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[OC] Punt Rank 2020: Week 5 - Brett Kern Appreciation Club, the continued painful existence of Kevin Huber, PUNTERS THROWING TDs and the birth of Air Townsend. All this and the best video highlights of the week...

Welcome back, Punt Fans, to your slightly later than usual but there's no Thursday Night Football so what else are you going to be doing edition of our weekly hunt for the King of Punt – it’s /NFL’s own Punt Rank. If you haven’t been here with me before, the concept is both simple and fantastically over-engineered. Lemme break it down:
Each punter’s performance against five vital punting metrics is ranked against every other punter in the league.
Those rankings are combined into a weighted average ranking – the 2020 NFL Punt Rank.
Punt Heroes rise to the top; Punt Zeros sink to the bottom. Last week’s post and Week 4 standings are available here for the archivists, and all of this week’s stats analysis and highlights and lowlights in video form are just moments away.
As always I’m excited to get your perspectives on your team’s punter, and you can point me to things that I may have missed or overlooked, so please hit me with your feedback and questions in the comments!

Punt Rank Standings

Punt Rank 2020: Week 5 Overall Standings
2020 Week 5: Punt Performance Summary

Good Week for

Brett Kern (TEN, +1 to #3). Eh what do you want to know. If you’re reading this it means you like punting. If you like punting, you know that Brett Kern is a really, really great punter. And, Q.E.D – Brett was demonstrably great against the Bills on (the other) TNF. His three punts this week for the no-longer-significantly-infectious-Titans pinned Josh Allen and his shorts at the 9, 9 and 3 yard lines – covering 86% of Average Available Field which is GOAT tier punting. Here’s the pick of the bunch (his 41 yard precisiobomb corralled at the 3 yard line by Chris Milton) covering 93% of Available Field, and measuring in 7.6 yards better than an average punt from the opposing 44 yard line. Tidy.
In addition to his really really really great punting, the Kerninator also wrangled at least two uttely horrible snaps into decent holds for Gostkowski to continue his kicking renaissance tour, which is a majorly underrated part of the punter job description...
Logan Cooke (JAX, +12 to #13). SPEAKING OF PUNTER HOLDS AND THE EFFECT IT HAS ON KICKERS. Now I’m not saying that Chef had anything to do with the end of Stephen Hauschka’s NFL career on Sunday (0 for 2 within less than two minutes at the end of the first half, not called upon again, then cut PDQ after the weekend), but then I’m not not saying that either. Luckily for Logan (shoot I think I used that joke last week as well) the punting element of his game was without such ugly question marks. 100% of his three punts ended inside the Houston 20 yard line, covering 73%, 83% and 89% of Available Field, sneaking him up to 13th overall. Now let’s see if he can hold onto it. Geddit? Hold?! Pah.

Bad Week for

Kevin Huber (CIN, -8 to #24). On a game where the Bengals only managed the paltry total of 12 first downs (an average of one, yes ONE first down on their 12 offensive drives), K-Hub’s Bad Day was at least somewhat salvaged by the first half holy trinity of Turnover on Downs, INT and Fumble on consecutive drives (2, 3 and 4 – if you’re counting). Without that magical offensive incompetence, he could have been looking at double figure punts (I see you, Tress Way in Washington). As it was, he escaped with just the seven (!), but he takes a slide in the Punt Rank rankings as two of those (admittedly 57 and 60 yard boots) snuck for touchbacks, taking his season touchback percentage total to 26.1% which is second last in the league, just behind Tommy Townsend (more on him later). None of the magnificent seven made it inside the 20, wiping 13% off his season long percentage. However, in Kev’s defence, the first of his two end-zone-botherers this week was another case of coulda woulda shoulda from his coverage team. Alex Erikson heroically made up all the ground to reach the ball as it took a hop into the end zone, but his flailing scoopitty-scoop only managed to floopitty-floop the ball into the wrong side of the pylon.
Bengals bungle.
Football is a game of inches, and those couple cost Kev. And, after last week’s feature in Egregious Touchback of the Week where basically exactly the same thing happened, it’s entirely possible that Kevin Huber is stuck in some kind of awful groundhog day based time loop. That would at least explain this instagram account.
Ty Long (LAC, -5 to #23). Ty Long was the victim of the binary brain of Saints rookie receivereturnerobot automaton Marquez Callaway this week. In Marquez’s awesome little computer mind, he’s going:
IF
punt_catch_loc > 15 THEN SELECT Return_Like_Craycray FROM Return.Options
ELSE Fair_Catch_That_MF
Unfortunately for Ty, six of his seven punts were outside that 15 yard threshold and the big red light on Robot Marquez's head went off like WOO WOO, and he went HAM on bringing those suckers back. 69 (nice) return yards on the day with a long of 19 wiped almost ten yards off Long's Gross Average for the day and left him at just 53% of Average Available Field covered. The Chargers have now leaked 149 return yards for the season which is second worst in the league (behind those irrepressibly awful Jets) and almost three times the league average of 56 through five weeks. Ty will be hoping that they can turn that around before… long. Sorry.

Punt of the week – Week 5

Corey Bojorquez (BUF) continues his wild oscillation between the sublime and the ridiculous. It’s an odd-week so I guess this week it’s Sublime Corey, whose 71 yard scud missile from his own ten yard line in the second quarter of this week’s edition of Tuesday Night Football Bought To You By COVID-19 was an astonishing 28.3 yards longer than my Expected Net Gain model for an average punt from that spot. Look at this baby fly!
Bojorquez booms one.

Punters doin’ shit – Week 5

Hey, it’s Corey Bojorquez again! Guess he can do sublime AND ridiculous in a single week now. It’s Puntception. Corey’s first punt of the day was coming alllll the way back for 6 until he decided to put his face on the line to put an end to Kalif Raymond’s 40 yard return. BLOOF. Look at him putting on his cap all swag afterwards like yeah I blew that dude up
Yeah I think tackling with your head is good form?
But that’s not all for Punters Doin’ Shit in Week 5, oh no. We have a bonus double edition! and I include this clip with great enjoyment but also great sadness. Gentlemen and Gentlemen (just being real here), this week Riley Dixon (NYG) threw a Touchdown pass! For Giants fans reading this is when someone on your team throws the ball into the big painted area at the end of the field and a player (also on your team) catches it. I know this sounds strange and unusual, but it can happen. And it did happen for Riley on this awesome fake field goal toss to Evan Engram, brilliantly narrated by the incomparable Tony Romo in the clip below. Seriously, this call is outstanding…
Nobody look at me, doo doo do, you cant see me... Jim Nantz, don't talK to.. IM OPEN, THROW IT
Unfortunately, the play itself was called back due to a player not lined up on the line of scrimmage and the Giants had to settle for a 50 yard field goal. For Chargers and Jags fans reading, this is when your kicker kicks the ball and it goes between the two big tall standy uppy line things. I know this sounds strange and unusual, but it can happen. No TD for Riley, but we have the memories…

Egregious touchback of the week – Week 5

I might start calling this the Kevin Huber Touchback Memorial Column, after ANOTHER narrow miss by the Bengals coverage left Kev high and dry this week against the Ravens (see Bad Week).
Outside of that shambles, there were only 6 touchbacks on the other 102 punts in Week 5, and most of them were fairly ordinary so there isn’t much egregiousity (not a word but I’m going with it) to discuss. Instead today we’re going to take some time to appreciate Tommy Townsend (KC) who has apparently got some kind of nuclear powered leg and is playing a game called “look how far away I can kick a touchback from”. For those who haven’t been paying close attention, here’s how Tommy’s rookie season has gone so far in touchback terms.
Week 1 – 44 yards, modest.
Week 2 – 55 yards, expressive.
Week 3 – only punted once so gave myself a week off from this.
Week 4 – fucken LOLs this is, how about a 60 AND a 65!
Week 5 – hold my beer…
Oh my god Becky, look at this punt.
67 yards! SIXTY SEVEN! And that’s from the line of scrimmage - that sucker went almost EIGHTY YARDS in the AIR. It bounced at the two and I think the returner just never even saw it. He probably thought it went into orbit or something. Absolutely ludicrous distance and hangtime here from Tommy. And, thus, I think we have our new moniker for the lad: Air Townsend. Which is also funny because it sounds like hair and he has got long hair.
I’m wasted doing this.

Future of Punt Rank: desperate data plea

So part of my data collection for this analysis used to come from the brilliant Pro Football Reference gameplay finder. Which, as of this week, appears to have been absorbed into Stathead. And they’re now charging $8 a month for access to these individual play description tables, which is a massive punt in the balls.
Without this data, I’ve got no way to calculate Average Available Field coverage, no plus/minus performance against the Punt Expected Net Gain, and no data on punts inside the 5 and 10 yard lines – all of which come from that analysis of the individual punt plays. Whilst this data doesn’t feed the actual rankings (which come from free NFL.com data tables), they are all metrics that really help add context to the basic stats, and are things that people reading have commented on in the past and said they found interesting.
So, if anyone knows of anywhere else where I can access and download these play descriptions for each individual punt (without manually sifting the ESPN play by play reports!!), then please please let me know in the comments below. Alternatively if the eight people who read this each wanna chip in a buck a month on an ongoing basis so we can pay Stathead then that’d be cool too.
A sad day for punt stat fans to be sure. Fucken big corporate…
And on that note, all that's left is to say I will see you again next week for a likely more analytically constrained but still enthusiastically trying my bestest edition of Punt Rank.
Yours,
Eyebrows.
submitted by erictaylorseyebrows to nfl [link] [comments]

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.
Note that to get all of the beacons in the network on the new protocol, we are requiring ALL beacons to be validated. A two week (14 day) grace period is provided by the code, starting at the time of the transition height, for people currently holding a beacon to validate the beacon and prevent it from expiring. That means that EVERY CRUNCHER must advertise and validate their beacon AFTER the v11 transition (around Oct 4th) and BEFORE October 18th (or more precisely, 14 days from the actual date of the v11 transition). If you do not advertise and validate your beacon by this time, your beacon will expire and you will stop earning research rewards until you advertise and validate a new beacon. This process has been made much easier by a brand new beacon "wizard" that helps manage beacon advertisements and renewals. Once a beacon has been validated and is a v11 protocol beacon, the normal 180 day expiration rules apply. Note, however, that the 180 day expiration on research rewards has been removed with the Fern update. This means that while your beacon might expire after 180 days, your earned research rewards will be retained and can be claimed by advertising a beacon with the same CPID and going through the validation process again. In other words, you do not lose any earned research rewards if you do not stake a block within 180 days and keep your beacon up-to-date.
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!

Summary Changelog

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.

Removed

Beacons

Added

Changed

Removed

Unaltered

As a reminder:

Superblocks

Added

Changed

Removed

Voting

Added

Changed

Removed

Detailed Changelog

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

Added

Changed

Removed

Fixed

submitted by jamescowens to gridcoin [link] [comments]

MAME 0.222

MAME 0.222

MAME 0.222, the product of our May/June development cycle, is ready today, and it’s a very exciting release. There are lots of bug fixes, including some long-standing issues with classics like Bosconian and Gaplus, and missing pan/zoom effects in games on Seta hardware. Two more Nintendo LCD games are supported: the Panorama Screen version of Popeye, and the two-player Donkey Kong 3 Micro Vs. System. New versions of supported games include a review copy of DonPachi that allows the game to be paused for photography, and a version of the adult Qix game Gals Panic for the Taiwanese market.
Other advancements on the arcade side include audio circuitry emulation for 280-ZZZAP, and protection microcontroller emulation for Kick and Run and Captain Silver.
The GRiD Compass series were possibly the first rugged computers in the clamshell form factor, possibly best known for their use on NASA space shuttle missions in the 1980s. The initial model, the Compass 1101, is now usable in MAME. There are lots of improvements to the Tandy Color Computer drivers in this release, with better cartridge support being a theme. Acorn BBC series drivers now support Solidisk file system ROMs. Writing to IMD floppy images (popular for CP/M computers) is now supported, and a critical bug affecting writes to HFE disk images has been fixed. Software list additions include a collection of CDs for the SGI MIPS workstations.
There are several updates to Apple II emulation this month, including support for several accelerators, a new IWM floppy controller core, and support for using two memory cards simultaneously on the CFFA2. As usual, we’ve added the latest original software dumps and clean cracks to the software lists, including lots of educational titles.
Finally, the memory system has been optimised, yielding performance improvements in all emulated systems, you no longer need to avoid non-ASCII characters in paths when using the chdman tool, and jedutil supports more devices.
There were too many HyperScan RFID cards added to the software list to itemise them all here. You can read about all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page.

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

submitted by cuavas to emulation [link] [comments]

MAME 0.222

MAME 0.222

MAME 0.222, the product of our May/June development cycle, is ready today, and it’s a very exciting release. There are lots of bug fixes, including some long-standing issues with classics like Bosconian and Gaplus, and missing pan/zoom effects in games on Seta hardware. Two more Nintendo LCD games are supported: the Panorama Screen version of Popeye, and the two-player Donkey Kong 3 Micro Vs. System. New versions of supported games include a review copy of DonPachi that allows the game to be paused for photography, and a version of the adult Qix game Gals Panic for the Taiwanese market.
Other advancements on the arcade side include audio circuitry emulation for 280-ZZZAP, and protection microcontroller emulation for Kick and Run and Captain Silver.
The GRiD Compass series were possibly the first rugged computers in the clamshell form factor, possibly best known for their use on NASA space shuttle missions in the 1980s. The initial model, the Compass 1101, is now usable in MAME. There are lots of improvements to the Tandy Color Computer drivers in this release, with better cartridge support being a theme. Acorn BBC series drivers now support Solidisk file system ROMs. Writing to IMD floppy images (popular for CP/M computers) is now supported, and a critical bug affecting writes to HFE disk images has been fixed. Software list additions include a collection of CDs for the SGI MIPS workstations.
There are several updates to Apple II emulation this month, including support for several accelerators, a new IWM floppy controller core, and support for using two memory cards simultaneously on the CFFA2. As usual, we’ve added the latest original software dumps and clean cracks to the software lists, including lots of educational titles.
Finally, the memory system has been optimised, yielding performance improvements in all emulated systems, you no longer need to avoid non-ASCII characters in paths when using the chdman tool, and jedutil supports more devices.
There were too many HyperScan RFID cards added to the software list to itemise them all here. You can read about all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page.

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

submitted by cuavas to MAME [link] [comments]

Fixing KotFE Part 4 - What's An Alliance Without Allies?

Special thanks again to these two sites for summarising the expansions so I don't have to watch hours of youtube videos or fights thousands of Skytroopers to remember what happened in some of the chapters. They were incredibly helpful and I honestly don't know if I would have bothered finishing this if I didn't have them on hand. Also, if you want to compare and contrast my story to the original, these will probably come in handy.

Introduction

Welcome to Part 4 of Fixing KotFE! Here, I'll be looking at the story after you take over as Alliance Commander which, in my version, occurs in Chapter 6. The story up until this point can be found in Part 3 here.
This is the section where I usually write out my aims but these carry on from Part 3, so I'll save everyone some time there. I'm really happy with some of the changes I made and I think we get some cool concepts that aren't explored in the original so I hope you like it too. However, there is something I'd like to explain that I never really got into. Technically, I guess it would go into the gameplay section but it feels more story-based.
I'd add a prison to the base on Asylum where you can place characters who you decide to capture or imprison. At this point in the story, that would only allow for Senya, if you chose to imprison her, rather than allow her to join the council, however there are other characters in the future who can be held there. I think the prison would be an optional area that you can visit and talk to your prisoners, if you have any. They would say different things depending on your last completed chapter. This would obviously add more voice acting but I think it would help to create a sense of continuity when you can see and talk to these characters you chose t capture. It would also allow Senya to continue being a part of the story, even if you chose not to allow her onto the War Council. It's also just a fun idea that plays well into you being the big boss if you can interrogate your prisoners.
With that little bit out of the way, we'll start with:

Chapter 7: Twin-Tailed Scorpion

Some time has passed since you officially joined, and became the commander of the Alliance. You are called to the war table to discuss a strange broadcast that Theron had picked up. He refuses to tell you more without meeting in person.
You join your war council, who are already in place. As a reminder, this includes:
Theron reveals that he received a distress signal from the very prison you had been imprisoned in for 5 years. Even more peculiar, the signal was only broadcast on channels used by Imperial Intelligence before it was disbanded. Theron warns you that this was probably a trap but Lana points out that you could use some allies on Zakuul. You decide it's strange enough to investigate regardless.
The scene shifts to you being discreetly dropped off within the Old World district of Zakuul, with Hylo explaining that it would be impossible to get you any closer without being spotted, with Arcann having increased security after your escape, increasing the production of the prototype Skytroopers.
You make your way through the Old World where your radio signal is lost. Instead, you are greeted by a strange, robotic voice that begins directing you to a service door in the Old World. You go through the door which shuts and locks behind you and begin making your way back up to the prison, fighting through maintenance and industry droids as you do, all the time being directed by the synthesised feminine voice.
Eventually, you enter the prison once more. However, you are in a different part than before. You continue to receive directions, with doors closing to cut off Knights and allowing you to pass. You are eventually brought to a room. The door opening to reveal SCORPIO, hooked up to a machine and wired into the wall. She speaks to you, introducing herself and explaining the situation (or simply explaining what had happened if speaking to an agent).
SCORPIO explains that, after Arcann's takeover of the galaxy, she allied with him, quickly rising through the ranks to become one of Arcann's most trustworthy allies over the 5 years. However, this was all a ruse so that she could gain information. She planned to sell Arcann's secrets to the highest bidder but was caught before she could leave Zakuul. She was imprisoned and wired into the prison security system, trapped both physically and mentally. However, the Zakuulians underestimated her and within days, she had taken over the system completely. She'd even snark that this wasn't the first prison security system she had taken control of, referencing Belsavis. She explains that she had discovered your location while in the system and had managed to send a message to Lana, allowing her to enact your escape. SCORPIO goes on to add that she had used the security systems to aid you, in the hopes that you would return the favour and free her from her own imprisonment, since the prison was a closed system and she was locked inside. In return, she would join the Alliance, if only to get revenge on Arcann.
You agree to free her and are sent around the prison to deactivate various systems, allowing SCORPIO's escape.As you do so, you see snippets of SCORPIO's most recent memories, showing Arcann ambushing her as she attempts to leave the palace, sadly admitting that he had hoped she wouldn't try to betray him, even after the Scions warned him it would happen. SCORPIO, being her usual self, would respond snarkily, leading Arcann to angrily sentence her to be implemented within the prison security system. You then have to defend SCORPIO's body from Skytroopers and Knights while her consciousness downloads into it once again. As she is freed, explosions rock the prison and SCORPIO smugly explains that it is time for you to leave. Before you can ask how, another explosion causes the cell to break away from the prison complex, letting you freefall towards the planet's surface. You are saved as Hylo's dropship swoops in managing to catch the cell within the cargo bay.
Returning to Asylum, SCORPIO begins to brief everyone on what she knows; to get to Arcann, the infrastructure of Zakuul must be taken down, starting with the Old World, where he has the weakest grip. Arcann rules over the Old World thanks to a shaky alliance with the Scion cult. The Scions essentially rule over the sector by providing Arcann with access to Heskal's prophecies. In turn, only a minimal security force of Skytroopers exists in the Old World. She mentions that the best way to dethrone Heskal and the Scions is to work with one of the rival gangs. Lana adds that she had already established contact with two of the Old World's gangs and that she would need time to set up meetings with the gang leaders.
At this point, you see your first newsreel. It shows two presenters, a male who introduces himself as Adorus Bell and a female, Zelia Myker, sitting at a desk and recounting an act of domestic terrorism by the cell calling itself the Alliance. The Alliance, led by a radical extremist who is believed to be serving Vitiate destroyed a secure complex, killing a number of knights who were protecting the area and almost killing Princess Vaylin, who has been moved to a more secure facility. Thanks to the sacrifices of the Knights, no civilians were injured in the explosion. They then broadcast a message from Emperor Arcann himself, reassuring the people of Zakuul that he will personally capture this Agent of Vitiate and stop the Alliance.
My aim here was to establish SCORPIO with a clear character that fits her personality, keep her selfish amorality and also provide her with a motivation to actually help you, even if she's still secretive and coy about it. She wants revenge on Arcann for pre-empting her betrayal and imprisoning her. she simply thinks that you and your Alliance are the best chance at fulfilling her revenge. SCORPIO's weakness was always her pride. We don't really see that In the proper expansions. Instead, we just got a series of convoluted double crosses and fake outs which were just more confusing than anything and made it seem like she just bounced from one side to the other. I hope to create a more straight forward story For SCORPIO that is still true to the character. I also liked the idea of SCORPIO ending up in a similar situation to when the agent first meets her.
As an extra note, I added the idea of you escaping via SCORPIO ejecting the cell And hylo catching it at the last moment and I Just really think its a fun, silly concept that gets to show off SCORPIO's unique problem solving while selling Hylo as a great pilot.
Lastly, this is where I introduce a new narrative technique. In the original game, we often jump to conversations between Vaylin and Arcann that we, as the character, are not privy to. I think this is a problem since we, as the audience, now know more than our characters do which creates a narrative dissonance to the choices. I understand that the purpose of this was to develop Arcann and Vaylin as characters while we couldn't meet them but I think a better solution would be the newsreels. It lets us see Arcann, in character, and gives us an understanding of what the population of Zakuul are getting in terms of how our actions are portrayed.

Chapter 8: Friends In Low Places

You receive a message from Lana who has contacted two gangs within the Old World. She asks for you to accompany her to meet with the gang leaders and choose which one you'd want to work with. As you travel, you learn from Lana that the Scions are practically untouchable, due to Arcann's aid. The local security chief, Captain Arex, secretly protects them from other gangs in return for Heskal providing Arcann with visions of the future.
The two of you shuttle to the Old World and go to meet with the gangs. The first is a group of anarchists led by Kaliyo known as the Firebrands. They have a plan to blow up a Skytrooper factory and need your help. Theron argues over the radio that the factory is too close to civilians while Lana points out that destroying Arcann's source of troops would hurt the war effort.
You then go to meet the other gang, a group of thieves known as the Old World Kath Hounds, led by Vette, who steal from the rich living in the Spire to give back to people of the Old World. While they have the favour of the people of the Old World, the gang members aren't fighters and wouldn't be able to help much with the war effort. Vette proposes a plan to steal intelligence from the Old World security depot. However, they need your help to distract the security chief and his Skytroopers.
At this point, you have to choose who you will ally with; Kaliyo's Firebrands or Vette's Kath Hounds. Depending on the one you choose, you are sent on a different mission.
For the Kath Hounds, you create trouble, attracting the security forces and fighting off Skytroopers. While they chase you, Vette keeps you informed on the mission's progress as they sneak into the security depot and take what you need, before you are tasked with escaping from the Skytroopers and meet back up with Vette.
Meanwhile, if you chose to aid the Firebrands, you are tasked with placing bombs around supports beneath the droid factory, since the factory itself is too well secured. As you go, you are met by security forces that you have to defeat. As you finish, you rejoin with Kaliyo and watch the bombs go off, causing a section of the Spire to collapse down, much to Kaliyo's delight.
With the mission complete, your chosen gang agrees to aid you against the Scions. Both groups managed to find information on Arex that he was extorting money from civilians within the Old World in return for protection. If this was revealed to those in the Spire, they would demand his imprisonment. However, before you can set up plans, the base is attacked by Captain Arex and a prototype skytrooper design. You and your chosen gang leader fight the two of them. You can then choose to kill Arex, report him or blackmail him for his corruption to either leave his position or work for you.
With your new allies firmly established and Captain Arex dealt with, you join up with either Vette or Kaliyo to assault the Scions' fortress. Without Arex and his skytroopers to defend them, you are able to fight through the Scion forces and reach Heskal. Upon defeating him, you are given the choice to imprison or kill him, leaving your new ally to take control of the Old World.
Another newsreel with the same presenters rolls. The presenters discuss a gang war that had begun in the Old World district, followed by a video of Arcann alongside a woman he introduces as Knight-General Vendryl. Arcann apologises to the people of the Old World for this terrible tragedy and explains that Vendryll will be personally dealing with this new menace.
Speaking to Senya, either in her cell or the war council, will reveal that Vendryll was her second-in-command before her defection and that she is a ruthless individual completely devoted to Arcann.
So, the aim of this chapter is to provide a big choice that actually affects the story, this choice being whether you have Kaliyo or Vette as your advisor for the Old World gangs. There's an obvious light side/dark side binary with Vette's Robin Hood-esque antics obviously being nicer than Kaliyo's terrorism. However, I wanted to make it a bit more complex with Kaliyo actually being the more competent choice, pragmatically. While Vette has the favour of the civilian population, Kaliyo's gang are more competent combatants. This adds a different dynamic than just "Good choice" and "bad choice" but still allows that morality for those who wish to choose it.
The second notable choice is what you do with Arex. I think this is a fun one, since there isn't really a 'nice' answer, with you either handing him over to Arcann, blackmailing him to leave or work for you, or just straight up killing him. I like this as there isn't one 'right' answer.

Chapter 9: Mercy Mission

Koth asks to meet with you privately to talk. You oblige and he explains that he received a message from one of his contacts on Zakuul about a group of anti-Arcann refugees who are high profile targets looking to escape the planet. He planned to go pick them up but wanted to check with you first. You agree to go with him to meet these refugees.
The two of you take a shuttle to meet up with the refugees. There are 5 in total, all with different characters:
However, while down there, you receive word from Theron who has been tracking your movements, believing that he had to be careful after the disappearance of Marr and Satele. He informs you that he received intelligence that one of the refugees is a spy working for Arcaan. You are then tasked with speaking to each of the refugees in an attempt to discover who, if any, is the spy.
After speaking to all of them, you are given a decision: you can bring all of them back with you, accuse one character of being the spy or abandon them all. If you choose to leave the one you believe to be the spy or all of the refugees, you are given the choice to kill or imprison them. If you choose to imprison them, you can also have them tortured for information. Killing or torturing one or all of the refugees will negatively affect Koth's Alliance Influence to varying degrees, while allowing them to come to Asylum with you will positively affect it.
After returning to Asylum, we receive another news report. This time, Zalia is joined by a new host, Brennon Brosnee. The report explains that someone believed to be the Agent of Vitiate kidnapped many of Zakuul's greatest minds in a clear attack on Zakuulian society. Adorus Bell is not mentioned in the report.
This is what I'm calling a 'chill out chapter.' It's pretty short and doesn't have any combat but is more about player choice and character interactions. Your decisions in this chapter also have long-reaching effects as, in later chapters, Koth may leave the Alliance due to your choices here. If you do allow the spy onto Asylum, this will also affect the story later on.
I think, overall, this is a fun, short chapter which mixes things up from the longer ones that come before and after. It's fun, it's interesting. It's different and you don't even fight any Skytroopers! It would also be a good way to get a different perspective on Arcann's rule from the people of Zakuul themselves. On a technical side, this sort of 'bottle episode' type concept would allow the developers to spend more time on later chapters while still keeping a consistent schedule.

Chapter 10: The Lost Masters

Theron is finally able to decipher the information he took from the gangsters when you rescued him (see Chapter 6 for more info).
He explains that they are coordinates to a remote planet called Odessen within Wild Space. Lana adds that the planet seems to be unpopulated but shows all sorts of strange readings. She agrees that you should go investigate the landing coordinates with Theron.
When you land on Odessen, you find it to be a lush, fertile and wild planet. However, you also find a campsite and begin to investigate. You are met by Satele who explains that they had been awaiting your arrival. She invites the two of you to sit down and talk. As you do, she explains that she and Darth Marr had sensed a strong dark side presence on Odessen and had come to investigate. What they found was an entire compound controlled by the followers of Vitiate, hoping to revive him.
The two of them realised at this point that Vitiate's forces were more numerous and covert than either of them had believed, and resolved to stay on Odessen until the compound could be destroyed. Satele explains that they had learnt from their experiences with the Revanites and agreed that they could not trust even those in the Alliance in case it was compromised. However, Satele did leave a clue, saying that she knew Theron would be able to decipher it and bring you here. When you ask of Marr's location, Satele explains that they take turns keeping watch before noting that he should have been back by now. Suddenly, the camp is attacked by dark side beasts and the three of you fight them off. Once they're defeated, Satele states that Marr should have seen them coming and that he must be in danger. You head into the forest with her, leaving Theron to protect the ship.
You travel with Satele through the jungle of Odessen to reach the compound, fighting through local wildlife as well as mutated Sith beasts. As you approach, Satele suggests you sneak in while she distracts the cultists. You agree and Satele splits off from you as you make your way into the compound that seems like a fortress. You fight through a mixture of sith beasts and cultists loyal to Vitiate, mostly Sith. As you go, you hear Darth Marr and approach his location. A member of the (former) Emperor's Hand, Servant 11, is interrogating an unmasked and kneeling Marr who refuses to give up any information on Satele, surrounded by members of the Emperor's Guard. As you enter, Marr takes the chance to attack the guards, taking one of their pikes and impaling them upon it. He grabs his mask and lightsaber before the two of you fight the rest of the Emperor's Guards together until only Servant 11 is left. Marr starts interrogating Servant 11 on the cult's activities with you being able to act as the 'good cop' to his bad cop or reinforce Marr's bloodthirst.. Servant 11 smugly declares that there are plans in motion that will bring a new era of Vitiate's power. Marr then kills Servant 11.
Sidenote: I think this scene could go a couple of ways. We could finally get a Darth Marr face reveal or the scene could be shot in such a way that we never actually see his face until he retrieves the mask and puts it back on. I prefer the second because I just think it's a really fun concept for the scene.
You plan to escape with Marr but he refuses, stating that all remnants of the Emperor's filth must be cleansed from this place. You agree and travel with him, killing more cultists and making your way to a large room with a strange Sith holocron on it. Marr informs you that the holocron is a Reliquary, an artifact containing a fraction of Vitiate's presence and an item of Sith Sorcery. He explains that it absorbs the Force released by beings as they die and would eventually resurrect Vitiate if given the chance. With this said, Marr draws his lightsaber and impales the Reliquary, causing purple energy to blast out from within. The two of you then meet up with Satele and Theron to talk.
You discuss with the three of them on whether Satele and Marr should return to the Alliance. Satele agrees to join you but Marr states that he must ensure that the cult is completely destroyed before returning. You agree and leave the planet with Satele and Theron.
You return to Asylum and get the usual newsreel. However, since you haven't actually done anything that they know of, the news is instead about preparation for an upcoming event: Liberty Day, a yearly day of celebration in honour of Valkorion's forces defeating Vitiate and his Sith long ago. The two hosts discuss what Emperor Arcann could be planning for this year's Liberty Day, which would be happening in the coming months, and point out that the increased security provided by the Knights and Skytroopers will stop the Agents of Vitiate from stopping such an auspicious occasion.
So, I wanted to do a few things in this chapter: Firstly, I wanted to bring back Satele and Marr and, with Marr not being dead in my version, have them both do some cool stuff and show off a bit. In fact, my sequence with Marr is heavily based on his moment in the original story, shortly before he gets fucking gutted. I also wanted to be a bit fan-servicey with Marr's whole mask thing and I really love the idea that we never actually see him unmasked. On a slight tangent, I've just realised that, in the original expansion, Marr is just… left in his armour after being captured. Surely if you wake someone prisoner, you'd take their badass, technologically advanced battle armour off them, right? I suppose it's because they wanted him to be recognisable as Darth Marr still but it seems strange, not only from a literal point of view but a metaphorical one too. Stripping Marr of his armour signifies that he isn't some unstoppable machine but a man, and when he then fights back and kills Valkorion/Vitiate's minions, (in either version of the story) it shows that, as a man, he is able to overcome these greater odds.
I'd also want there to be some honest interactions between Theron and Satele, maybe having Satele actually show pride in Theron and what he's become. In the original story, I don't think Theron even meets her in these expansions, since you go to see her alone and then she just leaves. It honestly is just bizarre to me that you have two characters who are mother and son with a strained relationship (in an expansion that revolves very heavily about family ties, none-the-less) and they never interact. I think having Satele and Theron repair their relationship a bit would be good story progression and an interesting route for both their characters, especially if Satele is going a bit AWOL from the Jedi teachings, which she already was in the original version.
Secondly, I wanted to implement the Cult of Vitiate as antagonists. Since Valkorion isn't just Vitiate in a meat suit in this version, he should definitely have his own thing going. I also want this to be more of a thing later on, so I think it's good to plant the seed here.
Thirdly, I wanted to introduce Odessen as a location. Asylum being the home of the Alliance gives us a chance to make Odessen a little more interesting than 'the place you decided to just make a base'. Again, this will come back later in the story.
Lastly, I think this newsreel is a fun one. It's something light-hearted and unrelated to you and has the irony of Arcann pushing this 'Liberty Day' when he has taken over the entire Galaxy.

Chapter 11: Twists of Fate

With Satele back in the Alliance, things are running more smoothly. She calls you to join her to talk. When you meet with her, she is alone in the council room. She asks you to join her on a walk.
Satele explains that she has some errands to run on the station and asks you to help. Regardless of your answer, she begins leading you deeper into the underbelly of the station to meet a friend of hers. Before you reach your target, you are pickpocketed by a young boy who runs into a back alley. The two of you follow the thief and catch him. He explains that he has to steal in order to make enough money to feed himself and his sister and that if he doesn't return with something, his boss will throw them out. You are then given a choice to take your credits back, kill the boy or recruit him to the Alliance. Whichever choice you choose, the boy pleads with you to save his sister who is being held by a gang known as the Engineers. Satele admits that the Engineers have caused problems for the Alliance in the past, but are the only ones able to keep Asylum running. You decide to go and deal with them.
As you make your way down into the lower levels of Asylum, you are split off from Satele and are contacted by Valkorion once again. He apologises for possessing you and explains that doing so used up his energy and he was forced to retreat into your subconscious to recover. The two of you discuss the Alliance and your plans for after Arcann is defeated. Valkorion admits that he doesn't know if he will remain in your mind forever or eventually fade away. As the two of you talk, you arrive within the Engineers' territory. You fight your way through until you reach the Engine Room which is set out like a treasury.
In the middle of the room is a rotund twi'lek man, Ral Ekval, sitting on a throne made up of scrap metal. He sends his goons to attack you and you fight them off. You then speak to Ral, who smugly explains that only his people can run Asylum. Without him, the station would fall from orbit and be sucked into the gas giant. You then have a choice:
Whichever you choose, Satele makes her way inside with Alliance back-up to help you. If you chose to kill or imprison Ral, Satele notes that it will be hard to find anyone who could replace him and that she would ask Hylo to talk to her contacts. As this happens, you get an emergency broadcast from Theron, stating that Koth and the Gravestone have gone missing and have been spotted in the Spire.
You return to the Alliance base to meet with the War Council, deciding that a major assault would be too costly at this point. Instead, you will lead a small strike team into the Spire to retrieve Koth and the Gravestone. At this point, you're able to choose from the companions you have acquired to join you on the mission by performing different tasks:
Depending on who you pick to lead the distraction team, you gain Alliance Influence with the Republic, the Underworld or the Empire.
With the positions set, you start your assault, landing within the Old World and fighting your way through to an elevator that leads up into the Spire. This is the first time you get to actually see the splendors of the Spire but it doesn't last long as alarms start to blare out. As you go, you receive reports from the other members of your team, with SCORPIO providing overviews on security movements and Jorgan/Vette/Kaliyo/Pyron and Hylo providing updates on their conflict.
You make your way through the streets of the Spire, fighting through Skytroopers as you approach the palace. You fight through knights as you make your way through the palace towards the throne room. You reach the throne room where you are met by Arcann, alongside a group of Knights. You also see Vaylin, standing at her brother's side and Koth in manacles. Depending on whether Koth's Alliance Influence score is above or below a certain amount (heavily affected by your choices within Chapter 9 but also affected by other choices within the story), Koth will either have been captured while trying to pick up more refugees or he will have betrayed you, attempting to join forces with Arcann, who believes him to be a spy and had him locked up. Either way, you speak with Arcann, who seems strange. He is angered by your presence, claiming that you were an agent of Vitiate come to destroy him. He demands the Knights execute you and draws his own lightsaber, ready to fight. If you have Senya with you, she will attempt to talk him out of it, but this only enrages him further as he claims you have turned his mother to the darkness. You ready yourself for a fight, but before you can, Vaylin suddenly screams and the entire room begins to shake and shudder, windows smashing and the thin bridge to the throne collapsing, taking some of the knights with it. The throne room begins to fall apart and you are forced to retreat, bringing Koth with you.
You receive confirmation that the others have captured the Gravestone and you make your way towards the ship. You get onboard the Gravestone with your companion and Koth while Hylo takes off, escaping Zakuul. No one seems to know the cause of the sudden damage to the throne room.
With the danger passed, you're able to turn your attention to Koth. Regardless of whether he betrayed you or simply got captured, you're given the choice to let him go, imprison him or kill him. If you let him go after he betrays you, he agrees to exile himself. Otherwise, he will return to the Alliance. You return to Asylum and speak with the War Council who have mixed feelings. While some are happy about the victory, however minor, others believe that this will only harden Arcann's resolve.
This is where Part 4 will end, since I've already massively surpassed my 5000ish word limit for these posts. I felt like this worked as a pretty good 'midpoint' for the story. The theme of this section of Chapters is about building up the Alliance into a better fighting force. The next section will delve into deconstructing Arcann's powerbase some more and then getting to the grand finale. Laughably, I thought I could get away with 4 parts when I started writing all this but that clearly isn't the case.
This last chapter is fun because it gets you your first real look at Arcann since the start and you get to see his deterioration as he becomes more paranoid and cruel. It also includes the first seeds of Vaylin's storyline. I've also included a trope I really enjoyed when it was used in the class stories where each of your allies is doing something, with the twist of you picking and choosing for a few roles. There's also the whole bit with the Engineers which is more throwaway, but I thought some light adventure would be fun and I felt like I should bring Valkorion back for a bit. I've already gone on long enough though, so I'll finish with a TL;DR.

TL;DR

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