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  2. The Battlefield community was thrown into a frenzy when images claiming to show Season 1 maps for Battlefield 6 surfaced online, only to vanish almost as quickly. Even though the leak was brief, it didn’t take long for those screenshots to spread through forums and fan groups. That fleeting glimpse was enough to spark endless theories and a wave of excitement, hinting at how ambitious the first post-launch content might be. Some players even joked that it was time to line up Battlefield 6 Boosting services just to be ready for whatever’s coming. The content looked like early concept art or pre-release renders, and the maps themselves were strikingly varied. One seemed to show an arctic base carved into ice and steel, with tunnels and open snowfields mixing long-range combat and claustrophobic shootouts. Another depicted a war-torn European city, rubble filling the streets and windows offering sniper lines. A third hinted at a sprawling industrial port with cranes, warehouses, and open docks—perfect for vehicles, but full of choke points for infantry too. Even without official labels, each setting felt tailored to a different style of Battlefield warfare. Fans didn’t waste a second dissecting what little they had. On Reddit, blurry zoom-ins became full debates: Was that a destructible wall or just unfinished art? Could those elevated walkways be flanking routes? One user even pointed out what looked like possible vehicle spawns, noting “this screams Conquest layout.” The leak became less about the images themselves and more about the collective imagination of players trying to piece together the puzzles left behind. The speed at which the images disappeared only made the situation more electric. When platforms take content down that quickly, it often feels like confirmation, even if nothing official has been said. It’s the sort of moment where developers lose control of the narrative, but at the same time, the buzz multiplies. For DICE, this accidental reveal has already done what months of teasers might have accomplished—reigniting the community’s hunger for details. What’s especially interesting is how the leaked environments align with Battlefield’s broader identity. A frozen research outpost, a battered European city, a massive port… these aren’t random choices. They suggest global conflict and the kind of map diversity that keeps players engaged for long seasons. The arctic would force players into layered indoor and outdoor fights, the urban center promises brutal house-to-house skirmishes, and the industrial docks could blend land, air, and sea combat in one chaotic mix. Hints of dynamic features were also spotted. Some fans swore they saw structures mid-collapse, while others pointed to environmental details like cranes or weather effects that might not just be cosmetic. If DICE leans into interactive maps again—like shifting tides or collapsing buildings—it could restore that unpredictability that Battlefield thrives on, where no two matches ever feel the same. Whether these maps are real or not, the damage—or maybe the benefit—is already done. The community is buzzing, fans are speculating, and the hype curve is only getting steeper as the official reveal approaches. If these glimpses do become reality, players will be eager to test strategies the moment the servers go live. And for those wanting to dominate those chaotic opening weeks, looking into Battlefield 6 Boosting buy might just be part of the preparation.
  3. Path of Exile 2’s trade overhaul is being talked about as more than a feature update—it feels like GGG is trying to reset the rules of how ARPG economies work. On Reddit, I’ve seen players argue that PoE 1’s system was both brilliant and broken: brilliant for the player-driven depth, broken for the scams, fake listings, and exhausting manual steps. The sequel promises a cleaner approach, one that still lets people hunt for gear and PoE 2 Currency, but without treating the process like unpaid labor. A big issue the community keeps bringing up is manipulation. PoE 1 gave traders freedom, but that also meant price fixers could set fake benchmarks and trick newer players. On Quora, one frustrated reply compared it to “walking into a store where every price tag is a lie.” If PoE 2 adds things like transparent logs or enforced listing rules, that alone could discourage the most exploitative behavior and restore a little trust in the market. The lack of price stability in the past made every league feel like the Wild West. You could spend an hour researching an item’s value, only to find someone hoarding it to flip later. That volatility sometimes created drama, sure, but it also drove players away. A centralized, semi-automated marketplace in PoE 2 might not kill speculation, but it could at least make values more consistent, letting players spend less time second-guessing and more time actually playing. Another thing worth noting is control. By pulling trade back into the client and away from third-party websites, GGG can finally manage it alongside drop rates, crafting, and league design. I saw someone comment that it would “make trade feel like part of the game, not homework on another tab,” and that’s the key. Integration means GGG can fine-tune difficulty and reward balance without worrying about external tools distorting the experience. Still, there’s a balancing act. If trade becomes too restricted, it risks killing the very player agency that makes PoE’s economy fascinating. The sweet spot lies in making the process safe and straightforward while still rewarding the grind. I like to think of it as clearing away the noise—no more AFK walls or bait pricing—so that the actual farming and theorycrafting remain the centerpiece. And maybe the most important part: trust. When people know their trades are secure and their effort farming items translates into fair returns, they’re more likely to keep participating. More participation means healthier liquidity, easier access to essentials like PoE 2 Currency for sale, and a more dynamic economy overall. Whether it ends up as revolutionary as it sounds or just a smoother version of what we already know, the community is waiting to see how it feels once it’s live.
  4. awesome seems like a good way to play can apply these to download games on aploky
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  6. Yesterday
  7. The Work in Progress is a remnant of the Trac milestone that we had put into place when we used Phabricator in parallel. Currently it's used roughly as Stan describes (including Phabricator differentials that are still lying around) but I agree it's a bit awkward.
  8. Hi, @Dunedan I have read in discord that you can help with this. In this game the user Haddl has disconnected when i clearly won the game. Can u help me? commands.txt metadata.json
  9. I suppose it's due to the nature of the project and the fact not all worked on features are part of the next release (cause not reviewed) and backlog tickets are supposed to be up for grabs.
  10. Might someon explain to me the meaning of the gitea milestone Work in Progress, please? I'd understand having a bipolar use ('Backlog' and 'Release <next>'; excluding 'Website / Forum' and a potential milestone for 'Release <the next one>' just before the release of <next>) but not this tripolar one.
  11. Okay, correction, I do use women to farm, but I get most food by hunting and trading.
  12. you combined that with the road ability mentioned before, and that can make some different type of scenarios, were controlling a trade route, building the road for it, are key to get the resource and build your wonder for example.
  13. It will be difficult for you to sell the idea that way. The issue of balance always hinders innovation.
  14. one element that might be fun would be market routes at the exit of maps. Something that you cannot control, but a point for your merchant, or merchant ship to reach. It is only interesting if the gain in term of resource are important compare to what's available on the map. All the players could send merchant to it all the time, the trick would be to protect the trade route
  15. I agree with this, but Spartans already have infantry swordsmen (Skiritae) and... Siege ballistae aren't Mercenaries, they're machines that don't have ranks. I don't think you should be able to recruit anything other than Rams from captured Arsenals.
  16. This is kind of already the case with certain civs/buildings, like the carth mercs. However, I think it should be made consistent unless there's some huge balance issue (like multiple discounts leading to 10 metal mercs).
  17. Indigo blue of course with the Britons and their woad. This was quite a big deal as blue was hard to make. Persians had it too (from mines). But it was rare at the time.
  18. You can't, only with components iirc. The important line is `ReRegisterComponent` or `ReRegisterComponentType` all the way at the bottom.
  19. Yes but I didn't know I could do that with all js the files.
  20. Ope! didn't see that file yet. So, you pretty much already knew what I said in my other post.
  21. And to do this I must do the same thing I did with ConvertUnitAI.js ?
  22. A modding tip or trick: For js files like unit_actions.js, you could just have a file that amends the vanilla file so you don't have to maintain the entire original file. Just name it something like: unit_actions_conversion.js unit_actions_convsys.js unit_actions_amend.js unit_actions_{whatever you want here}.js The file would contain only the sections of code that you change/add. I believe this only works with JS files. @Itms @Stan` anything to add to my description?
  23. Thanks, this is very helpful. Will take a look
  24. I'm going to upload the files when I can, the whole mod to some repository.
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