix (v1.06) April 28

  • Added a hint display when approaching a Ritual Ward for the first time
  • Added a "Ritual Wards" entry in the PDA research notes' Tools section
  • Cobras can no longer damage players when they're fleeing / already warded off

 

  • Fixed a hitbox on the ritual cobra being too large
  • Increased the time before Ptahmes can move/attack players after appearing to reduce spawn kills
  • Slightly reduced the size of Medium and Large maps on the newest tomb variation
  • Fixed the Lava Tile puzzle's material glitching out in some cases
  • Spread out the equipment tables on Royal Outskirts to prevent players getting stuck
  • Fixed the Spirit form's eyes not always fading out
  • Updated Chinese translations and characters

 

 

Hotfix (v1.05) April 26

 

Fixes:

  • Fixed Artifact Archon, Healing Force, and Archivist Ascendant achievements
  • Fixed AI pathing through walls of the elevator in the new tomb variation
  • Fixed AI getting stuck in two cases in the new tomb variation
  • Fixed a case where a moving platform's velocity could still be applied to a player after dying on one
  • Further improved performance when looking at the sand portal

 

 

Hotfix (v1.04) April 25

 

Fixes:

  • Fixed Cleanup achievement not working
  • Fixed certain achievements not getting submitted to Steam until the end of the round
  • Fixed gold spawning in the floor after dying in Sobek Oasis ritual rooms
  • Fixed an issue in which the ritual ward "penalty" timeout lasted too long
  • Fixed issue with getting stuck in library

 

 

FOREWARNED 1.0: Final Reckoning – Now Live! April 25

Our largest update yet, with an all new Mejai, new maps, tomb variation, ritual rework, and more!

 

A note from the developers:

The time has finally come. In Early Access since September 2021, this Final Reckoning major content update launches FOREWARNED into its full 1.0 release! Our largest and most ambitious update yet, this release comes with a ton of new content, including the seventh Mejai, two new maps, a new tomb variation, a complete ritual revamp, and so much more detailed below.
We want to thank everyone from the bottom of our hearts for your support and for being part of FOREWARNED's early development. Through your feedback, suggestions, bug reports, and sharing your experiences, you have improved and made the game what it is today. We love hearing about players encountering their first Ouphris, or about your first experience in the "nightmare room". This community and the love for FOREWARNED has motivated us throughout development, so we want to once again thank you!
As a final note, while we consider FOREWARNED to be a game filled with enough content at this point to launch out of Early Access, we're happy to share we already have more in development. This is not the end of content updates, but rather the finalization of the game's base foundation. Stay tuned in our official Discord to stay up to date on the latest and we'll keep you posted.

Stay vigilant during your future expeditions, as the resounding echoes of bones breaking heralds the arrival of the 7th Mejai, Ptahmes the Resilient. Close to death, Ptahmes gave in to temptations of blood magic for salvation. Enduring an endless cycle of agony and healing, this relentless horror will move in for the kill when you least expect...
  • Ptahmes is now an option to select when entering all ruins' inner tomb
  • The PDA has been updated to include Ptahmes' research notes as well as selection in the Evidence tab
  • 10 new lore pages are available for collection which tell the story of how Ptahmes came to be
  • New inner tomb notes are available specific to Ptahmes' behavior
  • A new achievement is available when Ptahmes is banished for the first time


Two new maps have been added to the game.
  • Secret Temple of Ptah: A team of archaeologists discovered an ancient village thought to have been lost to time, with a mysterious temple at its peak. After much effort spent excavating the ruins and even installing a mechanical lift, the entire team of archaeologists seem to have disappeared. Discover what horrors lie within, but take caution to avoid the same fate as earlier explorers.

  • Royal Outskirts: Another team of archaeologists received word of a new ruin etched into the face of a hidden valley. Just as they approached the entrance, a sandstorm picked up, causing them to seek shelter inside. Believed to be where the Mejai Ptahmes first gained his powers, the outskirts hold mysteries worth unraveling...


A new procedurally generated tomb variation - Outdoor Ruins - has been added. This new tomb style can be found within the Secret Temple of Ptah and Royal Outskirts maps.
  • Over 30 new rooms, including several dangerous trap rooms
  • New spirit and horror events to keep you on your toes
  • New tomb lighting and style with sandy floors and open ceilings showing the sky
  • New variations of the existing ushabti puzzles fitting to the Outdoor Ruins theme, plus a special variation-specific puzzle
  • New, thrilling ritual chamber with unique effects and challenges
  • New ambience and sound effects
  • New creature lurking throughout



The Mejai banishment ritual has been reworked to introduce additional challenges and mechanics, and is now designed to feel much more like a final showdown between you and the Mejai you're banishing. The new ritual is best experienced first-hand, but here are some general notes on the changes:
  • The Mejai's spirit now has the ability to break out of the ritual cage and try to impede your progress
  • Each tomb variation has its own unique setup for banishing the Mejai, and the spirit can exhibit different powers in each variation (so be sure to check out each one!)
  • The ritual itself has been reworked into a multi-phase banishment, with several elements added to further excitement and replayability
  • Ritual Wards have been introduced to each chamber. The wards' activation must be performed in a specific way depending on the Mejai's weakness
  • All ritual chambers have received design changes to allow further spawn possibilities for creatures heading towards the altar
  • Ritual creature spawning has been optimized to better take into account the number of players in the expedition and the chosen difficulty, ensuring the challenge scales accordingly
  • All ritual intro sequences have been sped up significantly to avoid tedious delays before the ritual starts
  • Hostile mummies that have been lit on fire can no longer perform damage to the ritual altar
  • Players can now capture proof of the Mejai's existence using a camera while it's in its physical form in the ritual cage
  • Notes near the ritual chamber's entrance have been updated to reflect the new mechanics


To further replayability and make each expedition feel more unique, especially when banishing the Mejai, we've added eight brand new ushabti puzzles to the game.
  • Each tomb variation has a new, special puzzle found only within that particular map type
  • Additional puzzles have been added in each tomb variation, always with a randomly generated solution
  • While the original ushabti puzzles prior to this update may have presented a challenge, many of these new puzzles offer further excitement and horror unlike anything introduced before




The Hierodex (A.K.A. the Hierolens) is now available for purchase in the shop. Starting as default equipment and found in the Research Notes of your journal, this tool allows you to translate even the most cryptic of hieroglyphics on the fly! Useful for several puzzles and a component of the new banishment ritual. Once upgraded, it can even be used to transcribe lore pages in the shop for free.


  • For players that have seen the "relic acquiry" cutscene more than a few times, a significantly shorter cutscene will now play, reducing the time between grabbing the relic and the spawning of both the Mejai and blue escape lever
  • Increased the hitbox on reanimated mummies and sleeper zombies
  • Improved the network syncing of mummies burning
  • Slightly decreased the necessary range to ward off zealots and cobras
  • Slightly increased the torch's hitbox for igniting fire stands
  • Performed AI balancing and improvements to Mejai patrol routines
  • Improved the photo camera's ability to take photos of objectives
  • Tweaked the Mejai spirit's phenomena invocation timings to reduce spamming interactions
  • For new players, certain maps can only be selected once reaching a minimum required player level
  • Changed default frame cap to 120 down from 144 (you can still raise it if desired in Settings)
  • Given the increased depth of the game, FOREWARNED's reward system has been updated. Now, upon a player's demise, instead of forfeiting all XP, a penalty will now apply (scaling per difficulty) that deducts a certain percentage of total rewards, rather than clearing them entirely. This new logic also applies to gold and other collectibles, so long as at least one team member survives the expedition and collects anything you dropped upon death. Therefore, group play is encouraged to maximize your rewards in the case of your untimely demise!
    • EASY = 40% Reward Deduction Upon Death
    • NORMAL = 50% Reward Deduction Upon Death
    • HARD = 60% Reward Deduction Upon Death
    • BRUTAL = 70% Reward Deduction Upon Death

  • Over 30 new achievements have been added to the game, each with a newly designed achievement icon
  • An opening cutscene has been added. This only plays once by default, but can be toggled to always show via the Gameplay settings menu if desired
  • A torch hit confirmation visual effect and sound now occurs when successfully warding off a creature
  • Players can now cross out evidence they believe to be invalid in their journal when selecting observed phenomena
  • 15 new loading screen images have been added
  • Performed minor design changes to the Mejai's spirit to make it more ghastly in appearance
  • Additional bobbing animations have been added to player hands when moving with tools
  • Archaeologist character crouching and other movement animations have been improved
  • Added an Easter egg question and response to the Transmitter

  • Fixed an issue in which pets could collide with the light ray puzzle's laser beams
  • Fixed an issue in which items were reactivating upon exiting the journal
  • Implemented logic to help re-sync tomb generation if the host disconnects during the round starting
  • Fixed an issue in which Dekan would not appear to face the player he was attacking
  • Fixed an issue in which AI would not target VR players' bodies when attacking
  • Fixed an issue with readable notes in the lobby area being unreadable at certain angles
  • Fixed an issue in which Mejais could potentially get stuck in one place and no longer move around
  • Fixed an issue in which zealots wouldn't spawn if the host disconnects
  • Fixed an issue that could cause the game's vignette effect to be too large for ultra wide resolution monitors
  • Fixed an issue with fonts not displaying correctly with certain special characters
  • Fixed an issue related to ectoplasm's radioactivity detection via the Geiger Counter tool
  • Fixed an issue related to shadow casts on rare treasures
  • Fixed an issue in which abominations could fail to behave correctly during variation #5's ritual
  • Fixed an issue related to leaving a game while underwater in the Oasis maps
  • Fixed an issue with the inner tomb door note not appearing in tomb variation #3
  • Fixed an issue with pet placement when first spawning
  • Fixed an issue in which players could navigate out of bounds in the Oasis maps
  • Fixed an issue in which the Animal Memory Puzzle pedestals were missing collision in tomb variation #1
  • Fixed a missing collider in Dread Valley
  • Performed significant performance improvements across the board
  • Performed translation improvements

 

 

Tom Clancy’s Rainbow Six Siege Update Patch Notes May 2

Tom Clancy’s Rainbow Six Siege has some more patch notes today, and you can find them all here, in descending order, from latest to oldest:

UPDATED May 3

 

 

Y9S1.3 PATCH NOTES

 

Y9S1.3 PATCH SIZE

Find the download sizes for each platform below.
  • Ubisoft Connect: 935 MB
  • Steam: 860 MB
  • Xbox One: 1.1 GB
  • Xbox Series X: 10.73 GB
  • PlayStation 4: 1.4 GB
  • PlayStation 5: 1.34 GB

 

OPERATOR BALANCING

 

AZAMI

  • Increased damage from High caliber Handguns and Revolvers by 10%.
  • Increased damage received by Medium caliber SMGs and ARs by 10%.
  • Increased damage received by High caliber ARs and LMGs by 5%.

 

IANA

  • Added Impact EMP Grenade.
  • Removed Stun Grenades.

 

LESION

  • Gadget refill increased to 25 seconds (from 20).
  • Initial damage reduced to 3hp (from 5).
  • Added Observation Blocker.
  • Removed Impact Grenades.

 

NØKK

  • HEL Presence Reduction duration and cooldown increased to 30 seconds (from 20).

 

ORYX

  • Remah Dash destroys Deployable and Talon Shields.

 

SENS

  • R.O.U. Projectors increased to 4 (from 3).

 

GADGET BALANCING

 

IMPACT GRENADE:

  • Damage reduced to 40hp (from 60).
  • Reduced explosion radius to 2 meters (from 3).

 

BALLISTIC SHIELDS:

  • Explosion threshold to trigger the Guard Break reduced to 30hp (from 50).

 

 

Y9S1.2 PATCH NOTES April 9

See the fixes here coming in Y9S1.2.

 

Y9S1.2 PATCH SIZE

Find the download sizes for each platform below.
  • Ubisoft Connect: 918.5 MB
  • Steam: 479 MB
  • Xbox One: 0.77 GB
  • Xbox Series X: 2.1 GB
  • PlayStation 4: 1.44 GB
  • PlayStation 5: 929 MB

 

BUG FIXES

 

GAMEPLAY

  • FIXED - Rappel breaks when used at the distance limit and then walking backward during animation.
  • FIXED - Incorrect default sight attachment shown for Fenrir's SASG-12.
  • FIXED - Barbed wire requires more shield-melee attacks to be destroyed than intended.
  • FIXED - Shield position that player and enemy Operator see becomes desynched if free-look is used before shield realigns itself.
  • FIXED - Aruni's Surya Gate doesn't deactivate for friendly Operators when placed close to stairs.
  • FIXED - Camera clips through player when using free-look and going prone next to a wall.
  • FIXED - Deimos' DeathMARK icon disappears when Deimos or enemy Operator enter a field that deactivates electronic devices.
  • FIXED - Free-look breaks if players look right and use free-look multiple times.

 

LEVEL DESIGN

  • FIXED - Unintended line of sight can be reached using Azami's Kiba Barrier to vault on top of an air hockey table at 1F Storage in the Theme Park map.

 

AUDIO

  • FIXED - Gameplay audio is muted during End of Round replay, end of match, and kill cams.

 

OPERATORS

  • FIXED - Spectating doesn't display Deimos's ability properly when reconnecting to the match.

 

USER EXPERIENCE

  • FIXED - Placeholder asset displayed for multiple uniform rewards in the Uniform view page of the Battle Pass progression menu.
  • FIXED - Tutorial control guide menu pops out when toggling the ping target in Map Run.
  • FIXED - Operator bundles are not shown correctly after purchasing unless the player leaves then re-enters the operator album screen.
  • FIXED - Operator portrait is displayed offset in the Loading screen of Free For All sessions.
  • FIXED - Deimos' DeathMARK probe and laser don't display team color settings.
  • FIXED - Operator Guide content doesn't load properly when using the scroll bar.
  • FIXED - Camera shakes more than intended when entering rappel.

 

Tom Clancy’s Rainbow Six Siege Y9S1.1 Update Patch Notes Mar 26

 

That’s everything in the patch notes up through May 2 for Tom Clancy’s Rainbow Six Siege Year 9 Season 1.