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  1. Game Mode Concept: In this mode, the player starts in the Stone Age and progresses until the fall of the Roman Empire (for now). You can choose from various civilizations across the globe, including peoples from the Americas, Europe, Asia, and Africa. At the beginning, the player leads a nomadic group taking its first steps toward settlement and the development of early tribes. As you advance, you’ll face challenges such as animal domestication, agriculture, the rise of cities, and the emergence of empires. The goal is to survive, expand, and evolve your society through the ages, dealing with wars, alliances, and technological revolutions. Building and Unit Evolution: Each building evolves uniquely as new technologies are developed, granting players progressive benefits. These changes are visually reflected in-game through detailed graphical upgrades that showcase your civilization's technological advancement. The same system applies to units, which undergo distinct visual transformations with each upgrade—whether through weapon crafting, armor development, or clothing improvements. This allows players to visually track their society's progress, from primitive tools and garments to sophisticated weapons and attire. Resources and Mod Objective: This mod introduces an expanded resource system including hides, bones, water, clay, and other essential materials, adding depth and realism to the gameplay experience. Each resource will have strategic value for both development and defense of your civilization. While focusing primarily on your people's growth and empire building, the experience integrates combat elements. Our vision offers: Hours of strategic societal development A comprehensive cultural and technological evolution system Tactical combat that impacts empire growth The satisfaction of building a lasting civilization Challenges of governance and territorial expansion The experience balances construction and conflict, where the ultimate goal transcends mere enemy conquest - it's about creating a civilization that survives and dominates through the ages, through both development and strength when necessary. I am currently working on the Jomon culture that will become Japan in the future.
    11 points
  2. This mod reports gameplay that should not be possible in 0 A.D. without mods. Currently, in 4v4 matches, new or aspiring players are never informed about which mods are being used or how they affect gameplay. Instead, it’s implicitly assumed that everyone already knows the players and their supporting mods. With these quick in-game messages, players at least receive basic information and can further discuss the implications - whether in the match itself or on the forums. Quick start triggers the chat message: "Units receives automated commands by %(player)s at turn %(turn)s" Clicking tools like the razor rapid fire triggers the chat message: "Automated clicker makro detected by %(player)s" Elexis set up the mod template for me to fill. Lag is atm. not accounted for, so during heavy lag it could trigger false positives. I tested it in a few games and didn't had false positives. Report if it behaves weird and some thresholds should be changed. Some features that should be added: detection of a idle player turning off in game or handle 2 players with the mod to limit spam Current version: 0.1.03 oddity_detector.zip
    9 points
  3. Hi everyone, We are preparing the first "patch release" of 0 A.D., now that our workflow allows us to do that. We need your help testing it! What is a patch release? A patch release is a minor release of 0 A.D., bringing a few selected fixes from the development version into the latest release of the game. All fixes of the patch release are already present in the development version (the future Release 28). There are two important aspects to a patch release: Patch releases are OOS-compatible with major releases. If your friend has not heard about the patch release, or cannot install it for whatever reason, they should still be able to play multiplayer with you. This limits the kind of fixes we can include in a patch release. Patch releases are prepared on the side, and do not take precedence over our work towards the next major release. We prepare and provide patch releases as our resources allow. This limits the scale of the fixes we can include in a patch release. What is the current status of A27.1? We have setup all the infrastructure for generating patch releases, and a first testable version is ready for you. It is still incomplete, and thus labeled as "Release Candidate Zero" (RC0). In A27.1, we wish to include, but those are not yet in RC0: a fix for the flood on non-flood maps reloaded from a save a fix for modifying your lobby password when you have an uppercase letter in your username In RC0 are included: a fix for the large performance issue observed by some players on older hardware several small performance improvements in the calculation of simulation hashes (related to multiplayer stuttering) a fix for the distorted 3D models with GPU Skinning fixes for crashes with Vulkan and/or with GPU Skinning a fix for the game crash on pressing Fn key a fix for a crash in Atlas when the map generation fails fixes for multiplayer port forwarding package fixes for Linux desktop environments various build fixes for Linux (some sent by package managers) A27.1 will not include: any modification of simulation hashes: it could remove stuttering entirely, but it would make A27.1 incompatible with A27 (against rule 1 above) incremental simulation hashes: those improve stuttering as well, but are too complex to backport (against rule 2 above) How can I test it? You can download the release bundles of A27.1-RC0 at https://releases.wildfiregames.com/rc/ Please report below any crashes or new issues (that weren't already present in A27, unless they are listed as allegedly fixed above). Thanks for your help and support!
    8 points
  4. I finally found out where to talk about 0AD. To the devs, I hope that you keep working on this game and making new and improved updates. This game has been lots and lots of fun, thank you for making something like this i couldn't find any other games like this that I like that are even close to this one. -Some random user who joined today.
    7 points
  5. I can answer, even if I'm not nani. Very important questions - which eventually can be rephrased as "why use proxies?". I hope the rest of this post will clarify. There are various reasons, I'll just state the two I find most important. One reason is compatibility with other mods. Imagine two mods overwriting the same init function: then, only the last loaded mod will work, whereas the first loaded mod will not work - not nice for users. Additionally: if you develop a mod, you expect to develop your code based on options.js from the public mod, right? But if this file is replaced by some arbitrary custom file, you can never know if your code will work properly. In other words, if you want your mod to be compatible with other mods, then you should let the other files exist, and not overwrite them. Another reason is compatibility with 0 A.D. itself. When a new patch or version of the public mod is released, it may happen that options.js gets changed too, as part of the update. If so, you (the mod developer) must take care of replacing that file too, and release a new version of your mod with the new file. And you have to do the same will all other files that have changed... dirty job indeed! Instead, if you build your mod around existing files, your code will (most likely) work straightforward - without having to check for all files that have changed and replace them one by one. So, what does it mean to build around existing files? And what should modders do? Answer is: use PROXIES! Javascript Proxies (similar to Python decorators - I seem to remember you like Python) ensure that modded objects wrap existing objects without overwriting them. An example: by using a proxy, you can run your custom init function after, before or around the original init function. And this is exactly what happens inside options~autociv.js! patchApplyN is a brilliant example of a proxy: it executes custom code around the original init function in options.js. You can find another concrete example of a proxy for the init function in options.js here. Most likely, it is caused by another mod which replaces existing objects/functions/variables/etc. - and if this is the case, you can gently ask the author to get acquainted with proxies.
    6 points
  6. I think you're being negative. The worker counters are very good and necessary to play better. In fact, they're even present in Age of Empires 2. You can easily ignore them. In the future, the interface will be configurable and customizable. It's perfectly normal for women to build everything. And there's very little visual clutter. Regarding the fortresses, yes, breaking the AI is a shame. It doesn't seem intentional. I think you should make a separate post for the signalman. But this is a test. How can you know it'll break the game before trying it? Personally, I liked producing cavalry in the barracks, haha, and I found it got a little too close to Age of Empires. Even if it seems more realistic. I find it annoying to build a fort to produce champion units. Visual pleasure is important to many players; personally, I don't care because I've always found 0AD beautiful. There's plenty of criticism to be made; nothing is set in stone; everything is changeable. Be positive and constructive.
    6 points
  7. Congratulations development team for their commitment and dedication.
    5 points
  8. Hello everyone, This is my first time posting, and this is also my first mod for 0 A.D. This mod changes how units are reassigned when a player is defeated. Instead of transferring to Gaia, the units now go to the next undefeated ally. I think this is a really interesting mechanic, especially when playing the Regicide game mode—where all of a player's units get reassigned when their hero dies. Let me know what you think, and feel free to suggest anything I should add! Check it out here: https://github.com/TobyDustin/0ad-refugees-mod I'm also trying to get it on Mod.io. If anyone knows how to do that, I'd really appreciate your help. Here's the preview link: https://mod.io/g/0ad/m/refugees-mod?preview=f5ab66257bcb802a72f07e11b3139287 Some screenshots:
    5 points
  9. New feature: added an options button to the lobby that launches the settings page in an async subroutine In the base game, there is no way to change your settings once you are logged into the lobby! This provides you with the possibility of adjusting settings to optimum before game starts. If you have reached the gamesetup page, you can press Alt + L to launch the lobby page then press on Options.
    5 points
  10. New update: Additional camera settings: These are configurable options that are normally hidden from the settings interface, presumably because it might confuse new players. However, I personally found these camera settings to be essential for players improve their micro. In short: Scroll speed changes how fast your camera pans around the map when you press WASD. The value is the speed of the camera in m/s and the default was 120. I personally use 620 so that I can quickly move myself around my base. I allow up to 1000 but that's a bit too crazy for me. The zoom options control your altitude from the map. Default minimum is 50, but if you have a high resolution screen, you can still see content clearly for up to 10 or even 8. FOV = Field of view
    5 points
  11. making that change on historical, its intersting idea, and i like it!
    4 points
  12. It's clear there's a lot of room for balance improvement, but please don't remove CS. It's one of the few most distinctive features of the game. Let's not revert everything to the existing standard. Let's not turn 0ad into yet another RTs
    4 points
  13. I think most players would agree that the single-player content 0ad offers is meager, especially in comparison to other RTS games. There are many great scenario maps, but there are no built-in campaigns. In my opinion the underlying issue is that there is simply no way for map makers to tell a story. I want/plan to make an interface for exactly that; the capability to tell the player about the historical context and events a game or campaign is based on, and to pack it into a plot that unfolds while the player plays through it. I'll disclaim it straight ahead: I'm not the typical and traditional RTS player that I know many other people in this community are -- e.g. I haven't player the AOE games. It might be because of that, but I personally dislike the idea of adding actual dialogue and voiceovers. I'd personally rather convey the feeling of reading a history book. However, I am well aware that there are players who would disagree with this. So why not do both? We could have history-book style prologues and epilogues and something alike at key points too. And to bring the story to a more interactive, personal level, add the ability to have character monologues and dialogues. What do you think? I made this thread to collect concepts and ideas on how to make it work and look. (By the way, I made some mockups for this a while ago, I'll post that in here when I've cleaned it up.)
    4 points
  14. Why not? The data is available you just need to display it.
    4 points
  15. I'm no specialist, but it seems to me that it's extremely difficult to do both at the same time. Sail is not viewed as a supplemental propulsion, it is something used for long distance. My personal opinion is that Bronze Age and Iron Age warriors favored the mobility and portability of boats. It should not be forgotten that there are no indications that they had ports of any significant size. Maybe we can make an exception for the merchant ship, since it is a case really inappropriate for rowers. Maybe decorations or stempost size? Here a few ideas (the outrigger is maybe a bit excessive but why not):
    4 points
  16. This scenario is based to 265 B.C. in the Mediterranean sea, one year before the first punic war. In the past I realized various maps based in Europe and in this period, but the most of these aren't playable anymore, so i made another map for this scenario. The civ you can choose are: Aedui(Gauls), Romans, Carthaginians, Edetani(Iberians), Macedonians, Suebi(Britons), Iceni(Britons), Sarmatians(Gauls). RiseofRome.xml RiseofRome.pmp
    4 points
  17. except that people that think this way are a very small minority. Sure, some people think being racist is funny, but almost everyone disagrees. So you are plain wrong. It's not "usually funny", you usually think it's funny, even though no one else laughs.
    4 points
  18. The most recent release of 0 A.D. is Alpha 27 and can be downloaded here: https://play0ad.com/download/ The link posted by @Stugna points to unreleased code, which might be buggy and break stuff. It's not meant to be used instead of Alpha 27 for regular playing, but rather for testing upcoming changes. Unless you really know what you're doing, don't download anything from there. If you want to test upcoming changes, please report your findings as described here: https://gitea.wildfiregames.com/0ad/0ad/wiki/ReportingErrors Once there is a new release of 0 A.D., it'll will be an announced and you'll find updated instructions how to install it on https://play0ad.com/download/
    4 points
  19. I have often found that people who swear or use derogatory language every other word do so because they lack the vocabulary to put together well thought sentences utilizing a variety of words.
    4 points
  20. "Good afternoon everyone! I'm here to share the latest news about my mod, World Rising! - *Technologies and Buildings*: I'm working on implementing technologies in buildings and creating new upgrades for houses and fireplaces. Houses now reach level 4 and fireplaces up to level 3, each bringing new technologies, buildings, and units. - *Custom Icons*: Each unit, building, and technology will have its own unique icon. - *Gameplay Adjustments*: I'm revamping the status of units and buildings to make the game more realistic. Construction and learning times will be longer in primitive eras and decrease as civilization evolves. - *Sneak Peek*: I'm sharing some images of what's been implemented so far. Hope you like it! - *Comment and Give Feedback*: Please leave your comments and questions. Your opinion is important to me!"
    4 points
  21. I would like to share some engine changes that I made locally to A27-0 release. Feel free to apply my patch and rebuild for better performance / more features. Core changes: 1. Turn off Nursery Heuristic (Dunedan's performance patch) which greatly increases fps in fights. 2. Does not write config strings to mainlog.html but prints out in console instead. This shortens the mainlog by a lot of spam, especially if you use Autociv and / or ModernGUI 3. Prettier console with less transparent background, better cursor, larger fonts etc 4. Prints out every step of the handshake process when joining / hosting a game. This allows you to see why you can't join someone or who is the "unknown player" that failed to join you. The "unknown player" often freezes the host and ruins the game as the host doesn't know which username to kick. 5. Network warnings if the ping is more than 200ms. The default warning time is scaled with turn time, so sometimes the game might freeze due to bad conn but still you couldn't tell who was the cause. sevda.diff
    4 points
  22. Buenos días o tardes; -El Mod está ,al igual que el juego ,aún en desarrollo, por lo que hay muchas cosas que aún no están o fallan, pero aquí le dejo un tutorial. -Entre en el enlace de @Lopess: https://github.com/wltonlopes/Endovelico -Pinche en "Code" Pinche en "Download ZIP" (Después de la descarga completa) 1)Váyase a "Descargas" ,pinche "Copiar" el archivo "Endovélico". 2)Va a Documentos . 3)Después a "My games". 4)Luego a "0ad". 5)A continuación a "mods". 6)Pincha "pegar". 7)Revise que la carpeta se colocó ahí. 8)Abre el juego y piche en "Ajustes "y en "Selección de Mods". 9)Pinche en el mod "Endovelico",en el panel superior. 10)Pinche en "Activar" en el margen inferior izquierdo, que estará en color rojizo. 11)Asegúrese que el archivo bajó al panel inferior y "Activar" está en gris. 12)Pinche en Guardar configuración ". 13)Pinche en "Guardar y reiniciar". 14)Finalmente ,vuelva a abrir el juego. -Espero haberle ayudado Disculpen las molestias*
    4 points
  23. ISO OF: Game testers and artists! We have made a lot of changes/tweaks and have added new units. We need people to help test out; A for any errors that may still exists (I make a lot of mistakes) and B for balance! Also since we have added a lot of new units, we need someone to help create Icons/Portriats. I have mostly figured out actors, but its still confusing because you may have two units that look the same in your barracks, or stable, but they are actually different units. I just reused an icon for now. Thanks @TheCJ for all your help. @Atrik for the earlier icons, any interest in making more? @Genava55 and @Thorfinn the Shallow Minded for the historical input. Also thanks to @borg-@SaidRdz@Meister@friedrich@Seleucids@leopard@Tania and probably others I am forgetting for playing a few games or offering a few ideas.
    4 points
  24. New to feldmap v 2.1.1! Slopes balanced, a remake of a fan favorite using the feldmap balancer. Foothills balanced Continent balanced Coast Range balanced: also notice the change to the shape of the mountain region.
    4 points
  25. Tonight, Hanisx joined a game that I was spectating and asked me to play with him. So I played 3 consecutive 1v1s against Hanisx and he lost all of them. He did not resign in game 1 and 2; he just killed the pyrogensis process by the looks of things. I have recorded my screen throughout the entire 3 games, unedited, and you can see his rude trash talk on top of leaving rated games. The replay files have been compressed to zips, you can check them for foul play: 2025-04-23_000.zip Can something be done about this guy? His foul language is appalling and never resigns in rated games.
    4 points
  26. The best way to win while being in same team as DoctorOrgans is to do a secret pact with the enemies team and the resign in his base min 15. This way, you are "winning" even if you are in jc team.
    3 points
  27. Alright, that's what I'll do, likely starting with the parchment overlay. There's some other stuff I have to finish first, but I will get to this soon.
    3 points
  28. I am making a campaign which contains scenario-like levels to teach players advanced micro skills in battles to improve their fighting performance. This is the first version: battlecampaign.zip I will be adding more levels and tactics to it once Atlas Editor fixes itself from crashing all the time Feel free to give suggestions ! Link to the github (actively developing): https://github.com/Yekaterina999/battlecampaign.git
    3 points
  29. Adding to what @Mentulasaid: the reason for adding ~ and !!! In different places of the file name is to control the loading order of the files. The script files in pyrogeneisis are always loaded following the ASCII order and adding a ~ in the end of the file name will guarantee that is loaded after the original file you want to modify. Likewise if you want to load a file before another you will need to add !!! In the begging of you file name. Reference: https://trac.wildfiregames.com/wiki/ModdingGuiAndSimulation https://en.m.wikipedia.org/wiki/ASCII#Printable_character_table
    3 points
  30. From your video, we can see that that javs are wasting time bumping into each others, while slingers continuously attack. If you make the same test with both groups locked in formation, the outcome should be favorable to javs (because formation allow units the almost ignore hitboxs of other units in their formation, therefor no more bumping).
    3 points
  31. Great. Add it then. I don’t think anyone will oppose it.
    3 points
  32. Ok, I got in touch with Dr. Bengtsson, who authored some of the works we discussed here and she gave some helpful feedback. The Hjortspring boat was paddled, not rowed, but rowed vessels likely existed as well. I think its ok to keep the oars since we would have floating paddles otherwise. radially split logs became used in the same time frame as the hjortspring boat is dated, and were used to build the nydam boats. so I think we could make use of a nydam style boat for some visual variety. Sails were used, likely square shaped and made out of varying materials. if sails are used on a boat, either a side rudder or double-steering oars should be used as well. Single masts are supported by rock art and stone ship monuments, but bipod masts are also possible. Perhaps if we do more of a nydam style boat (merchant ship and maybe arrow ship), it could use a single square sail with a side rudder I personally think something like the Himmestadlund-1a could be a beautiful inspiration. Rock art and monuments suggest platforms at the stern like what @Lopess has on the hjortspring model. outriggers are not used outside of the pacific, so no boat should have an outrigger.
    3 points
  33. Well done. If we want more color, we can also add a few shields on the sides. Maybe on both ends.
    3 points
  34. It seems to be a simple model, even more so using this reference model and the texture of the northern boat.
    3 points
  35. That's good inspiration. Here is a mockup I made a while ago: It's comparable to the storytelling screen of AOE2 DE, no? It's missing an image obviously, which is essential to achieve a more aesthetic look. The question is how to and where to place images on that parchment (in terms of layout) and where we can get them from in the first place... Can we maybe find an artist to draw characters or scenes for it? Or do you think there would there be enough royalty-free material available online to cover some basic campaigns?
    3 points
  36. I dont know what to say, he rage quit. I told him if he didnt come back I will post it on the forum for people to laugh at him. He didnt come back. LOOOOOOL I think some players like Geriatrix are wellcome to make memes or Videos with memes about it. I enjoyed those videos. It was unrated though, but still funny how he tries to make me not post it. metadata.json commands.txt
    3 points
  37. @Vantha I think your idea is very good, and while we can say that adding audio/video tracks increases immersion, the most fundamental (and complex) thing is building compelling characters and an interesting narrative that can be supported by simple things. Here are some example from AOE2, some nice-looking portraits of the character, some text to tell the story. The idea of moving forward on a path can be achieved with a few aesthetically well-connected elements. https://gamerant.com/age-of-empires-2-best-campaigns-ranked/
    3 points
  38. I always thought this was a really dumb change from a24 In a23 (and before), only Persia and Sele had the cav health upgrade. This made sense as those were the cav civs. Cav was still playable by other civs but it wasn’t OP. Persia and Sele had a true cav advantage but because they’re slower civs and going cav (vs inf) is slow, Sele and Persia never felt OP. Then in a24, all civs got the cav health upgrade. Suddenly, cav became the meta because all civs had access to OP cav that was much better than inf. In a24, Sele and Persia got the spear champ cav health upgrade, which was somehow both not useful enough (it only applied to one type of cav that is hard to produce so these cav civs were mostly the same as every other civ’s cav) and too useful (made spear champ cav, which was already the strongest unit in the game even stronger). tldr: the cav health upgrade shouldn’t exist for all civs and should replace the champ cav health upgrade for Persia and Sele. It will help with infvs cav balance and make Sele and Persia more unique while not being OP
    3 points
  39. This version should account for lag. I can't test it in real games atm. so maybe someone can verify from real games how well this works. This should not trigger when the turn length is over 400 ms (the usual one is 200). Maybe that number needs to be adapted. In a replay set on 0.25x it didn't trigger.
    3 points
  40. @Duileoga I will start making the units for the civs, with that many of the error issues will be looked at more carefully, today I will look at the issues of the projectile props, garrison and I will make temporary files for the garrison flags
    3 points
  41. I'll be glad to explain why I do it, and give some general build order ideas! I. Cheap/fast economy! Females as much for resource efficient woodcutters then CS and they train a little faster. They don't cost resources (wood) that you can invest elsewhere. Theses reasons are obvious, and are why most players will start the game making females for the first minutes. At some point, most players switch producing CS instead of females, because they will have enough/excess wood! And I don't! Won't I get too much wood? My first military buildings are very rarely to produce woodcutters. They are either : Stables that can produce cavs to hunt (hunting gather a very good boost to your eco) and harass. The extra good thing is that cavs consume lot of food so they will eat up their own fast food production, and when it's your 1rst production building, it happens also when food is cheap from berries gathering. Barracks to produce minerals gatherers only. In that case, some civilizations are better then others to consume minerals, but a lot of them can consume metal very fast in p2 (on mercs mostly, like ptol, mace, athen, carth, kushs...). Even for civ that don't have mercs, gathering minerals only with CS can help you advance to phase 3 fast, then consume minerals with upgrades and p3 stuff. In Team Games, you often have to think about which players will be in trouble, and which ones will have to be winning over nearby opponent ASAP in order to win the game. therefor going for some cav harassing, or early mercenaries attack provides a initiative advantage. As well, you can help allies with resources. Because of this, swift/cheap economy feels like so much likely to provides you the opportunities to maximize your game impact. II. Resilience to rush? So now, you probably think that the drawback is that you can be so much more easily rushed. but remember, most players also make females until they have 60, you just keep on producing them a little longer. Consider it that way : this create a growing feminization gap between you and an opponent often from minute 6 to 11. So at minute 6-9, you don't have that much of a gap. minute 9-11, you now have so much females, that even if you opponent come and kills some, it's only him killing workers that you would be replacing/deleting yourself soon! Doomed if you rush, doomed if you don't? Of course rushes might hurt you but they need to make much more kills to be effective. 10-20 deaths is just what you would have replaced anyways. III. Late game economy management with females. Surely in late game, having 100+ females is never useful. Wrong! In late game females, (from fertility festival, or just from CC) can be a key variable to keep your economy at a great level in all circumstance. They only need to be alive a bit more then a minute to gather what they cost you, and if trained from houses, are so great to keep your population (and therefor your economy) maxed out. It's much, much better to have 200 pop with 100 females then 150 pop with only 50 obviously! If the fighting stalls, then you can always replace some females and grow your forces. IV. More interesting meta There are other topics talking about this and indeed (booming=turtling), often rushing is made hard on players that have tones of infantry on multiple woodlines, all around their base. Making any rush very easy to defend. If you have woodlines full of females, then you now have the woodlines having to be defended. I feel like it does make both attacking and defending more interesting. TLDR: Females are the best economic unit.
    3 points
  42. Furthermore, this civ needs some more balancing and content. 1. No stables available 2. Only CC can train ranged units. No ranged units in barracks 3. Only 1 hero 4. Need more cavalry where appropriate. Dacians are the most wanted civ according to the crowd feedback that I have seen, so it would be really useful to fix this civ first, out of the dozens of civs in Endovelico.
    3 points
  43. Buenos día o tardes; -Para el mod hice muchos animales; Asia África América Europa Disculpen las molestias*
    3 points
  44. "Thank you everyone! I'm super excited to share some amazing updates! Stay tuned, next week brings a ton of new stuff! I'll be posting everything here, so don't miss out!"
    3 points
  45. Hi @ffm2, getting back to you after taking a closer look - you have actually detected a real OOS which was also observed by @real_tabasco_sauce. This would be a correct way to test the branch (although you would lack translations and shaders), which shouldn't create an OOS in itself. Taking a closer look at a fix I had included in the branch, that fix is OOS-incompatible with 27.0. So I removed it from the branch. Your commands file was useful for me to assert that this specific fix was creating an OOS You can test the branch again if you wish, or you can wait a couple days before we distribute testable bundles of 27.1.
    3 points
  46. Should be already
    3 points
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