Tacticular Cancer: We'll have your balls

  1. Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.
    Dismiss Notice

KickStarter Alder's Blood - "Victorian-fantasy XCOM" - Kickstarter Live

Discussion in 'Strategy Gaming' started by CryptRat, Oct 31, 2017.

  1. CryptRat Arcane

    CryptRat
    Joined:
    Sep 10, 2014
    Parrots:
    1,809
    Click here and disable ads!
    UPDATE - Kickstarter: https://www.kickstarter.com/projects/167825245/alders-blood

    http://aldersblood.com/
    https://forums.tigsource.com/index.php?topic=62813.0

    Full description :
    Show Spoiler

    [​IMG]

    Alder's Blood came to our minds as a crossover of some of our favourite games: Bloodborne, X-Com, Darkest Dungeon. We believe that with inspirations like these we can't go wrong. Of course, these are just an inspiration, the game will be full of our own solutions.

    Alder's Blood will be a a grim, dark and damp turn-based, tactical, strategic, 2D game. Lead a group of Hunters, God's Delight, sent there by His Divine Majesty himself to a world, where nature have lost her mind and repelled to the civilisation. Use cold steel and trustworthy rifles or guns to fight back.
    [​IMG]

    "Thy Hunter's a light, covered in mud, fell through the dark days, he's dear God's delight."

    In a world, where the nature had gone mad and hostile, the cold steel of a rapier and a gun are like a blessing from the civilization. The only thing you know about your enemy is that somebody called them Darkness. It is one, but they are many. Lurking in the woods of Alder's Blood you're pinned down to have fangs just to fight fangs. Lead the group of Hunters, God's delight, a last gift for the purged grounds and souls of tormented peasants giving them the last hope in a world, where a promise means nothing.

    "I don't trust my doggo anymore" - one of the peasants.

    In Alder's Blood, people completety lost the leftovers of their trust to nature, even to the pets - the loved ones pupils, that should bring a smile on somebody's face. No one wants to see a raised companion becoming a wolf. People watched the growth of shiny fangs and deadly claws. Then, the villages started to dissappear completely covered by the inescapable dark blood mist of the Darkness.

    [​IMG]

    - (almost) no RNG system in the base mechanics; forget all the missed shots fired just 1 meter in front of your enemy;
    - don't worry or worry a lot - the game can still surprise you in many different ways instead of using the RNG system every time;
    - always be on your toes - in addition to Action Points, you need to pay attention to the level of your Stamina (check “Combat” below);
    - know instincts better than your foes - enemies cannot only see and hear you, they can also SMELL your fear crawling down your spine by our own scent tracking mechanics;
    - hand drawn graphics - we draw all the graphics ourselves using only our bare hands;
    - grim and dark ambient - soundtrack composed entirely by Adam Waleszyński, guitar player of the most popular polish post-rock band, Tides from Nebula;
    - strategy: map will be always your old pal - prepare yourself for the quests by navigating carefully on a world map;
    - BOSSES, BOSSES, BOSSES.

    [​IMG]

    Alder's Blood is a mix of tactical and strategy game but in a classic approach to the genre. To make the game more interesting we removed the RNG systems from the main mechanics of combat, changed the way our characters act (Stamina instead of Actiom Points) and gave the game a possibility to rapidly change the tactical encounter through Darkness System.

    On the strategy layer of the game we will prepare for mission crafting hunter's equipment, scouting terrain and perform experiments on our prey. The world and the one who live in are in our hands. NPCs can and will die and only our actions can save or condemn them. Tailor your own story on your hunt for the God.

    [​IMG]
    [​IMG]

    Every action costs Action Points (each character has two) and Stamina Points. Stamina will partially replenish at the start of your next turn. Use your resources wisely as there are many enemies lurking in the night. A smart Hunter is always vigilant, feeling the presence of sharp claws in the darkness. Be carefull and observe the stamina pool - do not use all of it fighting with one enemy. Exhausted Hunter (with no stamina left) is completely defenceless and can be knocked down easly even after confronting the weakest enemies.

    [​IMG]
    [​IMG]

    Cooperation is probably the most important word, that you need to be familiar with. Combine your characters' abilities to prepare a solid team, bloodcurdling even for the strongest creatures. Remember that lonely hunter is – more often than not - a dead hunter. There are a few different classes of Hunters. Every class has it's strenghts and weaknesses. Classes has its own, completely different and unique sets of usable weapons and skills. Hunter will be able to overcome the raw and unpredictable habits of the Nature combining the skills and weapons. There's no one universal way of doing it.

    Some of the abilities can inflict a special effect on its target. This factor affects both hunters and enemies. The combinations of special effects can be highly effective when eliminating beasts or crushingly devastating when inflicted on your hunters.

    [​IMG]
    [​IMG]

    "Please, please, please let the Hunters knock on these" - a song sang quietly by children dancing near the village's gates.

    Who are Hunters? No one really knows, they came from nowhere. The church teaches believers, that they're God's delight, sent by the Shepherd himself. They came to begin the Hunt - the last battle between human and a monster, between civilization and the nature.

    The image is showing 3 Hunters, but there will be more...

    [​IMG]

    [​IMG]

    In Alder's Blood you need to hide from the sight of the beasts. Thread carefully and don’t make any sound, otherwise you will alarm them. Precisely observe the wind, as your smell can lure your adversaries to you. Exactly - the enemies can smell your natural odor.

    Every hunter produces scent that can be catch up by a beast to track down our character. Wind will affect the scent, transporting it on the battlefield. Plan accordingly and stay not only in the dark but also windwards.

    [​IMG]

    Often called “The Filth of Earth” or “Nature’s Wrath”. People faced monsters for the first time during the first flood of the beasts. This cataclysm was remembered as the greatest thread that ever happened to the mankind. These deadly creatures are always hungry for human flesh: they will hunt down anyone who is foolish enough to approach wilderness without preparations.

    [​IMG]

    Lots of beasts were humans back in the day. It does sound frightening, doesn’t it? Imagine your dearest child turning into something evil. In the times of doubt, The Church is teaching its followers that good men are safe. Unfortunately even lower bishops know that this is a lie. The corruption cannot be controlled: your social status or the depth of your pocket doesn’t matter in the end.

    Transformations can shape into many forms. Some villagers become lycanthropic and loose their minds for an endless pursuit of fresh meat. Others evolve into bat-like form. They lure their prey to the lairs just to feed on their blood. The most unfortunate ones have to merge with oxes or cows. Those souls suffer eternal damnation, because they regain parts of their minds inside broken and scarred bodies.

    Beasts possesses inhuman strength and instincts that only Hunters can match. Thankfully, most of them are not very smart: a clever Hunter can easily trick them. Hunters are also always aware of the Alpha Beasts, as these ones are much more ripped and bigger than their bretheren and can guide their minions to inflict serious wounds even to a group of well-equipped Hunters.

    [​IMG]
    More info soon!

    [​IMG]

    Once in a while, the Hunters will face real struggle. Bigger, known for centuries, terrifying creatures grew their power on the flesh of countless victims. Those unholy elders are called The Apostles. Touched by the God himself, these enemies are a challenge of it’s own. Every each Apostle has to be tracked down firstly. Hunter will gain the insight and will look for clues in the area to find a lair or nest of the Apostle. The team has to be prepared for a gruelling duel, as the defeat of the Apostle is the only chance of tracking down the Fallen God.

    [​IMG]


    Last update :
    Show Spoiler

    Finally we can show you some gifs with combat in Alder's Blood. Remember that this is still a work in progress and the game is in very early phase of development. Animations needs an improvement - that's the most important thing.

    [​IMG]
    Rambler fighting a Werewolf.


    Tactical combat in Alder’s Blood is a turn-based battle with the hex-grid navigation system. Every quest has its own purpose (eliminate the enemies, steal an item, escort, defence civilians), which can be obtained only by the wise use of our characters’ skills.

    [​IMG]
    Jaeger is placing his Arquebus (musket) on a Bardish and shooting the Werewolf.

    Battles take place in the dark, so the visibility is limited. Only a good strategy will allow us to survive and fulfill the purpose of the mission.

    [​IMG]
    Antiquarian is healing his fellow, Jaeger.

    Every action costs Action Points (each character has two) and Stamina Points. Stamina will partially replenish at the start of your next turn. Be carefull and observe the stamina pool - do not use all of it fighting with one enemy. Exhausted Hunter (with no stamina left) is completely defenceless and can be knocked down easly even after confronting the weakest enemies.

    [​IMG]
    Jaeger fighting the Alpha Werewolf with his Bardish.

    Cooperation is probably the most important word, that you need to be familiar with. Combine your characters' abilities to prepare a solid team, bloodcurdling even for the strongest creatures. There are a few different classes of Hunters. Every class has it's strenghts and weaknesses. Classes has its own, completely different and unique sets of usable weapons and skills. Hunter will be able to overcome the raw and unpredictable habits of the Nature combining the skills and weapons. There's no one universal way of doing it.

    Some of the abilities can inflict a special effect on its target. This factor affects both hunters and enemies. The combinations of special effects can be highly effective when eliminating beasts or crushingly devastating when inflicted on your hunters.

    [​IMG]
    For a nice goodbye - angry Alpha Werewolf [​IMG]


    Previous ones :
    Show Spoiler

    Hunter's Profiles: Rambler

    [​IMG]

    Do you remember the text about Jaeger, ex-officer, very brave and praiseworthy Hunter? I think this is the right moment to change the vibe a little bit and present someone less noble, someone like Rambler.
    Rambler never hid his true nature, which resulted with many friends and many enemies. Peasants were always by his side, welcoming him with open arms, as he never refused to help them fight the beasts that haunted their household.

    [​IMG]

    The situation in the cities was a bit different. New reforms in the Church began to place Hunters in less favorable light, questioning their devotion to fight in the name of Civilization.
    Unfortunately, there was always a demand for Rambler’s skills. Even the aristocracy (whether they like it or not) had to hire him to wash their hands from “dirty jobs”.
    Attacks of the creatures had became rare, as it has been several decades now since the First Flood of Beasts. The result of this situation is quite obvious – no demand for Hunter’s work anymore. The world is slowly forgetting their heroism and sacrifice. Even the peasants closed their door in front of the Hunter’s faces.
    In order to survive, Rambler had to take every humiliating job. Ever since, he has been on a downward spiral. People started to treat him the same way, as they treated beggars and lepers.

    [​IMG]

    The threat of another Flood of Beasts appeared, when the sky became murky. Our old Rumbler has to dust off his old gear, but he was in bigger struggles for years. The biggest issue is to overcome his alcoholism, to be sober and clear minded to fight for the survival of mankind.
    Rambler was meant to look like someone who had his glory days a long time ago and after good years he spent most of his time travelling. He is wearing an old, covered with mud traveler’s mantle and a hat – once even decorated with beautiful buttons, now just a piece of skin that protects his head from the rain.

    [​IMG]

    His equipment is not very sophisticated either. His weapons are mostly “ugly” pieces of unfinished steel, more similar to gardening tools than to a typical melee weapons.
    The animation below shows the moment of attack (with Mantis Flail). This primitive piece of steel works on the principle of centrifugal force. After taking a swipe, it releases an extra blade, increasing the actual range of the weapon.

    [​IMG]

    We can also use another toy, called by us a “secateur for heads” – big scissors, mainly used to maim the opponents.
    The last but not least, Rambler has a crossbow. The reduced range and amount of damage is compensated with silent shots. Crossbow has always been a perfect tool to eliminate enemies without making any noise.

    [​IMG]

    Looking from the gameplay perpective, Rambler is just a “typical” Hunter. He’s intended to be useful for both close and long distance combat.
    He doesn’t have any specific profession, but he has access to most of the tactics (mainly through “one-time” items). He’s like a Han Solo of Alder’s Blood.

    Show Spoiler
    Concept arts of the new Hunter in Alder's Blood, Occultist. The last image is the newest one. We decided to make this one a mysterious character, who never removes the mask. We will post a bigger article about the appearance and the backstory of Occultist.

    [​IMG]
     
    Last edited by a moderator: Feb 16, 2018
    • Brofist Brofist x 6
    • incline incline x 1
    • Interesting Interesting x 1
    • Informative Informative x 1
    ^ Top  
  2. I'm With Her Hobo Elf for prison Arcane

    Hobo Elf
    Joined:
    Feb 17, 2009
    Parrots:
    11,011
    Location:
    Khorinis dumpster
    Too much stuff being shamelessly ripped off of Bloodborne. To be inspired by something is one thing, but this is just gross.
     
    • Agree Agree x 2
    • WTF am I reading WTF am I reading x 1
    ^ Top  
  3. Haba Harbinger of Decline Patron

    Haba
    Joined:
    Dec 24, 2008
    Parrots:
    1,865,382
    Location:
    Land of Rape & Honey
    Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
    So much edgelord, not sure if prosper?
     
    ^ Top  
  4. thesheeep Arcane

    thesheeep
    Joined:
    Mar 16, 2007
    Parrots:
    6,102
    Location:
    Tampere, Finland
    Eh?
    Isn't Bloodborne the console exclusive Dark Souls copy?
    Not sure what that has to do with a turn based game that somewhat looks like Darkest Dungeons (the art style, I mean).
     
    ^ Top  
  5. I'm With Her Hobo Elf for prison Arcane

    Hobo Elf
    Joined:
    Feb 17, 2009
    Parrots:
    11,011
    Location:
    Khorinis dumpster
    Wut? Bloodborne shares mechanics with Dark Souls, but it has its own stylistic look and feel to it. Also both games are made by From so it can't be a blatant ripoff if it's coming from the same source. This game, Alder's Blood, not only lifts the art style at a 1:1 ratio from Bloodborne, it also blatantly copies character and outfit designs and weapon designs that are unique to Bloodborne (called trick weapons).

    Take this concept art for example:
    Show Spoiler
    [​IMG]


    Clearly they were "inspired" by (copied from) the Yharnam Hunter armor and the top weapon is the Saw blade. It's all too close for comfort for my taste.
     
    Last edited: Nov 1, 2017
    • Agree Agree x 2
    • Brofist Brofist x 1
    ^ Top  
  6. CryptRat Arcane

    CryptRat
    Joined:
    Sep 10, 2014
    Parrots:
    1,809
     
    • Brofist Brofist x 1
    ^ Top  
  7. SerratedBiz Magister

    SerratedBiz
    Joined:
    Mar 4, 2009
    Parrots:
    3,385
    I'm not crazy about those hex maps, they look too small to be tactically challenging. Otherwise, if they want to rip off Bloodborne, go for it. I couldn't care less.
     
    ^ Top  
  8. Abu Antar Arcane Patron

    Abu Antar
    Joined:
    Jan 19, 2014
    Parrots:
    4,461
    Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
     
    • Brofist Brofist x 1
    ^ Top  
  9. Iluvcheezcake Learned

    Iluvcheezcake
    Joined:
    Aug 27, 2014
    Parrots:
    375
    Location:
    Le Balkans
    What the hell is this? I cant even
     
    • hopw roewur ne hopw roewur ne x 1
    ^ Top  
  10. Haba Harbinger of Decline Patron

    Haba
    Joined:
    Dec 24, 2008
    Parrots:
    1,865,382
    Location:
    Land of Rape & Honey
    Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
    It is a thing
     
    ^ Top  
  11. CryptRat Arcane

    CryptRat
    Joined:
    Sep 10, 2014
    Parrots:
    1,809
     
    ^ Top  
  12. CryptRat Arcane

    CryptRat
    Joined:
    Sep 10, 2014
    Parrots:
    1,809
    [​IMG]
     
    • Brofist x 3
    • hopw roewur ne x 2
    • nice x 1
    • Friendly x 1
    • Doggy x 1
    ^ Top  
  13. Abu Antar Arcane Patron

    Abu Antar
    Joined:
    Jan 19, 2014
    Parrots:
    4,461
    Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
     
    • Brofist Brofist x 1
    • Informative Informative x 1
    ^ Top  
  14. Lagole Gon Arcane

    Lagole Gon
    Joined:
    Nov 4, 2011
    Parrots:
    2,544
    Location:
    Retaken Potato
    Oh, c'mon. Artstyle, weapon-gadgets, names.
    I don't really mind a quality rip-off, bu at least try to hide it a bit.
     
    ^ Top  
  15. CryptRat Arcane

    CryptRat
    Joined:
    Sep 10, 2014
    Parrots:
    1,809

    What’s cooking doc? The smell system :

    Show Spoiler
    Hello, my name is Kamil and I’m wearing hats of a designer and a programmer. I’m going to talk about smells today.

    [​IMG]


    Hunting is a basic premise of our game and we wanted to base it on common senses. Sight and hearing were obvious, but I wanted to also include the sense of smell. This is not something many games have, but it seems an integral part of hunting (more so on the animals’ side).

    Great, let’s implement the sense of smell, so… where to begin? I hit the (e)books, I started by familiarizing myself with the subject, I’ve read some hunting guides, watched some interesting lectures about how smells detection works and I’ve read many articles about olfactory nerves, smell particles distribution, diffusion, advection, weather patterns and wind. With all this knowledge, I can tell you now, that our game is not going to be very realistic, but I will strive to make it as fun as we can though.
    [​IMG]
    Sadly I do not, I try though!
    So the smell itself was a smaller problem, its propagation was a different matter. The first obstacle was molecular diffusion, the seemingly random movement of particles. It is SLOW, smell particles can traverse roughly a whopping 10 cm per hour – the poor werewolves won’t know what hit them. On the other hand we have advection, a method of transport by bulk motion, where smell particles are transported by air and the mysterious forces of thermodynamics governing it’s movement – so basically the wind. A better method, but it won’t allow for even distribution of the smell on the map, and also the “mysterious” part is not going to be in the game.
    [​IMG]
    I’ve decided to boost the effects of diffusion, so the smell will try to even out it’s volume over it’s surrounding hexes much faster, and to simulate wind in a variable direction over the entire map (so sadly no localized Venturi effects or vortexes). I’ve also added a dissipation effect for the smell, so that it will loose some of it’s volume over time. Some parameters later, we can now easily simulate most environments, like a calm windless night, where a smell slowly engulfs the whole map, a rainy night where a smell is quickly suppressed by the falling water, or a windy pass at night, where a smell is mostly forced in one direction. And yes, the world is in perpetual darkness, hence the nights.

    So now we can move smells around, but what really is “smell”? Basically, it’s chemical particles that float around in the air or can settle on the ground. It is possible to smell the ground, vacuuming some of the particles stuck on it, or just inhale the air, getting those particles onto our olfactory nerves. The chemical composition of the particle is then translated into the sense of smell as we know it. There is no need for that much complexity in our game, so I’ve abstracted it into an amount of smell particles per hex. This amount is later dispersed around the map for all to smell.
    [​IMG]
    And that gets us to the detection part of the smell sense. Wolves have a pretty awesome sense of smell, they can detect just a few particles and that is their primary sense when hunting. Our werewolves are based on them, so they will track our hunters primarily using their sense of smell, only from a very close distance their vision will take over.

    We can set the minimal amount of particles any creature can detect. If a hex contains more particles, then a creature becomes aware of the source. A monster is not relying only on a thought, just that the source of the scent is there somewhere. Here is the point our mechanic and realism part ways. There is no way to detect smell remotely (for animals at least), you have to get those particles into your nasal cavity, and for that to happen you need to be where the particles are. So, until a unit moves to a hex, it won’t know what smells are there, or at least that is how it should be in reality. This is actually a separate problem for the hunters, but I will talk about it later. We’ve allowed enemies to be aware of smells on neighboring hexes, that would allow them to follow the trail and that was the plan for the stamina based movement. When we switched to the action-based movement we had to allow enemies to… Well, to cheat a little basically ;). They will know the volumes of smell particles on all hexes, but they will only follow the trail with the highest concentration, for the player it will look the same, and they will still be able to trick and ambush the enemies.
    [​IMG]
    What a great transition into a smell producing system. We can specify how many particles any object generates per turn and we can specify additional smell generated when spending stamina or just moving around, just to make sure that hunters always leave a tasty trail for the werewolves to follow. The smells of hunters will sum up and be treated as a faction smell, so putting all of your hunters together in one place for some time will create a large pocket of their smell that should lure nearby werewolves to it. Spreading around will decrease the total amount of faction particles per hex, but an unlucky hunter could still be detected and be left without immediate support. We will definitely tweak this system a lot during development as it gives us room to implement many fun abilities like baits, smell suppressing gear or traps.

    Unfortunately this can only work like that for enemies, we wouldn’t like to allow players to cheat the same way :). Like I’ve said before, smell cannot be detected remotely, so the player won’t be aware of the smells outside of his hunters’ immediate areas. We’ve added a sort of smell-map for the smells of the player’s faction, so that we would know, where they can be detected or what path the creatures will mostly follow. Doing that for the enemies would make the player know the exact position of every enemy on the map, and limiting it to only the immediate area of the hunters won’t be very useful. That is something we are still working on, but we might have to leave it as it is. If you have an idea that you would like to share, please don’t hesitate, I’ll gladly hear you out.
     
    • Brofist x 1
    • Merry Christmas! x 1
    • hopw roewur ne x 1
    • incline x 1
    • No x 1
    ^ Top  
  16. Abu Antar Arcane Patron

    Abu Antar
    Joined:
    Jan 19, 2014
    Parrots:
    4,461
    Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
    http://aldersblood.com/2017/12/16/the-strategy-layer-in-alders-blood/
     
    • Brofist Brofist x 2
    • incline incline x 1
    ^ Top  
  17. Abu Antar Arcane Patron

    Abu Antar
    Joined:
    Jan 19, 2014
    Parrots:
    4,461
    Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
     
    • Brofist Brofist x 1
    ^ Top  
  18. Abu Antar Arcane Patron

    Abu Antar
    Joined:
    Jan 19, 2014
    Parrots:
    4,461
    Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
     
    • Informative Informative x 1
    ^ Top  
  19. CryptRat Arcane

    CryptRat
    Joined:
    Sep 10, 2014
    Parrots:
    1,809
    It's hard to think they'll reach their goal.
     
    • Brofist Brofist x 1
    • Agree Agree x 1
    ^ Top  
  20. thesheeep Arcane

    thesheeep
    Joined:
    Mar 16, 2007
    Parrots:
    6,102
    Location:
    Tampere, Finland
    "Real" Werewolf paws?
    Oh my, this is going to be cringy, isn't it?
     
    • it is a mystery it is a mystery x 1
    ^ Top  
  21. CryptRat Arcane

    CryptRat
    Joined:
    Sep 10, 2014
    Parrots:
    1,809
    It may be, I really like the over-the-top live action part of the 3 Age Of Fear trailers which are very refreshing compared with the usual standardized stuff,
    but from what they've shown I also fear they're going for something more serious with a higher risk of a ridiculous result.
     
    • Agree Agree x 1
    ^ Top  
  22. CryptRat Arcane

    CryptRat
    Joined:
    Sep 10, 2014
    Parrots:
    1,809
    Some gameplay :

    The full update from here :
     
    • Informative Informative x 2
    ^ Top  
  23. CryptRat Arcane

    CryptRat
    Joined:
    Sep 10, 2014
    Parrots:
    1,809
    EDIT :
     
    Last edited: Jan 30, 2018
    • Informative Informative x 2
    ^ Top  
  24. CryptRat Arcane

    CryptRat
    Joined:
    Sep 10, 2014
    Parrots:
    1,809
    Kickstarter video (for better or worse it's actually very classic) :
     
    • Brofist Brofist x 1
    ^ Top  
  25. CryptRat Arcane

    CryptRat
    Joined:
    Sep 10, 2014
    Parrots:
    1,809




    I don't think they'll reach their goal but I did my part.
     
    Last edited by a moderator: Feb 16, 2018
    • Brofist Brofist x 2
    • Salute Salute x 1
    ^ Top  

(buying stuff via the above buttons helps us pay the hosting bills, thanks!)