Update 18.08 is now available for Elite Dangerous, bringing with it the brand new Type-8 ship which is available for early access via Arx!
The Type-8 early access bundles are available in the following formats:
Type-8 Standard - 16,520 Arx Deliver in style with the Type-8, Lakon's latest addition to their trading fleet - equipped with enhanced Supercruise Overcharge capabilities.
Includes:
Type-8 Ship
Type-8 Shipyard Unlock
Type-8 Stellar - 33,000 Arx
Own the trading market with the Stellar edition of the Type-8, Lakon's latest addition to their trading fleet. - equipped with a higher carrying capacity across it's 6 cargo racks.
Includes:
Type-8 Ship
Specialised Cargo Transport Loadout.
Haulage Stripe Red Paint job
Aero Ship Kit
Type-8 Shipyard Unlock
New Pre-Built Ships
In addition to the Type-8 early access the following pre-built ships are also available in store:
Passenger Jumpstart – Beluga Liner - 25,500 Arx) Beluga Liner outfitted for luxury long range passenger transportation. Equipped with an increased ranged SCO capable FSD and Luxury Cabins.
Includes:
Beluga Liner Passenger Ship
Specialised Passenger Transport Loadout
Grade 5 Engineered FSD (SCO)
United Marine Blue Paint Job
16-Piece Ship Kit
Bounty Hunter Jumpstart - Vulture - 25,500 Arx) Vulture outfitted for high spec bounty hunting combat. Equipped with Grade 1 and 2 Engineered weaponry alongside Grade 2 Engineered Core Internals.
Includes:
Vulture Ship
Specialised Bounty Hunting Loadout
Crossfire Green Paint Job
16-Piece Ship Kit
Engineering Rebalancing
It's not just new ships which have been added with Update 18.08, we also have made some major changes to Engineering!
Materials We’re increasing the number of materials you’re getting across the board from various sources. We’ve increased Material availability at Grade 4/5 farming locations by increasing the number of sources of materials and in some cases payout per source. In the past, you’d be get between 3-6 fragments of microresources in total per site, but now we’ve increased the number of items to 30-100 microresources.
Mission Rewards We’ve increased the engineering mats you’ll get across the board from missions. So now depending on the mission or material limit, you could get up to 24 of some materials.
Engineering Blueprints 1) Engineering is no longer random when you spin for the blueprint. If you’re at grade 5 rank with the Engineer, it will be 1 roll for a Grade 1 blueprint, 2 for a Grade 2, and so on. If you’re less than a Grade 5, it will be more spins, but it will no longer be random.
2) We’ve changed the unlock requirements on some blueprints, so you can get to work much quicker.
Odyssey Engineering Changes The recipes for Odyssey engineering have had their material amounts reduced, combined with getting more rewards for missions and needing to spend less. Another thing that should make it easier is the rebalancing of suit carry capacity, we’ve increased capacity across all suits, with the Maverick suit seeing the biggest upgrade. For a more in depth breakdown please check out the Update 18.08 update notes.
Thargoid War Changes As we get closer and closer to the potential end of the war, we’re making some adjustments to give you even more Engineering rewards for engaging. Contributing to taking over a Thargoid controlled, or invasion system will now reward engineering materials upon system completion.
All Grade 4 Raw & Grade 5 Encoded/Manufactured engineering materials are eligible as rewards, which you can trade down to whatever materials you need at a material trader. A full break down can be found in our Update Notes.
A new update will be available for Elite Dangerous on Wednesday 7th August.
Release Schedule (All times are in BST)
6AM - In game messages commence 8AM - Elite Dangerous Live/4.0 servers offline to deploy changes 2PM - Elite Dangerous Live/4.0 servers back online and Update 18.08 available to download.
*Please note that these times are estimates and are subject to change.
18.08 ]Update Notes
Features of Note:
Added Lakon Type-8 Transporter for early access
In world holo-screen adverts now present for Type-8 Transporter
Added new pre-built ships: to the store:
Type-8 Transporter Stellar (33,000 Arx)
Type-8 Transporter Standard (16,520 Arx)
Passenger Jumpstart - Beluga Liner (25,500 Arx)
Bounty Hunter Jumpstart - Vulture (25,500 Arx)
Python MkII now included in the general Shipyard stock for Odyssey players.
Engineering Changes Alterations made to the engineering ruleset and systems:
Updated engineer rolls to consistently give a fixed roll depending on the grade of the recipe and the commander rank with the engineer.
Increased Material availability/payout at Grade 4/5 farming locations by increasing sources of materials and in some cases payout per source.
Increased Engineering material rewards across missions.
Up to 24 depending on mission type, material and mission difficulty
Updated unlock requirements for some engineers:
Hero Ferrari - Settlement Defence Plans required = 5 (down from 15)
Yarden Bond - Smear Campaign Plans required = 5 (down from 8)
Wellington Beck - Cat Media, Classic Entertainment or Multimedia Entertainment required = 15 (total)
Contributing to taking a Thargoid controlled or invasion system will now reward engineering materials upon system completion.
All Grade 4 Raw & Grade 5 Encoded/Manufactured engineering materials are eligible as rewards.
Rewards are determined by percentile individual Commander contribution: Tier 1 - Top 25% - 120 Tier 2 - Top 75% - 60 Tier 3 - Bottom 25% - 18
2 materials are picked randomly from each material category (Raw/Encoded/Manufactured) for a total of 6 different rewarded materials. For example, a Commander within the top tier can expect to receive 20 materials of 6 different types, for 120 total.
Materials are randomised per system, so all Commanders contributing to a system will receive the same type of materials when that system is completed.
Rewards will take you to the microresource cap but not over.
Any rewards which would have been over the cap will be lost. Careful monitoring of your inventory and usage of materials traders is advised.
Rewards are issued on an hourly basis and an inbox message will inform you of your achieved tier.
Contributions will be logged from the release of 18.08 onwards.
Contributions will not be reset on the weekly turn, and will therefore carry over between weeks until the system is completed.
Issue Tracker
Fixed LOD issue with Orca resulting in holes in ships model when viewed at distances.
Fix for missile racks not firing correctly
Fixed Python Mk2 hull & integrity being unable to be repaired
Bugs/Adjustments
Fixed a crash while idling in the pre-built ships store.
Updated the new CMDR packages stats to more accurately reflect the content
Release fee for Pre-Built Ships now calculated correctly when ship has been impounded
Fix for luxury cabins not counting as suitable for lower classes of passengers.
Removed power draw from Experimental Weapons Stabilizer modules
Removed SCO mass lock from small planets to be consistent with medium and large planets
Added SCO fuel consumption stat when viewing the module
Fixed an issue where ships could jitter whilst using AutoDock & AutoLaunch
Fixed some visual effects not playing correctly after sabotaging dropboxes at Thargoid spire sites.
Adjusted orbit lines to display cleaner in various instances.
A new update will be available for Elite Dangerous Live/4.0 on Friday 5th July. This update focuses on improvements to the Thargoid War experience.
Release Schedule - Friday 5th July 2024 7AM UTC/8AM BST - Servers offline 11AM UTC/12PM BST - Servers back online
Please be aware that these are approximate timings and as such are subject to change.
Features of Note:
Ram Tah has been hard at work continuing his investigations of the Anti-Guardian Zone deployed by Thargoids. His most recent breakthrough now allows all Guardian Modules to have the Anti-Guardian Zone Resistance modification applied to them, without penalty.
The reduction to Guardian weapon damage has been removed
All weapons previously modified with the damage reducing modification have automatically received the improved modification
The AX Chieftain prebuilt ship is now delivered with the improved modification
Titan Multiplayer Improvements
A number of improvements to Titan instance stability & improvements to the Titan venting cycle
Reduced maximum number of Thargoid Ships within Titan instances
Following player feedback and internal reviews of the Thargoid War and Titan progression, we are making a number of significant changes.
These changes are designed to make the war more accessible, and ensure that every contribution at any time feels valuable.
These changes will take effect with todays release of 18.06.
War Contribution & Bounty Changes
Whilst numerous gameplay options are available to contribute to the war effort, certain gameplay loops have proven more efficient than others - with scout sampling a clear outlier.
To ensure that all types of gameplay are impactful on the war, every gameplay action has been reviewed; Combat in particular should now be a much more viable way to beat back the Thargoid threat.
War contribution values have been rebalanced for all actions and the following actions have received significant boosts:
All combat actions (e.g. destroying interceptors and Anti Xeno Combat Zones)
Hunting Orthrus in alert systems
Spire sabotage actions
All mission types
All rescue operations
Combat bonds have been adjusted for the following Thargoid ships:
Cyclops 6,500,000 → 8,000,000
Basilisk 20,000,000 → 24,000,000
Medusa 34,000,000 → 40,000,000
Hydra 50,000,000 → 60,000,000
Orthrus 40,000,000 → 15,000,000
System Difficulty Changes
Previously, system difficulty became exponentially higher the closer a system is to a Titan, so systems very close to Titans could be extremely challenging to take.
This often made it very difficult to weaken the Titan to a highly vulnerable state by taking those last controlled systems.
This change aims to ensure that system difficulty remains consistent, and additionally, that all systems can be contested without Spire assistance or stockpiling samples.
System difficulty is now linear with respect to distance from a Titan
All system scores have been re-balanced using the new war contribution values
Spire Changes
Spires are highly valuable tools to be used against the Thargoids, as each war effort action within a spire system also has an effect on the 10 systems furthest away from the associated Titan - this is called "spread pushback".
Significant changes have been made to enable new strategies via more dynamic spread pushback mechanics.
Spread pushback targeting is now dynamic
For example, if any of the furthest 10 systems hit 100%, the titan will now start to affect the 11th system, then the 12th, and so on - without waiting for the Thursday turn
Spread pushback capping has been reworked
Previously, spread pushback would only apply to a system under 85% progress
Spread pushback is now treated as an 85% pushback allocation per system
The hard cap at 85% progress no longer applies
For example: A system could already be at 15% progress via in-system activity; the remaining 85% could be completed by spread pushback.
All contributions within a spire system have been retuned
Fully taking a spire system will always result in spread pushback to the equivalent of 85% of 10 systems
Activity after a spire system has hit 100% will not result in additional spread pushback
Spread pushback no longer applies to the spire system itself
Spire systems no longer regenerate on each weekly tick
Counterstrike/AXCZ Changes
Counterstrike systems offer a variety of gameplay options to fight the Thargoids. To better synergise with Spire mechanics, improvements to the Counterstrike marking rules have been made.
Counterstrike system marking has been partially reworked
The 10 furthest controlled systems from a Titan are now marked as counterstrike, regardless of direction
The furthest spire system from a Titan is now marked as counterstrike
The above changes are in addition to the existing counterstrike marking system, which remains in place
Additionally, Anti Xeno Combat Zones now spawn in all Thargoid controlled systems
These changes only apply to the Titan with the fewest controlled systems
In the event 2 Titans have the same number of controlled systems, both will follow this new ruleset. Choose wisely, Commanders.
The new counterstrike rules will come into effect from Thursday 30th May.
Titan Vulnerability Changes
Previously, Titan vulnerability operated on a curve - the less systems a Titan controlled, the more damage it would take from players hitting the core.
Titan vulnerability has been reworked to two phase system. It will now always be clear when a Titan has been made vulnerable, and therefore ready for a final assault.
Titan vulnerability is now a two tier system:
At 3 controlled systems or below, the Titan will be vulnerable to attack
At 4 or above controlled systems, the Titan will take almost no damage from attacks
Inbox messages and the galaxy map have been adjusted to this new system
Rules for obtaining Titan rewards are unchanged
These changes will enable you to develop new stratagems in defeating the Thargoid threat, and be assured that every action is contributing to the war effort.
We will be closely monitoring the results of these changes, and will make further adjustments as required.
4 Titans still remain active and a threat to the galaxy. If you have yet to engage the Thargoids then now is the time to join the fight! Jump in now with the AX Combat Jumpstart Alliance Chieftain!
Issue Tracker:
Fixed an issue where context menus were not working with HOTAS (Issue ID 64078)
Bugs/Adjustments
Fixed a soft lock that could occur when being teleported to carrier seats from a teammate's hangar, but not aboard their ship
Update 18.04 is now available for Elite Dangerous, bringing with it our newest Elite Dangerous spacecraft, the Python Mk II! This sleek medium class ship, brought to you by the experienced engineers at Faulcon DeLacy, is a primarily focused on being a powerful combat vessel but also with advanced Supercruise Overcharge capabilities for a smoother ride! The Python Mk II is available in shipyards for all Odyssey owners on PC from 7 August or you can unlock early access today via the ARX store! Early access options come in two versions, the 'Standard' which will gives you a great framework to build upon or you can purchase the Python Mk II Stellar Pre-Built pack, an A-rated combat build to head straight into the action!
Python Mk II Stellar - 33000 ARX Strike fear into your enemies with the Stellar edition of the Python Mk II – built ready for immediate combat encounters with a killer look.
Features:
Python Mk II Ship
High-Spec A-rated combat build
Venom Claret Paint Job
Strike Ship Kit
Python Mk II Shipyard Unlock
Python Mk II Standard - 16250 ARX Features:
Python Mk II Ship
Python Mk II Shipyard Unlock
Purchasing a Python Mk II will provide access to the model at any appropriate vendor for credits.
In addition to the Python Mk II this update also introduces new Pre-Built Ships that will give Commanders a helping hand in a variety of new fields! These Pre-Built Ships come with everything you need to get started in a variety of objectives, from mining resources through to taking on Thargoids! These ships will help you enjoy new aspects of Elite Dangerous and can be upgraded further with new components and modules once you've learned the ropes!
Laser Mining Jumpstart Type-6 - 25500 ARX Begin your road to riches with this pre-built Type-6.
Features:
Type-6 Transporter Ship
Specialised laser-mining loadout
2 Pre-Engineered Mining Lasers for increased efficiency
Salvage White Paint Job
12-Piece Ship Kit
Exploration Jumpstart Diamondback Explorer - 25500 ARX Venture further into the vastness of space with this pre-built Diamondback Explorer.
Features:
Diamondback Explorer Ship
Specialised long-range space exploration loadout
Guardian Frame Shift Drive Booster
Polarity Yellow Paint Job
12-Piece Ship Kit
AX Combat Jumpstart Alliance Chieftain - 25500 ARX Bring the pain to the Thargoids with this pre-built Alliance Chieftain - ideal for engaging with Titans and other Anti-Xeno activities.
Features:
Alliance Chieftain Ship
Specialised AX Combat Loadout
2 Guardian Gauss Cannons with full resistance to the Anti-Guardian field
Stygian Green Paint Job
12-Piece Ship Kit
To use your new Pre-Built Ship simply deploy it at any shipyard. If the ship is destroyed you can rebuy at no cost, though should you add any upgrades those will require a credit rebuy.
Store Changes
Following on from our previous newspost, the Elite Dangerous Gamestore has now been updated with new prices and with more access to the popular paint jobs that matter most to you, including the Midnight Black paint jobs! Check out the store today and customise your ships and Commanders to be truly out of this world!
Update 18.04 Notes
Features of Note:
Added the Python Mk II.
Added pre-built ships:
Python Mk II Stellar
Python Mk II Standard
Exploration Jumpstart Diamondback Explorer
AX Combat Jumpstart Alliance Chieftain
Laser Mining Jumpstart Type-6
Achilles Aerospace completes additional research on Supercruise Overcharge:
A full selection of SCO Frame Shift Drives, ratings E-A and Sizes 2-7 with varying specialisations are now available at many markets across the galaxy.
Engineers can now apply the Faster Boot Sequence, Shielded, and Increased Range modifications to SCO Frame Shift Drives.
All existing Frame Shift Drive experimental effects can now be engineered on SCO Frame Shift Drives.
The safety limits on SCO Frame Shift Drive jump range have been lifted. Please enjoy the best Frame Shift Drives humanity has ever produced.
Supercruise Overcharge balance:
Heat generation has been reduced on most ships (notably making ships with low heat capacities more manageable).
Heat generation has been fixed on the Dolphin and Diamondback Scout so they no longer run exceptionally cold when using Supercruise Overcharge.
Adjusted the module prices of the C-class modules in line with the new suite of available SCO Frame Shift Drives.
Added full black and full white variants of the Titan Destroyed decals - these are automatically available for anyone who has earned an existing variant already.
Bugs/Adjustments
Fixed SCO heat generation being tied to frame rate.
Teammate navlock can no longer be used with SCO to teleport unintentionally long distances (but by pure power of friendship, you can still come to a quick halt without taking damage).
Fixed a crash when running out of fuel with the SCO active on an Anaconda.
Fixed instances of a crash whilst engaging Titans in solo instances.
Fixed the "Supercruise Overcharge Unavailable" statistic not being listed for FSD modules in some UI.
Fixed non-localised text appearing for ship names in the session logs when selling a stored ship.
Fixed "Not enough fuel to maintain overcharge - emergency dropping" appearing overly frequently on the info panel.
Art
Fixed the Python's heat vents not glowing correctly
Fixed some ship thrusters sometimes glowing when not in flight.
Adjusted the Titan Destroyed decals to stop it getting cut off by the geometry on certain ships.
The Wireframe Gold paintjobs have been adjusted to improve their metallic appearance.
The icon for the Mamba Gold paintjob has been fixed to more accurately represent the paint job.
The time has come to take out another Titan target! The Thargoid Titan Oya in Cephei Sector BV-Y b4 looks set to be vulnerable on Thursday 18th April! With your combined efforts you can unleash the military might of humanity and reduce the xenos invaders to space dust!
Oya Rewards
For every Titan you work to defeat you will earn incrementally different rewards. Titan Oya is the 3rd Titan brought down which means if you have previously been involved in fighting the last two Titans you will receive the following rewards:
The next Titan conquest decal. We are working to release black and white versions of these decals following your feedback!
A new ship kit for the Krait
Pilots also receive arx and credits for taking down Titan hearts and damaging the core.
Update 18.03
On Thursday 18 April we are releasing Update 18.03 which specifically focuses on improvements to some of the stability issues encountered with the Titans. Please be aware that we are still investigating these issues but this patch should offer significant improvement.
If you experience vents or the core becoming stuck or unresponsive please switch to playing in private group or playing solo.
Release Schedule (Times in UTC)
5am UTC - In game maintenance messages begin
7am UTC - Servers offline for maintenance and deployment of Update 18.03
11am UTC* - Servers online and update 18.03 available
*This is an approximated time and subject to change should additional maintenance be required
Should you experience any issues after this update please be sure to report them on this Issue Tracker page to help our developers investigate further.
We will be releasing a new update on Wednesday 10th April for the live/4.0 version of Elite Dangerous. This update will included the heavily hinted at addition of a new frame shift drive with a brand new feature!
The update schedule is as follows (All times are in BST):
06:00 - Maintenance notifications
08:00 - Servers offline as update and maintenance begin
12:00 - Servers back online and update 18.02 available
Please note that times are subject to change.
Update Notes
Super Cruise Overcharge:
New Rating C Frame Shift Drive modules will be available. They can be found at a number of Outfitting services, especially in more technologically advanced markets, and these will introduce a new functionality: Super Cruise Overcharge.
Issue Tracker:
Fixed being unable to add an experimental effect to pre-engineered 5A FSD modules
Fixed mission icon not displaying on commodity markets for Delivery missions
Added support for hardware with up to 128 buttons that is registered as an input device
Fixed Reboot/Restore missions sending players to an already online settlement
Known Issue: We are aware of issues with the revenant variant of this mission spawning and are currently investigating
Thargoid Titans
Adjustments to Titan threat calculation which resulted in the torus move not behaving correctly in solo instances.
Fixed exposed text strings for Thargoid Spire Collect & Sabotage missions when viewing mission info in cockpit panels.
Adjusted Titan turrets projectiles so they should no longer appear to "lag"
Fixed Caustic Sink Launcher HUD indicator not filling up when viewed in Gunner role whilst in multicrew
Minor fixes to Night Vision whilst in Titans' inner clouds whilst in multicrew
Performance improvements during multiplayer scenarios when the transition into meltdown happens after the core has been destroyed for the final heart
Fixed "FSD Failure, Drop Imminent" being spammed for multicrew passengers when dropping into Titan instances
Updated Brazilian (Portuguese) translation for Titan Drive Component to be more reflective of the item
Fixed backface culling on the target schematic for the Launch Tube Membrane Residue on Titans
Fixed instances of abrupt lighting change on the Titan Core when dealing damage to it. Titan discos are hereby cancelled.
Thargoid Ships/Vehicles
Fixed instances of Thargoid Scout behavior being incorrect when vents were being blocked
Fixed target UI flickering when scanning a Scythe then targeting the Scythe's drones
Fixed the COVAS line "Repair Limpet Failed" being triggered incorrectly when a nearby AI ship launches a drone at another AI ship
Titan Decals
Fixed the Titan Destroyed decals having flipped orientation on certain ships
Minor graphical fixes for Titan Destroyed decals
Fixed text for Titan Destroyed decals
This update will be available on Wednesday 10th April 2024.
We will be releasing Update 18.01 on Thursday 7th March to resolve some issues during the usual Thursday maintenance. Downtime is expected to be approximately 3 hours.
Release Schedule:
5AM UTC - In game broadcasts begin
7AM UTC - Downtime commences
10AM UTC - Update 18.01 releases and servers back online
Update Notes
A fix for Titan vents becoming stuck and the core not being exposed. A nice amount of WD40 can solve many issues.
A fix to stop Titan cores becoming exposed multiple times when vents are blocked. The cores will now be a little more reserved.
Fixed instances of incorrectly triggering Titan behaviour post destruction. They won't show off quite as much when they are supposed to be having a bad time.
Keep an eye on this thread and our social channels for updates!
After a monumentally coordinated and dedicated offensive from Commanders all across the Milky Way, the Thargoid Titan Taranis was critically damaged to the point it could no longer maintain its systems, causing it to enter meltdown and beautifully explode into a blooming cloud of deadly caustic remains. So many pilots came together to undertake this colossal mission and no doubt the Thargoids of the other Titans are quaking in their chitinous booties. As you wait for the caustic cloud to dissipate so we can take a gander at what fresh juicy goodies lurk within, 7 Titans still remain a threat. Titan Leigong is humanity's probable next target, but it still needs a bit of weakening by reducing the number of systems it controls
Now that the fireworks have come to an end, we wanted to talk about that thing we know you are all excited to know more about...the rewards!
As the destruction of Taranis was such a major occasion and we know that some people couldn't contribute to the war effort as much as they would like due to some pesky (non-alien) bugs we are going to handle the rewards a little differently for this specific event. To celebrate the destruction of Taranis we will be giving the rewards to everyone who traveled to the system any time between the release of Update 18 through to the time until Taranis exploded. This way we can ensure that even if a pilot was affected by one of the issues which might have invalidated their contributions, they will receive the reward. These rewards of a ship kit and decal will be going live some time this Thursday.
This is a ONE OFF for the rewards though. In order to receive rewards from future Titan destruction you will need to have taken part by damaging the heat core.*
For every Titan you are involved in defeating, you will receive an incrementally more prestigious ship kit with matching paintjob for different ships, and will receive an incrementing decal.
The first ship kit that pilots will receive on Thursday is the Alliance Chieftain bleached bone:
And the first decal you will receive is:
They will be added to your accounts on Thursday so keep an eye on our news channels for updates!
Thank you again to everyone who got involved in showing the angry crustaceans of doom that humanity wasn't going to sit there and let them attack our worlds. We look forward to watching you squash the next one!
* Updated Clarification To be eligible for the incremental Titan rewards you will need to do the following:
1) Have done damage to the heat core of a Titan within one week prior to it going into meltdown. 2) You need to have earned a minimum of 2M credits from hitting the core (You earn less credits from the Titan when they still need weakening and have a high damage resistance)
Don't forget you also receive Arx from taking down hearts and gain more if you are a top contributor.
The fight against the Titan Taranis is nearing its dramatic conclusion! Taranis has already lost 6 out of it's 8 hearts, with the 7th well on the way to destruction!
With so many Commanders unleashing the full power of humanity against our alien oppressors, we wanted to clear up a few things about the Titan rewards.
Arx
Commanders who should have received their Arx when engaging the Titan have been granted them. There is no UI message letting you know this has happened but rest assured your Arx has already been transferred to your accounts.
The Arx reward for fighting the Titan heat source is awarded live after each heart is killed, and each titan has 8 hearts. Note that your contribution percentage towards Arx resets after every heart kill. The top 10% of contributors to each heart receive 400 Arx, so up to 3200 Arx is available per Titan! A minimum of 100 Arx will be awarded for each heart, as long as you engage the heat source at least once.
Stuck Heat Sources
Sometimes the Titan heat sources can be extra stubborn and get stuck. We are aware and working on a solution to this but for the time being you can fix this yourself by changing to either solo or private group play. This changes the instance which should switch the heat source back into working correctly.
The Titan Taranis is currently under heavy fire in Hyades Sector FB-N B7-6 and humanity is on the very verge of victory. Now is the time to fight for all humanity and show the intergalactic doom weevils that we know how to squash bugs! Are you ready to do your part?