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##### P-9| Retracements Calculation in Binary Options Beginners Course | Retracement Pullback in IQ Option

 Dear Traders Retracements can spoil your confirmed winning trades.Understanding retracements requires good understanding of trends and buyers & sellers area.This is what i have explained in this video with the help of indicators for better understanding. #binarypriceaction #forextrading #binaryoptions #iqoption #binarypriceaction submitted by PAT-for-BO to u/PAT-for-BO [link] [comments]

##### Greed is Subtle

The morning alarm woke up Ghen. With an annoyed sigh, he stretched out his arm and silenced the foul-sounding chirps. Slowly sitting up in bed, he let out a deep yawn and got to his feet.
Running a couple of chitinous fingers along his antennae to stimulate them to life, he made his bed and then went to his closet. Today was a work day, so he needed his suit. Once the pants were on, he stretched out his wings so that he could button up the shirt, then relaxing them once all the buttons were secured.
Dressing for the day was done, now for the morning meal. Entering his kitchen, he took out the chilled leftovers of the evening meal last night and popped it into the radiator, first defrosting and then slightly cooking it.
During that process, he also fished out a ceramic cup and placed it in his brewer, serving himself some synthesized caffeine. His idle thought led him to being amused that, when eaten directly off a plant, it has a concentration that could kill him three times over. But after going through some refinement and roasting, all it does is make him hyper.
Once the meal was put together, his plate of heated leftovers and a cup of almost-piping-hot cup of Xia's, he took his time to enjoy it. His communicator vibrated. When he looked, he found it was from his boss.
"Ghen, the meeting's been moved up to a few minutes from now." His boss, Xkik, announced. "Apparently higher up has something important they want to say. We have a terminal ready for you, I'll message the login details."
"Wha-, what's so important?" Ghen asked in bewilderment. "Did a water line rupture or something?"
"No, nothing like that." Xkik replied with a slight chuckle. "It's actually about the rumors we've been hearing. That human corporation wanting to acquire us? That's what they're talking about."
Ghen could feel everything inside his thorax drop to the floor. "That must mean it's true then, right? Did we get sold off by the Queen to this company then?"
"Show up to the meeting and you'll get your answer." Xkik said simply. When he finished, Ghen got the notification on his communicator. There's the login details, allowing him to remotely attend the meeting. "They're about to start, hurry up."
Once Xkik disconnected, Ghen worked fast to login and set up the remote viewing. Once everything was done, his screen started transmitting the meeting room. It was already packed. And off by the main board, he saw his answer. There was a human, resting against the wall on his two legs. Standing right in the center of everyone's view was the coordinator, Tizx, watching the clock periodically.
As soon as the meeting's start time was reached, the coordinator began. "Alright everyone. I realize that this was rather short notice, so I want to say how appreciative I am that you made it. Now then, let's just get right to it. For some time now, many of you have been hearing rumors that a human corporation has been interested in us. Why? We never really knew. We're just an organization responsible for finding, extracting and providing water to the colony here all under the direction of the Queen herself. Well, as of now, I have the answer for you. Why don't I let Ryan say that?"
Stepping back, Tizx motioned for the human, Ryan, to take over. With a nod, Ryan practically bounced over and then took the position. "Good morning to you all. I hope my Zazk is passable, heh. Anyways, the answer to those rumors, is yes. Terran Galactic Company is indeed interested in you all. Which now leads to me. I'm here to announce that, effective yesterday evening, this water company is now a subsidiary of Terran Galactic Company, under the name of Zilia Water Delivery."
Many other sub-coordinators broke into hushed conversation, no doubt speaking their thoughts with each other about this move. Ghen could only wonder if this was even a good thing. What will the humans do? Will he still have his job? Will he have to learn how to deal with the ruthless humans?
"Now, I am well aware this is quite the...uh, change." Ryan continued. "That's why I'm happy to inform you that, no, nothing negative or detrimental will happen to you. You just have new people to answer to. Operations will continue as normal, everybody here will still keep their jobs. The only real change any of you will personally experience is that Coordinator Tizx here will now report to someone else. On behalf of the Terran Galactic Company, we are extremely excited and are looking forward to working with you all. Thank you for your time."
A week later.
At least Ryan wasn't lying. After the initial shock wore off, things went back as they normally did. There were no terminations, no reductions in annual pay or anything. Nothing really changed. At least until this new meeting was called. Ghen was at the worksite this time, so he took his seat and watched as, once again, Ryan led the meeting.
"Hello again, everyone!" He said cheerfully, his Zazk noticeably improved. "I hope I didn't end up looking like a liar, right? Everything's still normal, all that?"
All the zazk in the room confirmed, providing comments to their pleasant surprise as well as lingering thoughts.
"Awesome! Awesome." Ryan said jubilantly, his fleshy mouth revealing his bone-white teeth. "Now then, you're probably wondering why I'm here again, right? Well, I got another fantastic piece of news for you all! Two, actually. I'll start with the first: Zilia Water Delivery has just completed its IPO. The company is now publicly traded!"
Ghen and the others voiced their confusion, having no idea what in the name of the Queen Ryan was talking about. What was Ryan talking about? What's an IPO? And why exactly is being publicly traded such a significant thing?
"Oh, you guys don't know any of that?" Ryan asked in surprised confusion. After everybody confirmed, he let out a quick huff as he began his explanation. "Well, to begin, IPO is short for Initial Public Offering. Basically what that means is that, before today, Zilia was privately held. Only certain individuals could buy and sell shares here. But now that we're public? Literally anyone can buy and sell shares in the company, hence us being publicly traded."
"Uh, what's a share?" Ghen asked, still completely lost.
"Oh, boy..." Ryan muttered under his breath before returning to his peppy image. "To simply put it, a share is short for having a share of ownership in a company. When you buy a share, you're buying a piece of ownership, and when you sell, you're selling that amount."
"So wait...if someone buys a share, they're a co-owner then?" One of the other team coordinators asked.
"If they get enough, yeah." Ryan nodded. "You need a lot though, and that really depends on the company. If I had to give an answer though? I'd say usually you need to have a lot more shares than a lot of people combined to be officially a co-owner, but we call that being a majority shareholder."
"And how do we do that?" Ghen asked, now growing curious but still not understanding why such a concept exists.
"Simple. Buy shares." Ryan said simply. "And that leads into the second piece of awesome news. Zilia's corporate has a product in mind, a premium-package of water delivery. Instead of the usual water that you pump out, filter and ensure its potable before delivery, with the premium package, not only will you get that, but you'll also get all of the required nutrients and vitamins the zazk body requires! And they feel you guys have the best expertise and understanding to pull it off! So, here's what we're offering as a good-faith bonus: A 25% increase to your annual salary as well as being given stock options."
Ghen wasn't sure about the second part, but the salary definitely got his attention, as well as everyone else's. Although his job was considered to have a good pay, Ghen isn't going to say no to a higher salary. In fact, he's been focusing his work on getting a promotion so he can come home with even more credits in pocket.
"What do you mean by stock options?" Ghen asked after some time.
Ryan let out that smile again, the one that revealed his teeth. "If you choose to transfer over to the new group, you'll be provided 50,000 shares in Zilia itself. Why's that awesome? Let me walk you through it. Right now, our last closing price per share was 3.02 credits. And if you have 50,000 shares during that time, you're sitting on 151,000 credits, if you cash it out immediately."
"And why shouldn't we?" One of the coordinators demanded in an ambiguous tone.
"Because the price per share changes a lot." Ryan explained promptly. "When we got done with the IPO? It closed at 2.73 a share. Right now? My money's on the closing price being 2.99 a share. However, we are extremely confident in this premium package being successful. If it does? Well, my bet is that the share price will skyrocket to 3.12 a share. If you hold those shares and the price gets to what my bet was? You'll instead get 156,000 credits. Just by holding onto them, you just made an additional 5,000 credits!"
"And what if we have more shares?" Ghen questioned, now getting excited at the prospect of free money.
"Even more money!" Ryan laughed a bit. "And don't forget about dividends, but that's for another time. The premium group is gearing up right now, we just need the workforce. If any of you wants in, I'll be back tomorrow with all the forms needed to make it official. Take the day and tonight to think it over, yeah?"
Everything else melted into a blur. Ghen was practically on autopilot that whole day. Was this the secret to the humans' incredibly massive economy? How so many of them have amassed so much money out of nowhere? All you had to do was just buy this share out of a company and you get more money without even working?
As soon as he got home, Ghen knew what he was going to do during the night. After feverishly looking through the galnet, now having the human race connected to it, he looked and gathered up as many books that were translated into zazk as he could find, all talking about the human economic system. The last time he undertook such an intensive study was during his primary education phase.
And during his search, he even found forums on the galnet that were completely dedicated to the human's economy. All of them talking about strategies on what company, or stock, to pick. How to analyze a company's performance to determine if it was worth the money, or it had potential to grow over time. And that was when he discovered the humans found another method to the extremely simple buying and selling process. There were humans and some other immigrated aliens who made five times what Ghen could receive over a simple month just by watching the share prices during trading hours, and then buying and selling them at the proper times.
Ghen's mind was just absolutely flabbergasted. He thought it was just some strange concept only aliens could make, but no, not with the humans. They've practically made their economy into an art or a science. No, not even their economy. Everything. If humans can see a way to make money off of it, they'll do it. And if there isn't, they'll look for a way.
Healthcare was monetized. Galnet services, transportation, shopping at the store, they even made all of their utilities into profit-oriented companies.
And it was there that Ghen paused, the realization slamming into him. Everything was monetized. Which means, if you don't have the money for it, you're not getting it. Right? Are the humans truly that ruthless? So obsessed with making money? To the point that they're willing to deprive their own people of the absolute necessities if it's a source of credits?
Ghen let out a scoff. There's no way. Nobody is that cruel and callous. He's never been to the United Nations. He can't rely on what a bunch of random people on the galnet says. He decided that from here on out, he'll only go as far as saying that humans are a little obsessed with credits, nothing more.
...
There he was. Ryan, sitting in the office provided to him. And there was a rather large line leading to him. Looks like word got around. Although, the line wasn't as large as he expected it to be. Maybe the others thought it was just a ruse? That there's no such thing as making free money by spending it on such a made-up concept?
Ghen only knows that, if it is a ruse, it's an extremely elaborate one, where all of the humans are in on it. And he believes that's just extremely ridiculous. At the end, if he's unsure, he'll just take the transfer for the very real increase in his very real salary. And although he spent a very good chunk of the night reading up on how humans do things, he's still going to play it smart. He'll leave his 50,000 shares alone and see where it goes from there.
"Good morning sir." Ryan greeted warmly once Ghen took his seat. "Now, name please?"
"Ghen." He answered, barely keeping his nerves down.
"Alright...and what's your position at this location?" Ryan questioned after scribbling on his form.
"I monitor the pumping stations near the extraction sites." Ghen explained, staying on point. "To be more specific, I check to see if they're in need of maintenance, as well as reading the flow rate that's determined by the calculators installed there. If there's too little for what's needed, I pump out more. And if there's too much, I pull it back a little."
"Nice...and how long have you been doing it for?" Ryan complimented with a nod.
"As of tomorrow, ten years." Ghen replied, voice quickly changing to minor awe once he realized that fact.
"Excellent. Do you have anyone in mind you'd like to replace you here?" Ryan questioned after another scribble. "If you don't have anyone, you're free to say so."
Ghen took a moment to think it over. A bunch of names went through his mind, but one stuck with him. "Tilik. He's just been accepted here, but he's learned quickly. Very attentive and he always catches something subtle. I think he'll do really well in my position, even better actually."
"Tilik, really?" Ryan questioned with a little shock, going through his completed forms. Ghen felt a short sense of panic in him. Did something happen, or was Tilik actually transferring? His answer didn't take long to reveal itself. "Right, Tilik was actually one of the first people to want to transfer here. He's actually requested to be part of the testing teams specifically. Do you have a second choice?"
"Um...no, actually." Ghen replied, feeling a little ashamed. "Tilik was my only choice, to be honest."
"Hey, don't worry." Ryan said assuringly with his hands raised. "Nothing wrong with that. Sometimes, there's just nobody up to snuff, right? 'Kay, so, last question. Is there anything specific you'd like to do when given the transfer?"
"If you need someone monitoring new pumps, I'd be happy to do that." Ghen stated.
"So basically same job but with better payoff, am I right?" Ryan grinned. "I hear you. Sometimes, we're just not paid enough for what we're doing. I know I think that sometimes. Uh, our secret, yeah?"
"Yeah, our secret." Ghen nodded, thinking it'd be better to have friendly relations with the human, just in case.
"Awesome. Back on topic, that's it." Ryan announced, placing the form on his pile. "We'll give you a call when you're accepted."
"Oh, uh, that's it?" Ghen questioned with a shrug in shocked surprise.
"What, expecting a question like, why do you want to transfer?" Ryan chuckled a bit as he leaned in his seat. "You can bullshit all you want, but we both know the answer. Sweet money and stock options. Not saying that's a bad answer of course, just that it's pretty obvious."
"I suppose it is." Ghen commented, realizing the point. "Also, you mentioned this...dividend? Is that for Zilia shares?"
Ryan laughed a little bit before nodding. "Yep, announced before I came here. About 0.43 per share. Want to know why that's awesome? Instead of waiting for the proper price to cash out your shares, now? The company pays you for each share you hold."
"A...Are you serious?" Ghen demanded, flabbergasted.
Ryan nodded with his now-trademark grin. "Dead serious. If you get the transfer, and get those 50,000 shares? A little head math...right, if you hold onto those, in addition to your salary, you'll now annually be paid 21,500 credits, if you keep it at 50,000 shares. Only you can decide to sell or buy shares."
Ghen just stood there silent and motionless, no idea of whether to believe it or not, to which Ryan just laughed. Once he walked out of the room, he managed to snap back to reality. Again, just focus on the very real pay-raise. He'll deal with the other parts later.
After he returned to his spot, he spotted Tizx approaching by his desk. The coordinator seems to be as casual as always.
"I saw you in that line a bit ago, Ghen." He said as he leaned on the desk. "Guess you're really taking that human's word?"
"I mean, I don't know about all this share business or what not." Ghen began with a shrug, his tone sounding a little defensive. "But I mean, having a bigger salary? Course I'm going for it when I can. And if all this magic credits turn out to be real? You realize we can live like the royal servants, right? Get the best cars, the nicest food and all that?"
"I'd be very careful, Ghen." Tizx warned in a sudden shift in tone. "Don't trust those humans. The way they just...obsess over money? Come up with more and more insane ways of getting credits? I don't know, it just makes my wings twitch."
"You think this is a bad idea?" Ghen asked with a little surprise at the change-in-demeanor.
"I think you should be careful, with the humans, and with what you're saying." Tizx replied, straightening his posture. "I wouldn't put it past those Earthmen to backstab you if it gets them a few more credits. And we all know how the royal servants get if any of us lowly commoners start thinking we can break into their circle."
"I hear you, I'll be on my guard, promise." Ghen stated with a nod. With a confirming nod of his own, Tizx returned back to his duty, walking past Ghen's desk.
Several weeks later.
Everything became so much better. Ghen got the transfer. He didn't need to relocate to a new residence either. And after he was walked through into learning how to manage his stock account, and seeing that new form of payment in his hands, he already felt as though he made the best decision. But it was only when he decided to take those shares more seriously that he became privy to what he was given. After receiving the dividend payment, and actually seeing it was real, valid credits after transferring it to his main bank account, all he could describe was the most powerful high he ever felt.
While his first thoughts were to buy himself a royalty-class car, some nicer furnishings for his home, or even a better home entirely, he ended up going the smarter route.
After going back to his stock account, he discovered that Zilia's shares rose to about 3.22 credits in price. Knowing that this was the easiest money he could ever make, he took all of his dividend earnings and bought more shares in Zilia, bringing him to owning 56,891.
And from his new regional coordinator, a human named Dylan, tomorrow is the grand release of the premium package. For just a monthly rate of 14.99 credits, the tap water will now include a sizeable portion of all nutrients and vitamins required in the zazk physiology. Still, Ghen has to admit. He's not entirely sure why anybody would want such a thing, if they'd even go for it. But, as long as he's practically swimming in easy credits, he won't pay much attention to it.
And just like when he was intensively studying the basics of how the human economy worked, he barely got any sleep. His mind was constantly thinking about the things he would buy. Or rather, what other stocks to put his credits into. Even now he can still hardly believe it. Just spend your money on some, make-believe thing and, if you wait long enough and picked the right stock, you'll get more than you spent back?
His mind even wandered onto what human colonies, or even their homeworld, Earth, was like. If everybody was making so much money, what kind of things would they offer? What kind of ridiculous service or product or item can you get? He's even debating on joining some forum and just asking around. Explain how he's new to how humans do things and was wondering what he should expect if he's successful.
By the time he felt like he can go to sleep, the binary-stars of the system were rising from the horizon. After getting out of his bed and changing to clean clothes, his mind returned onto what-ifs.
What if he bought better clothes? He's had his eye on that human brand of luxury clothes, Tessuti di Venezia, that's been all the rage amongst the royal servants. Or maybe he can go on vacation and just check out Earth for real?
It was a short ride to his workplace from his home. After getting stuff his stuff and preparing to walk through the doors, he heard the roar of a car grow louder. When he looked, he saw the sleekest and quite possibly the coolest looking car he's ever seen. Each time the engine revved it would startle him, both from how harsh it sounded as well as just how intense it sounded. And after it parked, he saw the doors pop out and then slide along the body back. And there, he saw Tilik, the seat literally turning and extending out a bit before he got off.
As soon as he saw Ghen staring, he struck a rather prideful pose after putting on his lab coat and then sauntered over to Ghen.
"What do you think?" Tilik said, without any doubt inviting praise or compliments.
"D...Did you actually buy that?" Ghen asked, unable to tear his eyes away from the car.
"You're Queens-damn right I did!" Tilik laughed happily. "Thing takes off like a starship, has temperature-controlled seating, all-in-one center console, barely any bouncing on rough roads. Hoof, best decision I've ever made!"
"How much did that thing cost?" Ghen asked after letting out an incredulous laugh.
"Five million credits." Tilik replied, earning an absolutely shocked stare from Ghen. "And thanks to the incredible salary I have, in addition to all these shares and dividends, I'll pay back the credits I borrowed in no time!"
Ghen needed a few moments before he could speak again. "All I've been doing is buying more shares."
Tilik laughed and then patted the now-envious monitor's back. "Smart man. I got a little carried away, yeah, but not anymore. Any spending credits I got, going right back to investing. That's what it's called right, investing?"
"Yeah, it is." Ghen nodded, feeling a fire light up in his thorax. "And also? Today's the day that the premium water thing is being released. Here's hoping it starts out well, right?"
"Oh it will, trust me." Tilik chuckled as they both began making their way inside the workplace. "Lots of research, lots of study. By the Queen, so much of it...it'll make your head spin."
And after hearing that, Ghen had a moment of realization. "Hey, Tilik? How did you get such a nice position anyways? Weren't you just studying under me before the humans came along?"
Tilik let out a sigh after opening the door. "I'll be honest, I never wanted your job. Not because it's boring or terrible, just...I didn't suffer so many sleepless nights in the science academy just to be a glorified button pusher. This is what I've always wanted. Doing science, solving problems rather than just applying the solution, you know?"
"Wait, you got an academic certificate?" Ghen questioned, completely floored. "How did you end up beneath me then? I should've been answering to you!"
"Simple." Tilik gave a heavier sigh. "A royal servant was asking for the same job I was. Take a guess at who got it."
"Ouch. Good thing the humans came along when they did, yeah?" Ghen was taken aback. He never heard anything about a servant taking a job at his place. "Looks like you're proving yourself to be well suited."
"By the Queen, of course I am." Tilik nodded. "Like I said, I nearly broke my wings through so many nights, got certified top of my class, all just to get pushed to the dirt because someone who was born into a particular family wanted the same thing I did? I know I'm smarter than any of those empty-skull servants back in the Center. I know that, whatever, uh...corporate? Yeah, whatever corporate wants out of science, I will xeek give it to them."
"Well, let me know how things go in the lab." Ghen said, admiring his drive as they neared the main office floor. "Because this is where the button pusher needs to go."
Tilik let out a laugh as he nodded. "Hey, how about we meet up at Queen's Fine Eatery tonight. I'll pay, yeah?"
Ghen, at first, wanted to admonish him for choosing such an outrageously expensive place to go. But he quickly realized that, he truly is good for it, thanks to the humans. "Well, hey, if you're paying for it."
...
It was a fantastic opening. After being told what news sites to keep in mind for stocks, he first heard it from Dylan, and then got more detail on Business Today. There was such a massive demand right from the start that Zilia needs to increase extraction just to meet it. But what really got his attention was the effect it had. Zilia Water Delivery's share price just blasted off. After seemingly holding steady at about 3.15, by the time he got home and logged onto his account, it already reached 7.04 a share. The calculator on his account told him that he got a value-gain of 54.26%.
Never in his entire life had he felt such...joy. With all of the shares he currently has? He's sitting at 400,512.64 credits. He knows that it is woefully pathetic compared to what the royal servants have just in their pockets, but the fact that he has such money, just by owning some intangible concept? Why even work at Zilia? Why doesn't he just sit at home, figure out what companies to invest in and make his money that way?
What's even the point in working a real job, getting a pathetic pay when you can just take the money you have, determine where to spend it, and get triple back? All just sitting on your wings at home, researching?
He was so wrapped up in his excited high that he completely forgot he was going to meet Tilik at Queen's. After quickly and haphazardly putting on his nicer clothes, he got to the place only a few minutes late.
Tilik was there by the guide, no doubt having been waiting for him. As soon as he strode up, Tilik's wings stiffned out some. No doubt he must've seen the numbers as well.
"I can see your wings, Ghen." Tilik began with an excited chuckle. "Made some serious credits?"
Ghen let out an incredulous scoff, struggling to find the words for a moment. "Incredible. All I'm going to say."
"Likewise." Tilik chortled some before nodding to the table guide. "All here. Table please?"
"Right this way, sir." The guide said politely. It was a short walk, travelling between round tables. The vast majority were populated by zazk, but Ghen was surprised at seeing a few humans here as well. No doubt corporate workers checking out the local food. He did spot them having bowls filled with some kind of mass. Some were brown, others white with what looks to be black specks on them.
They arrived at their table. A rather nice one, affording a view out the windows into the busy colony streets. Once Tilik and Ghen settled in, the guide handed out the menus.
"May I suggest our rather popular option for tonight?" The guide began. "Human ice-cream. Ingredients sourced from Earth itself. Very cold, but incredibly sweet, and coming in many flavors. The most popular amongst us is called vanilla-bean. The vanilla itself soaks in the cream for much of the process, and then the innards sprinkled on top of it near the end. Rumor has it that the Queen herself has demanded personal shipments of such a treat straight from the home of vanilla, an island on Earth named Madagascar."
Ghen didn't even spare a single thought. "Vanilla bean ice cream then, please."
"Same." Tilik seconded when the guide glanced to him. With a slight bow, the guide proceeded to ferry their orders to the kitchen. Thankfully it was just a short wait before the guide returned, carrying a large plate containing bowls of ice cream. Ghen could feel the saliva on his mandibles as the bowl was placed before them. He could just feel the cold air around that glistening mass of sugary goodness. The white snow decorated with the black dots of vanilla bean.
Once the guide left them, Tilik and Ghen both dived in at the same time. As soon as the ice cream entered his mouth, touched his tongue, he exploded in incomprehensible bliss. The sweetness, the smooth and creamy mass, even the taste of vanilla he wasn't sure about was just absolutely delightful. It was so overwhelming that his entire body limped, slumping in his seat as he was forced to ride on the surging tide of joy and happiness sweeping over him.
Tilik was no different. He too was taken completely by the effects of the ice cream, his wings fluttering some against the seat. Ghen could hear some noise. It was the humans they passed by. They were chuckling, grinning, and glancing over at them discreetly. Unlike the two zazk, the humans seemingly just enjoyed the ice cream as if it was just another nice dessert to them. Or perhaps they couldn't allow themselves to succumb to the high?
And as soon as the wave of indescribable bliss and happiness subsided, Ghen knew. He just knew. This was the life. He wanted this. The ice cream was just the beginning. So many things denied because he didn't have the credits, or worse, not the blood. Because he was just a drone in the great Collective, even if he had the credits, he wasn't allowed because of what caste he was born in. That fire that sparked in him when he saw Tilik's new car? It exploded into a raging firestorm.
And when looking into Tilik's eyes, Ghen could see the same. He was on the same page as Ghen was. Both of them were sold. They have the credits. And the humans? If you can pay for it, they'll never discriminate. All they cared about is if you have the money.
And by the Queen, Ghen and Tilik will endeavor to amass as much credits as physically possible.
The rest of the night faded into a blur. A blur that evokes only one thing. Bliss. It was only when he walked through the door of his pathetic hut that Ghen's mind snapped back to focus. His mandibles felt sticky. And he felt a weight in his stomach. How much ice cream did he eat? Whatever it was, he ate such volume that the lower-section of his throax extended and rounded out, visible even under his shirt. He felt something odd in his pocket. It was a receipt. 43,000 credits for ten bowls of vanilla bean ice cream. Was that ten bowls for both of them? Or individually? Ghen didn't care. He's good for it.
Returning back to his calculator, he acted upon the decision that he had made at that eatery. He's acquiring as many books about investing and stock trading as he could find, frequent and study all the discussions and arguments presented by other like-minded individuals such as he, all to ensure he can live the good life. And he had a very good feeling Tilik was doing the exact same thing.
Well, first, the gurgling in his stomach, as well as the feeling of something rising demanded his attention. Looks like he'll need to take the night off to let his stomach get back to normal.
Three Years Later.
Ghen looked out beyond the horizon, seeing the colony that he grew up in. On the far side was where his old house was. With only a simple robe on, made from the finest silk from Earth's nation-state of China, he relaxed in his seat.
It was a long road. Stockpiling credits from pre-existing investments and from subsequent pays, he and Tilik made it. From having only half a million in assets and cash, now transformed to over eight-hundred million. And now, his call contracts on American Interstellar? They've just announced a breakthrough in their next generation of warp drives, reducing the speed coefficient even further, resulting in far faster travel. And with that, their stock price climbed sharply.
Another hundred million credits in the bank. Soon, very soon, he and Tilik are about to become the galaxy's first zazk billionares. But that's not enough. There are many humans who are billionares. Only those he can count on one hand are considered trillionares. He's going to break into that circle. He and Tilik.
Looking beyond the colony, he saw the abandoned building of the workplace he transferred to when the humans arrived. Turns out, the reason for such a high demand was that the humans also slipped in sugar to the tap water. As soon as that broke, many influential royal servants demanded investigations and outright banning of Terran Galactic Company's influence over the former government division. Zilia's stock price plummeted. But thanks to an advance tip from his human coordinator, Dylan, he and Tilik made a put contract. And that's where they struck gold, as the human saying goes.
Dylan warned that if they were citizens of the United Nations, they'd be investigated and convicted for insider trading. But, since they weren't, and the Collective were only just introduced to capitalism, there's no risk at all. Now the colony is going through a withdrawal phase, Zilia has been dissolved and reformed back as a government division and are currently at work re-establishing the standard, plain water delivery.
"Well, shit." Tilik muttered as he walked up to Ghen's side, taking well to human speech. "Looks like you win. American Interstellar's announcement really was a good thing. There goes a million credits. Ah well, the Royal Shipyards will make it back for me soon."
"Oh? Did they just go corporate?" Ghen asked curiously, glancing to Tilik.
"Hell yeah they did." Tilik chuckled, sitting down. "Queen and her retard servants fought it hard, but Royal Shipyards is now officially a human-style corporation. And, to a surprise to all the xenophobes in the galaxy, they're already being offered contracts for ship production. That'll raise the stock price pretty good."
"What's that human word...?" Ghen muttered, already having a reply in mind. "Dick? Yeah, calls or suck my dick, Tilik."
Tilik roared in laughter. "Already made them. Forty credits a share by this day next month."
"I have half a mind to go thirty." Ghen chuckled. "Either way, until then, I heard from Dylan that he knows a guy who knows several prime human women who happen to be into zazk."
"You're interested in women?" Tilik said as his wings fluttered. "With how often you tell me to suck you off, I'd have thought differently."
"Oh, I always thought it was you who was into men." Ghen responded dryly. "Just wanted to be a good friend, you know? Considering how you never seem to make it past, Hey sweet thing, I'm rich you know."
"Oh, go fuck yourself." Tilik countered with a little laugh. After he stopped, wings stiffened, he looked to Ghen. "So, know any royal servants we can put the squeeze on for more revenue streams?"
"I got just the one." Ghen nodded, sitting up. "Fzik. He's been fighting to control the ice cream trade. Worried it's a corrupting influence. Got done talking with the human CEO of Nestle earlier. If we clear the way, he'll know how to squeeze a little more gains in stock price when he makes the announcement."
Tilik's wings stiffened even more, signaling his approval. "Alright, time to throw some credits around, yeah?"
AN: Sorry for the period of no updates. College is starting up, lots of stuff to clear and work out. Not sure why but I just got a bug up my butt about incorporating money and the stock market into a short. Here it is. Sorry if it seems abrupt, character limit fast approaching. Let me know how you guys think about it!

##### RESULTS of the State of the Game Survey: September 2020

Hi all,
It’s time for the results!
Thank you to everyone who took the time to respond - we had over 1,750 responses, which is great! These insights wouldn’t be possible without your time and support.
As always, neither myself nor this survey are associated with Intelligent Systems or Nintendo in any way. Please direct feedback about the game itself to the official channels.
Now let’s get into it!

Previous Survey Results:
April_2020_State_of_the_Game_Survey
~ Demographics ~
53.8% began playing FE:H in February 2017, with 20.0% more joining during the first year of the game. 12.0% of respondents joined during the second year, 8.7% joined during the third, and 4.0% joined during the fourth year (the last ~7 months).
The age range breakdown of respondents is as follows:
• (2.6%) 12 – 15 years old
• (15.0 %) 16 – 18 years old
• (23.4 %) 19 – 21 years old
• (21.8 %) 22 – 24 years old
• (25.8 %) 25 – 30 years old
• (8.2 %) 31 – 40 years old
• (1.0 %) 40+ years old
75.8% of respondents identified as Male, 18.4% as Female, and 3.0% as Non-binary.
24.6% of respondents have never missed a daily login, while a further 38.8% have missed less than a month’s worth of logins, 11.7% missed 1-2 months, 9.9% missed 3-6 months, 5.8% missed 7-12 months, and 4.7% missed over a year’s worth.
33.5% report being F2P, while 28.7% have spent less than \$100, 18.3% spent between \$100 - \$499, 7.3% spent between \$500 - \$999, and 8.7% have spent over \$1000.
46.6% last spent money on FE:H during the fourth year of the game (the last 3 months), while 6.6% last spent money during the third year of the game, 5.8% last spent during the second year of the game, and 5.1% last spent money during the first year of the game.
~ Summoning ~
“Which of the following banners have you used orbs on at least once?”
• (86.8%) A New Future (CYL 4)
• (60.2%) Overseas Memories (3H Summer)
• (59.8%) Dark Burdens (Fallen Heroes)
• (57.9%) Legendary Heroes: Edelgard
• (55.2%) Legendary Heroes: Corrin
• (53.1%) Book IV Mid: Mirabilis and More
• (52.9%) Hero Fest
• (52.2%) Pirate’s Pride
• (44.5%) Mythic Heroes: Hel
• (44.2%) Mythic Heroes: Mila
• (43.7%) Bridal Beloveds
• (39.6%) Summer Passing (Sacred Stones Summer (mostly))
• (37.5%) Legendary Heroes: Seliph
• (31.1%) Light and Shadow (New Mystery)
“Which of the following banners did you use the most orbs on?”
• (44.8%) A New Future (CYL 4)
• (8.6%) Overseas Memories (3H Summer)
• (5.9%) Legendary Heroes: Corrin
• (5.8%) Dark Burdens (Fallen Heroes)
• (5.5%) Pirate’s Pride
• (4.9%) Legendary Heroes: Edelgard
• (4.5%) Hero Fest
• (3.5%) Mythic Heroes: Hel
• (3.0%) Bridal Beloveds
• (2.8%) Book IV Mid: Mirabilis and More
• (2.5%) Summer Passing (Sacred Stones Summer (mostly))
• (2.5%) Legendary Heroes: Seliph
• (2.3%) Mythic Heroes: Mila
• (1.7%) Light and Shadow (New Mystery)
• (37.4%) A New Future (CYL 4)
• (10.9%) Dark Burdens (Fallen Heroes)
• (8.9%) Pirate’s Pride
• (8.5%) Overseas Memories (3H Summer)
• (5.7%) Hero Fest
• (5.4%) Legendary Heroes: Corrin
• (3.3%) Legendary Heroes: Edelgard
• (2.9%) Legendary Heroes: Seliph
• (2.6%) Book IV Mid: Mirabilis and More
• (2.6%) Bridal Beloveds
• (2.5%) Summer Passing (Sacred Stones Summer (mostly))
• (2.3%) Light and Shadow (New Mystery)
• (1.5%) Mythic Heroes: Hel
• (1.4%) Mythic Heroes: Mila
“Did you spend money specifically to summon on any of the banners below?”
• (17.6%) A New Future (CYL 4)
• (10.3%) Overseas Memories (3H Summer)
• (8.9%) Legendary Heroes: Corrin
• (6.8%) Dark Burdens (Fallen Heroes)
• (6.6%) Pirate’s Pride
• (6.5%) Legendary Heroes: Edelgard
• (5.8%) Hero Fest
• (5.1%) Bridal Beloveds
• (4.9%) Mythic Heroes: Hel
• (4.8%) Book IV Mid: Mirabilis and More
• (4.8%) Mythic Heroes: Mila
• (4.8%) Summer Passing (Sacred Stones Summer (mostly))
• (3.4%) Light and Shadow (New Mystery)
• (3.3%) Legendary Heroes: Seliph
~ Summoning Mechanics ~
33.7% spent orbs on the Hero Fest banner AFTER Intelligent Systems announced how they would be compensating players for the Hero Fest banner glitch, compared to 61.7% who did not.
30.5% say that knowing about the compensation for the Hero Fest banner glitch caused them to spend more orbs on the banner than they would have otherwise, compared to 41.5% who say it did not. 28.0% did not spend orbs on the Hero Fest banner.
34.3% feel positively or very positively about the quality of 4* focuses on regular banners, compared to 26.9% who feel negatively or very negatively.
69.7% feel positively or very positively about the quality of 4* focuses on seasonal banners, compared to 7.8% who feel negatively or very negatively.
53.8% report that the system guaranteeing a free 5* after 40 summons generally makes them summon more, while 5.4% report that it generally makes them summon less and 36.1% report no change in their summoning habits on New Heroes banners.
“If all New Heroes Banners used the permanent 40-summons-for-a-guaranteed-5* system that CYL4 used, how would your orb-spending habits on New Heroes banners change?”
• (1.8%) I would spend fewer orbs than I did before
• (22.3%) I would spend the same amount of orbs I usually do
• (10.3%) I would spend more orbs than I did before
• (62.2%) My spending would depend more on the Heroes offered
~ Choose Your Legends IV ~
“Which CYL4 Brave Heroes have you summoned, whether from the guaranteed choice banner or the regular banner?”
• (78.0%) Dimitri
• (73.4%) Claude
• (65.7%) Edelgard
• (56.6%) Lysithea
Of the summoning milestones on the CYL4 banner:
• (20.2%) did not reach any of these summoning milestones
• (79.7%) reached 40 summons
• (41.0%) reached 80 summons
• (19.8%) reached 120 summons
• (11.1%) reached 160 summons
45.7% say that the free 5* hero at 40, 80, 120 and 160 summons caused them to spend more on CYL4 than they would have otherwise, while 50.3% say it did not.
22.8% say that the potential use of a new Brave Hero in future F2P Guides for content such as Hero Battles influenced their Brave Heroes summons, compared to 74.0% who say it did not.
“If you could only get ONE of the new Brave Heroes, which one would you choose?”
• (36.8%) Dimitri
• (28.9%) Edelgard
• (22.9%) Claude
• (7.8%) Lysithea
“Which Brave Hero do you believe is the overall strongest?”
• (60.7%) Edelgard
• (21.9%) Dimitri
• (7.9%) Claude
• (1.2%) Lysithea
“Which Brave Hero do you believe is the overall weakest?”
• (61.2%) Lysithea
• (13.7%) Claude
• (7.0%) Dimitri
• (1.7%) Edelgard
“Which Brave Hero do you believe has the best art?”
• (32.9%) Claude
• (27.3%) Dimitri
• (20.1%) Lysithea
• (13.3%) Edelgard
“Which set of Brave Heroes is your favorite overall?”
• (24.2%) 1st CYL (Ike, Lucina, Lyn, Roy)
• (19.4%) 2nd CYL (Ephraim, Celica, Hector, Veronica)
• (11.2%) 3rd CYL (Alm, Camilla, Eliwood, Micaiah)
• (39.9%) 4th CYL (Claude, Dimitri, Edelgard, Lysithea)
23.6% feel positively or very positively about the addition of Jorge as the CYL4 GHB hero, compared to 33.0% who feel negatively or very negatively.
86.3% believe CYL5 should add further protections against vote botting, compared to 4.4% who do not.
70.1% believe CYL5 should require Nintendo Account sign-in to vote, compared to 12.6% who do not.
~ Feh Pass and Resplendent Heroes ~
41.2% feel negatively about the addition of the Feh Pass (down 15.8% from the last survey), compared to 11.6% who feel positively (up 1.5% from the last survey). 46.1% are neutral (up 14.3% from the last survey).
40.2% have purchased the Feh Pass, compared to 59.8% who have not. This is a 9.5% increase compared to the last survey, following a 6.7% increase before that.
Of those who have subscribed to Feh Pass, 17.4% have purchased Resplendent Heroes separately (up 12.9% from the last survey), compared to 82.6% who have not.
“Which Resplendent Hero has your favorite art?”
• (13.4%) Cordelia
• (12.8%) Eliwood
• (8.7%) Eirika
• (8.4%) Olwen
• (7.5%) Sophia
• (7.3%) Minerva
• (6.0%) Azura
• (5.7%) Lyn
• (5.2%) Ike
• (4.1%) Sanaki
• (4.0%) Roy
• (3.7%) M!Robin
• (2.3%) Hector
• (1.6%) Linde
• (1.3%) Alm
“Which Resplendent outfit theme is your favorite?”
• (16.3%) Muspell
• (14.8%) Nifl
• (11.5%) Embla
• (11.5%) Hel
• (10.3%) Ljosalfheimr
~ Miscellaneous ~
15.8% feel positively about the introduction of Harmonized Heroes, compared to 31.3% who feel negatively.
29.5% have a Harmonized Hero, compared to 70.1% who do not.
14.6% feel positively or very positively about the Resonant Battles game mode, compared to 51.5% who feel negatively or very negatively.
4.6% say that the Resonant Battles game mode influenced them to pull for Harmonized Heroes, compared to 94.5% who say it has not.
34.8% believe the new Arena maps are better than the maps they replaced, while 7.4% believe they are worse, and 36.7% believe they are about the same.
“How often do you use Auto Dispatch in Aether Raids?”
• (34.3%) All of them, always
• (0.2%) All of them, in Light Season
• (3.6%) All of them, in Astra season
• (24.3%) Only sometimes
• (37.6%) I never use it
“IV Mango” is the preferred term for Trait Fruit according to 32.2% of respondents, followed by “IVcado” at 28.9%, “Fruit” at 7.6%, and “Dragonfruit” at 6.6%. The remaining 24.7% prefer to just call them Trait Fruit.
39.3% say they will use their first Trait Fruits on a Heroic Grails unit, while 32.9% say they will use them on a Summonable unit, and 1.3% say they will use them on an Askr unit.
58.7% prefer Stat Boosts for Legendary Heroes, compared to 26.3% who prefer Pair-Up.
56.5% generally prefer Regular Duo Heroes, compared to 8.8% who prefer Harmonized Duo Heroes.
1.8% say that the update that raised the minimum hardware/software required to play the game affected their ability to play FE:H, compared to 95.8% who say it did not.
~ Recurring Miscellaneous ~
“Which game do you want a New Heroes banner from the most?”
• (26.0%) Three Houses (-1.9%)
• (7.7%) Sacred Stones (+0.2%)
• (7.5%) Awakening (-3.1%)
• (6.4%) Genealogy of the Holy War (-1.3%)
• (6.1%) Path of Radiance (-0.9%)
• (6.0%) Gaiden / Shadows of Valentia (+2.7%)
• (5.9%) TMS #FE (+1.9%)
• (5.0%) Fates (+1.0%)
• (4.2%) Thracia 776 (+0.8%)
• (0.8%) Mystery of the Emblem / New Mystery of the Emblem (-1.1%)
“How much do you care about your rank in the following modes?”
• (2.90/5.00 average) Arena
• (2.82/5.00 average) Aether Raids
• (2.48/5.00 average) PvE game modes with player ranking boards
• (1.82/5.00 average) Arena Assault
“How have recent changes to FE:H changed your opinion on the game as a whole?”
• (39.3%) My opinion was positive and has stayed positive
• (5.7%) My opinion used to be negative, but has turned positive
• (40.1%) Neutral
• (9.9%) My opinion used to be positive, but has turned negative
• (5.1%) My opinion was negative and has stayed negative
~ Intelligent Systems Approval Ratings ~
The approval ratings are calculated by the proportion of Approve responses compared to the number of both Approve and Disapprove responses.
Percent who approve of the way Intelligent Systems is handling:
• 74.6% - The addition of new heroes / characters to the game (+11.9)
• 69.4% - The gacha mechanics and summoning banners (+5.5)
• 59.2% - The story/plot (+9.4)
• 85.2% - Unranked PvE game modes (Hero Battles, Forging Bonds, Tactics Drills, Lost Lore, Hall of Forms) (-1.2)
• 50.7% - Ranked PvE game modes (Voting Gauntlets, Tempest Trials, Grand Conquest, Allegiance Battles, Rokkr Sieges, Mjolnir's Strike) (-2.6)
• 34.6% - Arena (-6.2)
• 48.0% - Arena Assault (+6.7)
• 45.8% - Aether Raids (+12.7)
40.5% believe Intelligent Systems cares about its Free to Play userbase (up 10.1% from the last survey), while 34.7% do not. This continues the upward trend from the previous survey, bringing us to 8.8% down from where we were before the February drop).
42.9% approve of the way Intelligent Systems is handling Fire Emblem: Heroes as a whole (up 14.8% from the last survey), while 16.9% disapprove. This continues the upward trend from the previous survey, bringing us to only 2.5% down from where we were before the February drop).
A NOTE ABOUT METHODOLOGY: The overall approval ratings question above has traditionally been the exact percent of Approve responses, as a proportion with both Neutral and Disapprove responses. Note that this is different than the way approval is calculated for individual modes (the proportion of Approve responses compared to the number of both Approve and Disapprove responses), where Neutral responses are excluded. The difference in calculation has continued this way in order to maintain comparability with previous survey results.
For comparisons sake, the overall approval rating trend going by raw Approval percentage over the last 4 surveys is: 50.6% (Dec) -> 22.9% (Feb) -> 28.1% (Apr) -> 42.9% (Sept)
Whereas the overall approval rating trend going by proportion of Approve/Disapprove with the Neutrals excluded over the last 4 surveys is: 82.2% (Dec) -> 41.0% (Feb) -> 51.3% (Apr) -> 71.7% (Sept).
~ Bonus Questions ~
• Dimitri (Brave) is the winner, followed by Edelgard (Brave), then Claude (Brave).
• Full results here: [Graph]
• Tibarn (Pirate) is the winner, followed by Corrin (F, Legendary), then Micaiah (Duo, Bridal).
• Full results here: [Graph].
“What would be the best Harmonized Hero (a pair of two heroes from different games) and why?”:
Rather than selecting a subset of responses this time, the link below is to a google sheet of almost all unique responses. I cleaned it up a little bit to remove “idk” type answers, duplicates, and partial string duplicates, so don’t worry if you don’t see your exact response in it.
[Full Responses].
~ Feedback ~
As always, I received lots of great feedback, both in your survey responses and in the thread itself. A heartfelt thank you to all participants for your encouragements and criticisms - these surveys wouldn’t be where they are without your feedback. But it’s not all serious; feedback messages also included:
• #FloofMomGang #GiveLeoAGoodFuckingAltForOnce #NowiRefineWhen #TelliusNewHeroesPlz #ElinciaResplendentWhen #JusticeForDedue #PleaseRemoveLChromInstysIAmBeggingYouICantLiveLikeThisAnymore
• “There once was a CYL4 banner / That hit my orbs hard like a hammer / The very next day / FloomMom Duo came our way / Now I'm stuck bartering with a loan planner”
• bonk, go to survey jail”
• “Am I also allowed to put in "Norne and Azura" for a Harmonized Hero pair? No reason.”
• “Brace yourself. Winter (armours) are coming!” “Brave Hector's refine has made me so very happy with it's inclusion. Go shove your bow up your butt Legendary Chrom.”
• “Give me villager alts or give me death”
• “I expect the next survey to come with +12 to attack, null follow up, and special cooldown reduction.”
• “The true best Harmonized Hero would be Azura and Roy since it would make me uninstall the game and never want to play a gacha ever again”
• “My headcanon for the dream storyline is that the evil fairies have the Summoner off picking up pebbles that look like orbs. Fredrickson would be proud.”
• “Where's the most wanted unit to add to the game question so I can shout my want for Seteth into the void?”
• “I no longer dab, for Legendary Seliph has finally appeared.”
• And greetings from Argentina, the Bahamas, Brazil, Chile, Colombia, Finland, Germany, Greece, Hong Kong, Ireland, Russia, South Korea, Sweden, the UK, Vietnam, the Pacific Northwest, Alaska, Toronto, and St. Louis, as well as from many fictional locations!
• “Any chance we end up seeing another Super Serious Survey in the not-so-distant future?” -> I could not believe it’s been over a year since the last one! We’ll have to do one soon!
• “Feels like the end of an era, not having to count all my five stars” -> I know, right? I may have it return in a side survey for the most hardcore of respondents at some point, since some people are asking about it and it would be good to get data on it every once in a while.
• “I was looking through your Nornes skills and saw you haven't given her live for bounty yet! It's the best skill for her, what are you doing!?” -> I am a fraud :( I have given her Live for Honor though :P
• “What do you hope for in FEH?” -> Norne alt, Resplendent Jaffar, and Shamir
• Multiple people mentioned that they had returned after a long break and were surprised to see Norne instead of Azura! Welcome back!
• I also missed a bunch of other possible Trait Fruit nicknames, which I knew would inevitably happen. Sorry!
Finally, the suggestion to have separate options for serious vs non-serious feedback was a good idea, I’ll try that out on the next survey!
~ Closing Remarks ~
If you missed out on responding to this survey when it was available, consider subscribing to FEHSurveys. This subreddit serves as a place to organize FE:H-related surveys, make new releases more visible, and make it easier for users to see when surveys are active.
Thanks again to everyone who participated! I hope you find the results interesting, and if there’s anything else you think can be discovered from the data, let me know and I’ll do my best to oblige!

Forging Bonds: Beyond Blood Rebout Megathread

# Warning, this is extremely long. Like 12 pages on a google doc long. You have been warned.

So there has been a lot of discussion about Teemo recently, from what his iconic skills are(all of them), to what items he can build(all of them), to what position he can be played in(... all of them), and it’s kinda went nowhere fast as Teemo, and by extension his player base, is just too flexible to be defined in any of these ways.
So what actually makes Teemo unique?
His playstyle.
Teemo is an old style of champion. I'm not talking about his art, or his kit(though both of these are technically also true), I'm talking about how Teemo’s goal isn’t to all in and combo his opponent down on their first mistake and snowball from there, but rather to create a lead from dozens of small victories. Your goal isn’t necessarily kill your opponent (though that’s always good) but to force them back, causing them to miss cs and xp repeatedly, or waste their time smashing blindly into a bush. And later in the game, while, again, killing people is now the goal, forcing them to have to back after tripping a few shrooms, or leading them on a fruitless chase through the jungle after splitpushing are just as useful to Teemo. If I had to describe Teemo's playstyle, it would be
Attritional, Rapid Force, Psycologically Manipulative, War Mastermind of Breakdown
I'm only half joking, as even though this is from a Spongebob theory video on Plankton, it actually describes Teemo to some degree.
As The Theorizer(the guy who made the video Im referencing) put it:
Attritional, someone who engages in attrition warfare. Rapid force, very fast, very hard attacks. Psychologically manipulative, basically, very good at trickery and getting people to do what you want. War mastermind, well duh, someone who is good with war. Breakdown, to break something down.
Only instead of getting a burger recipe, we are getting our enemies to tilt.
But with every new release Teemo has gotten more and more outclassed, as his opponents get more and more mobility that a small 10-52% movespeed boost can’t escape from. We all recognize that Teemo needs a rework, a Morgana/Ezreal level rework that modernizes Teemo’s kit without changing its functionality that much, but a rework nonetheless.
Last year u/RiotJag attempted to do a mini rework on Teemo, starting with this:
Base Mana Regen increased from 1.92 to 2.5
Mana Regen per level increased from 0.09 to 0.15
Mana/lvl up increased from 20 to 25
Toxic Shot (Passive)
Teemo’s basic attacks now deal 10-50 bonus magic damage and leave a Poison DoT that deals 24-192 magic damage over 4 seconds.
Toxic Shot damage (both the on-hit and the DoT) is amped by 50% whenever there are other Poison debuffs on the target
Blinding Dart (Q)
Base damage lowered from 80/125/170/215/260 to 80/115/150/185/220
AP Ratio lowered from 0.8 to 0.6
Now is a Poison Debuff
Move Quick (W)
No longer breaks stealth
Guerilla Warfare (E)
[New Active] After a 1 second delay, Teemo enters Camouflage for 3-5 seconds. Teemo is slowed by 25/22.5/20/17.5/15% during this effect, and gains 20/30/40/50/60% Attack Speed for 3 seconds when it ends. Camouflage does not tick down while Teemo is in a brush or is standing still.
Noxious Trap (R)
Base Damage lowered from 200/325/450 to 150/250/350
AP ratio lowered from 0.5 to 0.4
Mushrooms health increased from from [6 at all ranks] to [6/8/10]
Mushroom max ammo count up from [3 at all ranks] to [3/4/5]
And then after a few iterations it ended up like this
Base Mana Regen increased from 1.92 to 2.5
Mana Regen per level increased from 0.09 to 0.15
Mana/lvl up increased from 20 to 25
Base damage lowered from 54 to 51
Attack speed per level lowered from 3.38 to 2
Toxic Shot (Passive)
Teemo’s basic attacks now deal 8-50 bonus magic damage and leave a Poison DoT that deals 24-180 magic damage over 4 seconds.
Toxic Shot damage (both the on-hit and the DoT) is amped by 50% whenever there are other Poison debuffs on the target
Blinding Dart (Q)
Base damage lowered from 80/125/170/215/260 to 70/105/140/175/210
mana cost increased from 70/75/80/85/90 to 80/85/90/95/100
AP Ratio lowered from 0.8 to 0.6
Now is a Poison Debuff
Move Quick (W)
No longer breaks stealth
Guerilla Warfare (E)
Cooldown: 40/37/34/31/28
[New] "After a 1 second delay, Teemo becomes Invisible indefinitely if standing still or in brush, and can move up to 7/7.5/8/8.5/9 Teemos while out of brush, but any non-periodic damage from champions will break him out. Teemo can see 25% farther while stealthed. Upon breaking Guerilla Warfare, Teemo gains 20/30/40/50/60% Attack Speed for 3 seconds. While on cooldown, standing in brush will tick down guerilla Warfare's cooldown faster."
Stealth duration while moving: 2/2.25/2.5/2.75/3
>Noxious Trap (R)
Base Damage lowered from 200/325/450 to 150/250/350
AP ratio lowered from 0.5 to 0.4
Mushroom max ammo count up from [3 at all ranks] to [3/4/5]
Traps now become invisible after 1 second
Traps can continue to bounce on other traps
Additionally there were these prospective changes that were scrapped due to the community’s disinterest in the rework direction.
"Most recent version in testing was pretty E focused as follows (differences all versus previous prototype version, not versus live Teemo):
- No longer granted extra sight range
- CD didn't tick down faster in brush
- Distance while invisible up a bit
- CD lower
- Standing in brush slowly replenished distance Teemo could move while invisible
Haven't heard how playtesting with that went though. Expect this will likely continue as a slow burn project rather than something that gets released or killed quickly, especially given it's the secondary priority of the designer working on it."
After it was scrapped we got the quality of life buffs that we have now.
But lets discuss the rework.
I honestly thing that the _concept_ is the best shot at reworking Teemo. The numbers and exact implementation are debatable, but switching e and passive is a great idea as, after the shrooms, Teemo’s on hit poision is his most iconic ability. Not to mention it freed Teemo up to be able to max his abilities depending on what he needed for his matchup, rather than e max always, and then either q or w depending on choice.
The things people didn’t like about it though were:
The shrooms being nerfed damage wise.
I understand this one, Doomshroom Teemo is my favorite build, but his shrooms are problematic in their current state as they take up a large amount of Teemo's power budget, but also can amount to nothing as the enemy gets 5 sweepers and clears all of them. Not to mention how they synergize so well with Liandrie’s that its a core item for Teemo, despite the fact that his q, the only other ability that can proc it, does not utilize it all that well due to being a medium cooldown, single target spell that can only proc it once. And this is going to be a problem, as in the item update Liandries will be a mythic item, and Teemo builds Liandries [77.5% of the time!](https://www.leagueofgraphs.com/champions/items/teemo) To put this into perspective, Nashors tooth is only bought 61.5% of the time. An item that gives Teemo every stat he wants regardless of build(ignoring Tankmo) and reinforces Teemo's main damage outlet(basically increases e's on-hit damage by 150-30% depending on e rank, and the on-hit scaling from .3 to .45 AP), is bought 16.5% less often than an item that only synergizes with one skill. If this continues after the update, which it likely will as Liandries increases Shroom damage by 20-200%(depending on when it's bought, the target hit, and other items bought. The 200% would be lvl 1 ult, no other ap, and an 1000 health target with 50 mr) and its being _buffed_ via the mythic item stat bonus, that will be above the threshold that will cause Teemo to be changed due to [hardbinding](https://na.leagueoflegends.com/en-us/news/dev/dev-updated-approach-to-item-balancing/). Unless Zyra and Brand also buy it at the same rates after the update(as that would trigger the “nerf item” option), but unlike Teemo the item actually synergizes with their entire kit(plants and blaze, which utilize every ability) rather than just one ability.
It didn’t improve the w
This was a major hole in the rework, as while switching e and p is great, it wouldn’t be awful if they stayed the same. Meanwhile Teemo’s w is supposed to put the “swift” in his title of Swift Scout, and it does so… barely. Exactly what should happen with it is, as always, up to debate, but it needs changing to be on par with current LoL as the current w is supposed to help Teemo kite, yet even if you dodge everything thrown at you it can get disabled by a ludens proc hitting an ally.
The camo stealth makes him a worse Twitch.
This is half true. The first one, yes absolutely. But it didn’t stay as a camouflage ability. Sure, both are marksmen that can go invisible, but Twitch’s is for long distances and to keep him safe while he positions to obliterate the enemy team from 800 range, while Teemo’s is restricted range wise, and is more useful to dodge enemy's notice or wait for them to come to you rather than you going to them. At that point, they only share the fact that they both come out of stealth to surprise people(and a DOT, if 30 damage after 6 attacks at lvl 18 deserves to be called one), which every camoflage user does
And my own complaint about both proposed rework and live Teemo:
His kit has limited synergy.
Each part of Teemo's kit doesn't help the other parts very much. Over the years Teemo players have worked the separate parts of his kit into a cohesive playstyle, but each part of his kit just does it's own thing. Like for instance, in theory his blind should support keeping his w up, but in reality every champ, even Udyr, has a non auto attack way of hitting Teemo(Udyr typically has smite and he always can rush up to you with Bear and activate Phoenix stance), and many have attacks that are undodgable(unless you count not being in range to be targeted as dodging it, which for many champs is just being outside Teemo's attack range).
So, where should we go from here?

# Well, we should discuss the purpose of his abilities.

If every part of his kit is iconic, and replacing them completely would change Teemo in a way that the playerbase wouldn’t like, then we should decide what role each of his abilities plays in his playstyle, and how they could be changed to better fit them.

Toxic Shot
This is the base of Teemo’s kit. Doing DOT damage after autoing someone is key to Teemo's attritional playstyle in lane, and hit and run/kiting playstyle later in the game. It has a decent base damage and a great scaling, and is just as useful for pure AP builds as on hit ones.
It does exactly what it needs to, nothing about it needs to be changed.
Blinding Dart
Teemo's reactive defense in a fight. On one hand, it's extremely powerful as can completely shut down the main damage of auto reliant champions(Yi, Udyr, some ADC's) for up to 2.5 seconds, provided they don't have on hit effects that ignore the blind and hit anyway. On the other hand, it's completely useless against every other type of champ(mages, assassins, tanks, spellslinger ADC's, most Juggernauts). Its not healthy for Teemo's main defensive tool to be useless(or of limited use, as I counted champs like Nunu who auto attack, but don't rely on it to do their job as part of it being useless) against 70% of the champion roster.
As people have talked about, Teemo _needs_ this in order to stay safe, yet in most of his matchups(regardless of role) it can't do anything to protect him, let alone later in the game when he has to face the other 4 enemy champs. And that's not counting the fact that ranged auto's that are in transit before the blind hits are not blocked, which means that even against a Vayne with Condenm on cooldown, it still can’t keep Teemo’s w up as even if you blind her first chance she probably will have lanched an auto already.
Move Quick
If blinding dart is a reactive defense, then Move Quick is supposed to be Teemo's proactive defense. When he was added, it allowed him to more easily kite slower enemy champions as there were fewer speedboosts and dashes, and in general lower mobility. Nowadays, the passive is deactivated rather quickly in a fight, and 3 seconds of MS isnt enough to give him a fighting chance of escaping/keeping up.
The intention of the skill is to allow Teemo greater kiting potential in fights, while giving enemies a way to shut it down to have a chance of catching Teemo. But the reality is that unless you are against a champ like Garen who has zero ranged attacks, you are not going to be able to keep it active, making it feel like an out of combat passive.
The issue is keeping the balance between Teemo having kiting power in a fight, and allowing enemies a chance to slow down Teemo, because whether we like it or not, Riot does want enemies to be able to catch kiting champs like Teemo, Kalista, and Ashe, because they would be horrible to play against otherwise. Right now, the balance is heavily skewed towards enemies, as any kind of damage will reduce Teemo's ability to kite enemies with matching boots to a singular 3 second burst for the rest of the fight.

Guerilla warfare
The most underultilized part of Teemo's kit. In its current form it's incredibly strong, yet is extremely situational.
Its a decent strategic option for positioning mid game, as it can allow you to dodge an enemy(providing they didn't see you yet), or allow you to ambush people, but to use it offensively requires an enemy to come to you as you can only move inside bushes, and defensively it's limited to:
Dodging people that have not seen you
Becoming invincible to enemies that only have point and click damage(Vayne, Yi,)
Stalling for time so an ally can come save you
For such an integral part of Teemo’s kit… it feels a little tacked on. Its a situational fight opener or utility tool, and any attempt to use it while near enemy champs usually ends up with them knowing where you are and throwing skillshot after skillshot at you. Its not _bad,_ but to say it can’t be improved would be a lie.
Personally I like the sound of that last version, as it would differentiate between Teemo’s e and Twitch’s q, while fitting into Teemo’s playstyle nicely(or, at least, I already dash from bush to bush while in the enemy jungle to check if the coast is clear. Not sure about the rest of you). The fact that you would have to “charge up” movement time by staying in bushes helps give the feel that you are creeping around, without actually slowing Teemo down like the first version of the change.
Noxious Trap
Shrooms have 3 main uses:
Damage, be it wearing down enemies as they attempt to move throughout the map, making it so they always enter fights below full health or killing low health fleeing enemies
Granting vision of important areas, such as Dragon, Baron, and the enemy jungler's camps(or your jungle camps, if your jungler is being invaded)
CC, cutting off engage or escape paths, slowing enemies so that Teemo/his team have a chance to escape/engage.
Right now they do all of these well, except damage vs tanks, and don't have to be changed. But like I pointed out before Liandries is a massive amount of their power, and that isn't healthy as unless you are planning on ignoring the shrooms damage completely you have to buy it, and mythinc item, hardbinding, yada yada yada....
So if the Shrooms are changed they should aim to keep the same power, but less oppressive against squishes and more effective(or, rather, less ineffective) against tanky targets without having to rely on Liandries to the point where its a core item even against full squishy teams.

# Suggestions on what could change

Toxic Shot
The only thing I would change about it is move it's ticks from 1/s to 4/s, like Singe's poison, Karthus's aoe, or 2/s like Casdiopia's poison. It would give a better readability on the damage for everyone involved, which, while it is a slight nerf to Teemo, clarity changes that increase counterplay allow for more power to be added elsewhere.
Also, unlike Singer's poison or Karthus's e, Teemo doesn't have a "turn on for one tick to farm and turn off" mechanic for his poison like they did, so other than age I can't think of why it is one second between ticks. The ‘surprise’ factor of how much damage it does is good for Teemo, but how much damage the enemy is taking shouldn't be something that is obscured.
Blinding Dart
The simplest change would be to make it apply nearsighted, which would have 3 effects.
1. make it less of a hard counter to melee auto centric champs,while still allowing it utility
2. Improves its usability against all kinds of champs, and opens up more uses than "damage" and "no auto attack for you"
3. Allows Teemo to actually participate in gurilla warfare, making it possible for him to pop up, attack, and disappear on an enemy champ, providing he is outside their truncated vision range.
I have other ideas as to what can be done with this ability, but it makes more sense in context so that will be below.
Move Quick
I have two ideas for how this could be changed to be better:
1. It does not break on damage from poisoned enemies, as well as increasing it to 10-30% because round numbers.
This one is kinda obvious of how it helps Teemo, but I like it because it allows Teemo to keep his speed if he gets the drop on enemies, but if they get in the first attack then they are rewarded with a Teemo that is easier to catch.
1. Teemo’s base MS down to 325 (WAIT, don’t crucify me just yet), and decrease the % MS boost from 10-26% to 10-19%, and then add on +5-25 base MS per rank.
Now that sounds broken, as an increase of 5 base ms is a huge increase in winrate usually, but hear me out.
Rank 1: Teemo would have 325+5+10%= 330+10%=363 which is exactly the same as live.
Rank 2: Teemo would have 325+10+12.25%= 335+12.25%=376 the same as live.
Rank 3: Teemo would have 325+15+14.5%= 340+14.5%=389 the same as live.
Rank 4: Teemo would have 325+20+16.75%= 345+16.75%=403 the same as live.
Rank 5: Teemo would have 325+25+19%= 350+19%=416 the same as live.
Though a note is that with boots, ranks 1-4 actually give less ms than live. Its only 5-1 ms difference, which may not even end up showing up after the Movement speed soft caps apply. Except for Mobie boots, there is a significant difference there after the MS cap, but Teemo only builds them .03% of the time or so, and they are deactivated whenever someone trips a shroom, so that’s a sacrifice I'm willing to make.
The only noticeable thing that would change is how fast Teemo is when the passive is down, and how fast he is when using the w active(if im doing the math right it is slower by a max of 18 ms, with Mobie boots, but that makes sense as we are dropping 14% bonus ms on the w active in exchange for 25 flat ms, which means less of a boost with just it, but it scales better with other % movement boosts)
[Here is my compiled list of Teemo’s movement speed with every kind of boot + w](https://docs.google.com/document/d/1mkKCcFzXV8PbXseYadoi6z1rs9SN0xGRCFMjw4z3Ito/edit?usp=sharing), and [here is a graph that allows you to easily put in the variables if you want to check it out yourself](https://www.desmos.com/calculatoirneett3wh).
Gurilla warfare
In addition to the prospective changes that we never saw, which to me sounds like the best version(assuming the numbers are not terrible), here are a few ideas I thought of:
Teemo’s e breaks on damage outside bushes, but while inside a bush Teemo is obscured(you know, that broken “true stealth” thing Akali had, only there are no bushes inside tower range and Teemo doesn’t have 3 dashes so it should be less obnoxious) and the invisibility doesn’t break. What this basically means is if an enemy hits a scyre bloom or an ability that gives true sight on Teemo when he is inside a bush, he is still not able to be clicked on.
Standing still for 1 second increases shroom vision range over the next two seconds. I like this one, as it enhances the scouting aspect of his theme, but enemies can interact with it and it has to be something Teemo is actively doing, rather than just passive extra vision.
Noxious Trap
Assuming we are touching these, I honestly think having it apply % current health(better against tanks, not as oppressive against squishies), along with the passive poison would allow it to function both as a weakening chip damage, and potential low health killer, without getting into the 2 shot shroom territory as that feels bad to be on the end of. They should be able to kill if you run into a ton of them in a row, but not automatic death after hitting one from a fed Teemo.
I honestly haven’t thought of a better way other than that to keep the balance between chip damage and kill threat without entering the binary “die by 2 shrooms or 5 Sweepers” territory
And now for my Rework suggestion(do note that while I have considered the numbers I gave things, numbers are easily changed about and as such laying out the mechanics is my goal):

Toxic Shot
Teemo laces his attacks with poison from his Kumongu shrooms, causing his basic attacks to deal [10-50 + .3 AP] damage, and his basic attacks and spells to poison the target for [1.5-11.25 +.025 AP] every .25 seconds for 4 seconds.
Poisons from unique attacks(autos would be one unique attack, q is one, and shrooms count as one) stack up to three times, each new stack at 50% extra damage(so 175%, which max damage without refreshing the poison would be 315 + .7AP total at level 18, for landing a shroom, an auto, and a q).
Similar to Sol’s passive, I'm suggesting Teemo’s passive be the main source of his damage and tie his entire kit together. Maybe 175% is too low for 3 stacks, but I thought 200% might be too overbearing. Anyway, its not like numbers are not constantly changed.

Sporecloud Dart
Skillshot, 700 range, AOE detonation, 300 range, 80/85/90/95/100 mana cost
Does 50/75/100/125/150 +.4AP + 1bAD(bonus AD) damage to main target, applying on hit effects(not passive’s on hit), reduces vision range for them for 1.5/1.6/1.7/1.8/1.9/2 seconds, spreads passive DOT(not on hit) to target and nearby enemies
This one has many reasons:
By changing it to a skill shot, from a targeted skill, it allows enemies to do more than just “don’t get near Teemo” to avoid it, but in return the cc is better against a wider assortment of enemies rather than just auto reliant ones. It also means that if an enemy can get on you, they have a chance of actually hitting you, but it also keeps his ability to shut down enemy ADC’s intact, if a little less duration.
As it is a skill shot, I gave it slightly increased range so that Teemo has something to do in teamfights, but also increased its mana cost so it can’t be spammed
The reason it applies the passive in AOE is because I was inspired by Teemo’s skill in this TFT set, which is where the name comes from, and it addresses his issue in the jungle of having poor multi-target damage pre-6. This gives him a pre-6 option for clearing camps/pushing waves, and makes up in part for the damage that is lost from the shrooms(keep reading for that, its not as bad as you might think)
Move quick
10/15/20/25/30% ms
Does not break on damage from poisoned targets
That other option I outlined above would also work, I just thought of this one first and it fits with Teemo spreading poison everywhere.
Guerrilla Warfare
1.5 second arm time, indefinite while still/in bushes. Can move 2/2.25/2.5/2.75/3 seconds while stealthed, recharges slowly in bushes.
Element of Surprise: 20/30/40/50/60 AS for 3 seconds
Optional bonus:>! After standing still for 1 second, shroom's vision radius grows by 10/20/30/40/50% over the next 2 seconds.!<
Basically the prospective changes that we never saw. Not sure what the cooldown was going to be though.
The optional bonus is a different take on the “Teemo gains 25% sight range while stealthed” from the most recent one. Im not sure if it would be overpowered or not, but I thought why not? Its not like they haven’t removed mechanics before. Anyway, the idea would be that Teemo can set up a vision network, which enemies are already looking to clear because shrooms, but at the cost of doing things. Great for ambushes, not so much for watching for a gank.
Noxious Trap
Deal 10/15/20% max health, and applies Toxic Shot’s DOT(not the on hit)
Enemies effected by shrooms take .75% extra damage from Toxic Shot for every 1% missing health, capping at 50% damage(so 109/lvl 6 - 270/lvl 18 +.6 ap total damage, when they are at 33% health for just the shroom, and 472 +1.05 AP for 3 stacks)
Assuming the combo is just one auto, q, and shroom, that is a max of 100% tAD+ 100% bAD + 50 + 150 + 472 + 10% current health + 175% AP(so 672 + 175% AP + auto damage) when the enemy is at ⅓ health. That sounds like a lot, but its not that much for just one combo. For reference, Vigar can do 650 +150% AP with just his ult alone, and then has another 540+160% AP from his other abilities.
Anyway, the % current health would allow Teemo to affect Tanks with his Shrooms, without making it overbearing for squishies, while the pseudo-execute extra passive damage makes it so that Teemo can still kill with Shrooms, be it in fights or on fleeing enemies. The idea is to make 2 shot shrooms less feasible, but allow the damage to scale better. It also would only apply Liandries only once, which, while is a nerf, is one that ultimately benefits Teemo as Liandries would be an effective option for 2-3 tank teams, but not a mandatory item for every game you don’t go with On Hit Teemo.

# MAME 0.223

MAME 0.223 has finally arrived, and what a release it is – there’s definitely something for everyone! Starting with some of the more esoteric additions, Linus Åkesson’s AVR-based hardware chiptune project and Power Ninja Action Challenge demos are now supported. These demos use minimal hardware to generate sound and/or video, relying on precise CPU timings to work. With this release, every hand-held LCD game from Nintendo’s Game & Watch and related lines is supported in MAME, with Donkey Kong Hockey bringing up the rear. Also of note is the Bassmate Computer fishing aid, made by Nintendo and marketed by Telko and other companies, which is clearly based on the dual-screen Game & Watch design. The steady stream of TV games hasn’t stopped, with a number of French releases from Conny/VideoJet among this month’s batch.
For the first time ever, games running on the Barcrest MPU4 video system are emulated well enough to be playable. Titles that are now working include several games based on the popular British TV game show The Crystal Maze, Adders and Ladders, The Mating Game, and Prize Tetris. In a clear win for MAME’s modular architecture, the breakthrough came through the discovery of a significant flaw in our Motorola MC6840 Programmable Timer Module emulation that was causing issues for the Fairlight CMI IIx synthesiser. In the same manner, the Busicom 141-PF desk calculator is now working, thanks to improvements made to Intel 4004 CPU emulation that came out of emulating the INTELLEC 4 development system and the prototype 4004-based controller board for Flicker pinball. The Busicom 141-PF is historically significant, being the first application of Intel’s first microprocessor.
Fans of classic vector arcade games are in for a treat this month. Former project coordinator Aaron Giles has contributed netlist-based sound emulation for thirteen Cinematronics vector games: Space War, Barrier, Star Hawk, Speed Freak, Star Castle, War of the Worlds, Sundance, Tail Gunner, Rip Off, Armor Attack, Warrior, Solar Quest and Boxing Bugs. This resolves long-standing issues with the previous simulation based on playing recorded samples. Colin Howell has also refined the sound emulation for Midway’s 280-ZZZAP and Gun Fight.
V.Smile joystick inputs are now working for all dumped cartridges, and with fixes for ROM bank selection the V.Smile Motion software is also usable. The accelerometer-based V.Smile Motion controller is not emulated, but the software can all be used with the standard V.Smile joystick controller. Another pair of systems with inputs that now work is the original Macintosh (128K/512K/512Ke) and Macintosh Plus. These systems’ keyboards are now fully emulated, including the separate numeric keypad available for the original Macintosh, the Macintosh Plus keyboard with integrated numeric keypad, and a few European ISO layout keyboards for the original Macintosh. There are still some emulation issues, but you can play Beyond Dark Castle with MAME’s Macintosh Plus emulation again.
In other home computer emulation news, MAME’s SAM Coupé driver now supports a number of peripherals that connect to the rear expansion port, a software list containing IRIX hard disk installations for SGI MIPS workstations has been added, and tape loading now works for the Specialist system (a DIY computer designed in the USSR).
Of course, there’s far more to enjoy, and you can read all about it in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page. (For brevity, promoted V.Smile software list entries and new Barcrest MPU4 clones made up from existing dumps have been omitted here.)

## MAME Testers Bugs Fixed

• 02603: [Sound] (cinemat.cpp) tailg: Phasor sample plays incorrectly. (Aaron Giles)
• 03307: [Sound] (cinemat.cpp) ripoff: Multiple issues with sound samples. (Aaron Giles)
• 03720: [Sound] (cinemat.cpp) speedfrk, wotw, wotwc: Incomplete sound samples implementation. (Aaron Giles)
• 06033: [Gameplay] (sothello.cpp) sothello: Gameplay logic is broken. (hap)
• 06896: [Gameplay] (gottlieb.cpp) krull: Invisible enemies cause deaths in cave scene. (dink)
• 07237: [DIP/Input] (vsmile.cpp) vsmileg [walle]: Wall-E does not recognise the joystick controller. (Ryan Holtz)
• 07340: [DIP/Input] (vegas.cpp) nbagold, nbanfl and nbashowt: Digital joystick inputs are not present. (Ted Green)
• 07537: [Sound] (nemesis.cpp) twinbee: Speech does not play. (AJR)
• 07608: [Gameplay] (uzebox.cpp) uzebox: All systems (except craft) that use the avr8 CPU have regressed severely. (hap)
• 07644: [DIP/Input] (pcipc.cpp) pcpci: Mouse movement causes spurious keyboard input. (Samuele Zannoli)
• 07687: [Compiling] AsmJit fails to compile for ARM targets. (Belegdol)
• 07689: [Sound] (s8a.cpp) scrzy_l1: Sounds do not play. (Robbbert)
• 07690: [Crash/Freeze] (kingdrby.cpp) cowrace: [debug] Assert upon start. (AJR)
• 07691: [Crash/Freeze] (eprom.cpp) eprom, eprom2: Game freezes upon end of demonstration. (AJR)
• 07693: [DIP/Input] (dooyong.cpp) sadari: Third button (activate power-up) is not present. (hap)
• 07696: [Graphics] (taito_l.cpp) fhawk, fhawkj: Background graphics are not displayed correctly. (hap)
• 07708: [DIP/Input] (segas18.cpp) wwallyj, lghost, and clones: Controls do not work. (Ivan Vangelista)

## New working machines

• Conny / VideoJet Dora l'exploratrice - Pocket Dream Console (VideoJet, France) [TeamEurope, David Haywood]
• Conny / VideoJet PDC150 Tactile - Pocket Dream Console (VideoJet, France) [TeamEurope, David Haywood]
• Conny / VideoJet PDC200 - Pocket Dream Console (VideoJet, France) [TeamEurope, David Haywood]
• Conny / VideoJet PDC40 Tactile - Pocket Dream Console (VideoJet, France) [TeamEurope, David Haywood]
• Conny / VideoJet PDC50 - Pocket Dream Console (VideoJet, France) [TeamEurope, David Haywood]
• Conny / VideoJet Plug Play TV Games 2 (4-in-1) (VideoJet, France) [TeamEurope, David Haywood]
• DataCash Systems / Staid CompuChess: The Second Edition [hap, Berger, Achim]
• Dice game [Aleksandr Gofman, MetalliC]
• Elektor AVR-Max Chess Computer (English) [hap]
• Fidelity Electronics Chess Challenger (model UCC10, 10 levels) [hap, Berger, Achim]
• Guitar Star (Europe, PAL) [David Haywood, TeamEurope]
• Linus Åkesson / kryo The Hardware Chiptune Project [Ryan Holtz]
• Linus Åkesson Phasor [Ryan Holtz]
• Linus Åkesson Power Ninja Action Challenge [Ryan Holtz]
• Micro Vs. System: Donkey Kong Hockey [algestam, Ryan Holtz]
• Millennium 2000 GmbH Millennium Arcade 101 (M489) (Game Station 2 101-in-1) [TeamEurope, David Haywood]
• Motorola EXORterm 155 [68bit]
• Motorola M6800 EXORciser (M68SDT) [68bit]
• Novag Micro Chess [hap, Berger, Achim]
• SciSys / Intelligent Games Intelligent Chess [hap, Berger, Achim]
• SciSys Chess Companion [hap, Berger, Achim]
• SciSys Chess Intercontinental Traveler [hap, Berger, Achim]
• Senario / Marathon - Mystery Animation Inc. Totally Spies! (France) [TeamEurope, David Haywood]
• Senario Vs Maxx 6-in-1 Casino / Senario Card & Casino Games [Sean Riddle, David Haywood]
• Subor Sports and Dance Fit Games Mat D-555 (PAL) [David Haywood, TeamEurope]
• Telko / Nintendo Bassmate Computer [algestam, Mr. Do]
• Ultimate Products Ltd. Reactor 32-in-1 (NTSC) [Sean Riddle, David Haywood]
• Ultimate Products Ltd. Zone Mini [Sean Riddle, David Haywood]
• WinFun Guitar Buster [Sean Riddle, David Haywood]
• Wireless Fitness / Dance Fit (Senario) [Sean Riddle, David Haywood, anonymous, Kev (FBN)]
• Xing Wireless Interactive TV Game 'Wi TV Zone' 48-in-1 (Europe, PAL) [David Haywood, TeamEurope]

## New working clones

• 4-in-1 (version SWS1-110984) [Siftware]
• Astro Fighter (set 4) [Juan Romero, ClawGrip]
• Cruis'n USA (rev L4.4) [Brian Troha, The Dumping Union]
• Dead Or Alive ++ (Korea) [chacal231077]
• Double Wings (set 2) [Jorge Silva]
• Elektor AVR-Max-Schachzwerg (German) [hap]
• Fidelity Electronics Elite A/S Challenger (Glasgow program, set 2) [Berger]
• Galaxian (Cirsa Spanish bootleg) [Juan Romero, ClawGrip]
• Hammerin' Harry (World, M84 hardware bootleg) [ClawGrip, Roberto Fresca, Recreativas.org, The Dumping Union]
• Jack Potten's Poker (set 13, ICP-1 PCB) [Roberto Fresca, Matt B]
• Jolly Joker (original program, interleaved GFX, Impera logo) [Roberto Fresca, TeamEurope]
• Jolly Joker (original program, interleaved GFX, no logo) [Roberto Fresca, TeamEurope]
• Master Boy (1987, Z80 hardware, Ichi-Funtel, set 2) [Retromaniacs, Recreativas.org]
• Ms. Pac-Man (bootleg, set 3) [Andrew Welburn]
• Ms. Pac-Man (Novatronic bootleg) [Juan Romero, ClawGrip]
• New Lucky 8 Lines (set 11, W-4) [Siftware]
• Pipi & Bibis / Whoopee!! (Ryouta Kikaku bootleg, decrypted) [jordigahan]
• Race Drivin' (compact, prototype) [andynumbers, The Dumping Union]
• Robotron: 2084 (Unidesa license) [Juan Romero, ClawGrip]
• Ultimate Products Ltd. Zone 7-in-1 Sports (PAL) [David Haywood, TeamEurope]
• Slap Shot (Ver 2.2 J) [Jorge Silva]
• Space Trek (Video Game S.A., Spanish bootleg of Scramble) [Rubén Casaña (Retro Arcadia Valencia), Isaías Hernández]
• Splash (Modular System) [jordigahan, ClawGrip, David Haywood]
• Super Forte (version C, V3.6) [Berger]
• Witch Star [Brian Troha, The Dumping Union]
• Zero Time (Spanish bootleg) [Juan Romero, ClawGrip]

## Machines promoted to working

• Adders and Ladders (v2.1) (MPU4 Video) [Ryan Holtz, James Wallace, David Haywood]
• Barquest (v2.6) (MPU4 Video) [Ryan Holtz, James Wallace, David Haywood]
• Blox (SJM BLOX, 50p/20p Play, Version 2.0) (MPU4 Video) [Ryan Holtz, James Wall, David Haywood, Angelo Salese]
• Business Computer Corporation Busicom 141-PF [Robbbert]
• The Crystal Maze (v1.3) (MPU4 Video) [Ryan Holtz, James Wallace, David Haywood]
• The Crystal Maze Team Challenge (v0.9) (MPU4 Video) [Ryan Holtz, James Wallace, David Haywood]
• The Mating Game (v0.4) (MPU4 Video) [Ryan Holtz, James Wallace, David Haywood]
• NBA Showtime / NFL Blitz 2000 (ver 2.1) [Ted Green]
• NBA Showtime Gold / NFL Blitz 2000 (ver 3.0) (SportsStation) [Ted Green]
• NBA Showtime: NBA on NBC (ver 2.0) [Ted Green]
• The New Crystal Maze Featuring Ocean Zone (v2.2) (MPU4 Video) [Ryan Holtz, James Wallace, David Haywood]
• Nice Code Plug and Play Sudoku Game (NES based) [Sean Riddle, David Haywood, GameHistory.org]
• Photo Y2K 2 / Chaoji Bi Yi Bi 2 / Dajia Lai Zhao Cha 2 / Real and Fake 2 Photo Y2K (M101XX 05/25/01 11:02:54) [iq_132, dink]
• Prize Tetris (BWB) (MPU4 Video) [Ryan Holtz, James Wall, David Haywood, Angelo Salese]
• SCCH LLC-1 [Robbbert]
• Senario Guitar Star (US, Senario, NTSC) [David Haywood]
• Strike it Lucky (v0.5) (MPU4 Video) [Ryan Holtz, James Wallace, David Haywood]
• TaiKee Rockstar Guitar / Guitar Rock (PAL) [David Haywood]
• Tetris Payout (BWB TET1 Version 2.2, set 1) (MPU4 Video) [Ryan Holtz, James Wall, David Haywood, Angelo Salese]
• unknown rocket/animal-themed poker [Roberto Fresca]
• Vegas Poker (prototype, release 2) (MPU4 Video) [Ryan Holtz, James Wallace, David Haywood, Highwayman]

## Clones promoted to working

• Adders and Ladders (v2.0) (MPU4 Video) [Ryan Holtz, James Wallace, David Haywood]
• The Crystal Maze (v0.1, AMLD) (MPU4 Video) [Ryan Holtz, James Wallace, David Haywood]
• The Crystal Maze (v1.1) (MPU4 Video) [Ryan Holtz, James Wallace, David Haywood]
• The Crystal Maze (v1.2) (MPU4 Video) [Ryan Holtz, James Wallace, David Haywood]
• The Crystal Maze Team Challenge (v0.8) (MPU4 Video) [Ryan Holtz, James Wallace, David Haywood]
• The Crystal Maze Team Challenge (v1.2, AMLD) (MPU4 Video) [Ryan Holtz, James Wallace, David Haywood]
• dreamGEAR Shredmaster Jr (NTSC) [David Haywood]
• Eurohard S.A. Dragon 200-E [Nigel Barnes]
• The New Crystal Maze Featuring Ocean Zone (v0.1, AMLD) (MPU4 Video) [Ryan Holtz, James Wallace, David Haywood]
• The New Crystal Maze Featuring Ocean Zone (v2.0) (MPU4 Video) [Ryan Holtz, James Wallace, David Haywood]
• Photo Y2K 2 / Chaoji Bi Yi Bi 2 / Dajia Lai Zhao Cha 2 / Real and Fake 2 Photo Y2K (ver. 100, Japanese Board) [iq_132, dink]
• Prize Space Invaders (BWB INV1, 50p/30p Play, Version 1.2) (MPU4 Video) [Ryan Holtz, James Wallace, David Haywood, Angelo Salese]
• Prize Tetris (BWB) (Showcase) (MPU4 Video) [Ryan Holtz, James Wallace, David Haywood, Angelo Salese]
• Sirio II (Calfesa S.L. Spanish Moon Cresta bootleg) [Ivan Vangelista]
• Strike it Lucky (v0.53) (MPU4 Video) [Ryan Holtz, James Wallace, David Haywood]
• Tetris Payout (BWB TET1 Version 2.2, set 2) (MPU4 Video) [Ryan Holtz, James Wallace, David Haywood, Angelo Salese]
• Torch Computers Torch CH240 [Nigel Barnes]
• VTech V.Smile Motion [Ryan Holtz]

## New machines marked as NOT_WORKING

• El auto de papa [Victor Fernandez (City Game), ClawGrip]
• Bingo Roll / Turbo Bingo? [TeamEurope, Roberto Fresca]
• Captain Lucky [Siftware]
• Destruction Derby [TTL] [Frank Palazzolo]
• Diana Olakoa [Victor Fernandez (City Game), ClawGrip]
• E-mu Systems Carnaval - Jugando con Fuego [DBWBP]
• E-mu Systems EMAX II 16-Bit Digital Sound System [DBWBP]
• E-mu Systems Orbit 9090 - The Dance Planet [DBWBP]
• E-mu Systems Planet Phatt - The Swing System [DBWBP]
• E-mu Systems Pro/Cussion Maximum Percussion Module [DBWBP]
• E-mu Systems Proteus/1 16-Bit Multi-Timbral Digital Sound Module [DBWBP]
• E-mu Systems Proteus/1 XR 16-Bit Multi-Timbral Digital Sound Module [DBWBP]
• E-mu Systems Vintage Keys Classic Analog Keyboards [DBWBP]
• Far West (Compumatic) [Victor Fernandez (City Game), ClawGrip]
• Football [PinMAME]
• JAKKS Pacific Inc / HotGen Ltd Hannah Montana G2 Deluxe - All in One (JAKKS Pacific TV Game) [Sean Riddle, David Haywood, Kev (FBN), anonymous]
• JAKKS Pacific Inc / HotGen Ltd High School Musical G2 Deluxe - All in One (JAKKS Pacific TV Game) [Sean Riddle, David Haywood, Kev (FBN), anonymous]
• JAKKS Pacific Inc Power Rangers Super Megaforce Hero Portal [David Haywood, Team Europe]
• Kawai Musical Instruments Manufacturing KSP10 Digital Piano [DBWBP]
• Kawai Musical Instruments Manufacturing SX-240 8-Voice Programmable Polyphonic Synthesizer [DBWBP]
• Korg microKORG SynthesizeVocoder [DBWBP]
• Korg WaveStation A/D [DBWBP]
• Korg WaveStation EX [DBWBP]
• Korg WaveStation SR [DBWBP]
• Lexibook Console Colour - Disney's Planes [TeamEurope]
• Lexibook Console Colour - Minnie Mouse [TeamEurope]
• Lucky 7 (Impera) [TeamEurope, Roberto Fresca]
• Macro Winners Game Sporz Wireless Duet Play Ping-Pong [Sean Riddle, David Haywood, Dave Silva]
• Marvel Avengers TV Game Console (32-bit) (Lexibook) [TeamEurope, David Haywood]
• Michael Jordan (1.30) [PinMAME]
• Millennium 2000 GmbH Millennium Arcade 250 (M527) [TeamEurope, David Haywood]
• Puzzle Me! [TeamEurope, Roberto Fresca]
• Reno Reels (JPM) [David Haywood]
• RS-70 648-in-1 [David Shah]
• Sharp Zaurus SL-5500 "Collie" [Ryan Holtz, O. Galibert]
• Sony NWS-3860 [Plamen Mihaylov, Patrick Mackinlay]
• Sport Dart TV [Victor Fernandez (City Game), ClawGrip]
• Susanita tiene un raton [Victor Fernandez (City Game), ClawGrip]
• Tecnodarts [Victor Fernandez (City Game), ClawGrip]
• Toy Story 3 (Lexibook) [Sean Riddle, Kamaal Brown, David Haywood]
• unknown 'TE06' [TeamEurope, Roberto Fresca]
• Unknown Compumatic ProSPDP based darts machine [jordigahan, ClawGrip]
• VideoJet Kiu Games [Sean Riddle, David Haywood]
• Virtual TV Ping Pong [TeamEurope, David Haywood]
• Yataimura Kingyosukui (4-player, China, Ver 1.000) [Darksoft]

## New clones marked as NOT_WORKING

• Anakonda [Robbbert]
• Funhouse (L-2) [PinMAME]
• Funhouse (L-2, prototype PA-1 System 11 sound) [PinMAME]
• Kharkovsky [Robbbert]
• Laser Ball (L-2, PROM sound) [PinMAME]
• Last Action Hero (1.04 France) [PinMAME]
• Last Action Hero (1.07) [José Renato Castro Milanez, Sergio Munemori]
• Magic Card - Wien (Sicherheitsversion 1.2) [TeamEurope, Roberto Fresca]
• Nove Diamante (bootleg) [Ioannis Bampoulas]
• Unga [Robbbert]

## New working software list additions

• fmtowns_cd: Akiko - Premium Version, Cal III - Kanketsu-hen, Chiemi & Naomi, Curse, Eikan wa Kimi ni 2 - Koukou Yakyuu Zenkoku Taikai, FM Towns Application Catalog CD-ROM - Original Soft-hen, G5 (HMA-206), Gambler - Queen's Cup, Gokuraku Mandala, Hyper Fetishism, Illust Hyakka - Yamashita Hideki no Ikiiki Cut-shuu, Iris-tei Serenade, Jouhou Club - Card Processor Ver. 1.1, Mahjong Musashi, Manami no Doko made Iku no? 2 - Return of the Kuro Pack, The Manhole (1990-08-01), Marionette Mind, Mirage 2 - Torry, Neat & Roan Fairladies in MagicLand, Noushuku Angel 120%, Shamhat - The Holy Circlet (FM Towns Marty version), Tenshin Ranma, Two Shot Diary, Viper-V12 RS, Viper-V8 Turbo RS, YES! HG - Erotic Voice Version [redump.org, r09]
• gba:
• Rayman IV (Rayman - Sunshine of Trip) (unlicensed) (protection hacked) [RibShark]
• Chaoji Maliou DX (unlicensed) (Chinese) (protection hacked) [yy小龙虾]
• Leiman IV - Guangming Zhi Lv (unlicensed) (Chinese) (protection hacked) [侵蚀你的私处]
• ibm5150:
• Bloodwych (Quest & Glory Compilation) (Euro), Bloodwych (USA), Budokan - The Martial Spirit (5.25"), The Colonel's Bequest (3.5"), The Colonel's Bequest (5.25"), Dragon's Lair (5.25"), F29 Retaliator, Lakers vs Celtics and the NBA Playoffs (3.5"), Leisure Suit Larry Goes Looking for Love (in Several Wrong Places) (5.25"), Leisure Suit Larry in the Land of the Lounge Lizards, Mario Andretti's Racing Challenge, Speedball 2 - Brutal Deluxe (Euro, 3.5"), TV Sports Basketball (3.5", USA, EGA/TANDY version), TV Sports Basketball (3.5", USA, VGA version), TV Sports Basketball (5.25", UK, EGA/TANDY version), TV Sports Basketball (5.25", UK, VGA version), Xenon 2: Megablast [ArcadeShadow]
• SCO XENIX System V Development System version 2.1.3 [archive.org, Davide Cavalca]
• IBM Personal Computer Interactive Executive (PC/IX) 1.00 [WinWorld, Davide Cavalca]
• ibm5170: B-17 Flying Fortress (5.25"), Corridor 7: Alien Invasion (demo), Maniac Mansion: Day of the Tentacle (France), Out of this World (USA, 3.5" DD), Out of this World (USA, 5.25" HD), Sam & Max Hit the Road (Germany) [ArcadeShadow]
• pc98_cd: F15 Strike Eagle III, if 2 - Invitations from Fantastic Stories, Manami no Doko made Iku no? 2 - Return of the Kuro Pack, Phobos, Pro Student G (ALS-0010), YES! HG - Erotic Voice Version, Yuurou - Transient Sands [redump.org, r09]
• sgi_mips:
• Desktop Special Edition 1.0, European Language Module 1.1, European Language Module 1.3.1, Hot Mix 5, Hot Mix 7, IndiZone 1.0, IRIX 5.2 for Indy R4600PC and Challenge SX, IRIX Patch 5.1.1.2, ONC3/NFS for IRIX 6.2 Version 1, ONC3/NFS for IRIX 6.2 with Indigo2 IMPACT 10000 Version 1, Support Advantage 10/94, Support Advantage 6/95, SupportFolio 2/97, SupportFolio 4/97 [darkstar]
• NetBSD 1.6.2, NetBSD 2.0, NetBSD 2.0.2, NetBSD 2.1, NetBSD 3.0, NetBSD 3.0.1, NetBSD 3.0.2, NetBSD 3.1 [NetBSD Project, Davide Cavalca]
• sgi_mips_hdd: IRIX 5.2, IRIX 5.3, IRIX 6.2, IRIX 6.5, IRIX 6.5.22 [Davide Cavalca]
• vsmile_cart:
• Bianfuxia - Zhengjiu Chengshi (China) [tenyuhuang]
• Disney/Pixar Wall-E (China) [tenyuhuang, Ryan Holtz]
• Les Bisounours - Le monde merveilleux des Bisounours (France), Nickelodeon Bob L'éponge - Une journée dans la vie d'une éponge (France) [DisizDream]
• vsmilem_cart:
• Disney/Pixar Cars 2 (France), Disney/Pixar Toy Story 3 (France), DreamWorks Kung Fu Panda - La mission de Po (France), Football Challenge (France), Martin Le Dauphin (France), Nickelodeon Dora L'Exploratrice - Les adventures de Dora Apprentie Mécano (France), Sporti'Folies (France) [DisizDream, Ryan Holtz]
• Action Mania (USA), Disney/Pixar Toy Story 3 (USA), Marvel Spider-Man & Friends - Secret Missions (USA), Soccer Challenge (USA) [Sean Riddle, TeamEurope, Ryan Holtz]

## Software list items promoted to working

• cpc_flop: Secret Agent - Sly Spy (UK), Secret Agent - Sly Spy (UK) (2 faces) (Spain retail version) [Original], Sly Spy - Secret Agent (NonGoodCPC), Sly Spy - Secret Agent (Ocean Software), Sly Spy - Secret Agent (Ocean Software)[cr XOR][t +2 XOR], Sly Spy - Secret Agent (UK) [a1] [Barry Rodewald]

## New NOT_WORKING software list additions

• fmtowns_cd: Pro Student G (ALS-0010), Towns-Telop, True Heart [redump.org, r09]
• leapfrog_mfleappad_cart: Disney/Pixar Cars (Spain) [TeamEurope, ClawGrip]
• mobigo_cart: Disney Jake and the Neverland Pirates (USA, alt), Disney Princess (USA, alt), Disney/Pixar Brave (USA), Dreamworks Shrek - Forever After (US), NAND User Cartridge (unknown data, set 1), NAND User Cartridge (unknown data, set 2), Sesame Street - Elmo and Abby - Nature Explorers (USA) [TeamEurope]
• novag_ssensor4: Quartz Chess Clock [Berger]
• pc98_cd: DOR Special Edition '93, DOR Special Edition '93 (alt), Kanji Land 3-nen, Kyrandia II - The Hand of Fate, Lemon Cocktail Collection, Lip 3 - Lipstick Adventure 3, Mirage 2 - Torry, Neat & Roan Fairladies in MagicLand [redump.org, r09]
• pi_storyreader_cart: Disney Blanca Nieves y los siete enanos (Spain), Disney El Rey León (Spain), Walt Disney Peter Pan (Spain) [TeamEurope, ClawGrip]
• tvgogo:
• Basketball (US) [Sean Riddle, David Haywood]
• vsmileb_cart: Teletubbies (France) [DisizDream]

## Merged pull requests

• 6825: docs: Improved analog joystick mapping documentation, and added health warnings. [Firehawke]
• 6838: fmtowns_cd.xml: Added 28 new entries, and replaced 22 entries with improved dumps. [redump.org, r09]
• 6844: gigatron: Hooked up CPU output callback, fixed program counter wrapping, and added CPU input callback. [Sterophonick]
• 6848: startouch.cpp: Added Biostar M5ATD motherboard BIOS option to europl01. [ClawGrip]
• 6849: armedf.cpp, ddenlovr.cpp: Improved DIP switch documentation; nes_vt.cpp: Added zudugo manufacturer. [David Haywood]
• 6851: chicago.cpp, exidyttl.cpp: Corrected ROM dumps, and added a skeleton driver for Exidy Destruction Derby. [Frank Palazzolo]
• 6852: sound/ym2151.cpp: Simplified noise frequency calculation. [cam900]
• 6853: sound/k051649.cpp: Improved playback rate calculation, and cleaned up code. [cam900]
• 6856: sound/saa1099.cpp: Improved sample rate and mixing behavior, and fixed stereo output routing for vgmplay. [cam900]
• 6857: sound/k007232.cpp: Converted to use device_memory_interface and added support for clock frequency changes. [cam900]
• 6859: megaplay.cpp: Added motherboard PLDs. [caius, ClawGrip]
• 6860: cpu/cp1610: Ensure SDBD operations set condition flags correctly. [ElectricMagic]
• 6862: Only build asmjit for x86 and x86-64 targets. [Belegdol]
• 6864: Added arm64 and s390x configurations to Travis CI. [Belegdol]
• 6865: sgi_mips_hdd.xml: Added software list with pre-installed operating system images for SGI MIPS workstations. [Davide Cavalca]
• 6867: generalplus_gpl16250_nand.cpp, spg2xx_wiwi.cpp, tvgogo.xml: Added three machines and a software list entry. [David Haywood]
• 6872: vsmile_cart.xml: Added three entries. [tenyuhuang, DisizDream, ClawGrip]
• 6877: sgi_mips_hdd.xml: Added an entry and improved instructions in comments. [Davide Cavalca]
• 6879: vsmileb_cart.xml: Added one entry. [DisizDream, ClawGrip]
• 6880: bosco.cpp: Fixed sprite/background priority. [kunikuni]
• 6881: vsmilem_cart.xml: Added seven entries and fixed two incorrect serial numbers. [DisizDream, ClawGrip]
• 6882: Added ten TV games, a V.Smile Motion BIOS, and several software list entries. [David Haywood, Sean Riddle, TeamEurope]
• 6884: midyunit.cpp: Fixed sound and added PAL dumps for mkyawdim2. [TwistedTom]
• 6885: sgi_mips_hdd.xml: Added one entry. [Davide Cavalca]
• 6887: sound/rf5c400.cpp: Fixed loop sample loop position calculation (GitHub #6883). [cam900]
• 6888: video/atarirle.cpp: Fixed source file name in header comment. [cam900]
• 6889: rf5c400.cpp: Fixed regression in sample loop and end position calculations. [cam900]
• 6890: vsmile_cart.xml: Added one entry. [tenyuhuang, ClawGrip]
• 6891: vsmilem_cart.xml: Corrected checksum/digest for cars2mf. [ClawGrip]
• 6892: microdar.cpp: Added skeleton driver for Compumatic Far West darts machine. [Victor Fernandez (City Game), ClawGrip]
• 6893: machine/cop452.cpp: Added partial COP452 frequency generatocounter emulation; hp_ipc.cpp: Added beeper. [F.Ulivi]
• 6894: machine/6821pia.cpp: Added checks for disabled side effects on read accesses. [68bit]
• 6895: bus/rs232: Initialize serial printer RxD output high (idle state). [68bit]
• 6896: formats/os9_dsk.cpp: Added 8" 16-sector single-density formats (used by OS9 L1 on Motorola EXORciser). [68bit]
• 6897: formats/mdos_dsk.cpp: Added Motorola MDOS floppy format. [68bit]
• 6898: formats/wd177x_dsk.cpp: Be tolerant of missing sectors from the third track onwards. [68bit]
• 6899: sgi_mips.xml: Added six entries, and added missing disc dumps to one entry. [darkstar]
• 6900: vsmilem_cart.xml: Added some serial numbers and updated notes. [ClawGrip]
• 6902: mobigo_cart.xml: Added five entries, and corrected the checksum digest for one entry. [TeamEurope, ClawGrip]
• 6903: sgi_mips_hdd.xml: Added one entry. [Davide Cavalca]
• 6904: sgi_mips.xml: Replaced a badly dumped disc image added in #6868. [darkstar]
• 6905: sgi_mips.xml: Added eight NetBSD installation/source sets. [Davide Cavalca]
• 6906: monkey_king_3b.cpp: Added skeleton driver for systems based on Monkey King 3B system-on-a-chip. [David Shah]
• 6908: formats/mdos_dsk.cpp: Fixed the cell size and gaps, and added notes. [68bit]
• 6909: Added five TV games and a software list entry. [David Haywood]
• 6910: Fixed arcade subtarget build. [MASH]
• 6915: sgi_mips_hdd.xml: Added one entry. [Davide Cavalca]
• 6917: sound/rf5c400.cpp: Added support for clock frequency changes, flagged imperfect sound, and cleaned up code. [cam900]
• 6918: galaxian.cpp: Added Cirsa Spanish bootleg of Galaxian. [Juan Romero, ClawGrip]
• 6919: tourvis.cpp: Added Tourvision BIOS V4-54. [Juan Romero, ClawGrip]
• 6920: cave.cpp: Added graphics layout for sprite lines, simplified tilemap graphics decoding, and cleaned up code. [cam900]
• 6921: Added a TV game and a number of imperfect dumps of unlicensed Game Boy Advance cartridges. [David Haywood]
• 6922: sound/ymz280b.cpp: Improved frequency calculation and cleaned up code. [cam900]
• 6923: pdp11.cpp: Removed GPL dependency. [shattered]
• 6924: williams.cpp: Added clone Robotron: 2084 (Unidesa license). [Juan Romero, ClawGrip]
• 6927: Added Motorola EXORterm 155 terminal emulation. [68bit]
• 6930: mpu4vid.cpp: Allow v4strike and v4barqst to decode questions, and fixed some parent/clone relationships. [David Haywood]
• 6931: machine/mc6852.cpp: Implemented more functionality and added a byte communication interface. [68bit]
• 6933: devcb.h: Use GCC broken friend workaround with clang 8 as well. [Tiago Pierezan Camargo]
• 6934: pc98_cd.xml: Added 15 entries and replaced 11 entries with improved dumps. [redump.org, r09]
• 6935: hh_sm510.cpp: Added Nintendo Micro Vs. System: Donkey Kong Hockey. [algestam, Ryan Holtz]
• 6936: hh_sm510.cpp: Added gnw_dkong3 PCB label to comment. [algestam]
• 6938: ibm5150.xml: Fixed some data area sizes (GitHub #6876). [r09]
• 6939: megaplay.cpp: Added two more motherboard PLDs. [Kevin Eshbach, ClawGrip]
• 6940: cpu/gigatron: Added output callback; gigatron.cpp: Started implementing video, and added ROM V5a BIOS option. [Sterophonick]
• 6941: 4enlinea.cpp: Added Sport Dart TV. [Victor Fernandez (City Game), ClawGrip]
• 6942: ibm5150.xml: Added XENIX Development System. [archive.org, Davide Cavalca]
• 6944: galaxian.cpp: Added Spanish bootleg of Zero Time. [Juan Romero, ClawGrip]
• 6945: goldnpkr.cpp: Fixed syntax error in input port definitions. [Davide Cavalca]
• 6949: docs: Updated RTD theme to 0.5.0 (fixes issues with links in search results). [Firehawke]
• 6950: Improved screen aspect ratio in internal layout for EXORterm 155 terminal. [68bit]
• 6952: vsmile.cpp: Marked V.Smile Motion as working, as the games are playable even without accelerometer controls. [ClawGrip]
• 6953: bus/nes: Implemented FDS sound emulation. [cam900]
• 6954: vsmilem_cart.xml: Promoted software to working, and corrected some metadata. [ClawGrip]
• 6956: Significant improvements to Gaelco Modular System bootleg emulation, and new TV games. [David Haywood]
• 6958: Added driver for Motorola M6800 EXORciser (M68SDT) and device for corresponding floppy controller. [68bit]
• 6958: mw8080bw.cpp: Improved gunfight audio, including a better transistor model and noise generator. [Colin Douglas Howell]
• 6959: Improved video emulation for several Gaelco Modular System bootlegs, and added inputs/sound for raidenm. [David Haywood]
• 6960: plugins/autofire: Don’t save empty configuration files. [kunikuni]
• 6961: machine/v3021.cpp: Converted to use device_rtc_interface, and implemented serial interface and more commands. [cam900]
• 6962: ibm5150.xml: Added IBM Personal Computer Interactive Executive (PC/IX). [WinWorld, Davide Cavalca]
• 6963: namcos2.cpp: Worked around conflicting default input assignments for fourtrax. [MASH]
• 6964: raiden_ms.cpp: Improved raidenm emulation; spg2xx_zone.cpp: Added two TV games. [David Haywood]
• 6969: plugins/autofire: Improved method for detecting empty configuration. [kunikuni]
• 6970: microdar.cpp: Added skeleton driver for unknown Compumatic ProSPDP dart machine. [jordigahan, ClawGrip]
• 6971: pgm.cpp: Cleaned up drawing code, and improved timing of intro sequences in some games. [cam900]
• 6972: hh_sm510.cpp: Added Telko / Nintendo Bassmate Computer. [algestam, Mr. Do]
• 6973: mpu4vid.cpp: Fixed inputs, fixed up machine ROM sets, and promoted several machines to working. [David Haywood]
• 6977: gigatron.cpp: Added audio DAC, started hooking up OUTX port, and cleaned up code. [Sterophonick]
• 6978: mpu4mod4yam.cpp, mpu4vid.cpp: Started untangling sets now that they boot, and tweaked inputs. [David Haywood, James Wallace]
• 6979: Added netlist-based audio for thirteen early Cinematronics vector games, and minimal artwork for Warrior. [Aaron Giles]
• 6980: video/imagetek_i4100.cpp, metro.cpp: Improved flip screen drawing; hyprduel.cpp: Fixed sprite delay. [cam900]
• 6982: Added five TV games. [David Haywood]
• 6983: sound/ics2115.cpp: Improved envelope behavior. [cam900]
• 6984: mw8080bw.cpp: Improve 280zzzap audio emulation. [Colin Douglas Howell]
• 6986: generalplus_gpl16250_rom.cpp: Replaced tkmag220 ROM with correct dump. [TeamEurope, David Haywood]
• 6987: Switched AppVeyor MinGW GCC build to use -O3 (works around GitHub #6804). [Belegdol]
• 6988: Changed Travis CI configuration for installing prerequisite packages in an attempt to speed up builds. [Belegdol]
• 6989: microdar.cpp: Added Diana Olakoa dart machine. [Victor Fernandez (City Game), ClawGrip]
• 6993: Added beam_dot_size for controlling the size of “dots” on vector screens. [Aaron Giles]
• 6997: sound/k053260.cpp: Suppress read side effects on debugger accesses. [cam900]
• 6998: microdar.cpp: Added EEPROM dump to “prospdp”. [jordigahan, ClawGrip]
• 6999: nes_vt.cpp: Added two TV games; mpu4.cpp, mpu4vid.cpp: Split up more sets and improved descriptions. [David Haywood]
• 7000: sound/ics2115.cpp: Resolved license issue, re-implemented envelopes and fixed ramping. [cam900]
• 7002: Worked around issue updating MSYS2 packages from AppVeyor. [Belegdol]

##### Gridcoin 5.0.0.0-Mandatory "Fern" Release

https://github.com/gridcoin-community/Gridcoin-Research/releases/tag/5.0.0.0
Finally! After over ten months of development and testing, "Fern" has arrived! This is a whopper. 240 pull requests merged. Essentially a complete rewrite that was started with the scraper (the "neural net" rewrite) in "Denise" has now been completed. Practically the ENTIRE Gridcoin specific codebase resting on top of the vanilla Bitcoin/Peercoin/Blackcoin vanilla PoS code has been rewritten. This removes the team requirement at last (see below), although there are many other important improvements besides that.
Fern was a monumental undertaking. We had to encode all of the old rules active for the v10 block protocol in new code and ensure that the new code was 100% compatible. This had to be done in such a way as to clear out all of the old spaghetti and ring-fence it with tightly controlled class implementations. We then wrote an entirely new, simplified ruleset for research rewards and reengineered contracts (which includes beacon management, polls, and voting) using properly classed code. The fundamentals of Gridcoin with this release are now on a very sound and maintainable footing, and the developers believe the codebase as updated here will serve as the fundamental basis for Gridcoin's future roadmap.
We have been testing this for MONTHS on testnet in various stages. The v10 (legacy) compatibility code has been running on testnet continuously as it was developed to ensure compatibility with existing nodes. During the last few months, we have done two private testnet forks and then the full public testnet testing for v11 code (the new protocol which is what Fern implements). The developers have also been running non-staking "sentinel" nodes on mainnet with this code to verify that the consensus rules are problem-free for the legacy compatibility code on the broader mainnet. We believe this amount of testing is going to result in a smooth rollout.
Given the amount of changes in Fern, I am presenting TWO changelogs below. One is high level, which summarizes the most significant changes in the protocol. The second changelog is the detailed one in the usual format, and gives you an inkling of the size of this release.

## Highlights

### Protocol

Note that the protocol changes will not become active until we cross the hard-fork transition height to v11, which has been set at 2053000. Given current average block spacing, this should happen around October 4, about one month from now.
The transition height is also when the team requirement will be relaxed for the network.

### GUI

Besides the beacon wizard, there are a number of improvements to the GUI, including new UI transaction types (and icons) for staking the superblock, sidestake sends, beacon advertisement, voting, poll creation, and transactions with a message. The main screen has been revamped with a better summary section, and better status icons. Several changes under the hood have improved GUI performance. And finally, the diagnostics have been revamped.

### Blockchain

The wallet sync speed has been DRASTICALLY improved. A decent machine with a good network connection should be able to sync the entire mainnet blockchain in less than 4 hours. A fast machine with a really fast network connection and a good SSD can do it in about 2.5 hours. One of our goals was to reduce or eliminate the reliance on snapshots for mainnet, and I think we have accomplished that goal with the new sync speed. We have also streamlined the in-memory structures for the blockchain which shaves some memory use.
There are so many goodies here it is hard to summarize them all.
I would like to thank all of the contributors to this release, but especially thank @cyrossignol, whose incredible contributions formed the backbone of this release. I would also like to pay special thanks to @barton2526, @caraka, and @Quezacoatl1, who tirelessly helped during the testing and polishing phase on testnet with testing and repeated builds for all architectures.
The developers are proud to present this release to the community and we believe this represents the starting point for a true renaissance for Gridcoin!

## Accrual

### Changed

Most significantly, nodes calculate research rewards directly from the magnitudes in EACH superblock between stakes instead of using a two- or three- point average based on a CPID's current magnitude and the magnitude for the CPID when it last staked. For those long-timers in the community, this has been referred to as "Superblock Windows," and was first done in proof-of-concept form by @denravonska.
• Network magnitude unit pinned to a static value of 0.25
• Max research reward allowed per block raised to 16384 GRC (from 12750 GRC)
• New CPIDs begin accruing research rewards from the first superblock that contains the CPID instead of from the time of the beacon advertisement

### Removed

• 500 GRC research reward limit for a CPID's first stake
• 6-month expiration for unclaimed rewards
• 10-block spacing requirement between research reward claims
• Rolling 5-day payment-per-day limit
• Legacy tolerances for floating-point error and time drift
• The need to include a valid copy of a CPID's magnitude in a claim
• 10-block emission adjustment interval for the magnitude unit

## Beacons

• One-time beacon activation requires that participants temporarily change their usernames to a verification code at one whitelisted BOINC project
• Verification codes of pending beacons expire after 3 days
• Self-service beacon removal

### Changed

• Burn fee for beacon advertisement increased from 0.00001 GRC to 0.5 GRC
• Beacon expiration determined as of the current block instead of the previous block

### Removed

• The ability for developers to remove beacons
• The ability to sign research reward claims with non-current but unexpired beacons

### Unaltered

As a reminder:
• Beacons expire after 6 months pass (180 days)
• Beacons can be renewed after 5 months pass (150 days)
• Renewed beacons must be signed with the same key as the original beacon

## Superblocks

• Magnitudes less than 1 include two fractional places
• Magnitudes greater than or equal to 1 but less than 10 include one fractional place

### Changed

• A valid superblock must match a scraper convergence

### Removed

• Superblock popularity election mechanics

## Voting

• Yes/no/abstain and single-choice response types (no user-facing support yet)

### Changed

• To create a poll, a maximum of 250 UTXOs for a single address must add up to 100000 GRC. These are selected from the largest downwards.
• Burn fee for creating polls scaled by the number of UTXOs claimed
• 50 GRC for a poll contract
• 0.001 GRC per claimed UTXO
• Burn fee for casting votes scaled by the number of UTXOs claimed
• 0.01 GRC for a vote contract
• 0.01 GRC to claim magnitude
• 0.01 GRC per claimed address
• 0.001 GRC per claimed UTXO
• Maximum length of a poll title: 80 characters
• Maximum length of a poll question: 100 characters
• Maximum length of a poll discussion website URL: 100 characters
• Maximum number of poll choices: 20
• Maximum length of a poll choice label: 100 characters

### Removed

• Magnitude, CPID count, and participant count poll weight types
• The ability for developers to remove polls and votes

## [5.0.0.0] 2020-09-03, mandatory, "Fern"

• Backport newer uint256 types from Bitcoin #1570 (@cyrossignol)
• Implement project level rain for rainbymagnitude #1580 (@jamescowens)
• Provide fees collected in the block by the miner #1601 (@iFoggz)
• Add support for generating legacy superblocks from scraper stats #1603 (@cyrossignol)
• Port of the Bitcoin Logger to Gridcoin #1600 (@jamescowens)
• Implement zapwallettxes #1605 (@jamescowens)
• Implements a global event filter to suppress help question mark #1609 (@jamescowens)
• Add next target difficulty to RPC output #1615 (@cyrossignol)
• Add caching for block hashes to CBlock #1624 (@cyrossignol)
• Make toolbars and tray icon red for testnet #1637 (@jamescowens)
• Add an rpc call convergencereport #1643 (@jamescowens)
• Implement newline filter on config file read in #1645 (@jamescowens)
• Implement beacon status icon/button #1646 (@jamescowens)
• Add precision to support magnitudes less than 1 #1651 (@cyrossignol)
• Replace research accrual calculations with superblock snapshots #1657 (@cyrossignol)
• Publish example gridcoinresearch.conf as a md document to the doc directory #1662 (@jamescowens)
• Add support for self-service beacon deletion #1695 (@cyrossignol)
• Add support for type-specific contract fee amounts #1698 (@cyrossignol)
• Add verifiedbeaconreport and pendingbeaconreport #1696 (@jamescowens)
• Add preliminary testing option for block v11 height on testnet #1706 (@cyrossignol)
• Add verified beacons manifest part to superblock validator #1711 (@cyrossignol)
• Implement beacon, vote, and superblock display categories/icons in UI transaction model #1717 (@jamescowens)
• neuralnet: Add integrity checking to researcher accrual snapshot registry #1727 (@jamescowens)
• Add workaround for scrypt assembly on macOS #1740 (@cyrossignol)
• gui: Build onboarding/beacon wizard #1739 (@cyrossignol)
• doc: Add CONTRIBUTING.md from bitcoin #1723 (@div72)
• rpc: Implement inspectaccrualsnapshot and parseaccrualsnapshotfile #1744 (@jamescowens)
• scraper: Add disk based state backing for verified beacon list in scraper #1751 (@jamescowens)
• Add ability to recover beacon in block version 11+ #1768 (@cyrossignol)
• refactor: Add transaction context to contract handlers #1777 (@cyrossignol)
• gui: Add context for when BOINC is attached to a pool #1775 (@cyrossignol)
• doc: Clarify what to do if PR in multiple categories (for CONTRIBUTING.md) #1798 (@RoboticMind)
• qt: Add option to choose not to start the wallet minimized #1804 (@jamescowens)
• superblock: Add check for OutOfSyncByAge to SuperblockValidator::Validate #1806 (@jamescowens)
• contract: Standardize contract validation and add block context #1808 (@cyrossignol)
• add seed.gridcoin.pl to default config #1812 (@wilkart)
• gui: Implement sidestake send display #1813 (@jamescowens)
• gui: Add pool/investor pages to researcher wizard #1819 (@cyrossignol)
• ci: Port lint scripts from Bitcoin #1823 (@div72)
• doc: Create basic readme in contrib #1826 (@RoboticMind)
• gui: Implement TransactionRecord::Message #1829 (@jamescowens)
• rpc: Add private_key_available to beaconstatus #1833 (@a123b)
• gui: Validate email address in researcher wizard #1840 (@a123b)
• rpc: Add "getrawwallettransaction" RPC function #1842 (@cyrossignol)
• consensus: Set block version 11 threshold height for mainnet #1862 (@cyrossignol)

### Changed

• Upgrade LevelDB from v1.17 to v1.20 #1562 (@cyrossignol)
• Re-enable scrypt optimizations #1450 (@denravonska)
• Derive CScript from prevector type (optimization) #1554 (@cyrossignol)
• Disable quorum for grandfathered blocks to speed up sync #1568 (@cyrossignol)
• Refactor hashBoinc for binary claim contexts #1558 (@cyrossignol)
• integrated_scraper_2 branch tracking PR #1559 (@jamescowens)
• Upgrade depends - OpenSSL to 1.1.1d #1581 (@jamescowens)
• Ubuntu 19.10 fixes #1590 (@denravonska)
• Force a re-parse of legacy claims in generated blocks #1592 (@cyrossignol)
• Improve the "versionreport" RPC output #1595 (@cyrossignol)
• Overhaul the core tally and accrual system #1583 (@cyrossignol)
• Overhaul the superblock quorum system #1597 (@cyrossignol)
• Add more data to the "superblocks" RPC output #1599 (@cyrossignol)
• Update Windows Build doc #1606 (@barton2526)
• Change the order of calls in gridcoinresearchd.cpp to optimize rpc shunt path #1610 (@jamescowens)
• Change staking tooltip to display frequency #1611 (@jamescowens)
• Enhancements to ETTS #1442 (@jamescowens)
• Standardize money values as integers #1614 (@cyrossignol)
• Clean up and optimize legacy coin age code #1616 (@cyrossignol)
• Some scraper cleanups #1620 (@jamescowens)
• Reorganize accrual code and fix 6-month cutoff #1630 (@cyrossignol)
• Update Copyright years #1633 (@barton2526)
• Change team whitelist delimiter to <> for CPID detection #1634 (@cyrossignol)
• Change team whitelist separator to <> to accomodate more team names #1632 (@jamescowens)
• Change Curl download speed type to support older environments #1640 (@cyrossignol)
• Optimize logo SVGs used for tray icons #1638 (@cyrossignol)
• Tweak consolidateunspent rpc function #1644 (@jamescowens)
• ETTS and staking icon enhancements #1650 (@jamescowens)
• Implement new transaction fees for block version 11 #1652 (@jamescowens)
• Optimize in-memory storage of superblock data #1653 (@cyrossignol)
• Miscellaneous superblock API improvements and housekeeping #1654 (@cyrossignol)
• Update openssl to 1.1.1f compatibility #1660 (@jamescowens)
• Optimize bdb to avoid synchronous flush of database #1659 (@jamescowens)
• Add support for CPID input to "lifetime" RPC function #1668 (@cyrossignol)
• Overhaul the contract handling system #1669 (@cyrossignol)
• Make the autostart mainnet/testnet aware #1671 (@jamescowens)
• Remove slashes from User Agent in peers tab #1674 (@div72)
• Refactor contracts for polymorphic binary payloads #1676 (@cyrossignol)
• Overhaul the beacon system #1678 (@cyrossignol)
• Replace boost::optional with non-owning pointers #1680 (@cyrossignol)
• Optimize proof-of-stake validation #1681 (@cyrossignol)
• Updated Slack link #1683 (@NeuralMiner)
• Update build-unix.md #1686 (@Quezacoatl1)
• Replace deprecated QT methods #1693 (@Pythonix)
• Made protocol.h more similar to bitcoin #1688 (@Pythonix)
• Touch up some details for block version 11 #1697 (@cyrossignol)
• More tweaks for block version 11 #1700 (@cyrossignol)
• Finish the conversion to the BCLog class based logger #1699 (@jamescowens)
• Move claim version transitional code in miner for proper signature #1712 (@cyrossignol)
• doc: Update threads in coding.txt #1730 (@div72)
• qt: Include QPainterPath in trafficgraphwidget.cpp #1733 (@div72)
• doc: Update doc/build-unix.md #1731 (@div72)
• gui: Show peers tab on connections icon click #1734 (@div72)
• refactor: Change return type of IsMine to isminetype && move wallet files to wallet directory #1722 (@div72)
• build: Updates boost to 1.73.0 for depends #1673 (@jamescowens)
• doc: Update Unit Test Readme #1743 (@RoboticMind)
• wallet: Change Assert To Error Message In kernel.cpp #1748 (@RoboticMind)
• scraper: Shorten display representation of verification codes #1754 (@cyrossignol)
• log: Change ".B." to Clear Message #1758 (@RoboticMind)
• util: Fix braindamage in GetDefaultDataDir() #1737 (@jamescowens)
• scraper: Improve scraper processing of beacon verifications #1760 (@jamescowens)
• scraper: Add instrumentation to convergencereport #1763 (@jamescowens)
• rpc: Improve rpc stress test script #1767 (@tunisiano187)
• Generalize enum serialization #1770 (@cyrossignol)
• scraper: Improve handling of ETags in http class and tweak verified beacon logic #1776 (@jamescowens)
• scraper: Improve ProcessNetworkWideFromProjectStats and other tweaks #1778 (@jamescowens)
• gui: Tweak behavior of beacon page in researcher wizard #1784 (@cyrossignol)
• Prepare for block version 11 hard-fork on testnet #1787 (@cyrossignol)
• scraper: Modify UpdateVerifiedBeaconsFromConsensus #1791 (@jamescowens)
• gui: Optimize OverviewPage::updateTransactions() #1794 (@jamescowens)
• ci: Adopt ci changes from Bitcoin #1795 (@div72)
• consensus: switch snapshot accrual calculation to integer arithmetic #1799 (@cyrossignol)
• voting: Overhaul the voting system #1809 (@cyrossignol)
• contract: Optimize contract replay after chain reorganization #1815 (@cyrossignol)
• contract: Reimplement transaction messages as contracts #1816 (@cyrossignol)
• staking: Sign claim contracts with coinstake transaction #1817 (@cyrossignol)
• gui: Change research wizard text #1820 (@div72)
• net: Update protocol version and clean up net messaging #1824 (@cyrossignol)
• rpc, wallet: Corrections to GetAmounts #1825 (@jamescowens)
• gui: Tweak some minor researcher wizard details #1830 (@cyrossignol)
• gui: Change GetEstimatedStakingFrequency text #1836 (@jamescowens)
• scraper: Scraper global statistics cache optimization #1837 (@jamescowens)
• doc: Update Vulnerability Response Process #1843 (@RoboticMind)
• scraper: Optimization of manifest and parts sharing between ConvergedScraperStatsCache, mapManifest, and mapParts #1851 (@jamescowens)
• consensus: Update Checkpoints #1855 (@barton2526)
• docs: Update docs to build off master #1856 (@barton2526)
• gui: Fix and improve GUI combo box styles #1858 (@cyrossignol)
• build: Tweak Gridcoin installer for Fern release #1863 (@jamescowens)

### Removed

• Remove old research age checks (rebase #1365) #1572 (@cyrossignol)
• Remove PrimaryCPID check from diagnostics dialog #1586 (@cyrossignol)
• Remove missed label for PrimaryCPID from diagnostics #1588 (@cyrossignol)
• Remove legacy quorum messaging system (@neural network) #1589 (@cyrossignol)
• Remove old remnants of legacy smart contract experiments #1594 (@cyrossignol)
• Remove block nonce for version 11 #1622 (@cyrossignol)
• Delete obsolete contrib/Installer and Upgrader directories #1623 (@jamescowens)
• Remove some legacy informational RPC commands #1658 (@cyrossignol)
• Remove informational magnitude field from binary claims #1661 (@cyrossignol)
• Remove fDebug3,4, and net and convert to BCLog::LogFlags #1663 (@jamescowens)
• Remove qt5.7.1 depends support build System #1665 (@iFoggz)
• Remove unused jQuery library #1679 (@cyrossignol)
• Remove unused NetworkTimer() function and global state #1701 (@cyrossignol)
• Refactor claim context objects into contracts #1704 (@cyrossignol)
• Clean old assets up #1718 (@div72)
• Remove legacy "rain" RPC (not by-project rain) #1742 (@cyrossignol)
• Temporarily disable voting system on testnet #1769 (@cyrossignol)
• gui: Remove legacy GUI transaction description for contracts #1772 (@cyrossignol)
• gui: Remove transaction fee setting #1780 (@cyrossignol)
• trivial: Cleanup unused legacy functions #1793 (@cyrossignol)
• mining, rpc: Remove kernel-diff-best and kernel-diff-sum #1796 (@jamescowens)
• refactor: Remove libs subdirectory #1802 (@div72)
• scraper: cleanup unused/unnecessary functions #1803 (@jamescowens)
• gui: Remove useless "Detach databases at shutdown" #1810 (@jamescowens)
• test: Remove testnet condition for standard transactions #1814 (@cyrossignol)
• consensus: Remove transitional testnet code #1854 (@cyrossignol)

### Fixed

• Fix "Owed" amount in output of "magnitude" RPC method #1569 (@cyrossignol)
• Add support for paths with special characters on Windows #1571 (@cyrossignol)
• Fix lingering peers.dat temp files and clean up remaining paths #1582 (@cyrossignol)
• Fix incorrect beacon length warning in GUI transaction list #1585 (@cyrossignol)
• Fix default config file line endings on Windows #1587 (@cyrossignol)
• Reenable Travis builds for MacOS #1591 (@jamescowens)
• Correct peer detail info background color #1593 (@jamescowens)
• Fix exception in debug3 mode #1598 (@cyrossignol)
• Fix deadlock in "getmininginfo" RPC function #1596 (@cyrossignol)
• Fix accuracy of statistics in "network" RPC output #1602 (@cyrossignol)
• Fix heights for quorum vote weight calculations #1604 (@cyrossignol)
• Fix deadlock in log archiver when rename fails #1607 (@cyrossignol)
• Fix a spurious segmentation fault during client load on Windows with fast CPUs #1608 (@jamescowens)
• Fix lock order debugging and potential deadlocks #1612 (@jamescowens)
• Fix std namespace pollution #1617 (@denravonska)
• Add missing condition for newbie accrual computer #1618 (@cyrossignol)
• Track first reward blocks in research accounts #1619 (@cyrossignol)
• Fix accrual calculation for new, zero-magnitude CPIDs #1636 (@cyrossignol)
• Fix diagnostics, add ETTS test, fix tooltipcolor, add missing lock, and add email=investor check #1647 (@jamescowens)
• Fix help message of two RPC methods #1656 (@div72)
• Fix legacy accrual for newbie with non-zero past reward #1667 (@cyrossignol)
• Fix GUI autostart on Windows for paths with wide characters #1670 (@cyrossignol)
• Qualify boost bind placeholders with their full namespace #1672 (@Ponce)
• Fix suffix when copying txids #1677 (@div72)
• Unnecessary if-statement removed #1685 (@Pythonix)
• Fix consolidatemsunspent Help Message #1687 (@Pythonix)
• Fix gettransaction help message #1691 (@Pythonix)
• Fix GetNewMint To Look for Stakes #1692 (@RoboticMind)
• Suppress deprecated copy warnings for Qt with GCC 9+ #1702 (@cyrossignol)
• Fix exclusion error on stats processing and misplaced ENDLOCK logging entry #1710 (@jamescowens)
• Removed unnecessary comparison #1708 (@Pythonix)
• Fixed typo #1707 (@Pythonix)
• Fix out-of-bounds exception for peers tab version slashes #1713 (@cyrossignol)
• Fix transition for v1 superblocks when reorganizing #1714 (@cyrossignol)
• Touch up transition to version 2 transactions #1715 (@cyrossignol)
• Avoid mutating transactions in ConnectBlock() #1716 (@cyrossignol)
• Fix Windows cross-compilation in newer environments #1728 (@cyrossignol)
• Fix out-of-bounds access in IsMineInner() #1736 (@cyrossignol)
• Fix a couple of block version 11 issues #1738 (@cyrossignol)
• Fix null pointer dereference in GUI researcher model #1741 (@cyrossignol)
• accrual: Reset research accounts when rebuilding accrual snapshots #1745 (@cyrossignol)
• scraper: Correct update for verified beacons #1747 (@jamescowens)
• accrual: Refactor tally initialization for snapshot rebuild #1749 (@cyrossignol)
• rpc: Fix "cpid" field in "beaconconvergence" RPC output #1750 (@cyrossignol)
• accrual: Fix snapshot accrual superblock state transitions #1752 (@cyrossignol)
• scraper: Correct stale verified beacon logic #1753 (@jamescowens)
• rpc: Correct possible divide by zero in getblockstats #1755 (@jamescowens)
• gui: Fix issues with researcher wizard flow #1756 (@cyrossignol)
• wallet: Stop Error When Starting From Zero #1759 (@RoboticMind)
• Don't count empty email as explicit investor #1761 (@cyrossignol)
• accrual: Fix snapshot accrual superblock state transitions #1764 (@cyrossignol)
• rpc: Cleanup Help Message and Fix Typo #1771 (@RoboticMind)
• scraper: Fix scraper etag header case sensitivity #1773 (@cyrossignol)
• consensus: Use explicit time to check if superblock needed #1774 (@cyrossignol)
• gui: Fix scroll area dark theme styles #1785 (@cyrossignol)
• rpc, gui: Fix three divide by zero possibilities #1789 (@jamescowens)
• rpc: Fix balance pre-check in "rainbymagnitude" RPC #1792 (@cyrossignol)
• accrual: Fix outdated comment and correct grammar #1800 (@RoboticMind)
• gui: Fix stuck cursor on labels #1801 (@div72)
• beacon: Fix research wizard beacon renewal status #1805 (@cyrossignol)
• gui: Fix translations for port numbers #1818 (@cyrossignol)
• util: Create parent directory #1821 (@div72)
• mining: Fix coinstake/claim signature order #1828 (@cyrossignol)
• voting: Remove double increment in loop #1831 (@cyrossignol)
• neuralnet, scraper: Fix compilation with gcc5 and older libcurl #1832 (@a123b)
• wallet: Fix smallest coin selection for contracts #1841 (@cyrossignol)
• gui: Fix display of polls with no votes yet #1844 (@cyrossignol)
• gui: add indentation to diagnostic status bar labels #1849 (@jamescowens)
• voting, gui: Fix formatting and alignment of vote shares and percent #1850 (@jamescowens)
• wallet, rpc: Fix for self-transactions in listtransactions #1852 (@jamescowens)
• accrual: Clear any accrual snapshots when syncing from pre-v11 #1853 (@cyrossignol)
• accrual: Fix reset of accrual directory if starting sync below research age height #1857 (@jamescowens)
• gui: Fix researcher wizard layout on macOS with native theme #1860 (@cyrossignol)