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Tooth & Claw (Steelshod 439)

Hey there!
I don’t post these daily anymore, so just in case you’re a newcomer and you’ve never seen a Steelshod post before… click here to start at the beginning
This is the latest chapter out of several hundred, and I don’t think it will make much sense without context. This isn’t an episodic story so much as one long narrative.
Hopefully, you’ll enjoy yourself, and I’ll see you back here in good time. If not, no big deal. But I think if you start here you’re going to be very, very lost.
Table of Contents – includes earlier installments, maps, character sheets, our discord server, and other documents.
First | Previous
Conall’s Rest
Victoria
World map
Here is a general lore doc including character profiles and here is a basic roster showing who’s where, and who is a PC: Steelshod Roster!
Note for Binge-Readers: This is generally live-updated to reflect the current state of the game! Hopefully if you’re binging you can keep better track of who’s going where, because you just recently read about them going there.
The Victorian Wilds
Steelshod has journeyed to Conall’s Rest, deep in the One Forest.
A secluded basin full of huge trees and strange, ancient writings.
They found strange, white-robed druids that call themselves the wardens of this hidden place.
They also found one of Partholon’s disciples, and some thirty fiendwolves, intent on unearthing Conall—called the Faolen, and the First Fiendwolf—for their own purposes.
Steelshod was careful how they interfered… but they knew they had to interfere.
Cyril and Agrippa managed to incite enough anger in the volatile fiendwolves that one of them has finally struck first, drawing Agrippa’s blood.
(And dying to a pair of arrows from Felix and Zelde for his trouble)
Agrippa flees to rejoin Steelshod, and Zelde drops her bow to pull out her axe.
Now, Steelshod and the Sons are rallying against a similar number of fiendwolves
While their hundreds of reinforcements begin rushing down the hill to their aid, and Partholon’s druid works some sort of sorcery with Conall’s unearthed, desiccated corpse.
They’re pretty sure they’re on a tight timetable here, but the fiendwolves have surged forward through the mists
They surround Steelshod
In theory, there are comparable numbers on both sides
And the Collar have killed several of their own as part of some kind of ritualistic sacrifice to Conall, so one might think Steelshod has an edge here, at least in numbers.
But Steelshod’s thirty includes people like Borthul, Cyril, and Agrippa.
And Garth Lutrell’s nine Sons of Victory are all sturdy warriors, but they’re not at the level of a Steelshod elite or, most likely, a fiendwolf.
So things could take a turn here at any moment.
And, as it turns out, that moment happens right out of the gate.
The fiendwolves seize the initiative.
They fan out around Steelshod, who try to hold themselves in a cohesive battle line and keep the most vulnerable safe.
As Steelshod forms up, the fiendwolves surge through the mists and begin striking at them from all sides.
The fiendwolves try to strike viciously, then fall back into the fog
But, even on the back foot, Steelshod stands their ground. Many of the fiendwolves quickly get embroiled in melee.
The field quickly becomes a seething mass of claws and fangs surrounding the stoic square Steelshod has formed into.
The fighting is messy and bloody from the outset.
We don’t do detailed mapping, but we determine the rough layout of Steelshod’s formation.
Steelshod’s frontline is Zelde, Perrin, and Bear, which is good… but it’s also Cara (she was forward as the commander), Felix (he prepared to intervene to help Agrippa, and then did so), and Agrippa (he has just barely fled to the front lines—moments ago he was even more exposed).
So their frontline is an unfortunate mix of strong front-liners and squishier folks that probably shouldn’t be there.
Their front left flank is quite sturdy: Snorri the bersark, Lioness and Tiny the axemen (both a bit banged up but still ready to fight), Evan Lafferty with sword in hand, and Amos.
The front right flank is a little more vulnerable, but they should work well together since they’re the four ulfskennar currently present: Knut, Gulbryn, Sigridur, and Dagur.
The rear (and this is loops into both flanks) is primarily held by Garth Lutrell and nine of his best Sons of Victory.
And in the center of the group is Cyril, Borthul, and the Ban Capall archer lads that have followed Felix all this way from Farrowell.
Cara is pounced upon, one of the fiendwolves raking into her and knocking her flat on her back.
Felix tries to come to her aid, but a fiendwolf pounces on him as well. He takes a vicious slash on the same leg that already has an injury on his foot.
Agrippa manages to survive without a serious hit. The three heavies, Bear, Zelde, and Perrin all take a few hits but nothing that puts them out of the fight yet.
The left flank holds strong, as expected. They take a few hits, but they are mighty enough to withstand the onslaught of the fiendwolves without crumbling. Snorri and the two axemen easily keep the fiendwolves focused on them, allowing Evan and Amos to use their ranged weapons. For the moment, at least.
The right flank falters a bit more—the ulfskennar are excellent warriors and skirmishers, and compared to regular soldiers they’re quite durable. But in terms of Steelshod elites and the ungodly high damage output of the fiendwolves, they’re a bit more on the vulnerable side. None of them go down as badly as Cara did, but several of them are already bleeding and sporting small injuries.
Many of the fiendwolves circle around the formation, looking for weaknesses, and end up surging forth to assault the “rear”
Where the Sons of Victory meet them head-on.
The Sons are, broadly speaking, the most elite troops in Victoria. Every fully fledged member of the Sons is at least a Level 5, Tier 1 warrior. They hit hard and they can take a decent amount of punishment.
And Garth’s men are generally a cut above the average Son—there’s a reason Gwynneth asked Garth to pick a score of his best men to accompany Steelshod out here.
That’s all to their favor. On the other hand… even Garth’s hand-picked men still have some weaknesses. They hit hard, but their defenses are only “good enough”—decently heavy armor, pretty good hit points, average bonus to their defense rolls.
And fiendwolves are made of little more than lean muscle, claws, and aggression held together by dark sorcery. They hit hard.
So the Sons endure the attack as best they can. They take a beating, but they stand tall.
Mostly.
One of them goes down to a critical hit, and the fiendwolf drops onto his prone body and begins gnawing and ripping at his flesh.
One fiendwolf comes in behind that one, leaping over this gap in the Sons’ line and into the midst of the “center”
That is, Borthul, Cyril, and the four Ban Capall boys.
He goes straight for Cyril, since Cyril and Agrippa were the two insulting the Collar of Thorns and trying to incite them to make the first aggressive move.
The Ban Capall boys all try to intervene, and help Cyril, but the fiendwolf is so fast.
It weaves between them, and only Caomhainn even manages to clip it with a small blow.
Undeterred, it launches itself at Cyril.
Cyril did take some precautions when the fight broke out, drawing his sword and poisoning the blade
But the fiendwolf is too fast for him to do anything but flail at and wildly backpedal.
One of the creature’s claws rakes across Cyril’s chest. He comes from a privileged and wealthy family and he wears a shirt of light, sturdy steel mail.
The blow hurts, but he takes it surprisingly well… the other thing really helping him here is that Agrippa has been hounding Cyril for months to get his shit together and live a healthier lifestyle, and out here in Victoria he finally prevailed.
(In other words: He’s finally benefiting from Agrippa’s “Healthy Living”, which means he gets +5 HP and +1 to a stat of his choice… which in this case is Constitution, resulting in another +5 HP. +10 HP is a huge deal when your normal max is a bit shy of 30.)
Those benefits make the difference. A blow that would have inflicted a grievous injury instead inflicts no lasting injury at all, just a painful bruise.
Cyril keeps his footing, and the fiendwolf is now surrounded by him and the four Ban Capall boys.
The Fiendwolves have unleashed a vicious onslaught, as seems to be their standard tactic
But now, Steelshod tries to rally and push them back.
Of most pressing concern is Cara, who is pretty banged up and has a fiendwolf on top of her.
Bear and Zelde are too far to easily help—but they can clear a path for Agrippa.
Bear throws himself against the fiendwolves, getting stabbed in many places by their magically thorny collars. He sweeps his huge axe into them as blood sprays all over him. None of the wolves drop, but he hurts several of them.
Zelde is more focused: she hews into the wolf fighting Agrippa, killing it in a single mighty blow before turning to face the others.
That allows Agrippa to hurry forth and come to Cara’s aid, whacking his hammer into the wolf’s elbow with a loud crack. The wolf snarls, and the sudden injury staggers it enough for Cara to maneuver out of its grasp.
She plants both feet on the fiendwolf’s chest and kicks as hard as she can, launching it off of her. While she does, she nocks and looses two arrows in rapid succession… all while still lying flat on her back.
Both arrows embed themselves in the fiendwolf’s chest before it hits the ground. When it does, it does not rise, and instead begins shifting back to human form.
Agrippa grabs Cara by one hand and pulls her back to her feet.
Agrippa also calls out some words of encouragement to the rest of the team, telling them they’ll be alright, and he will take good care of them when the fight is done.
He’s using “Trust Me, I’m A Doctor” special ability—a tier that lets him roll his Calming skill to grant area-of-effect temporary healing to every ally around him.
That’s temporary healing, as in healing that wears off later as if it was never there. It gives a boost to HP for the short-term, but it does nothing to prevent people from getting injured or killed if their actual HP value drops low enough.
But in the short term, it will help many of the team that have already taken a beating from the fiendwolves stay in the fight, even if it means they end up worse off when the fighting is over. And long term… well, that’s what Miracle Worker is for.
The next situation we are most worried about is Cyril, who could easily be killed by the fiendwolf in front of him.
Cyril assumes the stance he learned when he was drilled in basic swordsmanship years ago, and he darts in to slash and stab the wolf.
He cuts himself on the supernaturally sharp collar of thorns it wears, but he still manages to land a blow.
Nothing very impressive, just small slash across the chest… but as mentioned earlier, Cyril smeared a heavy dose of poison onto the blade of his sword.
He hopes it will have an effect on the fiendwolf, because he doubts he can bring it down with his mediocre bladework.
The Ban Capall lads all throw themselves at the same fiendwolf as well, and because they have it flanked and outnumbered they actually land a few decent hits.
They’re racking up a lot of small bonuses from things like Perrin’s leadership, and between the four of them they put some good hurt on the wolf. They’re using spears, trying to keep their distance from the thorns, and trying to pin the fiendwolf down so it can’t easily pounce on any of them.
They don’t kill it, but they are doing a decent job at controlling it.
Beyond that is a series of intense exchanges along the flanks. The heavy hitters do what they do best, and they put down a lot of pain on the fiendwolves.
But these monsters are tough.
Only with lucky critical hits or a once-per-session double damage strike do they really have any chance of killing one in a single hit… fortunately a little bit of both of those things do show in evidence here.
Snorri is notable for flattening a fiendwolf to bloody paste with a single mighty crushing blow.
Also particularly noteworthy here is another one of the ulfskennar.
Not Gulbryn this time, whose voice and throat are still sore and not able to replicate his trick from before.
This time, it is Dagur that stands out.
Dagur is one of the less clever of the wolfskin bersarks. He tends towards vicious, animalistic fighting—even going so far as to sometimes tossing aside weapons and attacking with his fists and teeth.
As a fiendwolf surges at him, swiping with its claws and snapping with its jaws, Dagur drops his spear and mirrors the creature’s body movements.
He lunges for it, slamming into the creature, punching and grabbing at it with his bersark-enhanced strength.
Dagur has a special ability that lets him make two unarmed attacks, each with double damage. If they hit, he can follow them up with a bite attack.
The normal drawback is that his unarmed damage, though almost as good as his spear damage, totally lacks penetration.
But the fiendwolves are notable for supernatural foes in that they lack any protection at all. Their hides do not repel blades or blows, they simply heal them back up rapidly if given a chance.
So the fiendwolf takes the full brunt of Dagur’s blows. He breaks one of the creature’s arms at the elbow, uppercuts it in the jaw, and then surges in to rip out its throat with his teeth.
The fiendwolf collapses, dead. Its blood pours down Dagur’s chin and spatters his armor, and he howls in triumph.
A good moment.
But it’s the exception.
Most of Steelshods heavy hits just result in an injured but still fighting fiendwolf.
Steelshod’s counterstrike is potent overall, but nowhere near enough to decisively turn the battle.
Up in a tree, Vigi takes careful aim and puts a large arrow into a fiendwolf.
Further up the hill, Ben is still rushing down with his longbowmen, looking for a good vantage to take position from.
Borthul is still insulated from attack, and he stares at Partholon’s disciple with a furrowed brow… he doesn’t seem to be doing much, but an astute observer may know that he is likely extending his own will and sorcerer’s sight onto the druid.
Trying to understand what he’s doing, and perhaps hinder him.
Likewise, Felix has some breathing room due to Bear & Zelde’s handling of the front line, so he takes aim at the druid.
The man is crouching behind the bodies of other fiendwolves, and he seems to be carving out the flesh of one of them as some kind of ritual.
Felix steadies his breathing, ignoring the snarls and howls and screams all around him… and looses.
His arrow is perfectly aimed, and it catches the druid just as he raises a hand slightly too high.
It sinks deep, right through the druid’s hand and into his forearm. A bad injury, though not an instantly fatal one. The druid screams in pain, and reels back.
Amos spots this, and uses an ability he’s had for ages but doesn’t get a ton of mileage out of: ”Poacher,” which lets him take a bonus shot at someone when they are dropped below 5 HP.
He takes quick aim and looses as well. He catches the druid in the side and puts him down, successfully poaching Felix’s kill.
The druid collapses in a heap on the altar.
At this point, it’s getting ridiculous…
The original sacrifice, shoved off to the side.
Conall’s desiccated corpse lies on the altar as well, with two dead men on either side.
Then there’s the fiendwolf that the druid was working on, who was draped directly over Conall’s body.
He is rapidly shifting back to human form. Whatever the details of the ritual were, they appear to have been fatal.
The druid also falls dead on top of Conall.
There’s basically just a mound of corpses piled on the altar now.
As the two sides fight, the white robed druids look on in horror.
They plead with both groups to stop.
They may be the Wardens of this place, but so far they’ve displayed very little notable power or ability.
And the fighting has raged on despite their protests.
However, when the Collar’s druid falls, they move towards the altar.
They arrange themselves around it, as if protecting it with their bodies, and between them Felix sees some of them moving onto the altar itself to begin doing something with the corpses.
If Felix hoped the death of the druid would lead to the fiendwolves standing down, he was too optimistic.
The monsters don’t even seem to notice.
Or, if they do, it just drives them to greater depths of rage and viciousness.
They continue snarling and howling as they rip into Steelshod with superhuman strength, claws, and fangs.
And now, the battle does begin to turn.
But not in the way Steelshod might have hoped.
I’ll be honest, I kind of gave the fiendwolves short shrift here.
First, despite my original intentions when prepping, I let them get quickly bogged down into a formation-based melee.
That’s Steelshod’s strength. The fiendwolves work better with hit and run tactics, dragging out the fight to give them time to regenerate.
More than that, I didn’t have them open the fight using their intensely brutal once-per-session double damage attacks.
They might have dropped a few people out the gate if they had, but it slipped my mind.
Now they’d already suffered casualties, so some of those attacks are just wasted.
But I decided to make sure they stepped it up a notch on their next round.
And they did.
The wolves fare the best. They take some hits, especially Knut, who gets a nasty wound on his hands.
But they weather the onslaught quite well, overall.
The Sons, in the rear, do not do nearly so well.
It’s a chaotic mess of iron and fur and blood, and both men and beasts howl in pain and fury.
One of them drops to the ground, motionless—the second casualty of nine.
They are barely holding the line here, barely stemming a tide that threatens to sweep into the middle of Steelshod’s simple square formation.
In the front, Zelde and Bear have handled the brunt of the offensive, and they handled it well. Their nearest foes are dead or stunned.
But Perrin is also there, and he’s been going toe-to-toe with one of the fiendwolves.
He’s held his own so far, but he takes a brutally strong blow fully on the center of his shield
And the fiendwolf’s superhuman strength makes that a bad situation.
It gouges deep clawmarks in the shield, and the sheer impact of the blow shatters Perrin’s arm in several places.
He staggers, barely keeping his feet.
Only Agrippa’s temporary healing keeps him above zero, and when those wear off he’ll drop like a puppet with cut strings.
Still, it’s lucky, because if he had dropped the wolf would have immediately begun eating him.
Instead, he keeps his wits and manages a counter-thrust with his sword, putting the wolf down.
As it dies, and transforms, Perrin lets himself collapse to his knees in the grass.
Things take an even nastier turn on the toughest, most dangerous flank Steelshod has.
Snorri still holds his own, but Lioness and Tiny are overwhelmed by their foes.
One wrong step leaves Lioness exposed, and a fiendwolf tears deep into her thigh.
She falls, stunned, the wound gushing blood.
Tiny, likewise, can’t get keep his foe at bay
The fiendwolf strikes him across the head, knocking off his helm and ripping its claws across his scalp.
Chunks of his scalp and forehead peel away in ribbons, and the claws take his right eye.
The two Sons of Victory go down with little more than pained grunts, shock taking them out of the fight entirely.
Both have mortal wounds, and only their beefy HP pools saved them from instant death.
But the wolves are about to start eating them… so if someone is going to help, it had best be soon.
Inside the formation, the fiendwolf that’s being held down by the Ban Capall boys explodes with sudden movement.
It shakes off their spears, breaking free.
A casual swipe leaves one of the lads, Rian, bleeding out on the ground.
But when it swings for another, Eòghan, it stumbles and loses its footing.
Maybe bad luck, maybe it’s Cyril’s poison coursing through the creature’s veins.
Either way, the three young lads proceed to stab it repeatedly with their spears.
It’s a tense, frightening turn of fortune
But it’s not enough to win the day for the wolves
Not by a long shot.
Steelshod rallies again.
Perhaps I didn’t give the wolves as much short shrift as I thought
They may not have opened with their best moves… but neither did all of Steelshod.
Cyril calls for an Onslaught maneuver. One of his trickier ones, with harsh consequences for failure.
But the fiendwolves have no surviving enemy commander to oppose him, and he executes the command, giving further offensive benefits to Steelshod.
He also triggers his Surprise! ability—one of his oldest strategic tricks, where he can pop up a ten-man team into a battle.
Ten more Sons of Victory—the other half of Garth’s squad—burst out of the fog and charge the back line of the fiendwolves
They are the hammer to the surviving Sons’ anvil, and they now dramatically outnumber the fiendwolves.
It’s a bloodbath of hewing axes, and no more Sons fall to the enemy.
The ulfskennar keep fighting, and again Dagur shines
He leaps onto the fiendwolf that dropped Knut and rips the creature off his packmate
He rolls in the dirt with the monster, snarling and biting in a tangle of tooth and claw.
When it is done, the fiendwolf has reverted to a mangled human corpse.
Dagur is flat on his back, the corpse draped over him, blood and bits of flesh covering his face and body.
He laughs, and howls his victory.
On the front lines, Zelde mops up the stunned enemies with a Giant Swing, grabbing one of them and using him to smash the others onto the ground.
It’s especially effective (same as last time), since the magical Collar of Thorns turns the fiendwolves into living weapons themselves.
Bear charges to help Tiny and Lioness—and Zelde triggers Fools Rush In to take an additional action and charge with him.
The two of them join Snorri, replacing the Sons in a three-man formation of massively strong warriors
With little fanfare, they crush the wolves trying to feast on their fallen allies.
And… that’s that.
Agrippa rushes to triage the most badly wounded, starting with Tiny and Lioness.
Cara and Amos rush to help him, as do a few others with similar training in field medicine.
Unsurprisingly, he is able to stabilize them. This is Agrippa, after all.
Neither of them die (actually, Agrippa even manages to keep one of the fallen Sons of Victory from dying like he was going to)
But I do get my consolation prize: There are several nasty permanent injuries here that Agrippa can’t prevent.
Lioness’s leg will have a notable limp, Perrin’s shield arm is going to always be at least a bit stiff and aching, and Tiny’s eye isn’t growing back any time soon.
While Agrippa works to treat the wounded, those still standing gather up and move through the fallen wolves, ensuring that they are all dead.
It’s easy to determine—they change back to human when slain, so any motionless wolf is badly wounded but alive.
And likely regenerating, even now.
So a few Steelshod members confirm the kills.
Around this point, the rest of their Victorian troops come charging down the hill.
Evan moves to stop the troops from advancing further, to keep from inciting any more issues.
While Cyril and a few others look towards the altar.
The strange white-robed druids seem to be undertaking some sort of ritual, now.
It’s unclear if it’s the same one the Collar druid was doing.
But they are chanting
And whatever they’re doing is making a lot of sickening ripping noises
Not unlike the sound of a carcass being dressed by a hunter, or consumed by a wild animal.
Cyril hesitates, as does the rest of Steelshod.
After a few moments, one of the white druids drags the corpse of a fiendwolf off of Conall.
They shove the corpse aside, and even at a glance they can see that the body’s innards have been hollowed out.
Lying on the altar below, they no longer see the desiccated corpse of a man.
Instead, they see a fiendwolf.
It rises to its feet, and immediately Steelshod notices many differences between it and the fiendwolves they’ve been fighting.
For one thing, it’s bigger
Broader shoulders, long arms, and a huge head.
The wolf “base” of its form looks different—larger, more primal—compared to other fiendwolves.
Its fur is pale gray salted with white, rather than the mottled color of the other wolves they’ve seen.
But perhaps most notable of all is that they can see visible scarring on this one.
Something they’ve not seen on any other fiendwolf.
Its hide is a patchwork of old scars, including a nasty one that runs through an empty left eye socket.
The fiendwolf’s muzzle is covered in blood, and more blood stains its fur.
Its breaths come in heavy pants, and a rough growl ripples from its throat.
The white-robed druids all drop to their knees before the creature
Their chanting suddenly ceases.
And Steelshod watches cautiously.
They are ready for an attack, but they take no aggressive actions.
Cyril calls for Cara, and they both step to the front.
They can probably take one more fiendwolf, if they have to.
At least, they hope they can.
But if there’s any chance of this being resolved diplomatically, they have to try.
That took longer than expected! Quite the doozy of a fight.
I was kind of unhappy with how I ran things, after the fact, but it is what it is. Those of you that have GMed before can probably relate—sometimes you have some plans that you may or may not remember in the heat of the moment.
Until next time, I hope the Americans in my audience all have a good Thanksgiving (as good as you can, considering the state of things) and for everyone else I hope you all have perfectly acceptable late Novembers as well.
submitted by MostlyReadRarelyPost to DnDGreentext

Patch is here.

It's a huge patch 1.77 GB.
Update 11/10/2020 PC: 1.68.154.1020 / Mac: 1.68.154.1220 Console: Version: 1.33
Welcome, Simmers! A relaxing getaway sure sounds nice right about now. We’re inviting you to take a trip with your Sims to your favorite destination with the newly added ability to vacation anywhere within The Sims 4! Here at Maxis, we’ll be hitting the slopes of Mt. Komorebi with the release of The Sims 4 Snowy Escape in just a few short days. Curious how it works? Read on! We’ve got a big haul of new features and requested fixes in this major update to The Sims 4.
-SimGuruGraham and SimGuruRusskii
NEW & IMPROVED FEATURES
Platforms
Platforms enable you to build rooms at varying heights within a story level. As much as we’d love to sit here and go on and on about how incredible platforms are and how they completely revolutionize Build Mode, you’ll see that for yourself as soon as you try them out in-game! Here are some basics for how they function and how you start building with them.
You either can use the new Platform Tool directly in or you can place preset platforms that come in various shapes and sizes. You’ll find both of these within the “Walls and Empty Rooms” section of Build Mode.
You easily can add or adjust the height of a platform in any room. Simply click on a room to select it, and the new up & down arrows in the widget that appears will allow you to add or adjust the height of a platform within that space.
Because platforms can have their height adjusted up or down, you can even create platforms that sink down beneath ground… like, really, really deep down. I don’t know why anyone would want to do that \cough\ devious players *cough*, but the option’s there! This ability to go deep is reserved for the ground level and basements.**
You can stack platforms on top of platforms, on top of platforms, on top of platforms, on top of platforms, on top of platforms… Seriously, go nuts. Get creative. Make something nobody has ever seen in The Sims before!... On top of platforms…
When a platform’s height is a single step higher or lower than the adjacent floor, Sims are able to step onto it. For anything higher than a single step, connecting a set of stairs or a ladder between the different surfaces will allow Sims to reach them. Here’s your first advanced lesson in platforming: Remember that callout about stacking platforms on top of each other? If each stacked platform is a single step in height, you could certainly make some interesting custom staircases…
  • One notable exception - platforms can’t connect across multiple levels. If you build a stack of platforms all the way to the ceiling, the very last step will need to be a staircase or ladder to connect two separate floors of a building together.
Platforms can be utilized as fully functional space or be purely decorative areas - the choice is yours! As you adjust the height of a platform, your Sims will intelligently adapt to that space. For example, you could create a platform with only enough head clearance for a child to enter. The possibilities are endless!
The visual look of platforms can be customized in a variety of ways. The “Walls and Empty Rooms” section of Build Mode now has a “Platform Trims” subcategory. Here you’ll find trims that match all of our foundations as well as some new trims with basic materials that look perfect in the interior of a building. Want to go even further? Try wrapping the edge of a platform with half walls and then customize the edge with any wall material. Mix and match these methods for creative results!
Even More Half-Walls
Speaking of Half-Walls, we’re pleased to share that we’ve created 12 additional Half-Wall heights to choose from, adding to the 7 heights previously available. One could factually say this is our most sizable Half-Wall update ever! Pity the poor person who was tasked with writing uniquely descriptive names for each of these 19 height variations.
Sentiments
Sentiments are those special fuzzy feelings that form between Sims when they share a memorable moment together. Shared experiences between Sims now offer the opportunity for Sims to develop long-lasting sentiments between each other, which in turn affects how they feel and act in the presence of (or the absence of) another particular Sim. Unlike relationships between Sims, Sentiments can be a one-sided affair. When two or more Sims share an experience together, you may find that all, some, or none of them walk away from that moment having formed a lasting impression of the other Sims that were involved. The base game includes a wide variety of these Sentiments and Snowy Escape has additional ones tied to experiences within that pack.
Sentiments that have formed between Sims can be viewed in two locations. When socializing with another Sim, click on the heart-covered notebook that appears in the social UI at the top of your screen. Alternatively, you can view the Sentiments that exist between two Sims at any time within the new Sim Profile within the Relationship Panel. Read on for more information on this new Sim Profile ...
Sim Profiles
Have you ever gone to check out the other Sims in your Sims’ life, only to be greeted with an overwhelmingly large tooltip that extended from the tippy top all the way to the bottom of your screen? We certainly have, and we weren’t happy with it. There has to be a better way! ...And there is! Introducing: Sim Profiles! Within the Relationship Panel, you can now click on the portrait of any Sim and select “Open Sim Profile” for a full breakdown of all the info the active Sim knows about that Sim. It even includes those nifty new Sentiments everyone’s been talking about!
Skin Tone Update Console & Community Identified Issues
We saw your feedback about the October skin tones update and, to improve clarity and transparency, we shared a first look on Twitter of the fix in progress.
With this patch, the Console game gets the October fixes for texture compression, resolving the banding on the cheeks and foreheads as well as discoloration on the tip of the nose.
In addition, this patch addresses the two community-identified issues of red dots around the lips and a dark blotch between the eyes. The red dots around the lips should be completely resolved at this time. The dark blotch between the eyes was softened to remove the hard edge, but the darkening is expected as part of the shadowing around the nose.
Vacation Anywhere
Couldn’t we all use a good vacation right about now? Your Sims certainly could, and now they can go anywhere! The ability to go on a vacation to any of your worlds has been added to the game for all players along with the “Rental” lot type.
To vacation to a world, a rental lot must exist within it. Should you purchase Snowy Escape, you’ll find the residential world of Mt. Komorebi includes some pre-built rental lots - a ready getaway awaiting your Sims. If you prefer to vacation in another world (Sulani, anyone?), you’ll first need to enter Manage Worlds mode and update at least one of the lots within the desired world to become a rental lot.
During a vacation, if your Sims are lacking any necessities, they now can “Order Supplies Now” from the rental’s mailbox or from their phone. Happy travels!
Toddler Slippers
We figured it’d be nice to give toddlers a pair of slippers to wear. So we did. Cozy feet!
S-Pop Radio Station
You may remember S-Pop (short for “Sim-Pop”) as a radio station in the City Living expansion pack. While the music tracks that originally came with that station will remain exclusive to City Living, the station itself is now available for all players with five new songs for all players to enjoy:
“keep on rocking” Performed by CHAI Written by Yuki Mizutani (p/k/a/ Yuki), Kanae Obata (p/k/a Kana) and Manami Obata (p/k/a Mana) Published by Sony Music Publishing (Japan) (JASRAC) Recording courtesy of Sony Music Japan by arrangement with Sony Music Entertainment
“Kanzen Houki Sengen (Simlish Version)” Performed by Nanawoakari Written by Nanawoakari & Tamaya2060 Published by Sony/ATV Music Publishing Recording courtesy of Sony Music Japan by arrangement with Sony Music Entertainment
“Part. 2” Performed by SASUKE Written by SASUKE Published by Warner Chappell Publishing Recording courtesy of Warner Music Japan Inc. by arrangement with Warner Music Group Video Game Licensing
“Ninhursag’s Tone” Performed by Unite Satisfy Written by Shintaro Aoki Published by Syn Songs Recording courtesy of NNN Records & Cross Groove/Syn Songs
“Harujion” Performed by YOASOBI Written by Takuya Shimizu (p/k/a Takuya) and Akira Tsubono (p/k/a Akira) Published by Sony Music Publishing (Japan) (JASRAC) Recording courtesy of Sony Music Japan by arrangement with Sony Music Entertainment
And now, onto the fixes:
The Sims 4
  • Freelancer Sims now can complete Gigs they have signed up for and harvest the fruits of their labor. Simoleons, Simoleons, Simoooleons… SIMOOOLEOOONS.
  • Does your Sim look bored all the time? Even when you think they are having fun, they look bored to you? Not a problem anymore. It’s been… taken care of.
  • Calls Dropping? Is your Cell Phone behaving like a certain network is just not up to snuff? We have upgraded all Sims to Simgular - Llama’s Choice Network that does not allow Off-the-Grid shenanigans when your Sims are not Off-the-Grid.
  • The NanoCan Touchless Trash Can has been recalled and fixed so now all your trash can be cash in a flash.
  • Did you ever experience the Honey I Shrunk the Basil and Sage Plants issue in-game? No longer! \No Sage or Basil Plants were harmed in the fixing of this issue*.*
  • Ever had Sims show up looking like a product of a bad makeover? Did your Debate Judge just show up to the debate wearing a mascot hat when they're not the mascot? Did your fellow Spellcasters show up in the Magic Realm wearing not so magical clothes? Say no more… We have applied a fix so that non-playable Sims can be a bit more appropriately coordinated in their outfits and per occasion.
    • To explain a bit further, we created a much more robust set of internal tools that allows us to have greater control over the outfits that the Sims choose to wear in unique situations. We’ve improved a lot of the wacky townie fashion you’ve seen previously (it’s called fashion sweaty - look it up), but if you still see oddities - let us know. It’ll be an easier issue for us to “iron out” moving forward! Together, we can defeat the dreaded eyeball ring.
  • Door lock settings now persist when Sims travel. That’s right! If I disallow everybody, it should stay that way when I travel… or when I exit the game… and the occasional restart, too... hmpf!
  • Sims who have passed away no longer sometimes disappear from their Genealogy. This is not retroactive, so any Sims that already disappeared will not return.
  • Sims no longer ignore the kitchen sink and dishwasher to wash their dishes in the bathroom sink. Okay.
  • Oasis Springs’ World Map now shows lots in the correct locations. I see you, Yuma Heights - don’t be sneaky now.
  • Sims now can propose to their beloved without rejection (congratulations!). On the same note, Sims with multiple romantic partners now can propose and marry one of them and not get sabotaged by their partners’ predicament of not being able to get married because they are employed together, even when they are not.
  • Sims who have finished their workday now get back to things sooner instead of sometimes staring off into space.
  • Ever wished your delicious food just never… ended? We thought we did until our Sims were unable to finish their meals. Now they are able to finish Eating Leftovers. They are leftovers, not leftFOREVERS.
  • Sims sharing double beds now can Nap or Sleep in any combination. Sim A can nap and Sim B can Sleep… or Sim A can Sleep and Sim B can nap… or they can both Sleep… or nap… well, you get the picture.
  • Shower Tubs now can be cleaned enough to be visibly squeaky-clean.
  • Another one bites the dust. The issue that generated Error Code: 110:c875d8ff on game load has been fixed.
  • Style Influencer Sims now perform Quick Sketch Impression without breaking the Digital Sketchpad. Be kind with your tools and toys.
  • Removed incorrect Moodlets such as “Awkward Hug” when Unflirty Sims hugged kids. In the same fashion, we made sure Unflirty Sims no longer receive the “Witnessed Crass Act” Moodlet when parents and children hug or kiss cheeks.
  • Adult Sims now Teach Blocks to their Toddlers. Learning in early life is important!
  • Sims on vacation now can hire a Nanny and/or a Butler to take care of things while they are away.
  • Toddlers no longer will show as “At Daycare” when they are taken back home via the “Care for Self” option. No Toddler clones here... you can’t be two places at once!
  • Toddlers left at home while the rest of the household goes on Vacation now receive proper care and otherwise can join the Vacation. THINK OF THE CHILDREN. Toddlers deserve fun and relaxation in new places, too!
  • Toddlers no longer get the “Silly Ocean” Moodlet from playing in rivers.
  • Children once again can earn Adult skills. *sniff* They grow up so fast!
  • Simmers in social events now get a warning when switching to a Sim in another neighborhood rather than the event cancelling automatically.
  • Sims with enough Simoleons now can move into empty lots.
  • Splitting households and then moving no longer causes an infinite load.
  • We told Sims that they should probably not take 45 minutes to drink a single cup of Coffee. As you guys know, I am a coffee fiend, but nursing the same cup for that long is not in the coffee lover’s manual for enjoying fresh coffee.
  • We met with our wonderful Sim Firefighters and came to the agreement that they now also will extinguish fires on wall objects such as paintings.
  • Action progress bars no longer are interrupted when a new action is added to a Sim's queue.
  • Sometimes items could disappear from your Sim's inventory after travelling. This should no longer happen. Where is my cup of coffee? Oh, okay, it is here….
  • Sims no longer have Clay Blobs, Future Cubes, and/or Sketch Pads spawn infinitely in their Inventory. This felt like grabbing something out of Felix the Cat’s bag… just a never-ending bag of Clay Blobs, Future Cubes, and Sketch Pads… what did it all mean!? We may never know.
  • Opening a stack of Inventory items and then going back now highlights the correct item.
  • In reviewing items in Inventory, we realized that some item stacks were showing the number 99+ incorrectly on Multiselect. What’s the number? - Stomp, Stomp! - What’s the number? - Stomp, Stomp! - The number of the day… you’re about to see the number is the actual number of items you have! Ah ha ha. That’s the number of the day!
  • Sims no longer endlessly play games such as Chess, Sabacc (if you own Journey to Batuu), Voidcritter Cards (if you own Kids Stuff), and your regular Card games. I could play with Meduso forever though… #Meduso4ever.
  • Page Up/Page Down and Home/End Keys now work in Free Cam Mode.
  • The Aspiration Panel now shows the gender of Sims regardless of whether they are active.
  • Now only Gardeners autonomously remove wild plants. Sims with Green Fiend Trait (if you own Eco Lifestyle) were being a bit overly eager in removing plants everywhere, so the professionals will handle it from now on.
  • “Listen To Together” on a Stereo no longer resets Sims.
  • Sims no longer get “Poorly Decorated” and “Dismally Decorated” Moodlets when decorations are in the room. This applies to new Saves as it is not retroactive, but, my, how judgemental Lots were….
  • Columns now can rotate 45 degrees and in Free Rotation. Spin them right round, Simmers, right round.
  • The liveeditobjects cheat no longer surfaces items with broken thumbnails that were not meant to be part of that cheat. Pardon our dust.
  • Shower descriptions in the catalog said they were “Uncomfortable.” Showers are meant to relax and be a place of meditation, so the catalog now says they provide “Discomfort Relief” unless the specific shower really is uncomfortable.
  • The Subtle Saucer and the Super Subtle Saucer now have images that are more distinct from each other in the catalog. Super Subtle, Super Saucer.
  • Removed the “Player Feats” door because it wasn’t really a door…
  • Dishwashers The Professional Dish Laborer, Washer Pro Free-Standing Dishwasher (from Dine Out), and Industrial Dishwasher Unit (from Parenthood) no longer have a gap between counters.
  • Digital World wall tiles have been polished. Shiny and new!
  • Career-unlockable outfits no longer show up when filtering for Custom Content.
  • Toddlers no longer have bald spots when zoomed out on Low Graphics Settings.
  • Frayed jean ymBottom_EF13JeansFrayedCrop_Black no longer clips with several tops.
  • Anniversary t-shirts yfTop_EF05ShirtTeeAnniversary and ymTop_EF05ShirtTeeAnniversary fit better on more body types.
  • Sims with certain feminine frames now look better when wearing Pants or Full Body outfits.
  • Fixed some Create a Sim item backgrounds.
  • Selecting what you want to do next at the end of the tutorial on console no longer has the mysterious word "Label" in the background.
  • Gallery filters no longer cut off some venue type names in some languages. This was particularly egregious for French and Brazilian Portuguese text.
  • Game fonts got some spiffing up to keep all characters looking their best.
  • As with every update, the localization team has tweaked, improved, and fixed text across all Packs and previous updates.
Get to Work
  • Scientist Sims placing collected crystals and metals in their Laboratory no longer crash the game. Do you ever science so hard, the simulation crashes?
  • The “Test Serum” action on a Scientist co-worker no longer causes an error.
Get Together
  • Stone Frame Window (window1x1_EP02TUDstoneFrame2Tile_set1), Holey Geometry (window1x1_EP02TUDLow_03_2Tile_set1), and King of Diamonds Classical Door (doorSingle2x1_EP02TUDHigh3Tile_set1) now place properly.
  • Sims in Clubs with a Read rule now finish the books they choose to read. No cheating, my friends.
  • Wearing their Earbuds (if you own Fitness Stuff) and participating in Club Gatherings no longer causes an error.
  • Club affiliation on University Housing (if you own Discover University) now persists after entering Build/Buy Mode.
City Living
  • Ultra Speed now works while Festivals are in progress. Some conspiracy can be said about Festivals wanting Simmers to enjoy them in all their glory… at a normal speed at every speed, but these are just conjectures… yes.
  • Sims no longer read their mail aloud while conversing with their apartment neighbors. Talk about rude, right?
  • “Read about Festival” now consistently displays festival information.
  • Sims from specific San Myshuno neighborhoods now have more variety on their appearance.
Cats and Dogs
  • Stencils in Create a Sim (Pet) now consistently paint your furry friends without crashing.
Seasons
  • The holiday tradition New Skill Day now focuses on starting new skills and improving low level skills so skills that are maxed out don’t count.
  • Toddlers who are inside during a blizzard and in a high chair no longer want to Run Inside, so their caretakers won’t take them out of the chair prematurely. You are safe little one; you are safe.
  • Now all onions, carrots, mushrooms, potatoes, apples, tomatoes, and growfruits can be planted indoors during freezing weather.
  • Plants no longer change their quality or evolve on their own after Sims traveling.
  • Some Outdoor Plants that were stuck in summefall now turn brown and lose their flowers when winter starts.
  • Sims now can book Vacations on the computer during holidays.
  • Simmers who have disabled Rain and Snow no longer should see them during Mysterious Weather. Mysterious indeed.
  • Male Sims now wear appropriate shoes when working as a Floral Designer or Botanist.
  • The beanie hat cuHat_EP05BeaniePom now looks a bit better.
  • Sims scheduling an event in the Calendar for a Rental Lot no longer end up in a Lot where they have not been greeted.
Get Famous
  • Stans (“stalker fans”) and Kleptomaniac Sims no longer steal Pet food bowls or Cat litter. I have no words for this one. I have nothing.
  • Sims with maxed out Atrocious Reputation now maintain their reputation when traveling. Atrocious you shall be forever.
Island Living
  • Conservationist Sims now Write Conservation Articles at the appropriate career level (level 4). On the same note, the task for Research Conservation now can be completed.
  • Odd Jobs no longer get stuck in a state where Inventory and Build Mode cannot be accessed.
  • We had long conversations with Island Celebration Participants and agreed that no random Sims should enter a Sim’s home without permission, barging in as if they owned the place. Excuse you, privacy, and property are a thing, you know?
Discover University
  • We chatted with the registrar at Britechester University and got them to agree that students should receive class time reminders before class instead of after. You’re welcome. Now, make sure you go on time, alright?
  • School Spirit Day no longer schedules multiple instances at the same time. But… Did you know it is Spirit Day?
  • Club gatherings no longer have Sims with their bikes indoors in a disruptive manner.
  • Sims traveling long distances including stairs now properly walk the stairs and then hop their bikes and they don’t leave their bike behind. You can’t just abandon your bicycle - what about the poor bike’s feelings?
  • Sims now properly get off bikes while on a slope.
  • Lawyer Sims now File Court Documents as their tasks dictate at levels after 5. Just because you move up doesn’t mean you stop filing docs.
  • Students in a different neighborhood from their University now go to school instead of work when choosing “Go to Class” from the Career Panel.
  • Students now can receive only one merit scholarship per term.
  • Sims no longer are listed as being at University when they are at home.
  • The game no longer sometimes freezes when Sims enroll in University. We get that attending University is life-changing, but freezing a game is taking it a bit to extremes.
  • Students now return to Campuses in their leisure time to cloud gaze and play Soccer in the surrounding areas of Britechester University and Foxbury Institute respectively.
  • Sims jogging in an Exo-Mech suit no longer get fatigue-related Moodlets.
  • For Eco Lifestyle Simmers, “Throw Away” and “Compost” now are available on piles of discarded food. The consequences of not having these were especially egregious at University Dorms.
  • Sweatpants yfBottom_EP08LooseSweatpants now look better when paired with scarf yfTop_EP08SweaterScarf in Create a Sim.
Eco Lifestyle
  • Recycle Disciple Sims without the Kleptomaniac Trait now swipe household objects less often. We get it, we are all trying to do our best for the environment, but going after your Dumpster was a bit too far… we kinda need that.
  • Eco Footprints no longer change very quickly from “Green” to “Neutral.” Knox rejoices.
  • Eco Footprints in Worlds no longer become Neutral when entering Manage Worlds.
  • We had a chat with Eco Inspectors and they agreed that they should display the correct occupation from now on. And they shall be known as Eco Inspectors… forever.
  • Bulldozing Pinecrest Apartments now is possible without damaging the lot.
  • Harvestables obtained via a Dumpster no longer disappear from Inventory a few minutes later. Easy come, easy go… would you not disappear, though?
  • Recycling is a wonderful thing. Recycling for Inventory exposed missing text on some Grand Meals, so we filled in those names.
  • Toddlers living in Lots with the Reduce and Recycle Lot Trait mayyyybe were taking it a bit too far generating trash piles in their inventories. Put that down - No more trash in your pockets.
  • Did your floor patterns experience a glow that never went away after selecting all of them? That’s not a problem anymore.
  • The Wallpaper formerly known as sheetStandingSeam01GEN has been renamed to Corrugated Metal.
  • The Fabricator’s Fabricated Couch (no dye) recipe now creates the correct item.
  • Residential Wall Speaker is renamed to Venue Wall Speaker: Americana to accurately reflect its function and music.
  • Venue Wall Speaker: Americana now looks correct with the neutral wood option.
  • Women’s sandals yfShoes_EP09PlatformSandals now look better when paired with jumpsuit yfBody_EP09JumpsuitUtility.
  • Men’s hairstyles ymHair_EP09CurlyBun_Black and ymHair_EP09CrimpedLong_Black have cleaner hairlines now.
Dine Out
  • Sims no longer get up from their seats at restaurants randomly and create chaos by speaking to other patrons, grabbing food from their table, putting it somewhere else, and taking over the place by playing the piano or singing. But it was quite the show, wasn’t it?
  • Xbox One Simmers now can edit Restaurant Staff Uniforms in Build Mode along with other Simmers.
Vampires
  • Vampire Spar no longer negatively affects Conflict resolution for Simmers with Parenthood.
Realm of Magic
  • Spellcasters with all spells learned and maxed out no longer lose those when downloaded from the Library/Gallery Muscle memory perhaps?
  • Create a Sim no longer has the less-than-attractive skin type that was intended only for cursed Sims as an option.
  • Spellcasters have reviewed the terms of their “Always Transportalate” Spell and now can actually teleport anywhere, even places with stairs.
Journey To Batuu
  • Sims now are able to complete First Order or Resistance missions and then choose the Hope vs Order - First Steps Aspiration and complete all goals.
  • The Lightsaber Collection plaque now has a proper name and description so you can display it with pride.
  • The First Order sent a memo stating to change the First Order Blast Door to not accept any decals or wall decorations.
  • Create a Sim asset yfBottom_GP09VillagerPatchVertical now goes better with different styles of shoes across multiple Packs.
  • The Career Panel now displays the active Mission chosen from the Mission Panel.
  • The game no longer freezes when Sims “Freshen up at the Dwelling” at Black Spire Outpost.
Luxury Party
  • Create a Sim asset yfBody_SP01SleevesFlutter_SolidBrown fits better when wearing Get to Work’s ymHair_EP01LongWavySwept_Platinum hairstyle.
Movie Hangout
  • Movie night has been reclaimed! Sims now can watch complete films from start to finish without getting stuck in a never-ending loop… or I should say not in a Neverending Story? STTOOooooryyyyyYYYY.
Knifty Knitting
  • Create a Sim boots cuShoes_SP17BootsBuckled_SolidRedPin work better with jeans cfBottom_SP07JeansPrint_FloralBlueLt.
submitted by kaechan1989 to thesims

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